I usually have some trouble finding good class combinations for Call of Duty 4 online, so I made this thread to help anyone with a smilar problem. Feel free to post your own custom classes here! Anyway, here are mine:
*SnIpEr* Primary: Mp5 Attachment: scilencer Secondary: Dragonuv/Barett 50 cal. Attachment: None (I hate the ACOG scope for sniper rifles) Special Granade: Smoke
Perk 1) Claymores/Bandolier Perk 2) Overkill Perk 3) Iron Lungs
*I find that I die alot when moving from place to place as a sniper, due to the fact that the pistol is pretty much useless, and you can't get good shots down with the sniper unless you are aiming down the scope. I personally reccommend the Dragonuv, because you will probably need 2 shots to kill an enemy, and the Dragonuv not only gets the job done, but it has less recoil then the 50 cal. The Mp5 is for use when you go from place to place, and the silencer is so people don't know where you are after you shoot. I like the smoke granade for times when someone discoves you sniping spot. Just pop a snoke granade in the room, and run away before you can get shot. I personally prefer Claymores, so you know when someone is near you. If you hear you claymore go off, you can pull out your Mp5 and shoot whoever tripped it off. Or you could use Bandolier because Mp5 ammo runs out pretty fast. You need overkill to get 2 primary weapons, and Iron Lungs lets you hold your breath longer when sniping.
*Defender* Primary: WW1200 shotgun Attachment: Red dot sight Secondary: Desert Eagle Attackment: --- Special Granade: Flash
*I find that the WW1200 shotgun is better then the other one not only because it has a larger clip, but it also can pretty much drop an enemy in one shot unless they have Juggernaught. The Desert Eagle is nice In CQC, but however; it has a horrible kickback, so only use when neeeded. It's still a nice substitute for the shotgun when you have to reload. The Frag x3 gives you 3 frag granades, and sonic boom makes your granades more powerfull. Find a room with people in it, toss in a stun to blind them, and finish em' off with a frag. I usually use this class for maps such as Vacant, Shipment, and WetWork. Marterdom is nice for CQC maps, because it drops a live granade when you are killed.
*Rifleman* Primary: G36C Attachment: Red dot Secondary: 1911 .45 Attackment: None Special Granade: Stun
*This class is good for pretty much any map. The G36C has great range, power, fire rate, and accuracy. You might run out of ammo, so Bandolier is nice because It gives you 180 rounds instead of 60. Stopping power makes this weapon even more of a beast, and Steady Aim is good for those face-to-face incounters where you don't have time to aim properly. Also on a note for Assult Rifles, most people get automatic guns, and spray with them. I find that they are much more useful when you let of short bursts of 3-5 rounds instead of going full-auto.
Perk 1) Bandolier Perk 2) Duble Tap Perk 3) Marterdom/Last Stand
*The AK-47 is a great gn because not only is it powerfull, but it's got good range. The downsides are low fire rate and high recoil. DubleTap not only takes care of the fire rate problem, but it make the AK-47 even more beastly. The scliencer reduces recoil, and keeps you off the enemy's radar. Also, the Red dot is off for the AK-47, and the ACOG isn't too great with the recoil issue. As always Marterdom is nice, becuase it drops a live granade, but Last Stand is also good, becuase it lets you take out your pistol for a short while before dieing. Thats where the Desert Eagle comes in handy.
*Sniper #2* Primary: Barett 50 cal. Attachment: none (still hate the ACOG) Secondary: USP Attchment: Scilencer Special Granade: Smoke
Perk 1) Claymores Perk 2) Stopping Power Perk 3) Iron Lungs
*First off the 50 cal. is a compleate beast. Combined with Stopping power, you are almost 100% garunteed to get a one-shot kill. Claymores are good to stop people from sneaking up behind you, and Iron Lungs lets you hold your breath longer, makeing for a more accraute shot. With this class, you compleatly dominate.
*Machine Gunner* Primary: RPD Attachment: Grip Secondary: Baretta 92 fs (the first pistol) Attachment: None Special Granade: Stun
Perk 1) Grip attachment fills slot Perk 2) Stopping power/Duble Tap Perk 3) Deep Penetration
*The RPD has great iron sights, but a little too much kickback. After 50 kills with the RPD, you get the grip, witch fills up Perk 1's slot, but makes the RPD alot more accraute. With the Grip, you also get great range, witch lets you take out snipers or other distant enemies before they get you. With stopping power, you can drop people fast, and with deep penatration, you can shoot through walls with ease. Duble Tap is an Ok alteritive for Stopping power, for the RPD doesn't have a great rate of fire. However, it makes it hard to loose those face-to-face battles with duble tap on, unless someone gets the jump on you.
~Well, those are my classes that I use. Hope they helped!~
It may not seem like it will add damage but it does add damage through wall penetration.
No it doesn't! I thought it did too, but all it does is let the bullet penetrate further. I was on one of the official Call of Duty websites, and they explained the perks there. They clearly stated that Deep Impact only allows the bullet to penetrate further.
Ok some one was talking about hit detection, and I have a montage on my youtube channel that has the best example of that.
http://www.youtube.com/user/IR0ckThs (HQ isn't appearing when I watch the video unless on my profile, but it's the first video in my player.)
I was aiming for the guy in back and got the kill on the guy in front at 2:38. Then a couple seconds later I somehow got a collat. Not only that, but the second collat was from the same game. Gotta love hit detection. That second guy must have been pissed, cause he was behind a metal wall.
Ok, the SAS (Special Air Service) Use a variety of different weapons. Their Counter Terrorism unit use the MP5 as their main weapon and as someone mentioned their pistol is the Sig Sauer P226 is used for he counter terrorism. Mainly out on the battlefield if they were on a mission to find out intel their usual main weapon could be the M16. I hav a list of some weapons they use.
C8 carbine - The Regiment's primary assault carbine
M16 & variants - 5.56mm rifle / carbine
HK G3 - 7.62mm battle rifle used by UKSF
HK33 / 53 - 5.56mm version of the G3
HK G36 - Modern assault rifle made by Heckler & Koch
HK MP5 - World famous counter-terrorist weapons - the MP5 sub machine gun
MAC-11 SMG - 'Spray and pray' compact sub machine gun Handguns -Info on the Sig Sauer P226, Browning High Power and other pistols.
Welrod - World War-era 2 silenced pistol
Remington 870 - Often filled with breaching rounds to break down doors.
HK417 - Medium Range Sniper Rifle
L96A1 - The Regiments Long Range Sniper Rifle
AW 50 - .50 cal anti-material rifle Arwen 37 - Tear gas canister launcher used for counter-terrorism ops
Flash-Bang - developed by the sas
M72 LAW - Compact anti-tank launcher
Claymore - You know what hese are
M203 - 40mm grenade launcher fitted to SAS rifles
UGL - A modern grenade launcher system
MK19 - 40mm grenade launcher fitted to SAS vehicles used in the 1991 Gulf War
Yeah there you go Also the Stinger was seen in one of the CoD4 single player missions after you find Al-Asad I think?
Yup. You had to take out a chopper with it. I remember the chopper always dropped flares, so you would miss the first shot, but it would always get hit on the second shout.
Have no Idea how I did it but I went 30 and 4 on creek with this class
Primary: M-14 w/ red dot (sooooooooo sad it's not in MW2) secondary: Desert Eagle (it not called a hand cannon for nothing) special grenade: stun (super useful) perk1: 3 frag (see above ^) perk2: stopping power (makes the M-14 have 2-shot kills) perk3: deep impact (actually was in a cave so it was not useful
I was able to get a 25 kill streak ( I got the challenge!) because one of the enemies also had an M-14 so i was able to get more ammo for it so I just hid in the cave and the slaughter commenced.