Pages

Thursday, April 14

Khorin's Reviews: Modern Warfare 2 - The Assault and the Sniper



Hello again, and as usual I’m bored so I’ll be writing a class review this time.

This is for the two most common classes in the Modern Warfare 2 game (or any military FPS game actually), the Assault and the Sniper

Different people have different playstyles. Some people play better by rushing into trouble, sitting on a corner, or… overcooking grenades to rack up the deathstreak? Anyway this review will detail each class I’ve encountered. You will also encounter the names of these classes on my future Modern Warfare 2 reviews so it’s also helpful in the sense that you won’t go “What the hell is this guy saying” later on.



First of all there is the Assault type and usually they’re nothing but run-and-gun, carrying Assault Rifles, LMGs (Light Machine Guns), or Submachine Guns with a sight or FMJ (Fullmetal Jacket) attached to them. There are also the silenced ones and they’re uncommon, but not rare.

As for Assault types, popular choices are the M4A1, TAR21, Famas, SCAR-H, ACR, AK47, UMP45, P90, RPD and the AUG HBAR. These guns deal low to high damage with high to low recoil respectively, although some weapons posses both high damage and low recoil, but for the sake of sacrificing fire rate. Attachments range from modified sights like the Red Dot (MARS for the TAR21) and Holographic Sights to FMJs (and the occasional ACOG users; Swarovski Scope for the AUG HBAR). There are also those who use the Grenade Launchers AKA Noob Tubes for Assault Rifles. They’re annoying as shit. LMGs are often only fitted with a foregrip, or paired with Bling for additional sight or FMJ.

Secondaries for this are shotguns or explosives, usually the former. Inexperienced players would usually enter an alleyway or anywhere where close-combat situations are usual while still carrying their rifles; you can deal with them easily. They generally prefer either the AA-12 or the Model 1887 shotguns, though I would suggest the Striker due to its high damage, ammo capacity, fire rate and range.

When it comes to perks, their blue perk is usually Sleight of Hand Pro, Bling Pro (especially with the LMGs) or Scavenger Pro, usually the former; the red perk is usually Stopping Power Pro, though there are the mobile Lightweight Pro perk users here and there; and their yellow perk is usually Commando Pro and, once unlocked, Last Stand Pro. There are also those who use Scrambler Pro. They are rare but, if present, are usually very dangerous.

Dealing with them varies between player to player, but they are one of the best on a head-on battle. Stunning or flashing any enemy is always a good idea. Another way to deal with them is to approach them on their backsides. Assault players are usually the steamrollers, hence they rarely look back unless they see you in their radar or you spray bullets behind them. They are also vulnerable to claymores except for the Scrambler types. Their engaging pattern is usually fire-upon-sight due to the range their weapons have, so if you’re a sniper you should conceal yourself properly. Once you do they’re pretty easy to deal with. Watch out though because they can track you from your muzzle flash, but that can be solved by using a silencer.

Contrary to popular belief, getting behind cover is not an efficient way to avoid assault players. If you’re facing an experienced player then you risk encountering a cooked frag grenade, a semtex or worse, a no-warning C4 (or he may just stab your face). That or they may flash/stun you or fire at you through cover if they have FMJ. If you see an assault player coming up at you and deduce he has the advantage on the encounter, run away or circle around him. Alternatively throw a stun grenade or a flashbang. Or if you’re feeling extremely lucky throw a semtex.



Then there’re the Sniper types. They come in two varieties: Quickscopers and, well typical snipers. Quickscopers are rare to find, although if you encounter one, they are EXTREMELY dangerous and must be dealt with as cautiously as possible. Quickscopers will kill you in one hit if they connect; and they usually do. If you encounter one, beat them to the punch by immediately shooting at them, or try to stab them.  If they miss their first shot, by all means do not let them recover.

Popular rifles of choice for snipers are the Barrett .50cal, the Intervention (especially for quickscopers) and the M21 EBR. These rifles deal extraordinary amounts of damage and are usually one-hit kills (two if they hit you from the groin down, if you’re lucky). Usually the only attachment on them is the FMJ because of the popular belief that it allows one-hit kills to happen more often with the rifles. We’ll get to that later. Other attachments are the silencer (usually for the WA2000 or the M21 EBR) and the Thermal Scope. M21 EBR and WA2000 users may sometimes equip the ACOG scope, turning them into powerful semi-automatic rifles instead. This is generally not recommended for the Barrett .50cal and the Intervention due to their recoil and the fact that it won’t allow the idle sway to be stopped by holding one’s breath.

As for the secondaries, they are most often akimbo machine pistol users, especially the G18 and the Raffica. Equally common are the akimbo shotgun users, most often the Ranger and, once unlocked, Model 1887s. Both loadouts are extremely dangerous due to the fact that they deal extremely high amounts of damage in a very short period of time, especially the akimbo Rafficas which basically rains a stream of lead on your face; three hits of which are enough to kill you outright. Though there are those who do not have secondaries and instead, have the One Man Army Pro perk (these are usually the WA2000 or the M21 EBR users).

As for their perks. Quickscopers will always have the Sleight of Hand Pro for their blue perk, the Stopping Power Pro for their red perk and either Commando Pro, Steady Aim Pro or the Last Stand Pro for their Yellow Perk, although there are also, again, the rare Scrambler Pro users, but usually they are the ones who are unconfident about their quickscoping skills because if they miss, their target won’t be able to pinpoint their direction through radar. But as for the typical snipers, the blue perks would be Sleight of Hand Pro for a faster reload and ADS time, Bling Pro or One Man Army Pro. Their red perk will usually be Stopping Power Pro, but stealthy snipers would go for the Cold-Blooded Pro, but in doing that would require them to always get a chest-up shot to get a one-shot kill; neck-up if they’re using a silencer. Yellow perk for typical snipers are often Steady Aim Pro so they can hold their breath longer.

Related to the perks, the Barrett .50cal and the Intervention only needs the Stopping Power Pro perk to one-shot kill at any range from the waist up and does NOT need the FMJ to do this. Using the FMJ only increases the chance of a one-shot kill through light cover. Only the WA2000 and M21 EBR benefit for a higher one-shot kill chance when using the FMJ, but does not include shooting through cover.

Dealing with them varies between the two types. Quickscopers are extremely hard to deal with especially if you have a ping of over 80ms. If you see one, hide then throw a flashbang. If you get them, go for the kill. If not, either throw another one, or move away. You can also go for their back as quickscopers are basically assault types, only that they use a sniper rifle. They are also vulnerable to claymores since they rarely check nooks and crannies unless they see the telltale lasers on the claymore. Unlike assault types they are very vulnerable to multiple enemies at once. They may be able to take out one of you but it’s guaranteed that he’ll die if he doesn’t get to cover after one quickscope. Since they are also fire-on-sight, you can also hide behind something and get them once they pass, or hide in the shrubs and pick them off. They are particularly vulnerable against typical snipers since quickscopes are not guaranteed to be 100% accurate shots, especially on longer ranges, and since typical snipers are usually under heavy cover. Careful though, because they will use their own lethal and tactical grenades at you unless they’re cocky idiots.

Dealing with typical snipers is usually harder than dealing with quickscopers, especially if you don’t know what you’re doing. First of all, they have control over everything they see, especially if they’re snipers. Secondly, they will usually cover their rear with a well-placed claymore. Thirdly, they usually have extremely powerful secondaries for close-range combat situations. Fourthly, they are always under cover or peeking through narrow alleyways or windows. How to spot them? Always be on the move and when they fire, either look for the muzzle flash or look at your radar, then go at it. The best way to deal with them is to approach them from the back, but take them out through the front. Typical snipers RARELY aim directly below them so you can shoot their heads through the opening they peek out of. Alternatively, approach them from the back, look for a claymore and if there is, shoot it. But then be prepared for the worst because you might be facing double shotguns right after. If you don’t want to shoot at claymores and prefer to run past them, run DIRECTLY at the claymore then jump THE MOMENT you hear the sound of the claymore activating. That should put you away from the lethal range of the claymore explosion and be in a position to immediately look for the sniper in question.

No comments:

Post a Comment