We are currently experiencing payment processing issues. Our team is working to resolve the problem as quickly as possible. Thank you for your patience
Call of Duty: Modern Warfare 2
0
Pennlocke wrote...
Good for you. Obviously, you didn't completely read what I said. I kill players like you easily once your ammo is gone. Funny shit when I get my killstreaks off of players like you, then you leave when your ass is getting handed to you, I've seen it all too many times. Thanks for the free kills. And getting hard-ons from games, congrats.RAGED ME A PENNLOCKE, ROFL
I GET HARD-ONS FROM PEOPLE WHO CRY OVER NOOBTUBE LIKE YOU, NOT FROM THE GAME
PS: CONGRATS AT BRAGGING ABOUT HOW YOU ARE SO GOOD AT A VIDEO GAME OVER A JAPANESE CARTOON PORNOGRAPHY WEBSITE
GSDAkatsuki wrote...
Personally, I play hardcore. Noobs will have trouble trying to fire off their tubes without getting killed in one hit. There's mroe thought into firing tubes in HC.WORD MAN, I FEEL THIS
0
lollollol12 wrote...
GSDAkatsuki wrote...
Personally, I play hardcore. Noobs will have trouble trying to fire off their tubes without getting killed in one hit. There's mroe thought into firing tubes in HC.WORD MAN, I FEEL THIS
Once you play hardcore, it's impossible to go back...
0
Okay, I think I've finally found a custom class that I can adapt to fairly well. I'm still not too great though. I really need to practice with my aim, I'm just not good on the draw. There have been several instances where I'll see an enemy, but by the time I line up my shot I'm dead.
Primary: AUG HBAR (Grip)
Secondary: PP2000 Akimbo
Equipment: Claymore, Flash Grenade
Perk 1: Slight of Hand Pro
Perk 2: Lightweight
Perk 3: Steady Aim
Death Streak: Martyrdom
Don't ask about the Akimbo PP2000 I have no idea why either. If I'm close to an enemy I'd rather stab them so I see no use in shotguns, personally. I can't explain myself with Akimbo though, I just thought I'd try it, but I almost never use up my HBAR ammo before I'm dead though. Claymores I only use on Domination or the rare times I decide to get gutsy enough to camp a building (I'm much more of a run-and-gun type.) Lightweight simply because I hate how slow you move with an LMG, which I need to hurry up and Pro already. Steady Aim simply so Akimbo doesn't completely suck. Martyrdom is just because I love to piss off whoever killed me because they often seem to run past my corpse and have a pleasant surprise.
Still not where I want it to be, but it's better than everything else I've come up with. Anyone have any suggestions? Keep in mind I'm only, I think, level 33 so anything beyond that I'll have to wait and try later.
Primary: AUG HBAR (Grip)
Secondary: PP2000 Akimbo
Equipment: Claymore, Flash Grenade
Perk 1: Slight of Hand Pro
Perk 2: Lightweight
Perk 3: Steady Aim
Death Streak: Martyrdom
Don't ask about the Akimbo PP2000 I have no idea why either. If I'm close to an enemy I'd rather stab them so I see no use in shotguns, personally. I can't explain myself with Akimbo though, I just thought I'd try it, but I almost never use up my HBAR ammo before I'm dead though. Claymores I only use on Domination or the rare times I decide to get gutsy enough to camp a building (I'm much more of a run-and-gun type.) Lightweight simply because I hate how slow you move with an LMG, which I need to hurry up and Pro already. Steady Aim simply so Akimbo doesn't completely suck. Martyrdom is just because I love to piss off whoever killed me because they often seem to run past my corpse and have a pleasant surprise.
Still not where I want it to be, but it's better than everything else I've come up with. Anyone have any suggestions? Keep in mind I'm only, I think, level 33 so anything beyond that I'll have to wait and try later.
0
My advice is to bling out your AUG with a grip and a silencer, If you do this you'll have 84 rounds of ammo, Thats two 42 round magazines. (I find its more than enough if im not spraying like an idiot)
Dump your akimbo PP2000's and get a launcher to help out your team, Shooting down Hinds is the sex!! :)
Instead of Claymores that generally fuck up 50% of the time or dont work at all get yourself a Semtex Grenade. (It rules when your defending points on Domination)
The AUG is one of the easiest and quickest motherfuckers to reload, Slight of hand is NOT NEEDED. What you need is to get COLDBLOODED! :D
I prefer Ninja to Lightweight but its your call, When you pro Ninja and get those silent footsteps... Ho! Ho! Ho!
Dump your akimbo PP2000's and get a launcher to help out your team, Shooting down Hinds is the sex!! :)
Instead of Claymores that generally fuck up 50% of the time or dont work at all get yourself a Semtex Grenade. (It rules when your defending points on Domination)
The AUG is one of the easiest and quickest motherfuckers to reload, Slight of hand is NOT NEEDED. What you need is to get COLDBLOODED! :D
I prefer Ninja to Lightweight but its your call, When you pro Ninja and get those silent footsteps... Ho! Ho! Ho!
0
I can't deal with the AUG in non-hardcore games without stopping power; it can sometimes take a ridiculously long time to kill someone. Steady aim and sleight of hand are really good with it though (you might also find that the grip isn't that necessary once you're comfortable with the gun - might be a good idea to use FMJ to make up for the lack of stopping power, if you stick with lightweight).
AUG classes that work for me (I'm like 49, mind):
Destroyer of Worlds
Long-range Stealth
Close-combat Stealth
AUG classes that work for me (I'm like 49, mind):
Destroyer of Worlds
Spoiler:
Long-range Stealth
Spoiler:
Close-combat Stealth
Spoiler:
0
Yeah, I would like to try Bling eventually but being able to aim down my sights faster with Sleight of Hand Pro helps immensely while I'm trying to work on quicker and better aiming. As for anti-air I have a class I switch to if no one else on my team is willing to take down enemy aircraft (with Cold Blooded attached) as for Lightweight I did get rid of that for Stopping Power Pro. I know it is overused and it is annoying, but if everyone else has it and I get killed quicker as a result then it is logical I have it to so I can hopefully kill them before they kill me.
I did get rid of the Akimbo PPs too. I went with the SPAS-12 simply because it has surprisingly good range even though it makes it all the more important I work on my aiming and accuracy.
As for the Grip yeah I think, although I may be getting ahead of myself, that I'm decent enough with it to try another attachment, but I only have as far as Silencer unlocked as of right now.
I did get rid of the Akimbo PPs too. I went with the SPAS-12 simply because it has surprisingly good range even though it makes it all the more important I work on my aiming and accuracy.
As for the Grip yeah I think, although I may be getting ahead of myself, that I'm decent enough with it to try another attachment, but I only have as far as Silencer unlocked as of right now.
0
Tsurayu wrote...
Yeah, I would like to try Bling eventually but being able to aim down my sights faster with Sleight of Hand Pro helps immensely while I'm trying to work on quicker and better aiming. As for anti-air I have a class I switch to if no one else on my team is willing to take down enemy aircraft (with Cold Blooded attached) as for Lightweight I did get rid of that for Stopping Power Pro. I know it is overused and it is annoying, but if everyone else has it and I get killed quicker as a result then it is logical I have it to so I can hopefully kill them before they kill me. I did get rid of the Akimbo PPs too. I went with the SPAS-12 simply because it has surprisingly good range even though it makes it all the more important I work on my aiming and accuracy.
Sleight of Hand is crucial when there might be an enemy around the corner,or you're having a firefight indoors, etc.
When you're outdoors and taking more long-distance shots, I'd swap it out for Bling so you can use FMJ or a scope perhaps, with whatever attachment you were previously using. I usually make two AUG classes - one for indoor everyone-has-a-fucking-uzi type stuff and one for big maps and camping.
0
pizzabite wrote...
Tsurayu wrote...
Yeah, I would like to try Bling eventually but being able to aim down my sights faster with Sleight of Hand Pro helps immensely while I'm trying to work on quicker and better aiming. As for anti-air I have a class I switch to if no one else on my team is willing to take down enemy aircraft (with Cold Blooded attached) as for Lightweight I did get rid of that for Stopping Power Pro. I know it is overused and it is annoying, but if everyone else has it and I get killed quicker as a result then it is logical I have it to so I can hopefully kill them before they kill me. I did get rid of the Akimbo PPs too. I went with the SPAS-12 simply because it has surprisingly good range even though it makes it all the more important I work on my aiming and accuracy.
Sleight of Hand is crucial when there might be an enemy around the corner,or you're having a firefight indoors, etc.
When you're outdoors and taking more long-distance shots, I'd swap it out for Bling so you can use FMJ or a scope perhaps, with whatever attachment you were previously using. I usually make two AUG classes - one for indoor everyone-has-a-fucking-uzi type stuff and one for big maps and camping.
I might just try that. I never really thought about Sleight of Hand being less important in wide, open, spaced areas.
And for random chat, has anyone happened to glance at the global leaderboards for kills? There is someone with 109.99 as a K/D ratio. I'm sorry, but there is no way that is possible in random matchmaking. No one is that good.
0
Ok I've been personally finding MW2 Weapon Charts and so far these are the early ones that have been built so far. They also have found some of the new gun glitches. There's also extra information for those of you who are new to the whole weapons chart info. For a good example this is what the final version should look like. (CoD4:MW)

MW2
Chart Info / Weapon behavior
* All weapons have a maximum and minimum damage value. Weapons do their max damage up until a certain distance when the damage begins to decrease and eventually levels out at the min damage value. Silencers will cause this falloff to occur earlier, and thus do less damage at longer ranges.
* Some weapons don't experience any falloff, and maintain their max damage values at any range (LMG, Snipers). Equipping a silencer on these weapons will permanently drop the weapons damage to it's minimum damage, regardless of range, so you'll get the minimum damage no matter how close or far away you are.
* The only weapon that violates both of these rules is the UMP45, which always does it's max damage, regardless of distance or attachments. A silenced UMP45 at long range is just as powerful as an unsilenced UMP45 at close range.
* Different areas of the body still have their own damage multipliers, though there seems to be a slightly simplified model (no "neck" hit area, as this is now grouped together with the upper body / chest area). The damage multiplier for the head is still 1.4 or 1.5 like it was in COD4. Sniper Rifles still remain the only weapons to take full advantage of the body part multipliers, and use the same damage x multiplier system that was in COD4.
* Stopping Power still multiplies weapon damage by 1.4 on top of any other multipliers.
* In Core game modes you have 100 health points and in Hardcore you have 30.
Assault rifle:
M4: 30-20
Scar-H: 40-30
FAMAS: 40-30
M16: 40-30
ACR: 30-20
TAR-21 : 40-30
FN FAL: 50-35
F2000: 30-20
Ak-47: 40-30
SMG:
Mp5K:40-20
P90:30-20
UZI:30-20
Vector:25-20
UMP:40 - 35
LMG:
(silenced)
L86: 40-40 (30-30)
RPD: 40 -40 (30-30)
MG4: 30 -30 (20-20)
AUG: 40-40 (30-30)
m240: 30-30 (20-20)
handgun:
USP: 40-25
magnum: 50-35
m9: 40-30
Desert Eagle: 50-40
Machine pistol:
pp2000: 40-20
glock: 30-20
m93: 40-30
TMP: 30-20
Sniper:
70 normal, 50 silenced
(head, chest, stomach,)
intervention: 1.5 - 1.5 - 1.1
Barret: 1.5 - 1.5 - 1.1
WA2000: 1.5 - 1.5 - 1
M21 EBR: 1.5 - 1.1 - 1
Miscellaneous
* Iron sights have little, if any, effect on shotgun spread / accuracy.
* Extended Mags do not provide any additional ammunition, it merely extends the round capacity of the weapon in question by half.
Differences Between COD4 and MW2
* Base weapon damage values in MW2 are on average very similar to COD4, with no substantial increase in MW2 over COD4.
* Weapons have much longer range in MW2, retaining their max damage for a much greater distance.
* Weapon "idle" (reticule sway) has been greatly reduced in MW2 and is virtually non-existent except for on scoped weapons such as Sniper, ACOG, or Thermal.
* Weapon "kick" (recoil) has been greatly reduced in MW2, particularly for assault rifles, and is the chief factor in affecting how much more deadly the weapons in MW2 are compared to COD4.
* Hip fire is much more accurate in MW2, and sub machine guns no long hold a significant advantage over other weapons in this area.
* As far as I can tell, hit detection and lag compensation in MW2 is improved over COD4, reducing the lag advantage for faster moving targets and allowing more rounds to make contact as intended instead of missing due to lag / poor netcode.
* All of the above factors make the weapons in MW2 much more deadly than in COD4.







Because of this, TAR-21 and UMP45 will probably my favs for hardcore now. Also seeing how Silencer doesn't effect UMP45 is a great bonus I can't help but abuse.

MW2
Chart Info / Weapon behavior
* All weapons have a maximum and minimum damage value. Weapons do their max damage up until a certain distance when the damage begins to decrease and eventually levels out at the min damage value. Silencers will cause this falloff to occur earlier, and thus do less damage at longer ranges.
* Some weapons don't experience any falloff, and maintain their max damage values at any range (LMG, Snipers). Equipping a silencer on these weapons will permanently drop the weapons damage to it's minimum damage, regardless of range, so you'll get the minimum damage no matter how close or far away you are.
* The only weapon that violates both of these rules is the UMP45, which always does it's max damage, regardless of distance or attachments. A silenced UMP45 at long range is just as powerful as an unsilenced UMP45 at close range.
* Different areas of the body still have their own damage multipliers, though there seems to be a slightly simplified model (no "neck" hit area, as this is now grouped together with the upper body / chest area). The damage multiplier for the head is still 1.4 or 1.5 like it was in COD4. Sniper Rifles still remain the only weapons to take full advantage of the body part multipliers, and use the same damage x multiplier system that was in COD4.
* Stopping Power still multiplies weapon damage by 1.4 on top of any other multipliers.
* In Core game modes you have 100 health points and in Hardcore you have 30.
Assault rifle:
M4: 30-20
Scar-H: 40-30
FAMAS: 40-30
M16: 40-30
ACR: 30-20
TAR-21 : 40-30
FN FAL: 50-35
F2000: 30-20
Ak-47: 40-30
SMG:
Mp5K:40-20
P90:30-20
UZI:30-20
Vector:25-20
UMP:40 - 35
LMG:
(silenced)
L86: 40-40 (30-30)
RPD: 40 -40 (30-30)
MG4: 30 -30 (20-20)
AUG: 40-40 (30-30)
m240: 30-30 (20-20)
handgun:
USP: 40-25
magnum: 50-35
m9: 40-30
Desert Eagle: 50-40
Machine pistol:
pp2000: 40-20
glock: 30-20
m93: 40-30
TMP: 30-20
Sniper:
70 normal, 50 silenced
(head, chest, stomach,)
intervention: 1.5 - 1.5 - 1.1
Barret: 1.5 - 1.5 - 1.1
WA2000: 1.5 - 1.5 - 1
M21 EBR: 1.5 - 1.1 - 1
Miscellaneous
* Iron sights have little, if any, effect on shotgun spread / accuracy.
* Extended Mags do not provide any additional ammunition, it merely extends the round capacity of the weapon in question by half.
Differences Between COD4 and MW2
* Base weapon damage values in MW2 are on average very similar to COD4, with no substantial increase in MW2 over COD4.
* Weapons have much longer range in MW2, retaining their max damage for a much greater distance.
* Weapon "idle" (reticule sway) has been greatly reduced in MW2 and is virtually non-existent except for on scoped weapons such as Sniper, ACOG, or Thermal.
* Weapon "kick" (recoil) has been greatly reduced in MW2, particularly for assault rifles, and is the chief factor in affecting how much more deadly the weapons in MW2 are compared to COD4.
* Hip fire is much more accurate in MW2, and sub machine guns no long hold a significant advantage over other weapons in this area.
* As far as I can tell, hit detection and lag compensation in MW2 is improved over COD4, reducing the lag advantage for faster moving targets and allowing more rounds to make contact as intended instead of missing due to lag / poor netcode.
* All of the above factors make the weapons in MW2 much more deadly than in COD4.







Because of this, TAR-21 and UMP45 will probably my favs for hardcore now. Also seeing how Silencer doesn't effect UMP45 is a great bonus I can't help but abuse.
0
This is why I liked CoD4 over MW2 - takes more skill to aim (sometimes aiming dead on wasn't always the best way to kill someone, lol). I also think the TAR is somewhat unbalanced in most games.
Also, has anyone notice in CoD4 that the skorpion was more accurate than the snipers and did zero recoil even with silencer? The only weapons that deal as much damage at close range (excluding shotguns and sniper rifles) are the M14 and M60, yet people never used it...
Also, has anyone notice in CoD4 that the skorpion was more accurate than the snipers and did zero recoil even with silencer? The only weapons that deal as much damage at close range (excluding shotguns and sniper rifles) are the M14 and M60, yet people never used it...
0
pizzabite wrote...
This is why I liked CoD4 over MW2 - takes more skill to aim (sometimes aiming dead on wasn't always the best way to kill someone, lol). I also think the TAR is somewhat unbalanced in most games.Also, has anyone notice in CoD4 that the skorpion was more accurate than the snipers and did zero recoil even with silencer? The only weapons that deal as much damage at close range (excluding shotguns and sniper rifles) are the M14 and M60, yet people never used it...
Because the damage drops to 20 way too fast, making it worthless during core. It has a more viable use in hardcore, but still people prefer mp5 or P90 over it.
0
GSDAkatsuki wrote...
pizzabite wrote...
This is why I liked CoD4 over MW2 - takes more skill to aim (sometimes aiming dead on wasn't always the best way to kill someone, lol). I also think the TAR is somewhat unbalanced in most games.Also, has anyone notice in CoD4 that the skorpion was more accurate than the snipers and did zero recoil even with silencer? The only weapons that deal as much damage at close range (excluding shotguns and sniper rifles) are the M14 and M60, yet people never used it...
Because the damage drops to 20 way too fast, making it worthless during core. It has a more viable use in hardcore, but still people prefer mp5 or P90 over it.
I wouldn't say its worthless in core, just more difficult to use. I agree, however, that it's a lot easier to use in hardcore (people don't realize this!).
0
Anyways yeah, hope you guys have found the Damage chart useful so far. At the moment I see the split is like F2000 vs Tar21, sort of like the AK-47 vs M4 in CoD4. Still the burst fire guns are good for Core games and the Fal is awesome for both Core and HC. It is like the G3 but with the M14 damage so damn good, and that reload animation is so sexy.
So far I find the only good akimbo set is the 1887 one. Damn that thing actually gets pretty good range for an instant kill.
So far I find the only good akimbo set is the 1887 one. Damn that thing actually gets pretty good range for an instant kill.
0
Mr. Bushido wrote...
Anyone notice the new trend of Javelin suiciding?Yeah but they say they will ban anyone who does it. On PSN we're not so lucky.
0
TheBlackLight wrote...
Mr. Bushido wrote...
Anyone notice the new trend of Javelin suiciding?Yeah but they say they will ban anyone who does it. On PSN we're not so lucky.
Do explain. I want to see these fags gone. For fuck's sake, if you even see one, within shotgun range you will die after killing him. Not cool.
0
Seems to be a lot of shit going on with MW2. I just got it last week and am now gonna play it. Well I'll see for myself in a bit.