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Modern Warfare 2 – Weapons Analysis

Call of Duty Modern Warfare 2 offers a slew of weapons, each customizable with add-ons and unique colours that reflect their users personality, but lets face it we’re all only interested in the weapons that perform the best. This isn’t Pimp My Ride, and I’m most certainly not Xzibit, I’m just going to recommend you some shiny guns to go running about the Modern Warfare 2 maps with.
As a result, I’ve lovingly crafted this guide of what I deem to be the best weapons available from each class, bearing in mind that this is a subjective view and you might not agree with what I’ve said. Okay here we go…

Assault Rifles

M16A4 – Like it’s brother the M4A1, the M16 handles really well and performs quite reasonably at short, medium and long range, which is quite important if you actually want to get any kills in this game. Although it’s fair to say that the majority of your kills will be from a close distance, as you frantically try to kill the shotgun-totting-idiot running directly at you. Stick a silencer on it, and you’re good to go – especially in bigger skirmishes, such as Team Deathmatch. If coupled with a heartbeat monitor, this gun really comes into it’s own when playing Hardcore mode, although it’s not quite as practical for running-and-gunning as the Vector is below.

Sub Machine Guns

Vector – Without a doubt, this gun tears multiplayer up. No question. The Vector is ridiculously powerful in the smaller maps such as Rust and Scrapyard, and if you’re not too heavy handed and instead tap the trigger lightly, it can even be used to damaging effect at close range. I would also particularly recommend this gun if you’re playing hardcore mode, but stay away from the Full Metal Jacket bullets, as these just tend to make the Vector recoil beyond control. Pretty suprising considering how small the damage increase actually is. This gun packs quite a punch either way, and so you don’t really need the small damage bonus from FMJ. Instead I would recommend sticking your sight of choice on top, I would recommend the Red Dot Sight for what its worth, and perhaps using the Scavenger perk instead of going for bling, as this thing eats its way through bullets like they’re in short supply.

Light Machine Guns

AUG - To be honest, this section is very much user specific, as all the guns behave in a similar fashion, but for those looking for a bit of guidance I’ve gone for the AUG. There’s no real LMG that stands out as ‘THE GUN’ to go for, but the AUG handles okay and has a decent damage output. Don’t expect to be running any marathons with this thing though, or any other LMG for that matter, as they’re as heavy as a ton of bricks with a Light Machine Gun on top.

Sniper Rifles

Barrett – ’nuff said. No seriously.

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Machine Pistols

M93 – This gun is ridiculous, as in ridiculously good for its class. You know all FPS games have that one gun that was so amazingly awesome considering what it was, like the Desert Eagle was to counter-strike? Well this is Modern Warfare’s desert eagle. The M93 is seven different kinds of awesome. When I’m playing small maps, I can quite happily use the M93 as my primary, and I have on many occasions, resulting in massive Kill Death Ratios. This gun is immense, as long as you can aim relatively quickly, two swift pulls of Right Trigger will drop an enemy almost instantly. Since this gun fires in burst mode though, you do need to be relatively on target with your aiming, and you cannot rely on the recoil to set you straight like you can with other guns because, well, there isn’t any.

Shotguns

Ranger – I’m quite a fan of the rangers in Akimbo mode. Let’s be honest, when you’re using a shotgun chances are your up close or playing a rather small map anyway. You don’t need to be blasting from across the map and so accuracy isn’t an issue, and as the Ranger is more than capable of downing an enemy with one blast, the second shot you get from the Akimbo addon is just a bonus – or a fail safe in case you miss.

Handguns

USP - Although this might seem like a strange choice, stick with me and i’ll explain. To be honest, once you hit level 38 you should be using the M93 machine pistol as your secondary anyway, but if for some reason you’re still using a handgun (or you’re not quite there yet level wise) stick with the USP. Chances are when you need to switch to your secondary, you have been engaging an enemy for a couple of seconds and you’re in a state of blind panic. Am I right? Well, in this case the spamming ability of the USP comes in handy. Just aim roughly at the enemies position and hammer the Right Trigger, chances are if he’s run out of bullets too he will go down. This thing is also rather remarkably accurate over long distance, and if you combine it with FMJ bullets, you’ve got a real party piece to back you up when running low on ammo for your primary weapon.

Launchers

Javelin - Yup. I’m being serious, and i’ll tell you for why. If you’re going to be using a launcher (yeah, I know not many of us bother) chances are you’re going to be using it to shoot down some enemy helis! Cause those things are bloomin’ annoying! So why hinder yourself with an RPG, just push for the Javelin instead? Also, with the Javelin you can lock on to pretty much what you like. It’s gotta make more sense. Although you could argue that the AT4 would be a better option, I think the ability to lock onto bunkers and the like just pushes the Javelin into the lead, but remember this is just a suggestion, not a science.

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Thats it. Job done. Comments and your opinions are welcome as usual.

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