Multiplayer FAQ - Guide for Call of Duty: Modern Warfare 2

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A MULTIPLAYER GUIDE

© Derek Livingston 2009
Version .99b

Game:         Modern Warfare 2
Type:         Multiplayer Guide
For:          XBox 360, PS3, PC
Author:       Derek Livingston “DrSteveBruleDr”
Email:        [email protected]

Table of Contents
	To skip the the section copy the 5 character code between
the brackets and search for it using control – F.

[*INTR] Introduction
[*PREP] Preparation
[*PWEP] Primary Weapons
[*SWEP] Secondary Weapons
[*EQUI] Equipment
[*GRE1] Special Grenades
[PERK1] Perk Slot 1
[PERK2] Perk Slot 2
[PERK3] Perk Slot 3
[*DEAT] Death Streaks
[*KILL] Kill Streaks
[*TACT] Tactics and Tips
[*LOSE] How to Break a Losing Streak
[*STEA] Stealth
[*COPY] Copyright

______
UPDATE
======

	Welcome to version 2.0!

	Every section of this FAQ has been revised, and
many new sections have been added.

	I got alot of emails from everyone, and most
of it was useful and positive.  Best of all, a few of you
kind souls even donated a few bucks.  Without your
support I would not have come back to update this FAQ.

	Thank You!

___________________________
SHAMELESS COMMERCE DIVISION
===========================

Paypal account : [email protected]

	DONATIONS
	=========

	As with the previous version, this guide runs on
the generosity of the reader.  I'm about as flat broke as
a person can be and still have an Xbox and a connection to
the internet.  So if you make use of what you read please
consider making a donation.

	If I get enough support I plan to get myself a
Personal Video Recorder so I can offer online movies
to supplement the guide.

	To date I've put in about 40 hours of work on this FAQ.
Why?  Because a game is only as good as a players
understanding of it.  Also, I like to pretend I'm some sort
of expert.  I may not be the best player in the world, but
I'm happy to open up the box of tricks I've accumulated,
which is more that can be said for many of the "pros".

	So if you have some warmth in your heart
and some credit in your card, even a dollar or two would
go a long way!

	COACHING
	========

	There are a lot of people these days selling leveling
services.  Why people would buy a game then pay other people
to level it is beyond me.  Would you buy a car
and then pay someone to drive it for you?  I say to hell
with that mess!  Learn to get the most out of your game,
learn to kick more ass and have more fun while you're at it!

	If you want some friendly advice in real time and you
have a microphone and a connection to Xbox Live, I am more
than willing to offer coaching.  By spectating and playing
together I am happy to offer practical advice that can make a
huge difference.

	There are also a lot of great spots in every level
that are impossible to describe in a text document.  I'd be
happy to run through those as well.

	If you're interested, please send me an email.

	My rates are extremely reasonable.  Payment also
goes through Paypal so its safe and convenient.

	Thank You!

____________________
[*INTR] Introduction
====================

	Modern Warfare was easily one of the best multiplayer
games for the Xbox 360.  The sequel looks ready to take the crown
with more guns, more kill streaks, more levels, and more intense
competition.  For new players, however, the game can be very
difficult to get into.

	Many players out there have been honing their skills since
the original.  I made this guide because I believe a multiplayer
game is only as good as the average players understanding of it.
Hopefully reading this guide will give an advantage to both the new
and the veteran player.

	You will NOT find any exploits, cheats, or tactics that
subvert the rules of the game in this guide.

	In addition, This guide is not meant as a reference for every weapon
and attachment.  I'm sure there will be plenty of guides in that
area.

	What I hope you take away from this guide is an understanding
of how to make use of all the options available to you.  The learning
curve for this game can be very steep since there are so many
dedicated players out there.  Hopefully this guide will help level
the playing field.

___________________
[*PREP] Preparation
===================

	There are a few things a player should do to give themselves
an edge before even connecting to a game online.

		______________________
		SINGLE PLAYER AND COOP
		======================

	For new players and for players looking for some extra
practice, its a really good idea to complete the other areas of
game.

	While there are big differences between the campaign
and the multiplayer, some important things are the same.  The
following is a list of things to practice in single player:

		Moving			Using Cover
		Aiming			Firing from the Hip
		Using different weapons
		Grenades		Special Grenades
		Riot Shield		Predator Strike
		Sniping			Firing through walls

	The cooperative portion of the game is great for
working on coordination and communication.  Communicating
effectively to teammates is much more difficult than you
might think and it takes a while sometimes before being
able to do so effectively.

		____________________
		NETWORK OPTIMIZATION
		====================

	Before anything else make sure to maximize your connection.
One of the most common complaints online is “I shot him ten times
and he killed me in one hit, WTF".  Many times this is caused by
lag.  In a head on fight, all things being equal, the player with
more bars usually wins.  This is because the information that
they did fatal damage reaches the server first.  If you've been
having a hard time you may just need to open up a fresh can of
internet.

	First get yourself some broadband.  Ask around what
connection in the area has the best latency and download/upload
rates.

	Next, make sure that only your Xbox is using your connection.
Turn off downloads and tell roommates or family members not to
get off the connection.  Your kill / death ratio is more
important anyway.

	Another way to get all the speed you can is to connect your
Xbox 360 directly to your broadband.  Routers
and hubs may limit your connection.

	If your broadband modem is bigger than your Xbox or needed
to be patched for Y2k, you may find your connection is unstable.
Resetting your cable/ADSL modem can help with performance.
Also, if you know the problem is your broadband modem
call up your internet service provider and try to make a stink
until you get a new one.

	If you are forced to use an Xbox 360 wireless adapter
get a damn good wireless router and try to get your Xbox as close
to the router as possible.  Playing on a weak wireless signal
is torture.

		_______
		GEAR UP
		=======

	Use your f**king mic.  If you don't have one, they cost
around $20.  A team that communicates and coordinates has a huge
advantage over one that doesn't.  If you can keep from adding
your own soundtrack by singing your favorite Jonas Brothers songs
or making totally awesome farting noises you may even make a
friend or two.

	Play in HD.  Lower resolution results in more difficulty
when engaging at range.  Cheap ways to get up your resolution
include using a computer monitor with a VGA/SVGA cable, upgrading
to component on a CRT TV(old fashion TV with large rear).
The following is a breakdown of formats and resolutions.

			Format			Max Resolution

	Best		HDMI				1080p
	Great		VGA, SVGA, DV		1080i
	Average 	Component			720
	Bad		AV cables, S-video	480i
	Game over	Coaxial

	p = Progressive scan.  Updates the entire screen every
refresh, allowing higher apparent frame rates and smooth motion.

	i = interlaced scan.  Updates the odd lines and then
the even.  Results in a twitter effect in areas of fine lines
and lower apparent frame rate.

	If you don't have an HD TV its not really an automatic
"game over".  You know those blind Martial Artists/ Blues
musicians?  They hone their other senses since they can't see.
So at least get yourself some good headphones.


________________________
[*PWEP]  Primary Weapons
========================

	>ASSAULT RIFLE – These are the most dominant weapons in
	the game.  Combining power and range with good rate of
	fire, assault rifles are a great weapon for beginners
	and pros alike.

		Pros- Well rounded,
			Very accurate at range,
			Low recoil

		Cons- Beaten by sniper rifle at range,
			SMG/secondary when close


	>SUB-MACHINE GUN – This weapon category excels at close
	to medium range.  The real thing that sets SMGs apart
	is their high rate of fire and mobility.  SMG classes
	function well as scouts or light infantry.

		Pros- High Rate of Fire,
			Mobility (great when firing from hip)
			Flanker's choice

		Cons- Mid - Low Damage,
			Mid - Low Accuracy,
			High recoil,
			Terrible at long range


	>LIGHT MACHINE GUN – Strong and slow, the LMG works
	best when defending a strong tactical position.

		Pros-	High Damage,
			Long Range,
			Large Magazine
			Perfect for firing through walls

		Cons- Slowest Mobility
			Longest reload times
			Sustained firing draws attention


      >SNIPER RIFLE – Highly specialized long range weapon
	requiring detailed knowledge of the map and the enemies
	location.

		Pros-	High Damage
			Longest Range
			Highest Accuracy

		Cons-	Low Rate of Fire
			Small Magazine
			Firing from Hip nearly useless
			Terrible at short range
			Increased chance at retaliation


      >RIOT SHIELD – Odd ball defensive weapon.

		Pros-	Provides 100% protection from bullets
			Reduces/Deflects explosive damage
			Provides protection from rear
				w/ secondary wep active
			Great distraction
				(gives assists when deflected
				attacker is killed by team)
			Masks player profile
			Powerful in groups

		Cons-	Protects only from frontal attacks
			Feet still visible, even when crouched
			Easy target for Semtex grenades
			Slowest Mobility


__________________________
[*SWEP]  Secondary Weapons
==========================


      >MACHINE PISTOLS - The Sub Sub-machine gun.

		Pros-	High Accuracy
			High Rate of Fire

		Cons-	Small Magazines
			Less useful at Medium-Long range
			Weak against SMG, Shotgun

      >SHOTGUNS – Variations on a boom-stick.

		Pros-	Massive Close Range Damage
			Large Variety w/i weapon type

		Cons-	No Damage at Medium-Long range
			No functioning stealth option
				(silencer drops range down to melee)
			Many advanced attachments are
				very time consuming to unlock

      >HANDGUNS – The old sidearm may seem vanilla, but its
	more useful than you might think.

		Pros-	High Accuracy
			High Damage (Close)
			Tactical Knife attachment
			Fast attachment unlock
			50% faster weapon switch
				from primary to pistol
			Can be combined with Last Stand

		Cons-	Semi-automatic
			Iron Sights only

      >LAUNCHERS – Slow but powerful, launchers are
	good against vehicles and enemy infantry.

		Pros-	High Damage
			Large Area of Effect
			Effective at short-long range

		Cons-	Long weapon switch
			Long reload
			Many come w/ only 1 round
			Long time to target
				(compared w/ bullet)
			Cheese Factor


__________________
[*EQUI]  Equipment
==================

      >FRAG GRENADE – Frags should be familiar to most players.  They are
short to medium range thrown weapons with a decent area of effect.  While
not as powerful as Semtex, they are much quieter and can be cooked.  Cooking
a grenade means holding down the right bumper so that when you finally
release the bumper and throw the grenade it will explode very quickly before
the enemy has a chance to run away.  Frag grenades will actually roll downhill
or in the direction they were thrown, which is new in Modern Warfare 2.

      >SEMTEX – These plastic explosives have much shorter range than
Frag Grenades and emit a beeping noise before detonating, which can give
your enemy time to run.  They cannot be cooked.  Now for the good news.
Semtex can stick to whatever it hits, including players.  Also they have
a larger area of effect and higher damage than the Frag Grenade.

      >THROWING KNIFE – While difficult to use, the Throwing Knife also
has the shortest time between being used and potentially killing a target.

		Frag - Windup + 5 seconds till damage

		Semtex - Windup + 3 seconds till damage

		Throwing Knife - Windup + Flight Time till damage
		= .5-1.0 second

		Windup = @.5 seconds

	Holding down the right bumper brings up an aiming
reticule and releasing throws the knife.  The knife travels in an arc, and
after a short distance begins to slow down and drop quickly.  If you
hit the enemy its almost always a kill.

      >TACTICAL INSERTION – The flare takes around 3 seconds to ignite.
At that point its dropped beneath the player.  When the player is killed
they will respawn at the flare, facing the same direction they were when
they deployed it.

		The Tactical Insertion takes some thinking to use well.
	First of all, you need to know the map well enough to place it where the
	enemy is unlikely to go, but also somewhere near a good position.

		If an enemy does spot your flare they will probably wait
	for you to respawn and get an instant kill.
	See the section on Location for more ideas.

      >BLAST SHIELD – Do you hate getting killed by noobtubes or grenades?
Tired of claymores?  The Blast Shield cuts down on explosive damage by around
50%.  It must be equipped by pressing the right bumper or else it has no effect.
When you equip it, you will lose some peripheral vision along with your UAV /
map.
If your reflexes are quick enough, wait until you hear or see a grenade coming
your way before equipping it.

	>CLAYMORE – The claymore is the camper's delight.  Once placed, the mine
will detonate when an enemy moves in front of it.  There is, however, a slight
delay before detonation.  So with that in mind, successful use of the claymore
means putting it out of sight but very close to a door or walkway.
The direction the claymore is facing should be slightly ahead of an enemy
walking through a door so that it can trip and hit them with the full blast.

	An exploded enemy will not be able to see your location in the kill cam.

      >C4 – These explosives are fairly straight forward.  Tapping the right
bumper will throw a satchel of explosives a short distance.  Pressing the right
bumper again will blow them up.  You can also detonate the explosive by tapping
the reload button twice.

	Where Grenades and Semtex are good in a lot of situations, C4 is
only good at very specific times.  Due to the terrible range of the C4,
not to mention the time required to throw and detonate it, C4 is usually
best used when ambushing the enemy.  The problem is, ambushing requires
knowledge of where the enemy will be.  That's why objective based games
are often the best setting for C4.  If you know the enemy is going to
try and plant a bomb or capture a location then all you need to do is
plan ahead.

	Another way to get some added power out of C4 is to try and plant
near explosive objects.  Cars, explosive barrels or propane tanks
can make for secondary explosions that are actually larger in area
than the original.

	An exploded enemy will not be able to see your location in the kill cam.

_________________________
[*GRE1]  Special Grenades
=========================

	Three important things to remember about Special Grenades:

	      	Timing is everything.  The duration of the
		effects caused by these grenades is very short.
		Hit your enemy fast or not at all.

	      	Just because you hit them with a Special
		Grenade doesn't mean they don't know where you are.
		If they saw you before you threw it, that's where
		they're going to shoot afterward.  Flanking and
		distraction is a must.

	      	The damage indicator from hitting an enemy
		with a flash grenade or a stun grenade does not
		mean the enemy took damage.  What it does mean
		is that the enemy is near the point of detonation.
		Use that knowledge to go fishing
		for targets.  If you get a hit follow it with
		some shots.  If you get nothing, however, you
		may have exposed your position.

      >FLASH GRENADE – Any enemy within range of the flash grenade
will be blinded and deafened.  Enemies facing the point of
detonation will be more disrupted than those looking away.
Also,
enemies closer to the flash bang will be more disrupted than
those farther away.  The area of effect of the Flash Grenade is
fairly small, but if you can manage to get one right in front of
an enemy you can count on them being completely out for around
a second and disrupted for one or two more.  If you manage only
a partial hit, most players will have no problem taking you out
if they can find you.  The flash grenade works best in a frontal
assault since complete blindness prevents them from aiming.

	>STUN GRENADE – Where the flash bang works best when
attacking an enemy head on, the stun grenade works best when
attacking an enemy or group of enemies from the side or the rear.
The orientation of the enemy does not seem to be a factor as
it is with the Flash grenade.  Distance, however, will
determine the extent of the effect. While Stun grenades will
cause some white out of the enemy screen, the main point is
that it slows all movement of the enemy for a few seconds.
This includes running and strafing, but most importantly,
it prevents the enemy from turning and aiming as quickly
as they would otherwise.  In an ideal situation, you could
attack a group of enemies from behind, Stun them, and then
take them out while they are still trying to turn towards you
to engage.

      >SMOKE GRENADE – As the name implies, this grenade
creates a large cloud of smoke after a second or so.  Its
effects are not as direct as a the other two grenades, but
it can be very useful none the less.  Unlike the other special
grenades, you only get one smoke grenade so be careful
how you use it.  That being said, the smoke grenade is ideal
for disrupting the line of sight of an enemy.

	Also, weapons with area of effect components, such as
grenades, launchers, and machine guns can be employed to
good effect through a cloud of smoke.  In these cases you
don't really need to know exactly where the enemy is located
so long as you're firing in the right direction.

	Last of all, infrared scopes can see through
smoke and give the user a great advantage.

_______________
[Perk1]  Perk 1
===============

	MARATHON – Marathon allows you to run without ever
needing to stop.  This can be great for getting behind
the enemy, but it can also be dangerous since while running
you cannot shoot.  Even after stopping, there is a slight
pause before your weapon comes up.  So if you are going to
use marathon, be careful.

	MARATHON PRO – The pro version of this perk allows
the user to climb faster, increasing the speed at which
ladders and other objects can be overcome.

	Many nifty spots on maps require some climbing to
get to.  During that time anyone caught in the middle is
usually extremely exposed.  So for those who like moving in
and out of every hole and corner or a map, marathon pro can
actually be very useful.

	SLEIGHT OF HAND – SoH returns from Modern Warfare.
Simply put, it allows you to reload any weapon much faster
than normal.  The weapons that would benefit most from SoH
are ones with either a small clip or a very high rate of
fire.  The more often you need to reload, the better this perk
becomes.

	SLEIGHT OF HAND PRO - Faster aiming down the sight.
While it may not seem like it, it does take time to aim
with the left trigger.  If you are being shot at even a
small amount of time can make the difference.  Sleight of
Hand Pro cuts the time it takes to raise your weapon by about
half.

	SCAVENGER – This is a new perk and can be very useful
if you find yourself running out of ammunition on a regular
basis.  Whenever another player dies, enemy or ally, they will
drop their weapon and a little blue bag.  You can only see
the bag if you have scavenger equipped.  By walking over it
you can refill your own ammo, no matter what weapons you
are using.  It also refills equipment.

	Sometimes you may need to fire a few shots of your main
weapon and reload in order to refill your explosives or
launcher ammo.  The longer you can survive, the more ammo
you use up, the better this perk is.

	In objective based maps like headquarters this perk
can be great because players will usually die a lot in certain
areas, allowing you to fill up ammo and spam grenades.  If you
are like a lot of players and tend to die before using your
ammo up, then maybe this perk isn't for you.

	SCAVENGER PRO – When you spawn with this perk, your
ammo is doubled.  Its hard to imagine needing that much
ammunition, since firing often enough to exhaust what you
scavenge is very risky.  Firing, even with a silencer,
allows the enemy to follow the bullets back to you.  If you
enjoy spraying than you may gain some advantage with
the pro version of this perk.

	BLING – Another new perk to the game Bling allows
you to take advantage of all the new attachments you can
put on your weapon.  Instead of one, Bling allows you to
equip two attachments.  Basically, a weapon with two
attachments can be either better generally, or better for
some specific purpose.

	For example, an ACOG scope on an
assault rifle makes short range fights more difficult.
Combined with a shotgun, however, you can switch between the
two depending on the situation.

	Other examples would be a silenced sniper
rifle with an infrared scope, or a machine gun with a grip
and FMJ.  The possibilities are endless.  Keep in mind,
however, that running out of ammo can become a problem
since you cant use scavenger.

	BLING PRO – Two attachments with the secondary
weapon as well as your primary weapon.

	ONE MAN ARMY – This perk is rarely used, though it has
a great deal of potential.  With One Man Army equipped, you lose
your secondary weapon slot.  What you gain is the ability to
switch to any other class at any time by pressing the Y button.
Switching classes takes around four or five seconds and refills
all your ammo and equipment.  Don't do much switching until you
get the pro version unlocked.

	ONE MAN ARMY PRO – Cuts the time required to switch
classes by half.

____________________
[PERK2]  Perk Slot 2
====================

	STOPPING POWER – Within the core rule set this perk
is extremely powerful.  Stopping Power increasing the
damage of all fire arms by around 30%.

	In Modern Warfare 2, the best defense is a good
offense.  This perk is great for beginners and for weapons
without any unlocked attachments.  Once you feel ready for
a challenge and comfortable with your classes then consider
switching to some of the other perks below.

	It is my theory that these other perks were provided
for additional challenge for players who, through skill or
experience, find the game a bit too easy.

	STOPPING POWER PRO – Stopping Power Pro increases damage
done to vehicles.

	Honestly, like some of the other Pro unlocks, this
is not very useful.  Shooting at vehicles with something other
than a launcher is stupid to begin with.  Even with a powerful
machine gun it will take more than a clip to destroy even a
weaker vehicle like the harrier.  That means that you end up
standing around completely unaware of your surroundings making
yourself a perfect target, especially since you have to stop
and reload.

	Also, most enemy vehicles will prioritize players who
are firing at them.  So, unless your whole team is firing
at a vehicle, just use a stinger and be done with it.

	DANGER CLOSE – This perk increases the amount of explosive
damage you deal.

	While it may not seem as useful as stopping power,
there are quite a few new choices of explosive weapons in
Modern Warfare 2.  The launchers, for example, become
unstoppable with Danger Close.

	This perk is most effective in games with large numbers
of players, such as ground war, where a well placed javelin
or Semtex can earn you large kill streaks.

	DANGER CLOSE PRO – The unlock for Danger Close gives
more damage to aerial kill streaks, such as the predator
missile and the harrier.  While there aren't too many
instances that an enemy can survive an aerial attack, there
are some situations where misses and cover can allow them to
escape.  With Danger Close Pro on there is little to no
chance that an enemy can escape death once your vehicle
locks on to them.

	All in all, this is an unlock worth working towards
since you can always save up your kill streaks with a more
general build then switch to Danger Close Pro when you're
ready to unload and get that extra damage.

	HARDLINE – Another new perk in Modern Warfare 2,
Hardline decreases the number of kills necessary to earn
a kill streak by one.

	The cost decrease is especially useful for the cheaper
kill streaks like the UAV and the care package.  With hardline
equipped you can call in a UAV with only 2 kills in a row,
resulting in a 30% discount in cost.

	For more expensive kill streaks, hardline has a
diminished effect relative to the cost of the perk.  Calling
in a nuke, for example, would take 24 kills instead of 25,
making hardline fairly useless with more expensive kill streaks.

	HARDLINE PRO – All death streaks require one less death
to activate.  Painkiller, a large temporary increase to player
health, normally takes three deaths without a kill in order
to activate.  With Hardline Pro, however, it takes only two
deaths.  That makes Hardline Pro a great perk for those
players who are either doing very well and are thus able to
earn kill streaks faster or, are doing very poorly and will
be protected by death streaks more quickly.

	COLD BLOODED – With Cold Blooded equipped you can
operate completely off the grid.  That means that UAVs,
sentry guns, and air support will be unable to see or attack
you.  In addition, Thermal scopes will not highlight you.

	This perk works great for players who really want to
surprise their enemies and don't mind taking time to do so.
Keep in mind, however, that all things being equal,
a player with Cold Blooded will lose against a player with
stopping power almost every time.  So if you want to use
this perk make sure to attack from the side or from behind
your enemy.

	COLD BLOODED PRO – Normally when an enemy puts you
in their cross hairs your name will appear above your head.
This makes identifying enemies and shooting them easier.
With Cold Blooded Pro, this feature is disabled for the enemy,
making you truly stealthy.  Keep in mind, however, if you are
caught running out in the open Cold Blooded will not help you.

	LIGHT WEIGHT – In Modern Warfare 2, like in the original,
movement speed is largely determined by what type of primary
weapon you have.  Machine guns are the slowest, while
sub-machine guns are the fastest.

	Equipping Light Weight will add speed to any class.
When combined with marathon, it allows a player to really move
around the level.

	While LW doesn't have the bullet damage of stopping power,
the damage of explosives and the melee attack are unaffected.
Using a more varied offense with LW is a very good idea.

	As with Cold Blooded, this perk more or less requires
flanking your enemy.  In order to do that it usually means you
have to take the long way around the map, and with Light Weight
that becomes much easier.  There are some small defensive
bonuses as well.  By moving around quickly, enemy UAVs and heart
beat sensors will likely have a hard time keeping up with you
since they update once every few seconds.

	Light Weight also makes you slightly harder to snipe
or hit with explosive weapons.

	LIGHT WEIGHT PRO – Allows the user to aim quickly after
running, similar to Sleight of Hand Pro.  This is one of my
favorite perks and a real challenger to Stopping Power, though
it requires a very different play style.  In theory, if you
centered your aim properly you could come out of a sprint,
aim and fire then be off again.

___________________
[PERK3] Perk Slot 3
===================

	STEADY AIM – This perk increases the accuracy of
weapons when fired from the hip.  To new players, this means
firing the weapon without aiming down the length of the gun.

	The benefit to firing this way is that you can still
move at normal running speed and you can avoid the split
second amount of time it takes to bring your weapon to bear
when firing down the sights.  The result of this perk is a
tighter cone of fire, with bullets firing randomly within
its confines.  Kneeling will tighten that cone further, and
going prone even more so.  This perk is great for sub-machine
guns, accurate assault rifles and LMGs with a grip.

	STEADY AIM PRO - For snipers, steady aim is more or
less useless.  When you unlock the Pro version, however, it
increases the amount of time you can hold your breath while
sniping.  This makes it very useful, especially with sniper
rifles that have a low rate of fire.

	COMMANDO – For those players who enjoy flanking and
attacking with melee, commando adds additional range to any
melee attack, riot shield included.

	It may take some time getting used to, but the range
works out to about a player or two in length.  While melee
may seem difficult at first, there are a lot of benefits to
using your knife.  For one, you never run out of ammo.
Also, unlike fire arms, you will not appear on the enemy
map when you use melee.

	COMMANDO PRO – The upgraded form of commando negates
all falling damage.

	That may seem useless to some, but one of the best ways
to get in close to an enemy is to drop down on them.  With
Commando Pro you can drop from a great height and surprise
the enemy.

	SCRAMBLER – Scrambler disrupts the enemy map or UAV the
closer they come to you.  The effect is very similar to a UAV
jammer kill streak.  While it may seem like this perk would
be ideal for stealth, it also alerts your enemies that you
are nearby.  The degree to which their maps are scrambled
also informs them whether they are colder or warmer, so to
speak.  There goes the element of surprise.
	Don't give up on this perk yet.  There are some
situations where it can still give an advantage.  As was
mentioned before, the enemy may be able to figure out if
they are hotter or colder to your location.  That only works,
however, if the game is simple.  Make things complicated
by equipping the perk on a fast moving class or by getting
some friends to use it as well.  Also keep in mind that
the scrambling effect doesn't take elevation into account.
The scrambler has nothing to worry about if the enemy is
looking on the wrong floor.

	SCRAMBLER PRO- Annoyed by claymores?  Scrambler pro
slows down the speed at which they trigger by a good three to
five seconds.  That means you will hear the click of activation
but the claymore itself will not explode for some time,
allowing you to walk safely past.

	SIT REP – This perk alerts you to enemy explosives and
tactical insertions are located.
	Sit Rep is very situational.  If you are in a game and
you notice the other team using tons of claymores, C4, and
tactical insertions then this perk would be very useful.
However, in my experience, I have never been in a game that
warranted using Sit Rep.

	SIT REP PRO - Sit Rep Pro makes enemy footsteps louder.
If you have a nice sound system, this perk really shines.
The problem is that in order to unlock this perk you have to
destroy a very large number of claymores and tactical insertions.
If you want to spend the time, then more power to you.

	LAST STAND – After playing through the single player, you
may have noticed how many enemies may go down but continue to fire
at you on the ground.  Last stand allows you to do just that.
Where normally you would die, this perk allows you to pull out
your pistol.  If you do not have a hand gun or machine pistol
equipped, then an M9 pistol will be provided.  You can also crawl
slowly around.
	There is a time limit however, of about five to ten seconds.
Also, when in Last Stand you have very little health, pretty much
any damage will take you out.  Stun grenades can actually finish
you off even though they do virtually no damage normally.
Overall, this is a difficult perk to use effectively since most
players will just keep shooting until they get you.  If you play
it smart, however, and keep behind cover or disrupt the enemy with
stun/flash grenades you may find you are able to get a few kills
here and there.  If you are serious about using Last Stand, make
sure you keep some powerful machine pistols and handguns equipped.
Going akimbo with either will allow you to open up on the enemy and
increase your chances of taking them down.  This perk is a great
counter to snipers, forcing them to fire an extra shot no matter
how powerful their weapon is.
	Last Stand does not stack with Final Stand.

	Last Stand Pro – While in last stand you can now use your
equipment as well as your pistol.  That means that you can throw
grenades, knives, flash bangs, etc.  In order to take advantage
of this you had better learn to think fast.

______________________
[*DEAT]  Death Streaks
======================

	COPY CAT – Copy cat allows you to steal the class of the
enemy that kills you.  It requires four deaths in a row in order
to activate.  This Death Streak is garbage.  You get to use
the enemy class for one life.  WTF is that.  Whats worse is
that if the enemy has killed you, they may be more experienced
and could be using a build or a weapon you don't have much
practice with.
	Lastly, copying someone will, at best, even the odds
a little.  It will not put you on top.  No class is countered
well by a copy of itself.

	PAIN KILLER – If you played Modern Warfare at all, you
likely spent a far amount of time cursing a perk called Juggernaut
that increased the health of the enemy.  Juggernaut, thankfully,
is gone in Modern Warfare 2.  Pain killer functions in a similar fashion.
After three deaths without taking out an enemy, the next time you
spawn you get about ten seconds of double health.  Personally,
this is my favorite death streak.  Its especially useful if you
find yourself being spawn camped, which is usually how most people
get killed over and over in the first place.  With Pain killer you
may just have enough time to make those spawn campers back off.

	MARTYRDOM – Another old and hated perk from the original,
Martyrdom drops a live grenade once you've died enough times for it
to activate.  Danger Close will increase the power of the grenade.
Small levels or confined spaces allow martyrdom to work best and since
its not a general perk anymore, most enemy players will not expect it
as much as they used to.

	FINAL STAND – If you like Last Stand, you may want to consider
using Final stand.  Keep in mind that the two do not stack.  Final Stand
allows you to survive where you would die normally, and like Last stand,
you are able to move around on the ground and fire at the enemy.  Unlike
last stand, you are not forced to use your pistol which means you can use
your primary weapon while down.  This allows for some interesting
combinations, such as pulling out your riot shield.  With your riot
shield out and a wall to your back, you become very difficult to finish
off, though the downside is that you have no offensive capability.

	Finally, if you manage to kill your attacker or at least crawl to safety,
you can get back up after around fifteen seconds.  By surviving with
Final Stand you can continue any kill streak you had going.

_____________________
[*KILL]  Kill Streaks
=====================

	In order to get a kill streak you need to kill enemy players
without dying.  Each kill streak has a number associated with it.
The UAV, or unmanned aerial vehicle, provides you and your team with
the locations of the enemy.  In order to get it you need to kill three
enemies without dying.  The more kills required to get a kill streak
the more powerful the effect.  For example, four kills will get you
one care package.  You might expect eight kills in a row would get you
two packages, but if you use the Emergency Air Drop you actually get four
packages.

	Taking an enemy out in last stand will continue your streak.
Assists, meaning some one else deals the final blow, do not count
towards your kill count. All kills earned through using kill streaks
that you earned during your current life will add to your total.
That means if you get five kills and use a Predator Missile to get
two more you could use the Harrier Airstrike so long as you have it
unlocked and equipped.

	Any kills gained from kill streaks earned during previous
lives will not add on to your total.

	Anything found within a care package will not add to your
kill streak.


UAV - 3 Kills

	This is the most basic kill streak and also one of the most
useful.  Once activated, the enemy positions are posted on the map
and are updated every second or so.  This works for both you and
your team.

	The UAV itself can be sighted up in the sky and can
be shot down using a guided missile.

	Many players opt out of using this perk because it doesn't
directly add to their killstreak.  Its a real shame, however, because
the UAV is a real help to you and your team.  Knowing where the enemy
is not only helps you get more kills, it also helps you stay alive
long enough for those kills to matter.

CARE PACKAGE – 4 Kills

	By throwing a red smoke grenade you mark a landing zone for
a friendly helicopter to drop supplies.  Make sure that the area
above your LZ is open to the sky or else when your supplies are
dropped off they can become stuck out of reach.

	Once your marker is out a crate will drop straight down
from above.  The crate can contain any other kill streak,
including those with a much higher cost than the care package
itself.  If you're unlucky, however, you only get ammunition.

	Care packages draw players interested in free goodies.
Friendly and Enemy troops may come from all over the map to
try and grab the crate.All players in the game can see it on
their radar, even without UAV. Only your own team can see
what is inside the crate.

	With that information, you can do some interesting things.
Setting up a sentry nearby can net you a few kills, C4 or
claymore can be useful as well.  If a friendly team mate grabs
the crate you gain some exp, but any trap you have set for the
enemy has no more bait.

	Do not stand directly on top of your LZ as you can be
killed by the falling crate.

COUNTER UAV – 4 Kills

	The counter UAV renders the enemies map useless by
filling it with static.  Not only does this counter their UAV,
but it also hides team mates who are firing their weapons.
This is a great way to get some stealth without sacrificing
damage or range.

SENTRY GUN – 5 Kills

	In order to use the Sentry Gun, you must first call in a
supply drop in exactly the same way as you would a care package.
Once you pick up the crate you can activate your sentry gun
which will place a shiny outline in front of you.  By confirming
the location the sentry gun will materialize.

	If you are killed with the sentry gun position
unconfirmed it will be placed wherever it was when you were
killed if it was a valid position.

	The gun itself scans a 90 degree cone directly in
front of it.  If an enemy moves in front of the gun it will
open fire.  Usually this will result in the enemy being shot
to pieces in a second or two.  There is, however, a maximum
range that a sentry gun can acquire a target.  Past that point,
your sentry will not fire.

	Sentry guns can be killed with normal fire arms, however
it takes a lot of damage to do so.  Explosives are your best
bet for destroying sentry guns.  They can also be killed by
meleeing them from behind.

	Flash or Stun grenades will temporarily shut down
sentry guns.

	Positioning your sentry gun is very important.  Generally,
you want to put the gun somewhere where it cannot be approached
from behind.  Corners are great for this.  Also, you want it to
be able to scan a large room that is fairly high traffic.

	If you happen to have two sentry guns, try positioning
them in corners allowing them to cover each other.

PREDATOR MISSILE – 5 Kills

	The predator missile is a simple yet potentially
very effective weapon.  Once activated, you temporarily take
control of a single predator missile launched from above the
map.  The enemy is represented as red squares while enemy
vehicles will appear as red triangles.  By guiding the missile
into either target it will explode , doing lethal damage to
anything nearby.

	Timing with the Predator Missile is everything.  If you
can hit the enemy while they are in a group you can easily
score three or more kills which can boost you up to your
next kill streak.

	Also, as mentioned before, enemy vehicles will be
represented and can be hit by your predator missile.  That
means helicopters and harriers can be blasted instead of enemy
troops.  If you take this route, make sure to hit the enemy
vehicles right as they are spawned and before they get any
kills.  Taking out an enemy kill streak after its wreaked havoc
for almost its full duration is not an effective use of the
missile.

	Predator missiles can be flown through sky lights and into
troops within a building.

PRECISION AIRSTRIKE – 6 Kills

	The airstrike is back, but this time you can chose the
direction that your air craft will bomb in.  The damage
pattern is more or less rectangular and the bombs drop in
three waves.  While a single wave may not kill an enemy near
the outside of the blast area, multiple waves will destroy
everything and anything in their path.

	The accuracy of the strike is far greater than a
Harrier Airstrike.

	These bombs, like the predator missiles, will drop
through windows.  Enemies completely under cover, however,
will take no damage.

	Airstrikes cannot be shot down.

HARRIER AIRSTRIKE – 7 Kills

	This nifty kill streak combines some of the power of
an airstrike with the staying power of a helicopter.  Two
harriers will bomb around the area you target and a third
will hover over the area firing its mini gun turret down at
any enemies left alive.

	Unlike helicopters, the harrier does not patrol the
map much and is one of the easiest vehicles to destroy
since it is more or less stationary.

	Harriers will fire missiles at enemy helicopters if
they are present, making them a potent counter.

ATTACK HELICOPTER – 7 Kills

	Once activated an attack helicopter will fly from
outside the battlefield into combat.  Any enemy exposed
to the 270 degrees in front of the helicopter will be blasted
by a turret.  The helicopter can last longer than any other
air support.

	If the enemy doesn't shoot down your helicopter, it may
generate more kills than the harrier.  Most of the time, players
will shoot it down quickly and easily, with only a singer stinger
or javelin.

	The Attack Helicopter will fire missiles at enemy
air support (except care package vehicles, AC130)

EMERGENCY AIRDROP – 8 Kills

	This is one of my favorites.  The Emergency Airdrop works
just like the care package.  You must designate an LZ.  A few seconds
later a cargo plane will fly overhead dropping crates.  These crates
will spread out quite a bit more than with the care package, so pick
a wide open area.  While the Airdrop may only cost twice as much as
the care package, you get four crates instead of one.  These crates
can contain any other kill streak.  As long as you pick them up before
your enemy and none of them are unreachable, the time you spend waiting
will be rewarded with some potentially devastating support.

	The Airdrop cannot be shot down.

	Any killstreak from an airdrop or care package will not add
kills toward your next killstreak.

PAVE LOW – 9 Kills

	Think of the Pave Low as an upgraded Attack Helicopter.  Its
larger, possessing two turrets fired from the sides of the helicopter.
The Pave Low can counter one missile and can take around two AT-HS missiles
or one direct stinger hit.

	Overall the damage inflicted by the Pave Low is much higher
than with an attack helicopter.  Each gun does around twice the damage
of the Attack Helicopter turret, resulting in around a four fold increase
in damage.

STEALTH BOMBER – 9 Kills

	Other kill streaks are announced to your team as well as the
enemies.  Also, other kill streaks will appear as an icon on the enemies
map.  This gives them the chance to take cover from incoming fire.

	The only warning the enemy gets when the Stealth Bomber is used
is a low hum in the background.  Shortly thereafter a B2 stealth bomber
flies over the map and destroys everything in its path.  This path is
determined by the player, similar to the precision air strike.  The actual
area of effect is a straight line about as wide as the targeting reticule
and stretches from one end of the map to the other.

	The stealth bomber cannot be shot down.

CHOPPER GUNNER – 11 Kills

	When activated you take control of the turret on a helicopter.
Unlike the normal attack helicopter, the chopper can fire non stop.
The attack has an area of effect far larger than the graphic would
indicate.  Shooting the ground near enemies that are otherwise
unexposed will kill them as quickly as hitting them directly.  Head
shots are also possible.

	Enemies are represented as squares and will be highlighted when they
are in the open.  Simply line em up and fire.  It usually only takes
two to three hits to take down an enemy and the gun has no danger of
overheating so go nuts.  Head shots are possible as well.

	The Chopper Gunner is better than the AC130 on maps where the
enemy is more spread out or in cover, such as in the alleys between streets.

	The Chopper Gunner kill streak is, however, easier to shoot
down than the AC130.  This is because the helicopter flies closer
to the ground and does not possess the strong antimissile countermeasures
of the AC130.

AC130 – 11 Kills

	If you played the original modern warfare then you probably
remember the level with the AC130.  There are three weapons
to chose from, each with its own level of magnification.  You can
switch between them with the Y button.

	The main gun fires a single shot with a tremendous area
of effect but slow reload.  The second gun zooms in slightly
and fires up to three shots with some area damage.  The final gun
is a heavy machine gun with high zoom and around a dozen rounds
per reload.  There is little area of effect which requires leading
the target.  This is the most difficult gun to use.

	In order to use the AC130 to its fullest potential make
sure to switch guns while reloading.  Many new players will only
use the large gun and may only get to fire it a few times before
their time runs out.  By switching, however, you can fire one
while the other two reload.

	The AC130 can be shot down, but its not easy.  When a missile
comes close, the AC130 will release countermeasures.  Shooting it down
requires three guided missiles of any type as the first two are countered.

EMP – 15 Kills

	The EMP shuts down all enemy electronics.
The EMP removes all of the enemies HUD, including the map, the cross hair
and name labels on other players.  It also disables all sights except
the iron sights (default) and the ACOG.

	Best of all, enemy kill streak rewards are destroyed.  That
means all existing air support, turrets, and UAVs are toast.
Also, the aircraft that deliver care packages can be
destroyed en route.

TACTICAL NUKE – 25 Kills

	The Tactical Nuke starts a ten second count down followed by
everyone on the map being killed.  It may sound lame and over powered,
but ask your self, if someone on the other team is able to get twenty five
kills without dying maybe its best the game was ended.

	In order to activate the Nuke, most players will equip the Pave Low
followed by the Attack Helicopter/ AC130 and then the nuke.  Therefore
in theory all they need to get is nine kills.  If no one shoots down their
kill streaks and they can get all the kills they need they can ride it out
all the way up to the Nuke.

	The good news is that players trying to get nukes will usually get
NO kill streak rewards until they get nine in a row.  That's a pretty good
advantage to everyone else.

________________________
[*TACT] Tactics and Tips
========================

	Before talking about all the details lets take a moment to look
at the big picture.  First of all, with thousands of potential classes
out there, you may be wondering where to start.

	First of all, there is no best class or best weapon.  Every
weapon, perk, etc has a strength in the right situation.  Consider
game mode, opponent, and what you know how to use well.

		____________________
		Leveling and Unlocks
		====================

	Once you get outside of the noob levels and can build your
own classes you will have access to a few basic weapons and perks.
People tend to think high level unlocks are "better" than what
you start with.  That's not entirely true.

	The options you have initially are useful in a wider
variety of situations than much of what you unlock later on.
These initial options are also very difficult to build a
hard class to play with.

	For example:

	-  The Famas is one of the easiest weapons
to use.  The three round burst gets rid of recoil and accuracy problems.
Think training wheels.

	-  The F2000, one of the last AR unlocks,
is extremely difficult to use.  Its high rate of fire and low
accuracy require manually limiting your fire.  Failure
to do so results in crippling recoil.

	-  Stopping power is very easy to use in the Core game rules.
Doing more damage is about as good as it gets in a game that's mostly
about taking down the other player.  All the other perks unlocked later
in that slot are hard pressed to make up for the drop in damage.

	-  Basic weapon attachments, such as the grenade launcher
(Assault Rifle), the Grip (Light MG) and Rapid Fire (SMG) have very
broad applications.

	-  Advanced weapon attachments, such as the Infrared Scope
and the shotgun are useful only on certain maps and in certain situations.

	You may be wondering what the purpose is for all these
unlocks if some of the initial options are so powerful.  The answer
is that doing the same thing over and over is boring and leads
to a very narrow understanding of the game.  In order to keep
things fresh and challenging its fun to use some of the strange
unlocks that become available.  Every once in a while you may
even build a class that players have no idea how to counter!

		_____
		Perks
		=====

	Easy Mode Perks		Stopping Power	Sleight of Hand
				Steady Aim	Commando

	First of all, keep at least some of the perks listed equipped
at all times.  Having stopping power on can make trying out higher
level perks like Bling, Marathon, or Ninja much easier.  The hit
to damage caused by choosing Cold Blooded over Stopping Power can
be made much more manageable with Sleight of Hand or Commando.

	When creating a class, you can't have your cake and eat it too.
In economics the term is opportunity cost.  What you chose to equip
can be measured against what you did not.  The perks available in each
slot share a theme.  Essentially, its the difference between 1 x 12, 2 x 6,
3 x 4, 4 x 3, 6 x 2, etc.  The end product is equal, or close at the least.

	In Perk slot 1, for instance, the perks available share a
general theme.  Marathon allows you to sprint without needing to stop.
This allows you to get closer to your enemy, thus increasing accuracy
and reducing wasted ammo.  Another option would be sleight of hand,
allowing you to reload faster and thus sustain your damage output over
time.  Scavenger allows you to pick up ammunition off of your enemies
and Army of One allows you to switch classes and refill your ammo.
These perks all involve ammunition which is tied to your ability to
do damage.

	So when you are creating a class, take your surroundings into account.
Are you playing an objective based game?  If so, what perks would help you
the most?  If Headquarters is your game, then maybe you want a build with
a riot shield and a blast shield so you can survive long enough to capture
the headquarters which is bound to be fiercely contested.  Lightweight
makes for a great bomb carrier and danger close can be very useful in
ground war or any situation with high concentrations of enemies.

	Another good question to ask is what are other players using and
what can you do to counter their class?  Maybe a lot of enemies are sniping
so perhaps being able to move fast would help you close in for the kill.
Another choice might be using smoke grenades to obscure their field of vision
or equipping cold blooded to avoid being spotted by enemy UAVs and
Thermal Scopes.

	The best way to find out what works is trial and error.  Start
with a class you are very good with and make small changes.  Be careful
when trying too many new things at once.  Building
away from your play style and what you know how to use usually results
in garbage classes.

____________________________________
[*LOSE] How to Break a Losing Streak
====================================

	Sooner or later, no matter how good you are, the enemy is going to
start kicking your ass.  Everyone on your team is a noob.  The sky is full of
enemy air support and for
every kill your team gets, the enemy gets many times more.  Your kill/death
ratio is
headed straight for the dumpster.  This is when Call of Duty is absolutely no
fun.
Most players will quit the game at this point.

	Before you leave, however, there are a number of things you can do to
turn things around, or minimize the damage if nothing else.

	_______________________________
	Communication beats frustration
	===============================

	The first thing you can do is plug in your mic and talk to your team.
Every time you get killed by someone camping, tell your team where they are.
If everyone does this, there's no reason you should get killed repeatedly by the
same person in the same spot.

	Some examples of useful team communication are:

	"The enemy is camping on the roof!"
	"The objective is near the greenhouse"
	"Help me shoot down that helicopter"

	Examples of useless microphone use:

	"[Farting/Beeping/Obnoxious Noise]"
	"You guys are faggots!"
	"Those guys are faggots!"
	"[phone conversation with the mic on]"
	________________
	Anti-camping 101
	================

	Most of the time the enemy will gain an advantage by camping
in a strong position, often overlooking a bottleneck like a corridor, doorway
or bridge.  Camping sucks.  Welcome to the internet.

	Campers don't camp because they are a bunch of [expletive deleted].
They camp because you and your team are throwing yourselves in to the grinder.
Every time they get an easy kill the enemy team has less reason to leave.
Success reinforces existing strategies.  Failure, therefore, must
result in a new approach.

	The fastest route through a map is a straight line.
The safest route, however, is a curve.  If repeated direct assaults fail,
take the scenic route.  It's longer and its slower, but if you're lucky
you may come on the enemy team from a direction they don't expect.
The more successful a camping spot, the less likely the enemy is going to
guard their flank.

	Sometimes flanking doesn't work and you may eventually end up in the same
position you started in.  If this happens, switch directions again.
The worst case scenario with this strategy is that the enemy will have
to wait longer for kills.

	___________________
	Counter with your Class
	===================

	While building on your strengths through practice is important,
sometimes the source of defeat is more than relative position to your
enemy.  Tweaking your classes can make a big difference.

	Some players seem to enjoy being blown away by enemy killstreaks.
I've seen it too many times.  The enemy gets a harrier strike and instead
of doing something about it, teammates just keep respawning and getting
blown away.  So, when enemy air power arrives you have a choice to make.
You can ignore the problem, or you can do something about it.  The choice
is up to you, but if you ignore that pesky Harrier Kill Streak it may grow into
a much more menacing Pave Low or AC130.

	Low level players don't have a lot of options for dealing with
harriers, helicopters, etc.  First of all, don't shoot at aircraft with your
gun.
I don't care what Stopping Power Pro says, the only way shooting down
aircraft that way will work is if most of your team is engaged.

	Launchers are easily the best way to counter aircraft.
The Stinger missile launcher,however, is not available
until the mid levels, leaving the AT-HS launcher the only available option.
Because of this, the first opportunity players have to take out
enemy air power is when they get scavenger unlocked.  With scavenger
and the AT-HS equipped on a class not only do you have some devastating
area of effect, you also have a class that can shoot down air power
on its own.  While you will need to scavenge additional shots, if
you are getting rocked by aircraft there will probably be plenty to
scavenge off of.

	Another great counter is the Cold Blooded perk.
Cold Blooded counters all the enemy kill streak rewards.  Yeah,
you lose the damage you would have from stopping power.  What you get in
return is safety from harriers, helicopters, sentries and UAVs.  The more
you are losing, the more the enemy team is going to disrupt and destroy you
with kill streaks.  So give yourself a leg up by putting Cold Blooded
on one class.  Keep in mind though, if the enemy has a Chopper Gunner or an
AC130, Cold Blooded will not protect you.

	Hard line Pro is awesome as well,
dropping the number of deaths required to start a death streak by one.
When Hardline Pro is combined with the pain killer death streak, the enemy
will have a much harder time spawn camping than before.  It probably won't
win you the game.  At the very least, however, it will
piss off the enemy.

	__________________
	Take a Deep Breath
	==================

	There's only so far a team needs to be beaten before they
lose cohesion and organization.  Its hard to tell whats going on
when you get killed every few seconds after all.  This disruption
and distraction is more powerful than any weapon or killstreak.

	So what can you do?  Take a deep breath and run for cover as
soon as you spawn.  Get inside or go prone.  Once you are in cover,
stop moving and look around.  Try equipping a heart beat sensor or
use a UAV.  Figure out where you are and where the enemy is.  The
reason a lot of loses occur is that once a team starts losing
players are disrupted by frequent deaths and respawns.

________________
[*STEA]  Stealth
================

	There's more to Modern Warfare 2 than simply getting kills and
completing objectives.  If you really want to get a lot of points then you
need to survive long enough to get kill streaks, which are invaluable, not
to mention a lot of fun to use.

	The problem is that so much of Modern Warfare 2 is up to chance.
That's not to say that skill isn't important, but there's no way
to predict where the enemy is going to be and what tactics they'll be
using.  Every head on, toe to toe gun fight is like rolling the dice.
You may have great luck, but sooner or later you're coming up snake eyes.

	For example, Every
time you take out an enemy they get to see what you saw when you killed
them.  That includes what weapon you were using, what perks you had equipped
and where you were attacking them from.  Thus the more you succeed the
more the enemy gets to know your tactics.

	That's why when you take on an enemy, do everything you can
to load the dice.  This is where stealth comes in.  By evading and hiding
from the enemy you can decide when to attack.  By surprising, striking
from behind, and then leaving the area, chance is no longer going to
help your opponent.

	With that in mind, it becomes much easier to stay alive and
eventually reach the most powerful kill streaks.  In Modern Warfare 2
there are tons of ways to stay hidden and avoid attracting attention
to yourself.
	______________
	Covert Options
	==============

	The most obvious way to keep a low profile is the silencer.
Almost every weapon in the game has a silencer attachment that can be
unlocked very quickly.  Silencers decrease your range, meaning that your
shots will do less damage at a distance. The upside, however, is that
your weapon makes almost no noise and has no muzzle flash when fired.
Also, firing a silenced weapon will not put you on the enemy map.

	Keep in mind that a silencer will not help if you're drawing
attention to yourself.  Find a window or a dark corner so that by the
time your enemy figures out where you are firing from its too late.

	The Cold Blooded perk is another great choice for stealth.
By equipping it you give up the damage you would have gained from stopping
power but you gain the ability to render many enemy killstreaks useless.
Removing yourself from the enemy UAV readings puts them at a double
disadvantage.  Not only can't they see you, but many enemies will rely
almost entirely on the UAV readout, letting their guard down when
the red dots aren't around.

	If you keep at it and unlock Cold Blooded Pro you can actually
stand still and enemies will walk past you, especially in brush or shadow.
So long as you keep your profile hidden and remain motionless its
absolutely amazing how many players will walk on past unaware.

	Other options for stealth include perks like Ninja and Scrambler,
and so on.  While the game rewards using some stealth, trying to be
entirely hidden will put you at a disadvantage.  Combining Cold Blooded
with a silencer may seem like the next logical step.  By doing this you
take yourself off of the enemy map entirely, but at a great cost.  With
this setup you essentially double the number of shots you need to land on
the enemy, requiring tremendous amount of ammunition and making head on
attacks completely useless.

	The enemy may not be able to find you immediately, but it wont
stop them from taking cover and regenerating health while you are forced
to reload.

	________________
	Act Like a Ninja
	================

	Some simple stealth tactics don't require you to sacrifice your
damage output.  The basic rule of thumb is that if you can't see your enemy
they cannot see you (except if they are coming from a blind spot).
By crouching or laying prone you make yourself smaller and less visible.
Laying prone is especially useful and can make hiding in grass or brush
much easier.  Firing from such a low angle may take some practice but the
payoff is definitely worth it.  Firing when prone even increases weapon
accuracy, lowering the number of shots necessary to take out an enemy.

	While prone, the ACOG and Thermal scopes have their accuracy reduction
nullified while keeping the bonus to range.

	Simply remaining motionless, without turning or aiming, fools
more players than you might think.  Obviously if they see your profile
out in the open its not so useful.  While hiding in brush, shadow, or
even in the corners of rooms, many times players will simply walk past you.

	Sudden changes in the visible field from motion or muzzle flashes are
very noticeable against a static background.  Infinity Ward has tried to
compensate for this by adding more moving objects in their levels, such as
bits of garbage floating in the wind or cages full of chickens in one of
the games many market places.  Nonetheless, ration your movement.  Sprint
to cover, rest, then sprint.

	As you might guess, there are many different ways to stay hidden
as you rack up kills besides using a silencer.  While there are some other
perks that can help with stealth, one very easy way to stay hidden is the
UAV Jammer kill streak.  Once activated the enemy will lose their map
entirely for around thirty seconds.  During that time you can be as loud
you want and only draw attention from enemies within your line of sight.
So before dropping your damage output by combining Cold Blooded with a
silencer, try some of these other tactics.  Most of all, however, move
smart and move often.

The enemy can't see whats behind them.


[*COPY] Copyright


Call of Duty, Modern Warfare and Modern Warfare 2 are trademarks of
Activision and/or Infinity Ward.  Xbox 360 belongs to Microsoft and so on.

This guide may 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.

All trademarks and copyrights contained in this document are owned by their
respective trademark and copyright holders.

Copyright 2009 Derek Livingston



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