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NEWS
Ventrilo
If ur a ghosts geto n vent asap name it fpsgs
ip is 70.32.33.28 port is 3801
Aug 06, 2009 12:33 PM
connect 69.147.238.194:28960;password ghosts
I am now cancelling our subscription with gameservers and now using fpsgs.com the new ip is
205.234.152.82:28960 password is ghosts
all members need to sign up on werbsite www.ghostsmultigaming.com to be in clan and download our ventrilo

70.32.33.28 port is 3801
Aug 01, 2009 2:36 PM
Vacant
http://bashandslash.com/index.php?option=com_content&task=view&id=326&Itemid=87CoD4 Tactics: mp_vacant map
Written by jockyitch
Monday, 02 June 2008
In this latest article in our Call of Duty 4 map series, we explore another of the maps used by competitive gamers in CoD4. Though there are not many competitive maps in CoD4, this one could go down as an epic.

While we at BASHandSlash.com think that mp_vacant is legendary, general player attitudes fall everywhere. There are some who consider this the best map in CoD4, while others think this is the worst. What would cause such a huge variation in sentiment?

We will explore this question as we focus on the S&D gametype and assume a competitive tournament-style 5v5 set up.


Those that love mp_vacant point to the fact that this map has something for everyone. The run'n gunners love it because of the close-in firefights that can occur in the buildings. Campers love it because of the sheltered firing positions. Heck, even snipers find that they can impact play significantly thanks to the long narrow sight lines (one can argue that snipers will find they can dominate play on here even more so than on mp_overgrown).

On the flip-side, the consensus amongst those that hate it point to the sudden randomness of death that can occur here. One such example is the rain of nades that can eliminate you seconds out of spawn. Wall-spamming (shooting through walls) can get you shot by unseen enemies. And of course, snipers can shoot you without ever exposing themselves to return fire.

It is clear that those who hate this map have not learned the ins-and-outs of vacant. In the competitive eSports-scene, these "random" frags are usually anything but. At the high levels of competition play, being naded or walled in mp_vacant is more than likely due to calculated and learned skills by your competitors.


So lets look at the tactics that competitive teams employ on this map and hopefully, show the "haters" that they too can learn the skills it takes to pwn mp_vacant.




OVERVIEW

The map features the Spetsnaz force attacking a spec ops S.A.S. group in a derelict shipping facility.

There is an office complex in the facility which consists of a maze of hallways, bathrooms, kitchenette and offices, including a warehouse. The place is surrounded by a parking lot on the east side and a loading/ unloading area on the south and west sides.

The map is lit with a diffuse glow making it very difficult to see, especially for those in the buildings looking out. Missing roof panels and skylights allow the lighting to permeate right into the building's interior spaces.

While the gaps in the roof can let the sun in - they can also let in nades, as we shall see.

Some screenshots showing the Warehouse and western side of the complex. Note the gaps in the roof and the skylights in the offices.










The layout of the mp_vacant is shown below. The major landmarks are labeled.




The A Bomb Site



The B Bomb Site








STRATEGY OVERVIEW

mp_vacant is a map that favours the attacking (Spetsnaz) team significantly. The defenders are forced to camp in restrictive locations which in many cases are exposed to aerial attacks (via tactical nades), flanking action and even sniper fire.

Weapon Loadout

For both the defending and attacking team, the SMG AK74u is the overwhelmingly popular choice on this map (iron sight only). The 74u is especially liked for its wall-piercing power, yaw-rotation rate and devastatingly effect spray when fired from the hip.

The red-dotted M4 is also used by many players who are looking to project power from mid map. The M4 is typically used by the Spetsnaz player wishing to fire from the docks region - or the SAS player returning fire from inside the warehouse. M4's are less effective in-close in the offices and in the hallways. Alternatively there are quite a few using the AK47 (iron sights only).

Finally, the sniper rifle is also effective on this map and any team with a player that can wield one effectively should consider this weapon in certain situations (a slow push on A for example).

Offense Defense









Attacking

For the attackers, the A bomb-site is the preferred plant. The Warehouse which houses the A-bombsite has multiple entry and flanking points, it can be covered by a Sniper hidden in the Tanks/Containers region and it forces the defenders to camp all together and subjects them to the odd nade toss.

The B bomb-site is not as well liked as there are many places for the defenders to flank the attackers.

Whether the A or B sites are selected, control of the A-Hallway (for the A-plant) and the B-Hallway (for the B-plant) is a must.

It is not unusual for the first battles in any match to be fought in these hallways, with flashbangs being set off and nades being released. Players hurtle towards each other here in the hopes of capturing the Bathroom region which is the chokepoint on the map -- regardless of the plant.

In this screenshot, the attacker has climbed up and over a dumpster and into the A hallway. He flashbangs his way down with his goal of controlling the bathroom region. No...he does not have to "go"...the bathroom region is a main chokepoint and is one of three "cut-throughs" between the A and B bombsite. The first right leads to a hallway blocked by filing cabinets - and is a good spot for defenders to converge so as to outflank A-bomb site planters.

Down the hallway to the left leads to the warehouse and a common strat is to have your bomb carrier fly through this corrider, make a sharp left and plant quickly. Down the corridor to the right leads to the bathrooms and is another key site for defenders. If they pop out too late they can be mowed down. Rather than popping out, they can and will try to wall spam the attacker - for that reason a second attacker (lagging the bomb carrier) can flash bang the end of the hallway to stop the quick defenders who pop out and then a nade can then be tossed into the bathrooms to eliminate the "slow" defenders.




Flashbanging the B Hallway. Note the skylight - a perfect entry point for a set nade from the defenders. Capture the entrance into the Bathrooms and prevent the defenders from crossing to the A site.




It's not "Who dares wins" on mp_vacant...it's "Who controls the Bathrooms - wins".




The most important aspect, sometimes over-looked by the casual player on mp_vacant are the tactical nades - as these are effective in both attacking and defending we will discuss these separately:



TACTICAL NADES

While bomb sites in mp_vacant appear to be sheltered from the long-distance nade throw, they are not. Critically, defenders find themselves very exposed if they attempt to camp themselves adjacent to the bomb-sites.

For both sides, tactical (or also called "set") nades can be thrown nearly out of spawn and inhibit an all out rush on one or both plant locations.

For the attackers, effective set nade tossing locations include the steps going into the B site targeting the defense as it streams into the B Hallway - and somewhat more difficult spots west of the warehouse that target campers behind the A site.

For the defenders, nades fired through skylights or through the gates onto the steps leading into the B site are very effective at stopping the B rush and forcing a showdown at A.

There is no better way to explain tactical nades than to demonstrate them. There are excellent sites where you can learn to toss these (codjumper.com is one of the best). But here are several excellent videos showing them in action.

Note that the sky (more accurately, skybox) does not change in the game - so you can learn to throw your set nade by remembering the location you are tossing from and aiming at a point in the sky.

The best competitive players learn 20-30 locations on the map to toss these from.














Defending

The A and B hallways are as crucial for the defenders as they are for the attackers. Making this more difficult is the fact that the defenders do not know where the attack is coming from. However, you could try and use your knowledge as an attacker to thwart possible avenues of attack or even deny the attackers easy entry in the bomb site. Tactical nades can stop all out rushes into B. Another tactical piece of advice is that, given all the tiny hallways in this map, nade-cooking becomes very important. Attackers tend to pause a little before storming a room - if you know they are outside and about to come in, that pause may give you enough time to cook your nade and toss it at them.

Learn to control space indirectly through the use of nades.

Furthermore, learning wall spam locations also becomes highly important because more often than not on this map you will find yourself surrounded in a room with the attackers on the outside. Note: this may not be allowed next year in some competitions.








STRAT SUMMARY


An excellent example of how to play this map comes from the 2008 CEVO-A championship pitting Dynamic against Dynamo. Dynamic, which went on to be victorious, was simply crushed by a very prepared and very aggressive Dynamo on mp_vacant:

mp_vacant: 2-10; 3-3

View the game here .

Dynamo simply took charge and dominated the bathrooms. Dynamic was a bit too passive and had their heads handed to them. I highlight this match to highlight that practice on this map counts for a lot. mp_vacant was Dynamo's map. They practiced it to perfection and beat a better team on it. I use this match to illustrate the point that this map does not produce random results. You can learn it and become consistent on it.

For the attacker, the keys to this map are:

Be aggressive - use feints and overwhelm the defenders.
Control the Hallways
Dominate the Bathroom region
Tactical nades
For the defender:

Don't be passive - you'll be naded and wallspammed if you sit still.
It's a small map think about using TDM tactics and eliminate your opponent through flanking actions.
Prevent the attackers from getting access to the Bathroom cut-through.
Be aware of nade entry points into your camping regions.
Use cooked nades and dominate space indirectly through them.
Don't camp too far back


EXAMPLE STRATS


Attacking

1. Dynamo-esque

Dominate all sightlines into A: First, the one between the Containers looking into the Warehouse, and those along the A and B hallways.
Overwhelm the A hallway with 2 SMG's. The first SMG'er (and bomb carrier) rushes hard and makes the first left and heads into the Warehouse. The second SMG flashbangs the end of the hallway and throws a nade into the bathrooms. Speed here is the key - use the flashbangs to ensure you get to the bathrooms first.
Two more SMG's throw set nades, then head into B hallway. One flash-bangs the end of the hallway. These players will attempt to flank the defenders and control the eastern entrance into the bathrooms.
A "swing-man" with an AK47/M4 (or a sniper) hangs back and covers the docks area, throwing set nades towards the lunch room and back-barrels in the warehouse. The swing man can also knock out a defuse attempt or throw smoke towards the back of the warehouse to get the bomb carrier some cover late in the round.



Defenders

1. 3-1-1 defense

One SMG pushes through the B Hallway and dominate the filing cabinet cut-through hallway.
Three SMGs can swarm the bathrooms and the Warehouse. Prone camp behind the boxes.
A swing man can hang back at the B Bombsite and use set nades to prevent a B rush.
If you are caught deep in the warehouse make a break for it by rushing out the warehouse using flashbangs and smoke.

2. Oxmoze defense

The B-side is heavily camped and the A site is controlled indirectly using set nades.
Get to the bathrooms first and attack (sounds contradictory for the defense).
Do not sit on A - push B and flank the A attackers.
Jul 20, 2009 9:59 PM
Crossfire
[img]http://bashandslash.com/index.php?option=com_content&task=view&id=407&Itemid=87[/img]CoD4 Tactics: Crossfire
Written by jockyitch
Friday, 10 October 2008
Last night saw Team EG take on 50|Cal Gaming on Crossfire in CEVO-P Lower Bracket Round 4 playdown action. EG had earlier lost to Pandemic and were bumped into the lower bracket where they found .50 Cal lying in wait.

EG: wombat, w!$eGUy, rob-wiz, deny, juv3niLe

50|Cal: jtf2, nicolas, limitless, Gladia7or, BOND

The game was expected to be somewhat close as 50|Cal (formerly Team Dynamo) had been playing well as of late. Sadly, their players were not up to the task as it seemed the EG "colossus" psyched them out even before they started play and contrary to the hopes of the Gamefire shoutcasters, it was in truth a totally lop-sided match.

I am not going to diss 50|Cal though, with players such as rob-wiz and wombat on Team EG...I would be pretty psyched-out too if I had to face that crew.

Defending on this map is not easy and the game quickly spiraled out of control for 50|Cal. By the time the score went 12-2 to EG, the 50|Cal guys started picking M14's and G3's for their weapons...a sure sign that they had given up and essentially giving the game to EG.

Interestingly, you see this all the time in gaming. When one team is way down on points, some players will try to ease their bruised ego by selecting weak weapons as a way to sub-conciously excuse themselves for the loss.

In conclusion, EG took it 13-5 and may I say that it was quite sad to see 50|Cal team slinking out of CEVO-P like that: in disgrace. If you are going to lose a game, even by a large score, have the presence of mind to go down fighting.

EG goes on to play MoB on Monday and the winner takes on Team Pandemic for all the marbles in CEVO-P.

You can watch the game on Gamefire where they have a VOD of the match: EG vs 50|Cal

The CEVO Season 2 playdown status can be found here.



After watching EG crush their opponents so easily on this tough map, I thought I would highlight some of the things that the Evil Geniuses did right on Crossfire. After all, they may have picked something up from the Europeans they played with back in August during the Euro LANs.

Up until these summer LANs, I would say that mp_crossfire was a very seldom played map in North America. In Europe, it was given a bit more respect and they played it much more often. During those LANs the Europeans showed their superiority in Crossfire Strats over NA teams such as Team EG and Team Pandemic, who were shell shocked by them on this map.



First off, let us get oriented a bit, here's the tactical map:


And now let us get to the strats. I have called this one EG's Crossfire B-Plant Offense #1.

I have shown the most common set up EG uses in this game, below.

Bomb (Red)

The bomb carrier (typically, team captain Wombat) starts out at his spawn and makes a bee-line straight for the plant at the B-site. The A-site is almost never used. You can see his usual route, depicted in red below. Most of the time he will launch a grenade at "2", hoping to catch a player crossing main street.

At times, he will prone at "3" waiting for the defense to attempt an ingress into the watermelon buildings. At this point, he will read the opponents and decide whether to throw smoke at the bomb-site. If the enemy is a tad aggressive, a fake plant would be a good idea. EG showed lightning quick plants on this map and dared the defense to defuse them.

Defusing on Crossfire is very difficult if the bomb is planted on "this" side of the offense - giving the defense no possible cover.






Green SMG

An aggressive penetration is made into the B-side buildings which is the most likely route for the enemy to attempt a defuse. For EG, typically this is done by the extremely talented rob-wiz. As shown by the green line above, the SMG'er can wait in the crack of the door way exiting the watermelon room and overlook the alleyway onto the building opposite the defender's spawn. By hiding in this region he may open himself up for a cooked nade; however, he has an excellent over watch of the activities across the street and it's not uncommon for a quick pick of an unsuspecting player running through the buildings on the A-side of the street.

Yellow SMG

Typically, EG sends their best flanker through here, Deny. Chances are slim you will make it through the round in one piece from this route, as you are exposed from every direction. But, it is very important to blunt the initial flanking attack that will come through here. You have to stop the enemy from setting up firing positions from inside the shops on the A-side of the street. Throwing a preset nade(see point "1") at the cars parked kitty-corner from the enemy spawn is a must before entering the shop-complexes.

Blue SMG/Assault weapon

You really need a smart player for this position and one with great long distance accuracy and on EG that can only be one player: w!$eGuY. Ted can ring up some awesome numbers from here. This is a "swing" position and the route I have drawn is somewhat misleading. Once the smoke clears from the middle of Main Street, the swing player has to quickly read the defense and either fill gaps where teammates have fallen or lay in wait for a defuse. Smoke is launched at "4" followed by an attempt at a car-nade depending on circumstances.

Sniper (White)

The sniper has many options on the offense. The main purpose for the sniper on this map is to defeat his counterpart on the defense. The best position for this role is to climb into the second floor overlooking Main Street. Juv3nile does this oh-so-well for EG. The enemy sniper positions typically are found at the far end of the A-side of Main Street. From the vantage point of the second floor the offensive sniper dominates the street.



If executed correctly, the EG Crossfire "B" Offense plants quickly and then surrounds the bomb-site and prevents anyone getting even close to defusing it.

13-5 against a good team proves it.
Jul 20, 2009 9:58 PM
Weapon Lowdown
PERK 1:

Bomb Squad - Locate planted C4



You won't get your butt blowed up any more; however, there's just not that much C4 lying around in CoD4 it seems and you might waste this perk on the rare chance you will trip over it.


Bandolier - More ammunition for your weapons

This one is great in combination with Double Tap. However, it's not a great choice if you are a sniper, for instance. Bandolier really comes into its own if you find yourself staying alive an above-average amount of time or are playing long games as it will save you countless minutes searching out ammo or other dropped firearms.

C4 x 2 - Remote detonate two C4 charges. The Charges are set by using the fire button. Furthermore, you can detonate it by tapping the reload button twice.



A really good idea for "possession" oriented gametypes like Domination.



RPG-7 x 2 - Ponderous and clumsy weapon with a grandfatherly-slow firing rate.



The big "pro" for the weapon is that it is every soldier's chopper-killer. One of the big threats in CoD4 are the sheer numbers of enemy attack helos that show up in the game. The RPG is about the only effective defense from them.



Special Grenades x 3 - Stun and Flash Grenades.



The influence of Counterstrike and Rainbow Six is evident in the introduction of these two new bits of CoD technology. The Stun and Flash Grenade. While they don't in and of themselves kill. They make frags possible. This Perk comes into its own in the gametypes such as "Headquarters", where a fixed target is heavily defended.



Claymore x 2 - Explosive mines which well detonate when someone steps on them.



The "mine" in CoD2 has been replaced by the Claymore. If CTF had been one of the stock gametypes, there would be a lot more of this strewn around (especially near the flags of course). Unfortunately, as it is not included, the Claymore is a weapon looking for an excuse to be used.


PERK 2

Double Tap - Increase your rate of fire

This awesome increase in firepower will allow you to get many more run'n'gun frags. This is a must have for any attacker. However, along with the Double Tap perk you will definitely need Bandolier, for the simple fact that you will go through your clip at a unbelieveble rate.


Juggernaut - Additional Health


For the defensive-minded and campers out there, I cannot think of a better xmas present than more health. For the run'n-gunners though, there are better Perks out there. Frankly, for the marginal amount of extra health you get, I would pass on Juggernaut.
Sleight of hand - Quicker reloads


A quicker reload is very useful if you are lugging around one of those LMG's, which take five seconds or more to reload. On all other weapons, this Perk is a waste of time.


Stopping power - Increased weapon damage effect


Punch right through body armor with this baby. Add the "Deeper Impact" Perk and there won't be a sniper or camper out there with a loose sphincter muscle.


UAV Jammer - Jams enemy radar and prevents your detection


A fabulous sniper tool. It might also come in handy when playing free-for all. You will know you need this perk if you find yourself being consistently fragged seconds after you fire off rounds in the game. An alternative to having to use the UAV Jammer is to "run away" after you fire - don't stand still!


Sonic Boom - Bigger Bang for the buck


Increased explosives range with Sonic Boom. CoD2 explosions seem thermonuclear in size compared to those in CoD4. Sonic Boom brings back the CoD2 nade blast zone. This Perk is a really bad idea if your sever has Friendly Fire turned on.


PERK 3

Extreme conditioning - "Sprint" longer distances



Given the tiny maps in CoD4, I don't see too many choosing this Perk.



Steady Aim - Shoot from the hip more accurately.


Aimed at the smart player. Combine this and M4 and Double tap and there won't be anyone that can touch you in close quarter fighting.

Last Stand - The General Custer of Perks.


A Hollywood ending comes to CoD. You have been put down by enemy fire but you refuse to die. Your attacker thinks your in eHeaven but you reach for you pistol and you take him out. Last Stand allows you to gain some dignity and revenge in what will be certain and eventual death as you will not be able to move, rather, you lie there bleeding on your butt until someone comes by and presents you with the coup de gras.

Without a question, this is one of the two most popular Perks in CoD4 right now (the other being Martyrdom).

In my opinion, Last Stand is a flash in the pan and a fad. Seasoned gamers, though initially surprised by this Perk, are now "finishing their frags" and the Last Stand is quickly becoming the "Last Lying Dead in my own Blood" Perk.


Deep Impact - Penetrate walls and produce more damage


In combination with an assault rifle like an AK47 or an M16, this is a formidable Perk. Add to it "Stopping Power" and you will be a formidable fighting force on the battlefield. The tactical advantage of this combination is even more pronounced if the player takes a more laid back approach and does not go in on the assault but lays down covering fire from afar. Snipers and campers are the big losers here as they literally will die by the bushel-load against anyone with this in their Perk bag.


Dead Silence - Quiet your approach
Possibly a lethal combination when added to Perks such as UAV Jammer. Combine this with a Silencer (Suppressor) on your weapon and no one will know you are coming. A must-have for the Snipers out there.


Iron Lungs - Hold breath longer for prolonged accuracy

The Viagra of Perks. It is no coincidence that this Perk, geared to the Snipers out there, will be in the same bin as Dead Silence. Clearly IW wants to keep the snipers from moving around too much.


Eavesdrop - Actually listen to enemy Comms
This will be useless if the enemy is using Ventrilo or Teamspeak, as it will only work if you are using CoD4's VOIP system. My guess is that this will be the most underused Perk. Great idea but ultimately pointless. Having said that...if allowed in sanctioned tournament matches, this would be an awesome idea!

Martyrdom - You drop a grenade when your get fragged.


A perk whose inspiration comes from today's headlines, Martyrdom has become the most popular Perk, in my opinion. The reason for the popularity is that it is *currently* very effective. There are quite a few frags every game being attributed to Martyrdom. In some cases players are finding that they can stay well above the 50/50 line (Kills:Deaths) with it. Opponents are just not used to seeing the popped nade at death.

In CoD2, oddly enough, there were some "hacks" out there at one stage which actually did this very thing. In fact I have had this happen to me on numerous occasions on pub servers.

Interestingly, the Martyrdom Perk is also being known as the "Anti-Tea Bag Perk", for obvious reasons that it prevents the post-frag celebration that a player would do after downing his/her opponent.
My feeling is that players will adapt to the Martyrdom perk. I have. And I'm sure that much more talented players will as well.

When I frag someone I now instinctively back away from the body. This not only prevents both the Martyrdom Perk and the Last Stand Perk from working, it also will prevent you from being whacked by the fragee's buddies!
Recommended Classes.

Here are a few combinations to consider as a function of playing style. Future articles will discuss recommended classes for gametypes. Note that, in the end, each of these classes should be tailored to your own playing style.

Sniper
This package of perks combines the requirements for stealth and long range power. It also contains Martyrdom which will catch a few players by surprise. Though I have dismissed Martyrdom as a useful tool, I have included it in the Sniper's tool kit. The reason for this is that Snipers in CoD4 are wonderfully disguised and sometimes you just accidentally run into them. Though they are minced meat when discovered by anyone with a pea-shooter for a gun, the surprise factor is enough to make the popped-nade at death, a useful weapon.

Primary Weapon: M21
Side Arm: M9
Special Grenade: Smoke
Perk 1: Deep Impact
Perk 2: UAV Jammer
Perk 3: Martyrdom

Rusher


The Rusher is usually the first into a house, the first around the blind corner and usually the first to be shot at. For this reason he needs the M4 fully automatic assault weapon. To back that up, give him Double Tap, which provides him with unparalleled fire rates. A Bandolier keeps the Rusher from looking for ammo and a Steady Aim will mean tons of run'n-gun frags!
Primary Weapon: M4 Carbine
Side Arm: USP .45
Special Grenade: Stun
Perk 1: Bandolier
Perk 2: Double Tap
Perk 3: Steady Aim

Assaulter
Backing up the Rusher is the Assault team. While your mates storm the house, the Assault team can cover them by pounding the house and pick off the snipers and campers with their unstoppable arsenal of RPG's and M16 rounds which will go through light skinned buildings like they were made from paper mache'. The additional stopping power will be needed given the fact that the M16 only manages 3-round bursts.
Primary Weapon: M16A4
Side Arm: USP .45
Special Grenade: Flash
Perk 1: RPG-7x2
Perk 2: Stopping Power
Perk 3: Deep Impact

Heavy Gunner
If you need especially stiff defensive power, the Heavy Gunner's load out might be suitable for you. I have also added Juggernaut to give some added protection from the coming onslaught.
Primary Weapon: RPD
Side Arm: M1911 .45
Special Grenade: Stun
Perk 1: Juggernaught
Perk 2: Stopping Power
Perk 3: Steady Aim
Jul 16, 2009 8:56 PM
Weapon Comparisons
M9:

Good sized magazine, low penetration power. It is the very basic pistol in CoD4 and should be replaced once you have unlocked the .45 or the Desert Eagle.




The Beretta M92FS, aka the Beretta M9 as it is known in the US Armed Forces, is a 9 round 19mm Luger/Parabellum Pistol designed by the Italian Firearm Manufacturer Beretta. In the 80's, the M92 entered the American arsenal as the M9 Pistol and replaced the M1911. Unsurprising for a pistol firing the smallish 9mm round, the M9 has been criticized for its lack of "stopping power". Having said this, the M9 has proven to be a reliable sidearm.



USP.45:

In CoD4, this pistol has a good size magazine and has the highest range of the pistols, but has relatively weak penetration power. Given its power, range, size of magazine and reload time, this pistol is probably the 2nd best in the game next to the Desert Eagle of course.






The USP (Universale Selbstladepistole or "Universal Self-Loading Pistol") is a combat sidearm developed and manufactured by the German Firearms Manufacturer, Heckler and Koch, and is based on their earlier Mark 23 Mod 0 "SOCOM" Pistol developed for use as an "assault" sidearm by the United States Special Operations Command. Although it was originally designed to fire only .40 S&W and 9MM Parabellum rounds, the USP can now fire .45 ACP and .357 SIG rounds as well.


M1911 .45:

In Call of Duty 4, this is the most powerful suppressed sidearm available. The Desert Eagle .50 caliber pistol is much more powerful but it cannot be fitted with a suppressor. It has a reasonable amount of ammunition and scores good hit damage. Acquired: Level 16.






The Colt M1911 or Colt .45, is a semi-automatic, single-action pistol which was engineered and developed at the turn of the last century by the famous American gunsmith, John M. Browning. It fires the lethal .45 ACP pistol round. Seven of these are held in the magazine and one in the gun's chamber. It is regarded as an extremely effective combat sidearm - even to this day. While its magazine capacity is small, compared to other pistols, its powerful rounds more than make up for it. The primary sidearm in the US military arsenal until the mid 80's, it was succeeded by the M9 pistol. Nowadays, only the Marine Corps Special Tactical teams or MARSOCOM units such as the 1st Force Recon use a modernized version of the original M1911A1 pistol.


Desert Eagle:





You acquire the silver variant at Level 45.

Gold Desert Eagle:









Same as the Desert Eagle...except it is Gold Plated (for all you pimps out there...this is a must-have). Acquired at Level 55.

The CoD4 "Deagle" has good ammo, and medium damage. It uses the 7-round .50 caliber AE ammunition variant of the gun. This makes it the most powerful pistol in the game. Though...it doesn't have a suppressor (go to the Colt .45 if you need that feature). The Eagle creates 20-50% more damage (depending on range) than the other pistol in the game. This weapon out-classes the field. However, it does take a bit more time to reload and only has a 7 round clip (compare that to the 12 rounds that the USP carries).

The Desert Eagle is a gas-operated, semi-automatic pistol which is manufactured in Israel by the Israel Military Industries company for Magnum Research, Inc.


Sub-Machine Guns:

MP-5:

In-game, the MP-5 has good damage - it has the best of the SMG's! But sadly, at long range, the Desert Eagle has more punch. It has an average rate of fire, and fairly good accuracy. Overall it is an excellent SMG. It has a paltry 30 round clip though (the P90 has 50 rounds!). The recoil is somewhat significant with medium to high drift - but not enough to consider the Steady-Aim perk. This weapon comes into is own in city maps with a mix of close quarters and mid-range firefights.





The MP5 Submachine Gun (Maschinenpistole 5) is a modern submachine gun made by Heckler and Koch with most variants firing 9x19MM Luger/Parabellum. The G3 rifle is the inspiration for the MP-5 and was first developed in 1964 and later adopted by the German Federal Police (Bundespolizei). Since then, it has been used by many Police and Military agencies. For this reason, the MP-5 is associated as a law-enforcement weapon, It is fairly accurate, for a Submachine gun.


Skorpion:

The CoD4 Skorpion has a high Rate of Fire, stable and reasonable accuracy, average damage for an SMG, and a very, very short range. But what it loses on capability it makes up for in the bad-ass looks department. Smart players will give this weapon a pass as it comes up average or very sub-par in all the critical areas.




The Samopal vz. 61 (submachine gun model 1961), or Škorpion (scorpion), is a Czech submachine gun. It fires 7.65 x 17 mm ammunition: also known as .32 ACP.

The small sized gun was designed by Miroslav Rybář (1924-1970) and was used by paratroopers, special forces, crews of armored vehicles and helicopters and officers. Every policeman (member of Veřejná bezpečnost) in the former Czechoslovakia was equipped with Škorpion as a backup weapon. Around 210,000 units were produced. Since 1992 it is manufactured again under name samopal vzor 61 E.

Its light weight and compressed size made it a popular choice for personnel inside tanks, cars and airplanes. Although it fires the relatively wimpy .32 ACP, and has a short range (only 25 meters), it is a very effective close-quarters weapon.


Mini-Uzi:

The CoD4 Uzi, is a very high rate of fire, medium damage, and highly inaccurate weapon (it's wild, even in comparison with other SMG's). It's kick is so high it becomes a very-close combat weapon as it is almost impossible to use when iron-sighted. As well, the high rate of fire requires the Bandolier perk. The Mini-Uzi is used the same way one would use a pistol in the game. Its lightweight allows for supreme player mobility and is therefore great for those that like the "run" part of run'n'gun. If that is what you are looking for - look to the P90 and give this weapon a pass.

Acquired: Level 28 and can be fitted with a Red Dot Sight, Suppressor and an ACOG Sight. A gold plating for this weapon is unlocked once every submachine gun challenge has been completed.





The Mini-Uzi is 360 mm long and is a scaled-down version of the Uzi sub-machine gun, firing the same 9x19MM cartridge. Introduced in 1980 as a compact defensive weapon, it comes with a side-folding stock and has a small forward hand grip. The Mini-Uzi weighs a kilogram less than the Uzi when unloaded. The Mini-Uzi has a rate of fire of 950 rpm, or an awesome 16 rounds a second.



P90:

The CoD4 P90 has nearly the same rate of fire as the Uzi, but bests that weapon and nearly all the SMG's at all other rankings: good damage, and good accuracy at short-medium ranges. It is a very good close combat weapon. Large clip but a very slow reload makes you reach for the Bandolier perk. Without that perk, this is probably the 2nd best SMG next to the MP5. With the Bandolier, it becomes a terror. Carry this weapon in any close quarters map and you will dominate.

Acquired at Level 40.




The P90 is a compact SMG, developed and manufactured by Fabrique Nationale de Herstal (FN Herstal). It has an unusual shape with a short external barrel and a 50-round magazine that sits above it. A new class of personal defense weapon, it is intended to penetrate body armor with small-caliber, high-velocity bullets.


CoD4 Assault Rifles:

AK-74u:

Not to be confused with the CoD4 assault weapon the AK-47 (dyslexic are we?), the tiny Ak-74 has a high rate of fire, reasonable damage, medium range, and rather jumpy sights (nearly twice the horizontal sway of the AK-47). It's recoil is horrid - only beaten by the MP44 in this best of the worst category.This weapon is a cross-breed between an assault rifle and an SMG, but comes up short (pardon the pun). In summary, it is the AK-47's "Mini-me".





The AKS-74U (nicknamed the Krinkov) is a very compact assault weapon designed in the former Soviet Union (1979-1991). It features a short barrel, low muzzle velocity, and a high rate of fire. The AKS-74U is intended for special subunits of airborne troops, signal men, combat engineers, drivers of combat vehicles, crews of missile launchers and special law enforcement subunits. It is typically used in populated areas, on cross-country terrain and in field fortifications. There is also a version with a mount for night vision sights. It fires 5.45 mm ammunition.


M16A4:

In CoD4, this weapon fires a 3-round burst with astounding accuracy (when used with an ACOG scope - it might as well be thought of as a sniper), extremely high-damage, medium mobility and has a leisurely rate of fire. It is undoubtedly the second-best weapon in the game (M4 being the best). Having said that, if the M16 is used more as a support weapon (firing from distance), it becomes the superior weapon in the game. With the Deep Impact and Penetration perks, you can go toe-to-toe with snipers or face off with the high ROF M4 and P90 bunch - and come out a winner. When you carry the M16 in the game you always feel a sense of confidence that if you shoot at someone, they will go down. The weapon is used most effectively by sweeping the target from left to right. The first 3-round burst will slow them down. The second and third burst will drop even someone with Juggernaut. There is no hiding from this weapon with the Deep Impact perk. You can punch through any light-skinned building. It is a feared and respected weapon on the CoD4 battlefield. Here is yet another reason: it is difficult to hit someone firing this weapon. Most M16 gunners will be strafing (ie. side-stepping: holding the A or D key) while they are firing. Due to the fact that there is an interval between bursts, they can sidestep just a little faster (the movement is sped up in the interval between bursts) than most mg'ers can track while ironsighted. This is a great advantage.










The M16A4 is standard-issue rifle for front-line U.S. Marine Corps and some U.S. Army units, replacing the combination fixed carry handle/rear iron sight with a MIL-STD-1913 "Picatinny rail" receiver which allows different types of optics, such as an ACOG sight to be easily mounted on the top of the receiver. This is the now standard issue rifle of the US Marine Corp and some Army units. Most of the U.S. Marine Corps' M16A4s are equipped with a Knight's Armament Company M5 RAS handguard, allowing vertical grips, lasers, tactical lights, and other accessories to be attached.




AK-47:

The CoD4 AK-47 is a fully automatic assault weapon with high damage, high rate of fire, but high recoil which makes it hard to aim accurately at medium to long range. While this weapon definitely has its fans, the M-16A4 is the superior weapon at mid to long range and the AK-47 is bested by the MP-5, P90 and M4 at short to mid-ranges.




The gas-operated AK-47, short for the Russian word for Автомат Калашникова образца 1947 года; aka, the Kalashnikov Automatic Rifle of 1947, is the de-facto standard assault weapon for terrorists and the developing nations of the world.

M4:

Arguably, the "best" weapon in CoD4. It is a fully automatic, highly accurate assault rifle, with good damage, and a high rate of fire. It also provides high mobility. Excellent in close quarters and at mid-long ranges. While it cannot stand up to the AK47, or M16 at these longer ranges - even with an ACOG sight, it holds its own and then some at mid-range. At this latter distance, it should be used with the red-dot sight for supreme accuracy. Add the Penetration perk and this is one lethal weapon.

Acquired at Level 10.




The M4 is a short barreled, telescoping stock variation of the M16A2 rifle and is based on the CAR-15 series used by United States Armed Forces during the Vietnam conflict. The M4 Carbine fires the same 5.56x45MM round as it's full-sized M16 'cousin', but it is capable of firing in full automatic as opposed to the M16's three round burst. The M4 was designed to be a defensive weapon for personnel whose role may require a powerful defensive weapon, but where a full-sized rifle was impractical. It is also used by various Special Forces for its compact nature and full-rifle power cartridge, making it ideal for Close Quarters Battle (CQB). To this end, a variety of modifications are offered for the M4 known as Special Operations Peculiar Modification (SOPMOD), which includes forward hand grips, grenade launchers, suppressors, EOTech Holographic sights and ACOG optics. A very versatile weapon.



G3:

A semi-automatic, with excellent accuracy, and decent damage. For those that loved CoD2's Gewehr, Kar98 or the M1, the G3 fails as their CoD4 replacement (ironic, given that the G3 is the lineal descendent of the Gewehr). The biggest flaw with this weapon is the recoil. It's kick is comparable to that of the M16. In fact, all the semi-automatics in CoD4 are bad in this department. This weapon should have been a one-shot, one-kill weapon. Instead, it usually takes a minimum of three hits to bring someone down - nearly impossible, given the jumpy sights. While it apparently was thought of as the counter-sniper rifle in CoD4, it does not measure up. Don't bother with the M14 either, as that weapon is nearly as bad. Probably the runner up to the "worst-gun-in-CoD4" contest.

The G3 variant in CoD4 is the G3A4 model, with a synthetic foregrip and telescoping metal stock. In single-player, the rifle is fully automatic. In multiplayer, it is a semi-automatic only rifle. It can be customized with a Grenade Launcher, Silencer, Red Dot Sight and ACOG scope.

Acquired at Level 25.






The Heckler & Koch Gewehr 3 (Rifle model 3) fires the NATO standard 7.62x51mm round. The rifle can trace it's origins back to the end of the Second World War, when the Mauser factory designed an assault rifle, a low-price alternative to the StG44. In the late fifties, the German Army (Bundeswehr) adopted the rifle as the G3. The G3 rifle was the basis for the MP5 Submachine Gun and the PSG-1/MSG-90 Sniper Rifle.



G36c:

This dangerous-looking CoD4 weapon is fully automatic, has good accuracy at short-medium ranges (sights are too jumpy for our tastes), high damage, and a medium rate of fire (slow when compared to other automatic rifles). The weapon does everything - but in a very average way. The rate of fire and inaccurate fire are this weapon's Achilles' heel. Not the most accurate, not the most lethal...and so on. But damn, it looks sweet!

Acquired at Level 37.




The G36C is a variant of the G36 developed by Heckler and Koch used by the German and Spanish Armed Forces as a mainstay infantry weapon. The rifle fires a 5.56x45MM round from a translucent synthetic 30-round magazine. The G36 is a modern rifle made of polymers and other synthetic materials to decrease weight while maintaining durability. The C (Or Commando/Compact) variant of the G36 was designed to be compact and easily customizable, omitting the carrying handle and built-in optical sights of it's standard variants, shortening the barrel and adding a folding stock. The G36 and it's variants are used by Counter-Terrorism, Special Forces and Special Police of many nations including the United Kingdom, Poland, Chile, France and Mexico.


MP44:

In what was supposed to be an homage to the best weapon in the World War II-based Call of Duty 2, the MP44 makes a sad-sack appearance in CoD4. Rather than taking a bow for yeoman service in CoD2, in CoD4, the MP44 shows its age. One must wonder whether IW should have reconsidered introducing it in Modern Warfare. The gun is clearly a gimmick in this game and serves no useful purpose, if you never had played CoD2 you would never guess at how useful a weapon it was (note the tense of the word) in that CoD game.

Fully automatic, with (charitably) medium accuracy, and laughable medium-high range damage it only has iron sight capability. Still the most lethal weapon in CoD2, it is the grandpa Simpson of CoD4. Give it a wide berth - though IW did make it look pretty, we must admit...

Acquired at Level 52.







Known as the Sturmgewehr 44 and as the MP44 - or, the Maschinenpistole 44, this was the most popular German assault rifle in World War II.



Light Machine Guns:

M249 SAW:

In-game, the SAW has a very high rate of fire, good accuracy, good damage, and good range. Slow, slow, slow re-loads and low mobility. Tons of stopping power, so do not bother with Deep Impact (true for all the LMG's); however, get the Sleight-of-hand perk with this baby. This weapon gives up a lot in mobility and is best used for alley fights in a large-player, TDM environment. Don't be caught dead (literally) using this in any 5v5 objective gametype - the M4 players will run rings around you. Our verdict: if you want a stand-off assault weapon, wait for the M60E, the SAW is too underpowered.

In the SP game, the M249 S.A.W is used by S.A.S and U.S.M.C forces in Russia and the Middle East in both the Squad Automatic Weapon role and as a mounted weapon.




The M249 S.A.W is the United States Military designation for the Belgian MINIMI (Mini-mitrailleuse, French for Mini-Machine-Gun) Light Machine-Gun. The M249 was introduced in February 1982 with production in the U.S beginning in 1984. It replaced the M60 in the Squad-Automatic Weapon role, though it continued to see use as an emplacement and vehicle mount. It fires the NATO standard 5.56x45mm round used in the M16 and M4 rifles from a 200-round disintegrating belt in a box magazine.


RPD:

This weapon has a high rate of fire, good accuracy, and increased damage (over SAW). Good range, but slow reload and offers very poor mobility. It is bested by the M60E in the only category that counts for this type of weapon: damage!

It is used by both the Loyalists and Ultranationalists in Russia and OpFor forces in the Middle East. For this reason, in single player, ammunition is plentiful as it most likely will be just lying around. In MP, you can upgraded this weapon with a Red Dot Sight (preferred), an ACOG Sight (pointless, given the recoil) and a forward-grip to steady your aim (very, very useful). The weapon begs for the Bandolier perk, given its reload time.




Known as the Ruchnoy Pulemyot Degtyareva Machine-Gun used in the Squad Automatic Role. Designed in 1944 in the Soviet Union, it first entered service during the 1950's. It fires a 7.62x39mm round fired from a non-disintegrating 100-Round belt in a drum-magazine. , abbreviated as RPD, this weapon is a Light

M60E:

The M60E in CoD4 has a high rate of fire, great accuracy (relative to the LMG's), awesome damage, and good range. Attachments include the Red Dot Sight (acquired with 25 kills) the Grip (75 kills) and the ACOG scope (150 kills).

The M60 is the arguably the best Machine Gun in CoD4 MP. It has the best accuracy and power, but its large recoil requires adding the grip.

Acquired at Gunnery Sergeant Level 19.




The M60E4 is a variation of the M60 series of Machine Guns. In-service in 1957, it remains in use in every branch of the U.S. military and other armed forces. It has slowly been replaced or supplemented in many roles by the newer M240G.

Shotguns:

W1200:

The W1200 is a pump action, short range, moderate damage, and slow rate of fire (due to pump action) weapon. In SP, the shotgun is used to break down doors. Both Vasquez and Gaz use them in the game. The shotgun was a supremely useful weapon indoors in CoD2. In CoD4 these weapons are outmatched by the automatics like the MP-5 and the P90. They are fun to use and there will be many devotees. But they are weapons looking for a true role in the game.



The Winchester Model 1200 is a pump-action, 12-Gauge shotgun used by military, police and civilians for a variety of uses. In it's context as a military weapon, it is effective as a close-quarters weapon in Jungle and Urban combat and also as a breaching tool when other means, such as explosives are considered ineffective or dangerous.


Benelli M1014:
In CoD4, the Benelli magazine holds 4 shells (as opposed to 6 in real-life), which are loaded individually. Damage is slightly less than that of the 1200 pump action shotgun, but the rate of fire is far greater. The M1014 is an very short-range weapon and needs to be augmented by an assault weapon.

Acquired at Level 31.




The M1014 is a 12 Guage semi-automatic shotgun built by the Italian firm Benelli Armi Spa. The action is based on the Benelli M4 Super 90 Police shotgun. In real life the M1014 holds six rounds in the magazine, with one in the chamber. It comes with a collapsible stock. The M1014 shotgun is slowly replacing older pump shotguns, such as the Mossberg 500 series, and Remington 870 currently in service in the US Military.

Sniper Rifles:

M14:

A huge disappointment, this semi automatic, high recoil weapon does have very high damage (two hit kills can be achieved); however, the sights wander like the M16 making it very difficult to aim (you cannot hold the sights still by holding breath). It also has a very bad kick to it. Unlike the M16, which fires a three-round burst, this weapon fires only one round - and given the high kick, in a fire-fight, you will never hit the target again. Trade this gun in for an M16.


Acquired at Level 46 (not worth the wait).




The United States Rifle, Caliber 7.62 mm, M14 fires 7.62x51 mm NATO rounds. Although largely superseded in military use by the M16, it remains in limited front line service with the US Army, Marines and Navy personnel. The M14 provided the basis for the M21.


M40A3:

Bolt Action, low recoil, high damage, slow rate of fire but lightning-quick reloads. Nearly the same damage modifiers as the Barrett and the Dragunov, it suffers a bit on the Upper Torso shot. It also has half the clip-size of the these latter two rifles. But given the awesome reload times, this has got to get the sleeper vote for the best sniper in the game.




The M40 is a bolt-action sniper rifle used by the USMC. It has had three variants: the M40, the M40A1 and finally the M40A3.

Each of these firearms starts out as a Remington 700 and is then heavily modified by USMC gunsmiths at Marine Corps Base Quantico.



M21:

This is a semi-automatic, very low recoil (lowest of all the snipers), medium damage, high rate of fire weapon. It has the lowest damage modifier values of all the sniper rifles. The M14 actually outshines this rifle if you are trying to use it as an assault weapon.

Acquired at Level 7.




The M21 Sniper Weapon System (SWS) is the semi-automatic sniper rifle adaptation of the M14. It is chambered for the 7.62 × 51 mm NATO cartridge.

The M14 was selected as The United States Army's sniper rifle during the Vietnam War because of its accuracy, reliability, and the ability for a quick second shot. As a result, in 1969, the Rock Island Arsenal converted 1,435 National Match (target grade) M14 rifles by adding a Leatherwood 3–9x Adjustable Ranging Telescope (ART) telescopic sight and furnishing National Match grade ammunition. It was designated the XM21 until 1975, when it became the M21.

The M21 remained the Army’s official sniper rifle until 1988, when it was replaced by the bolt-action M24 Sniper Weapon System. While the bolt action might be more accurate at long distances (1000m), the M21 semi-auto rifle is more than adequate for medium distances(600m) and because of this, thousands of stored M21s have been modernized with new scopes, and stocks to be pressed into service with American troops in Iraq and Afghanistan.


Dragunov SVD:

The CoD4 Dragunov is a semi automatic, medium recoil, high damage, high rate of fire sniper. It competes with the Barrett as the third best sniper in the game. Though it is 10% weaker on lower torso damage than the Barrett (equal to it everywhere else) it has faster reloads and much less kick. The Dragunov beats the Barrett in our books, but still comes third to the R700 overall.

Acquired at Level 22.





The SVD is a 7.62 mm semi-automatic sniper rifle, developed in the former Soviet Union. The SVD has become the standard squad support weapon of several countries, including those of the former Warsaw Pact, among them Poland (since 1966). License production of the rifle was established in China (Type 79 and Type 85) and Iraq (as the Al Kadesiah). The weapon’s name is an abbreviation of Snayperskaya Vintovka Dragunova (Russian: Снайперская винтовка Драгунова) or “Dragunov Sniper Rifle”.


REMINGTON 700:

In CoD4, this bolt-action rifle offers medium recoil, high damage.

Acquired at Level 34.

Possibly one of the best in game sniper rifles. Very quick reload time and very high damage with this rifle. Same rate of fire as the Dragunov and Barrett.

It is bested by the M40A3 in clip size (ok...1 bullet more) and recoil. It does have marginally better damage modifiers, so it is in close competition with the M40 for the best sniper rifle. In our opinion, it's number 2.

The Model 700 series of firearms are hunting rifles manufactured by Remington Arms since 1962. All are based on the same rounded, centerfire bolt action design. They come with a 3, 4 or 5-round internal magazine which sometimes includes a floor-plate for quick-unloading, and sometimes is "blind", meaning it has no floor-plate.



Barrett .50cal:
In CoD4, the Barrett is used in the One Shot One Kill SP mission and is an unlockable sniper-rifle in MP. It can be upgraded with an ACOG sight. There is no silencer or a recoil reducer. It therefore has high recoil: fifty percent more than the Dragunov in the pitch direction - and much higher than any other sniper rifle. Relative to other weapons, the big deal with the Barrett is the very high damage that you can inflict on your target. As a bonus you get a reasonable rate of fire out of it. You don't get much more stopping power than the Remington, or the Dragunov incidentally. As well, be careful, its sound is distinctive - a cannon-like boom - and will attract unwanted attention. Possibly the most over-hyped weapon in CoD4. In our opinion, it is only the fourth best sniper. Having said that, when modded maps start appearing, with large open spaces...this rifle will be one to reckon with.

Acquired at Level 49.



The real reason to have the Barrett is the magazine size. Here is a view of the Barrett being loaded. It holds a 10 round clip, same as the Dragunov and double that of the other sniper rifles. However, it has the longest reload time of all the sniper rifles! Only the SAW and RPD have longer reload times.



In this picture, lying in the weeds, looking over the factories in Pipeline, we are readying to fire at the large "1" in the building opposite our position. We will unload a full magazine using an unsteadied (no-breath) technique to check out the amount of weapon spread.



The after effects: a tight group (even without holding breath)



In real-life, the Barrett M107 is a .50 caliber, semi-automatic, sniper rifle. It has reasonable amounts of recoil for the its size - accomplished by a design feature that allows the barrel assembly to move and thereby damping out the shock of firing. Also reducing the amount of recoil is the weapon's inherent inertia and large muzzle brake.

The weapon requires the shooter to be in a stationary, prone position with some form of support while firing, due to its bulk. Because of this, it's use as a traditional sniper rifle is somewhat reduced. However, the size of the round makes it a very effective rifle against light armor or cover, and it is also an extremely long-range weapon. Hits have been recorded out to a mile and a half with it.
Jul 16, 2009 8:53 PM
Nightfighting
I I) Weapon Class

Class. Some people have it. Some...don't. Same is true for the right weapon and perk mix that make up the Night Fighting Class kit.

What are you looking for here? Well let's try to match up the weapon and perk to the type of gameplay we have. Remember, much of this is subjective and should be tuned to your gameplay style; however, those that did well in TN seem to arm themselves as follows:

Criteria: Stealth, Health, Speed (straight-line), Mobility (turning), and Lethality.

Main Weapon: Optimizing speed, mobility, lethality and stealth one comes down to three weapons, here are our choices:

All three of our weapon choices are full-autos that fit into the sub-machine gun class (SMG). The SMG's rule the night for the obvious reason...all the fighting is up-close and personal. And that is the forte' of the SMG: close-quarters combat.

a) The unsuppressed AK74U. The best punch available that allows high rates of mobility. Who cares about suppression? You'll frag anyone who dares come up against you - the 74U has the same close punching power of its big cousing the AK47 - but in a tight turning little package.

b) The suppressed M4. Ok. Not an SMG - but damn close. The M4 beat out the MP-5 in this category due to its umph when suppressed and you get a laser range finder. Not big on the laser? Get the MP-5.

c) The P90 - for unreal rates of fire and allows the player maximum mobility and speed. Being a speed demon at night produces a direct benefit: Health. You can't hit what you can't see.

Secondary Weapon:

The Deagle. If you have to pull this out in a fight - the situation is usually very dire. Trust nothing else.

The Perks:

Some of these, you will see, are very different from what you are used to playing with.

Perk 1: Bandolier. A must given that our weapons are all full-autos and given that the encounters at night are short and wild, you will need a lot of ammunition.

Perk 2: Juggernaut. Without this perk you will find that you are trying to heal yourself more than hunting your prey. With it...you should be able to last 3 close-quarter battles and still find yourself alive. We would not recommend Juggernaut in a regenerative health environment. But with limited health - don't make one mistake lethal, carry a vest.

Perk 3: Dead Silence. The number of knife kills you will make should double at night. With Dead Silence, you can double even that number. You literally increase your chance of a successful frag by 50% with this perk, given the fact that you have eliminated one of the two ways that the enemy can find you: with Dead Silence, you make no sound. That means you can spend the whole time on the map running at a full-tilt sprint and no-one will see you coming. You will be a deadly blur.

Honourable mentions like the UAV Jammer perk, did not make it to our final selection process due to the fact that the UAV updates lag player positions quite badly at night due to the poor visibility. No need for the UAV Jammer as you cannot see more than a few feet and if you sprint away after a frag - no one will see you.

This is the same reason why the suppressor is not that important - even with you making a god-awful racket, you're still fairly stealthy in the dark. The only reason for getting a suppressor (for e.g. on the M4) is to get the laser sight (not available on other attachments).

Nades/Special Nades

In any friendly-fire or reflective-fire server, nades are more of a danger to your teammates or yourself - respectively. Load up on flashbangs or stun nades. Smoke is not necessary in a night game.



III) Combat Tactics

a) Attack from the rear

While we normally do not approve of backdoor shenanigans here at BS, attacking from the rear (similar to the fighter-pilot strategy of attacking the enemy's "six") is the best solution given the non-regenerative health scenario in this mod. You only have one other option, attack from the front. In frontal assaults, you have a much, much higher probability of getting hurt (try to limit the amount of damage you sustain) - and attacking at distance is obviously impossible due to sight limitations.

But how do you get on the enemy's tail?

In TDM for example, this is done by running as fast as you can in one direction, clock-wise or counter-clockwise. The idea is to stay ahead of any pursuers and thus become a pursuer yourself. This technique will ensure that most of your accidental enemy encounters have you at a distinct advantage.

In objective-based games: use your teammates to cause a diversion and move up from behind when the enemy explores the diversionary attack.



b) Crazy Ivans

Borrowed from Tom Clancy's submarine epics, a Crazy Ivan was a maneuver that Soviet Submariners would do to spoof Western sub attempts to apply a tail. The maneuver would require violent 180 degree turns - to see who's coming up from behind.

Just as in the sub-game, whipping around 180 degrees is always a good move in TN. You never know who has detected you as you whizz by and is trying to follow you for a close quarters kill.

The best way to Crazy Ivan is to duck into a doorway, turn, crouch and wait for your tail to come through the opening. Blast away at the unsuspecting trailer.



c) The Slashing attack.

When faced with a frontal attack, the slashing attack is a good tactic to use. Given the full-tilt speeds in CoD4 and the reduced visibility at night, a frontal attack can occur in milliseconds. You do not have much time to react. For that reason, it is important to inflict maximum damage as quickly as you can - without taking on any yourself (your health is limited).

If on the first "pass" (slash), you have injured the enemy, but have not been hit badly yourself, you might decide that the best course of action is to speed off into the darkness. If the enemy follows, perform a Crazy Ivan. If the enemy does not follow, you still stay un-hurt. The injured player will undoubtedly slink off and try to repair himself. Follow. And blast him when he's applying the health pack. During that period he is completely at your mercy as he cannot fire when recuperating.

Jul 16, 2009 8:49 PM
Patch up http://cod4source.com/cod4-call-of-duty-4-17-quick-fix-patch-download
All usmce patch up to 1.7
68.232.171.46:28960 is the ip adress enter it in under your new favorites on cod4
Jun 06, 2009 11:19 AM
Requirements
Strategy
TDM strategy
1. One designated bolt sniper: with no attachment, stopping, rpg for opposing heli, smoke nade
2. One designated Ak or M4 Assault: no attachment, bandolier, stopping, deep impact/smoke special nade
3. Two designated mp5, ak74, p90 smg’s: no attachment on ak74u/Silencer on mp5 or p90, stopping, 3 special nade or bandolier, and steady aim/stun nade
4. All must have at least 1 uav with silenced class renamed as: go silent
5. No 3 frag, clay, and c4
6. No typing while in a scrimmage unless typing about strategic plans. ex: complaining about losing or hack or owning.
7. Elite or A only unless asked by Leader, any without permission will be kicked from clan no questions.
8. Practice all maps and gametypes mainly tdm or search
9. Create an account on gamebattles.com and send friend request to usmceMoses
10 If you refuse to listen to strategy given you will be kicked from competition.
11. Possible but not right now, upgrade patch to 1.7 might be required so research on how to if needed.
12. [*] is the new rank lower than Elite but higher than [A]

Search
1. one designated sniper: no attachment, steady aim, 3 special nade flash, stopping, always stays behind cover never runs in open
2. one designated assault: stopping, deep impact, bando, runs in open
3. 2 designated smg: both protect sniper on opposite sides stay and stay together,Dead silence is required, stopping, bando, and smoke nade
4. 1 leader who covers all parts whatever class he chooses

Posted by moseswylie   1 Comment
May 31, 2009 2:24 PM
Gamebattles
May 29, 2009 1:39 PM
Gamebattles
All Elite members or A rank please sign up on gamebattles.com for usmce ladder competition
create an account and join the clan usmce on
gamebattles.com/pc/call-of-duty-4/team/unitedstates-marinecorps-elite/
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Posted by moseswylie   1 Comment
May 28, 2009 8:39 PM
Cod4 http://www.youtube.com/watch?v=8WSa8D7j4oQ
:) I hope you enjoy


Watch New Video
May 25, 2009 12:43 PM
console
Console Commands

banClient <client> Bans by client number.

banUser <name> Bans by client name.

bind <key> <command>;<command> Binds command(s) to a key. +/-

bindlist Lists all binds.

centerview Centers you view to straight forward.

clear Clears the console window.

clientinfo Lists client information.

clientkick <client> Kicks a client by client number.

cmdlist Lists all CoD commands.

* condump <file> Dumps the console to a file.
DONT WORK

configstrings Lists configuration strings.

connect <ip> Connects to a server by IP address.

cubemapShot <size> <filename> [water r g b r g b] [fesnel n n] Creates a panorama screenshot and saves it to <filename>.tga. Size must be greater than 2 and less than 1024.

cvar_restart Resets all cvars to defaults.

cvardump Lists all CoD cvars.

cvarlist Lists all CoD cvars with attributes.

demo <demo> Plays the demo file.

dir <directory> [extension] Lists files in <directory> of type [extension].

disconnect Disconnect from server.

dumpuser <user> Lists user information.

echo <string> Echoes a string to the console.

exec <config> Executes a config file.

fdir <file> Lists files in current directory using a filter, ie. *b*.pk would list all .pk files with a “b” in the name.

fs_openedList Lists opened .pk files.

fs_referencedList Lists referenced .pk files.

fullpath Shows the path of all the loaded .pk files.

gameCompleteStatus Sends game complete status to master server.

gfxinfo Lists graphics information.

imagelist Lists all images used.

kick <player> Kicks a player. Use “all” to kick all players.

killserver Kills the server.

localservers Lists local servers.

map <map> Sets the map to <map>.

map_restart Restarts the map.

map_rotate Rotates to the next map in the rotation.

meminfo Lists game memory information.

net_dumpprofile Dumps network profile info.

net_restart Restarts networking socket.

password <password> Sets the password used to log into a server.

path Shows the path of all the loaded .pk files.

quit Quits the game.

raisestance Raises the player’s stance.

rcon <remote> Executes <remote> on the server if rconpassword has been set correctly.

rconaddress <IP> Sets the IP address for rcon commands. Can be used to admin a server you aren’t connected to.

rconpassword <password> Sets the password used fro rcon commands.

reconnect Reconnects to last server connected to.

record [file name] Starts recording a demo to <file>

reset <cvar> Sets a cvar to .

say <string> Broadcast string to spectators.

say_team <string> Broadcast string to teammates.

screenshot Takes a screenshot and saves it as a .tga file.

screenshotJPEG Takes a screenshot and saves it as a .jpg file. You can also press F12.

serverinfo Provides subset of info from serverstatus command.

serverstatus Provides same server info you get from Server Info button on Join menu.

seta cg_drawFPS "1" show the framerate at the top of the screen

seta com_maxfps "0" limits your fps (frames per second) on (1) or off (0) to have unlimited

seta con_minicon "0" shows mini console, just like in MoH (1 for on and 0 for off)

seta con_miniconlines "5" adjusts the location of the small console

seta con_minicontime the "4" adjusts time to do with the miniconsole

set <cvar> <value> Sets a cvar which only remains for this session.

seta <cvar> <value> Sets a cvar which is saved to config_mp.cfg.

setfromcvar <cvar> <cvar> Sets the value of <cvar> to the value of <cvar>.

setRecommended Sets to Optimal System Settings, as from Options menu.

showip Shows your IP.

startSingleplayer Switches to single-player mode.

status Displays info about server including player names, numbers, and IP’s.

stoprecord Stops recording a demo.

stringUsage Displays string usage space.

systeminfo Shows system information.

toggle <cvar> Toggles a cvar on/off

toggleconsole Toggles the console on/off.

unbind <key> Removes a key bind.

unbindall Removes all key binds.

vstr <string> Executes a variable string.

writeconfig <file> Writes your current configuration to <file>.
May 21, 2009 11:29 AM
Moses Custom CLasses

AK 47- stopping, bandolier, deep impact
M4- Stopping,C4,Deep Impact
M606e- Grip,Double Tap,Deep Impact
Ak74u- Stopping power,Silencer,Dead Silence
Mp5- Silencer, Dead Silence,Stopping Power, C4
M16- Acog,Stopping power, Dead Silence or Deep impact
Uzi- Silencer, stopping power, extrem conditioning, or Dead Silence
Barret- Stopping power,Claymores, Deep impact
M40- Acog,Steady Aim, Stopping,C4
Posted by moseswylie   1 Comment
Apr 12, 2009 5:01 PM
Gun Stats
Apr 10, 2009 5:22 PM
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