Multiplayer FAQ - Guide for Call of Duty: Modern Warfare 2
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____ ____ _ _ ____ ____ ___ _ _ ___ _ _ | |__| | | | | |___ | \ | | | \_/ 0 |___ | | |___ |___ |__| | |__/ |__| | | 0 _ _ |\/| _ _| _ ._ ._ \ / _. ._ _|_ _. ._ _ ) | | (_) (_| (/_ | | | \/\/ (_| | | (_| | (/_ /_ A MULTIPLAYER GUIDE Â© Derek Livingston 2009 Version .99b Game: Modern Warfare 2 Type: Multiplayer Guide For: XBox 360, PS3, PC Author: Derek Livingston âDrSteveBruleDrâ Email: email@example.com Table of Contents To skip the the section copy the 5 character code between the brackets and search for it using control â 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 : firstname.lastname@example.org 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 âI 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 â 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 â 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 â 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 â 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 â 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 â 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 â 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 â 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 â 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 â 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 â 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 â 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 â 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 â 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 â 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 â 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 â 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 â 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 â 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 â 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 â 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 â 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 â 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 â 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 â Two attachments with the secondary weapon as well as your primary weapon. ONE MAN ARMY â 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 â Cuts the time required to switch classes by half. ____________________ [PERK2] Perk Slot 2 ==================== STOPPING POWER â 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 â 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 â 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 â 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 â 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 â 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 â 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 â 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 â 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 â 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 â 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 â 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 â 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 â 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 â 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 â 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 â 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 â 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 â 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 â 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 â 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 â 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 â 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 â 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 â 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 â 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 â 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 â 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 â 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 â 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 â 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 â 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 â 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 â 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 â 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