Well all, I'm kinda back, and during my hiatus I played CoD5 quite a bit. This is what I posted over at my Clan's site after having played the game since the very beginning of Beta and from what I've learned in my personal experiences.
Perks! CoD:WaW Perks
http://callofduty.wikia.com/wiki/Perks
First Tier
* Special Grenades x3 - gives the player 3 special grenades except for smoke grenades
* Satchel Charge x2 - similar to the C4 in Call of duty 4
* M9A1 Bazooka x2 - similar to the RPG in Call of duty 4 except perhaps more accurate
* Bomb Squad - same as it was in Call of duty 4, you can see where enemy Satchels and Bouncing betties are located
* Bouncing Betty x2 - similar to the claymore in COD 4, mines that are planted on the ground
* Bandolier - increases initial ammo for your selected weapons.
* Primary Grenades x2 - 2 frag grenades, sticky grenades, or Molotov Cocktails
* M2 Flamethrower - the player is given a flamethrower
Second Tier
* Stopping Power - Weapon damage is increased by 40%.
* Fireworks - Explosive damage is increased.
* Flak Jacket - Explosive damage dealt to the player is decreased.
* Gas Mask - The effects of Tabun gas are decreased.
* Juggernaut - The player's health is increased.
* Camouflage - The player will not be seen on the map even
after a recon plane, however shooting a weapon without a suppressor
will show them. Identical to UAV Jammer.
* Sleight of Hand - Reloading is performed much more quickly.
* Shades - Reduces the effect of signal flares on the player's vision./***
* Double Tap - Increases the player's weapons' rates of fire.
* Overkill - Allows the player to wield 2 primary weapons (meaning no pistols). Same as CoD4.
/***(Not in Wii version of WaW)
Third Tier
* Deep Impact - Gives the users weapon more penetration power
* Extreme Conditioning - Gives the player the ability to sprint longer
* Steady Aim - Gives the player accuracy from firing only from the hip
* Toss Back- Gives the player the ability when tossing back a grenade, it resets the timer
* Second Chance - Almost the same thing as Last Stand in COD 4
except you survive much longer and another player will be able to
revive them
* Martyrdom - when the player is killed, they drop a live grenade
* Fireproof - Damage from fire done to the player is reduced
* Dead Silence - The player barely makes, if any, noise when walking or sprinting
* Iron Lungs - Gives the user the ability to hold their breath with a sniper rifle for 10 sec. instead of 4/***
* Reconnaissance - Gives the player the ability to see all artillery, dogs, and tanks on the map/***
/***(Not on Wii version of WaW)
Vehicle Perk
* Water Cooler - decreases turret overheat
* Greased Bearings - increase turret rotation speed
* Leadfoot - increases speed of tank
* Ordnance Training - boosts the firing rate of the tanks main firing cannon
* Coaxial Machine Gun - allows the driver to use a coaxial machine gun only in the front of the tank
(Keep in mind no vehicle perks in Wii version of WaW)
http://callofduty.wikia.com/wiki/Perks
Here’s my little guide on what is good and what isn’t when it comes
to perks, note I’m not always going to include special combo’s. ;)
NOTE THAT THIS IS JUST MY ROUGH DRAFT!!! Sorry for the long read all, I hope you enjoy it!
First Tier:
*Special Grenades x3: Specialized Use Only. Early Game Perk. You
get 3 special grenades, great when use in combination with Tibun gas
grenades, you can layer a small area with smoke, taking out a couple
squads of enemies or blanketing the Objective’s in CTF/S&D/Sabotage
game modes, making it extremely hard for the enemy to effectively get
to his target or defend them. NOTE: These can effect team mates in
certain game modes, be extremely careful in placement of them, and
their area of effect wear’s off in 3-5 seconds. Smokse and flares
aren’t really useful enough to use this perk specifically in
combination with them. I’d recommend switching this perk to another
First Tier perk ASAP. Bouncing Betty or Satchel Charge perk’s are far
more useful.
*Satchel Charge x2: Extremely effective against tanks, place a
couple on the back of a tank or on the treads, and light-r-up! You want
to combine this perk with a Sticky Nade (N 74 ST Grenade) for maximum
effect, throw the nade wherever you threw and blew up your Satchel
Charges on the tank, and you can severely damage or destroy the tank.
After doing so, only one more Sticky Nade, Stachel Charge, or M9A1
Bazooka is required to destroy the tank typically. This can also be
useful when being chased by enemies, and can be placed ANYWHERE.
Ceiling, Walls, Bushes, Trees, ect. Make full use of this perk. It has
a large explosive radius, and may not be as effective as a frag nade in
some instances, it can be far more effective. Even more useful for
anti-objective work then a Bouncing Betty on many maps.
*M9A1 Bazooka x2: Specialized Use Only. Only effective in
certain team situations, particularly on Seelow against tanks (Use them
on the bridge to shoot tanks, go prone for extra accuracy, and remember
to aim!), otherwise ineffective and a waste of time and your Tier 1
Perk.
*Bomb Squad: Specialized Use Only. Useful if you’re playing
against Bouncing Betty Happy Players, otherwise not so much. S&D
mode this is actually quite useful, Sabotage is to quick of a respawn
to waste your time with it otherwise. Since Bouncing Betties are
typically banned in scrims or leagues, this perk isn’t as useful in
those either, due to a lack of it’s need as a counter.
*Bouncing Betty x2: Specialized Use Only. This one has so many
uses it is hard to explain, on Makin (Night Version), place them in the
water to hide them, especially near ladders or entrances. Strategic
places to hide these are important, but putting them around corners, or
heavily traveled paths used be the enemy will work just fine. Placement
around Objectives is results in some pleasant explosions. Not to be
used in most scrims, Tournaments, or leagues, they are typically
banned.
*Bandolier: THE BEST TIER 1 PERK. Gives you the maximum amount
of ammo in whatever game at start. This is my Default Tier 1 Perk,
recommended to use in every one of your classes. If you have the full
10 classes, or an extra class after your first 5, make sure to have a
Satchel Charge Tier 1 perk for anti-tank use. And remember to utilize
your pistol with this perk, if you have Stopping Power your pistol,
especially the .357 Magnum, is very useful and deadly! The .357 is
typically a one shot killed, but with Stopping Power it is a one shot
kill and more, since it also is a one shot kill for Juggernaut perk
users.
*Primary Grenades x2: Specialized Use Only, Very Limited
Usefulness. Gives you 2 primary grenades, useful if you want to have an
extra sticky grenade around, or if you spam frag nades, but otherwise a
wasted perk for the most part.
*M2 Flamethrower: Specialized Use Only. This is actually a
very useful, very specialized perk, not something you want to use
everyday, but still, better then most. Be noted it does not kill
instantly, and has a short range of about 10 meters max, and it starts
taking longer to kill someone the more the flame has to travel. Within
2 feet or so it doesn’t always kill, but it sometimes insta-kills at
3-5 feet, especially in hardcore. It has unlimited ammo, so it is a
great last resort weapon!
I’ll go over weapon attachments which replace Tier 1 Perks later.
The short end of the story is that grenade launchers are n00bish,
however useful, and that grips are actually quite useful on shotguns,
even though the Bayonet on the Trench Shotgun is really the most useful
one for that shotty.
Second Tier:
*Stopping Power: This perk gives you extra damage, cancels out the
Juggernaut Perk, and allows you to effectively use your Pistols in a
fire fight, especially the .357 Magnum (It is typically a one shot one
kill torso weapon, but with this perk, it is almost always one shot one
kill). The extra damage applies to your Primary and Secondary weapon,
or Pistol, only. Flamethrowers sadly do not benefit from this perk.
It is extremely effective in combination with bolt action rifles,
giving them a one shot one kill ability, especially in the torso. The
PTRS-41 attains a one shot, one kill ability no matter where you hit
the enemy with Stopping Power, or it allows you to kill a Juggernaut
Perk player in one torso/headshot.
Use in combination with an SMG only if you have accurate fire,
otherwise it isn’t as useful, high fire rate weapons will find this
perk useful mainly in a large firefight. Use it with a PPSH (Especially
one with a Drum Magazine) to allow it to have a 2 shot kill ability.
Use with an LMG for massive firepower, especially the FG-42. When used
with a DP-28 it becomes a one-shot-one-kill weapon with a torso hit. A
BAR can become the same, but it typically takes a upper-right torso hit
for a one hit kill (Heart area).
Not really recommended to use with Shotguns, Sleight of Hand is
more useful in most cases, but it does increase their damage quite a
bit.
*Fireworks: Specialized Use Only. Increases the explosive damage
on all weapons. This is actually quite useful in combination with a
Satchel Charge, but even more so with a Bouncing Betty, especially if
you’re a sniper. Use the PTRS-41, get a defensable location (1 way in
preferably, but two ways is normal, large open ground doesn’t work very
well, jungles work quite well for being open yet having plenty of cover
for a Betty placement) and place a couple of betty’s. They’ll have a
bit more explosive range and damage, allowing you to be almost
guaranteed to kill one person per betty, or two if they’re paired up
hunter-killer/anti-sniper team. Not recommended to use as a default
perk.
*Flak Jacket: Specialized Use Only. It reduces explosive
damage done to your character, allowing you to take a direct grenade
hit in many cases, a direct sticky stuck on you will still typically
kill, while otherwise a sticky cannot easily kill you if it is close
by. Helps with Bouncing Betties, Rockets, and Grenade Launchers. Direct
Hits will typically kill you still. Juggernaut essentially does a lot
more because it gives you extra health in general. NOTE: This Perk is
also canceled out by Fireworks.
*Gas Mask: Specialized Use Only, Very Limited Usefulness. You
don’t have to worry about Tibun Gas grenades with this perk, you can
walk right through the smoke with very little effect. You can have it
explode next to you and have very little effect. Does not prevent you
from getting high from the gasses. Not recommended to use as a default
perk.
*Juggernaut: This is one of the most overused perks in the
game, and it has a reputation of being slightly n00bish. However, it is
one of the most useful perks in the game, it not only allows you to be
virtually impossible to hit and kill at long or medium range by weapons
(Except for snipers) and inaccurate users, but if you are a bunny
hopper this perk is a great perk for you. This is because an LMG is
typically to inaccurate to easily hit a bunny hopper, and when it does
hit on, they typically are split in half, Juggernaut allows you to
survive just a little longer in just about any engagement, and if you
are accurate enough it allows you to take out just about anyone in a
game. This perk is great for LMG users and Shotgun users, allowing an
LMG user to shoot a few extra rounds or to use iron sights and aim, or
allowing a shotgunner (Especially a Trench Shotgun user) to fire off a
couple more shots, or get in close for point blank range shot or melee.
A great way to counter a Jug. LMG user, is to use a cooked nade, and
typically can save you a lot of trouble; melee-ing is quite effective
also, and a PTRS-41 w/Stopping Power works wonders against all
Juggernaut users. SMG users will only find this useful in certain
situations, such as bunny hopping, of course. Rifle users will find
this perk allows them to get off a few more shots, but otherwise it
won’t help much for them either except against other rifle users. Bolt
Action Snipers will find this perk allows them to take out other
snipers in some cases, allowing them to expose themselves to get a
better shot, but otherwise it isn’t useful for them either. NOTE:
Stopping Power cancels this perk out, and so does Fireworks.
*Camouflage: Specialized Use Only, Combine With Dead Silence
Perk. This makes you invisible to the enemy spy plane, and thus, it
makes you invisible to the enemy on radar. This is a great perk for
snipers, allowing them to sneak around and shoot as needed. It is also
great for any other gun user because it allows them to sneak behind
enemy lines and cause mayhem, or to camp without getting caught, slowly
move throughout the map, or reach an objective without being noticed.
It confuses the enemy as to your location. Using a silenced weapon with
this perk is recommended, but using an unsilenced weapon has it’s
benefits. It allows you to shoot a couple of times, take out or
distract an enemy, sowing fear and confusion among the enemy, much like
a sniper does. Combining this perk with an unsilenced weapon allows you
to spring some nice traps also, whether it be Bouncing Betties,
Satchels, or yourself in wait for the enemy to enter and loose his
tactical and overall strategic advantage in many situations. Combining
this perk with the Dead Silence perk allows you to move silently,
allowing for more melee-ing, bayonet-ing, and quicker movement across a
map and behind enemy lines. An enemy can turn a corner expecting nobody
and you will be right there waiting for them.
NOTE: Most scrims may allow this perk, but most leagues and tournaments do not allow this perk!
*Sleight of Hand: Reload time is decreased by 50%, allowing you to reload extremely quickly in combat situations.
Great for SMG users, especially ones with Drum magazines; Drum
magazines take longer to reload them a standard magazine clip, but
Sleight of Hand allows you to negate this issue.
It’s almost required for Shotgun users, especially Double Barrel
Shotgun because it has only two quick shots and then takes some time to
reload.
LMG users can find this perk extremely useful, especially Type 101,
DP-28, and BAR users who don’t have very large magazine capacities.
This perk is a bit more useful then Double Tap with almost all LMG’s
(The DP-28 is a notable exception due to it’s higher then normal
magazine capacity), mainly because the MG-42 and the Browning M1919 are
the only LMG’s with high capacities drum or box magazines. With the
latter two LMG’s, I’d recommend Stopping Power.
Rifle users will find this perk not as useful, Stopping Power
becomes more important the slower your gun fires, and Rifle users this
perk is limited due to the players skill in accuracy and aiming. It is
useful with the MP-44 or the M1 Garand, the former because you can fire
and empty it’s clip quite quickly, the latter because it actually takes
so long to reload. An M1 Garand with a Scope equipped would be better
off with Stopping Power, however.
For bolt action snipers, this perk is almost a complete waste
compared to Stopping Power due to the 1 shot, one kill motive required
for sniping. If you have to take a second shot, your target has either
gotten to cover or will likely be able to kill you anyways, so don’t
waste your time with this one, except maybe with the PTRS-41 which has
high enough damage to typically be a 1 shot, 1 kill no matter what.
*Shades: Specialized Use Only, Very Limited Usefulness. You
don’t have to worry about signal flares with this perk, you’d have to
have it explode directly on you to get much of an effect, otherwise
signal flares are just pretty lights to stare at. Not recommended to
use as a default perk.
*Double Tap: Specialized Use Only. It allows you to fire your
gun at twice its previous rate, allowing you to easily inflict huge
amounts of damage quickly when using a full auto weapon. NOTE: Double
Tap does not decrease recoil, and thus you will have to keep that in
mind, especially with LMG’s. This perk isn’t useful with SMG’s except
for the MP40 because of their already high fire rate. Do not combine
this perk with the FG-42, it already fires fast enough to empty it’s
clip in a short burst of time, it only will increase recoil. This perk
isn’t useful with Double Barrel shotguns because it can already fire
it’s two shots in very quick succession, but it is useful with a Trench
Shotgun. Do not use Double Tap with a Rifle, it isn’t anywhere as
useful as Stopping Power, except with an MP-44/STG-44 (Note that using
a Telescopic Sight the recoil increases considerable, so this isn’t a
good combination with an FG-42 or STG-44 with a Tele. Sight equipped).
Do not use it with a Bolt Action unless you have issue aiming or are
trying to engage at long range against moving targets all the time,
this perk has little effect on Bolt-Actions or Rifles.
*Overkill: Specialized Use Only. You trade off having two
primary weapons instead of one weapon which has a Tier 2 Perk
increasing it’s ability; this is a plus for some and a minus for many.
Useful if you want to be an actively aggressive forward sniper/point
man, allowing you to switch between long range weapons and a close
range or heavy firepower weapon as situation requires, while shotguns
are great for snipers who camp due to their defensive nature. This perk
is actually great for an MP-44/SMG combination, allowing you to have a
medium range weapon and one for close up defense, much along the lines
of the sniper’s use with this perk, a Shotgun combination allows for
some great room clearing abilities, especially on maps like Outskirt. A
very interesting combination using this perk is an LMG/SMG combo,
especially an FG-42 combined with a Type 100/Tommy/MP40, namely the
MP40, allowing you great medium ranged capabilities. A really good
combination, however, is an LMG/Shotgun or SMG/Shotgun, allowing you to
overcome the shotgun’s inherent weakness of being a purely short to
close range weapon, allowing you to engage the enemy under just about
any circumstance. A Trench Shotgun w/Bayonet is extremely effective in
most combinations, allowing you an almost complete CQB
(Close-Quarters-Battle) defense and offense.
Third Tier:
*Deep Impact: Specialized Use Only. Being able to shoot through
a wall and hit a target, killing them in one shot is an occasionally
useful ability for a sniper. For SMG users, this perk is worthless
because they have such short range and penetration power in the first
place. Bolt actions will find this perk useful in certain circumstances
and maps, such as on Makin with its hut’s thin, wood walls. For an LMG
user, it essentially is the same as a Bolt Action, useful on some maps
but otherwise not so much. For a Rifle user, it is more like an SMG,
not due to a lack of range or medium penetration power, but it is
actually due to their lack of damage. It’ll take a couple of shots in
HC mode in many cases, even with Stopping Power. Either way, the target
can easily move to thicker and better cover, so using it with a one
shot one kill weapon or an LMG with it’s good balance of range, fire
rate, and damage will utilize this perk the most. There is an
interesting trick with using this with a shotgun, allowing you to take
out explosives or campers in many instances quite easily.
*Extreme Conditioning: This is a very basic perk, it allows
you to move quickly across the map in that you can run a few times
farther then you could before, and you also can quickly regain your
ability to sprint thanks to this perk. Great for point use, aggressive
sniping, or for guerilla style hit and runs. It is also useful for just
about any weapon in the game, even though LMG’s will still not run far
enough for most players. SMG’s and shotgun users will find this perk
the most useful out of all the other weapons thanks to their mobility
and speed already being at the highest levels. Great for objective
gametypes; especially CTF, because it allows you to be running most of
the time before and after capturing a flag, giving you more options and
giving your team a quick, long distances runner.
*Steady Aim: This perk is great if you are like most people and
are a bit inaccurate and need an extra few hits on an enemy in CQB
situations. It is great for bunny hoppers, because jumping or walking
doesn’t effect your accuracy as much, and in CQB situations it is
helpful to circle strafe a target. It is quite helpful if you want to
be able to quickly engage an enemy in CQB combat without having to
resort to using iron sights or Red/Black-Dot sights, and it will also
help when engaging enemies at medium range or providing covering fire.
Only useful if you are shooting from the hip while moving, otherwise it
doesn’t do much beyond that. Great in combination with Sleight of Hand,
especially with SMGs, allowing you to quickly engage an enemy and
continue on to the next target in a firefight. Overall a very useful
perk, but aiming and practicing aiming down your sights and CQB room
clearing tactics will help quite a bit, and being more careful instead
of a Rambo style gung-ho entrance, of course. Still, I recommend it as
a default perk in most instances.
*Toss Back: Specialized Use Only, Very Limited Usefulness. You
can toss back grenades, if you get to them and catch them in time that
is. Allows you to throw them back with the time getting reset, it is
useful in some instances, but not many. A lot of users have found
sticky nades are more useful then normal frag nades, and this perk does
nothing for stickies or molotov’s, making it usable only with some
grenades. Most players cook frag grenades anyways, making this perk
just about as useful as jumping on the grenade to save your teammates,
AKA killing yourself. So unless you want to have a “Leeeeerooooooy
Jeeeeeeenkiiiiiins” moment, save yourself the trouble of this perk, and
either run away or jump on the grenade to increase my frag rate.
*Second Chance: N00b Use Only, Typically a BOS’ed Perk, nor is
it allowed in most Scrims, Tournaments, or Leagues. If you get severely
or mortally wounded, you drop down where you were, on a fixed location,
and you get to use whatever pistol you happen to be carrying. A .357
Magnum is quite useful for this perk, but experienced players typically
shoot a couple of extra rounds to make sure the enemy player is down,
so getting a drop on an enemy player isn’t easy and requires quick
reflexes. Secondly, this perk doesn’t work for direct hits with
grenades or headshots, making it not very useful when camping. Overall,
I don’t recommend this perk at all, it isn’t worth the time it wastes,
both for you and the professional players who don’t use it in the first
place.
*Martyrdom: N00b Use Only, Typically a BOS’ed Perk, nor is it
allowed in most Scrims, Tournaments, or Leagues. It allows you to drop
a short fuse, or “cooked”, grenade, giving then enemy 3 seconds to haul
butt away from your dead body. Typically results in a kill here and
there, especially when playing against inexperienced players.
Experienced players know that you don’t want to be running towards or
through a dead body due to marty users. If engaging a marty user,
simply either wait three seconds or so, or run around the body, giving
it a 10 foot width between you and it. Marty grenades are randomly
dropped from the body, so they can also bounce, and drop down another
level or on stairs, and sometimes they can drop in a way that
compromises your cover, so be careful, moving back wards, or if you are
sprinting doing a 180 or 90 degree turn is recommended if they are
aggressive kamikaze’s or if a marty user is killed in front of you or
nearby.
*Fireproof: Specialized Use Only, Very Limited Usefulness.
Helps reduce the damage a flamethrower inflicts on the player, useful
when engaging a ton of flamethrower happy users, and it allows you to
be very hard to kill at longer flamethrower ranges. It doesn’t do
anything beyond that though, you’ll survive a little bit longer in CQB
combat with a flamethrower, but one can still kill you extremely
quickly. This one is essentially a waste of a perk in just about any
situation.
*Dead Silence: Specialized Use Only, Combine With Camouflage
Perk. Allows you to move silently, whether being prone, running, or
walking, it also makes you a bit more quite when crouching because it
reduces your overall noise producing levels. It allows you to sprint,
bunny hop, and land quietly, allowing for far quicker movement across
the map, but you still have to be careful. However, things like
reloading and foliage/bushes will still cause you to make noise,
alerting an enemy player to your presence. Combine this with the
Camouflage perk to use this to your advantage, luring an enemy into a
trap. Note that headphone users, especially ones with good soundcards,
can typically hear you coming. X-Fi soundcard users can typically hear
and determine the location of a sprinting player using this perk. Due
to CoD5’s new sound occlusion technology, the sound is even more
distorted and muffled, making users without this perk pretty hard to
hear in most cases. With this perk, you are almost impossible to hear.
Users who are hopping, sprinting, or landing on a hard surface can
still be heard by X-Fi soundcard users in many cases however, and one’s
who are shooting silencers nearby or ones who are walking nearby can
still be heard in most instances, especially with headphones. For
snipers, the best counter to this Perk’s threat is to use headphones
and keep alert at all times, and to try being in a good strategically
defensible position and to use the rest of the team as a whole as a
cover/shield to help mask your position, and move constantly. Snipers
with this perk can sneak around easier, and in combination with
Camouflage Perk, they can also go unnoticed in most instances, even
when firing a shot, as long as they move afterwards. This perk, when
combined with Camouflage, is a very good default perk. NOTE: Most
scrims may allow this perk, but most leagues and tournaments do not
allow this perk!
*Iron Lungs: Specialized Sniper Use Only. If you have a sniper,
this is a great alternative to Deep Impact or Steady Aim. It allows you
twice as long to acquire or track a target when holding your breath,
allowing for long range acquisition, especially with moving objects.
Helps increase the users ability to acquire a target, great for newer
users trying to get used to the sniping in CoD:WaW, which is harder
then CoD4 in many ways. Great in Combination with M1 Garand w/Scope,
Combine With Stopping Power, allows you to empty full clip accurately
into wherever you are aiming with a Garand. Not recommended for default
perk except with your Sniper Class(es).
*Reconnaissance: Specialized Use Only, Very Limited Usefulness.
Why would anyone want to use a perk like this when you can hear every
Kill Streak Special, and UAV can be easily countered with a different
perk or ignored? It is useful for newer players, but for experienced
players, all they need to know is that with artillery, you look up in
the air, look for the rockets and their streaks, and run from the
general direction of the end of those arcs, all while hoping one
doesn’t land on you the whole time. With dogs, you hear them barking
and scampering after you, simple back up to a good defensible location
with a couple of walls to your back where the dogs will have to come at
you in a line, or let your team mates soak up the dogs for you. If you
want to help your team out, camp near the dog’s spawn point or their
main paths and kill them as the come and approach, either with your
primary weapon, pistol, or a quick melee/lunge right before or right
when they jump, especially while walking backwards. Either Kill Streak
Special is pretty easy to ignore or defend yourself from, but note that
smaller maps can find Kill Streak Specials to be even more effective
due to lack of room to maneuver. Also note that this perk does nothing
to counter that lack of maneuvering. When it comes to tanks, they are
pretty easy to avoid, or destroy, so while this perk helps you locate
them, it isn’t typically hard to see or hear a tank in the first place.
Overall this perk is just added in, a good summary is that this perk is
not very useful to experienced players.
Vehicle Perk (Not that anyone here would be using tanks in a scrim or match, but I’ll go ahead with these to):
*Water Cooler: It allows you to fire your main gun and your
machine gun for prolonged periods of time, not as useful for a tank
user so much as the machine gun user. This perk does nothing to prevent
the guns ever increasing recoil you get from firing the machine gun
consistently, but when used with prolonged it is quite deadly, allowing
you to mow down enemy infantry pretty efficiently. I’d recommend a two
man tank team to have the machine gunner be equipped with this perk and
the tank driver be equipped with ordinance training for a good ultimate
combo, or if you are mainly facing infantry the tank driver can utilize
the Leadfoot perk, making it harder for the machine gunner to aim but
making it quite fun to drive around in the equivalent of an heavily
armored Halo Warthog with machine and a 120mm main gun. The latter two
man tank team perk combination is extremely effective on Seelow, while
the other is effective against other tanks.
*Greased Bearings: Specialized Use Only. You can rotate your
turret a bit faster, allowing you to more accurately track distant
targets or help to take out those pesky anti-tank equipped players. Not
very useful because it does nothing for your main guns firing arc, so
if they get within that before you do you’re going to get some Satchel
Charges either way. Useful for taking out enemy infantry, of course,
but you can always move the tank to make up for the turrets slow
rotation speeds.
*Leadfoot: This perk allows your tank to move faster, and thus,
it allows you to be more mobile and maneuver faster also. Guerilla
style tactics and hit and run maneuvering are very useful in
combination with this perk. Particularly useful on Seelow for CTF
matches.
*Ordnance Training: This is essentially Sleight of Hand/Double
Tap combined for a tank. It allows you to fire the tanks main gun twice
as fast (In 3 seconds versus 6 seconds), allowing you to use hit and
run guerilla style tactics extremely well. You can back up behind cover
for a couple of seconds, move forward, fire, rinse and repeat until the
enemy tank dies, or you can quickly engage multiple infantry,
especially those perky anti-tank equipped players. The most effective
vehicle perk, recommended to use as your basic vehicle perk.
*Coaxial Machine Gun: Specialized Use Only, Very Limited
Usefulness: You can fire an inaccurate machine gun which overheats
quicker, allowing you to be a one man tank team and be able to take out
infantry, but you’re still easily taken out by experienced anti-tank
players. This perk isn’t really as effective as a two man tank team,
and it doesn’t help out much at all against other tanks.
NOTE: TWL now allows Camouflage and Dead Silence in many ladders! Check to make sure they are allowed before practicing and planning on using them in TWL or otherwise!
Ok, basic class setup I have in CoD5 is LMG Class 1, SMG Class 2, Rifle Class 3, Shotgun Class 4, and Sniper Class 5...
And now that I'm at prestige 10, I typically end up using the last 5 classes in the same order, but slightly modified...
Here's how all of my classes are as an example:
Class 1: FG-42=Super AWESOME Killing Gun
Primary Weapon: FG-42 w/Telescopic Scope
Secondary Weapon: 0.357 Magnum
Primary Nade: (Sticky Nade)
Special Nade: Tabun Gas
Perk 1: Bandolier
Perk 2: Sleight of Hand
Perk 3: Steady Aim
Vehicle Perk: Ordinance Training
Class 2: Basic CQB (Close-Quarters-Combat) and SMG class, Great for Short-Medium Range Firefights
Primary Weapon: Type 100
Secondary Weapon: 0.357 Magnum
Primary Nade: N 74 ST (Sticky Nade)
Special Nade: Tabun Gas
Perk 1: Bandolier
Perk 2: Sleight of Hand
Perk 3: Extreme Conditioning
Vehicle Perk: Ordinance Training
Alternate Class 2: Extreme CQB/Very Short Range Bunny Hopping Class
Primary Weapon: PPSH-41 w/Drum Magazine
Secondary Weapon: 0.357 Magnum
Primary Nade: N 74 ST (Sticky Nade)
Special Nade: Tabun Gas
Perk 1: Bandolier
Perk 2: Sleight of Hand (Or Stopping Power)
Perk 3: Extreme Conditioning
Vehicle Perk: Ordinance Training
Class 3: All Around Medium-Long Range Assault Rifle, AKA CoD4 AK-47 w/ACOG
Primary Weapon: STG-44 (AKA MP-44) w/Telescopic Scope
Secondary Weapon: 0.357 Magnum
Primary Nade: N 74 ST (Sticky Nade)
Special Nade: Tabun Gas
Perk 1: Bandolier
Perk 2: Stopping Power (or Sleight of Hand or Double Tap)
Perk 3: Steady Aim
Vehicle Perk: Ordinance Training
Class 4: Shotgun/CQB Killer
Primary Weapon: Double Barrel Shotgun w/sawed off barrel
Secondary Weapon: 0.357 Magnum
Primary Nade: N 74 ST (Sticky Nade)
Special Nade: Tabun Gas
Perk 1: Bandolier
Perk 2: Sleight of Hand
Perk 3: Extreme Conditioning
Vehicle Perk: Ordinance Training
Class 5: Medium Sniper (and Super-Pistol)
Primary Weapon: Kar98k w/Scope (Or Bayonet)
Secondary Weapon: 0.357 Magnum (Or Tokarev-33)
Primary Nade: N 74 ST (Sticky Nade)
Special Nade: Tabun Gas
Perk 1: Bandolier
Perk 2: Stopping Power
Perk 3: Extreme Conditioning (Or Overkill with Tommy w/Drum Mag)
Vehicle Perk: Ordinance Training
Class 6: Heavy LMG
Primary Weapon: MG42 w/bipod
Secondary Weapon: 0.357 Magnum
Primary Nade: N 74 ST (Sticky Nade)
Special Nade: Tabun Gas
Perk 1: Bandolier
Perk 2: Sleight of Hand
Perk 3: Steady Aim
Vehicle Perk: Ordinance Training
Class 7: Medium Range Iron Sights of Death, 2 Shot Kills In Torso
Primary Weapon: MP40 w/Dual Magazines (or Aperture sight)
Secondary Weapon: 0.357 Magnum
Primary Nade: N 74 ST (Sticky Nade)
Special Nade: Tabun Gas
Perk 1: Bandolier
Perk 2: Sleight of Hand
Perk 3: Extreme Conditioning
Vehicle Perk: Ordinance Training
Class 8: Anti-Anything
Primary Weapon: M1A1 w/Box Magazine
Secondary Weapon: 0.357 Magnum
Primary Nade: N 74 ST (Sticky Nade)
Special Nade: Tabun Gas
Perk 1: Bandolier (Or Flamethrower)
Perk 2: Sleight of Hand
Perk 3: Steady Aim
Vehicle Perk: Ordinance Training
Alternate Class 8: Light Semi-Auto Sniper
Primary Weapon: M1 Garand w/Scope
Secondary Weapon: 0.357 Magnum
Primary Nade: N 74 ST (Sticky Nade)
Special Nade: Tabun Gas
Perk 1: Bandolier
Perk 2: Stopping Power
Perk 3: Steady Aim (Or Extreme Conditioning)
Vehicle Perk: Ordinance Training
Class 9: Anti-Tank Layout (Gun can be an SMG)
Primary Weapon: Double Barrel Shotgun
Secondary Weapon: 0.357 Magnum
Primary Nade: N 74 ST (Sticky Nade)
Special Nade: Tabun Gas
Perk 1: 2x Rocket Launchers (Or 2x Satchel Charges)
Perk 2: Sleight of Hand
Perk 3: Extreme Conditioning
Vehicle Perk: Ordinance Training
Alternate Class 9: Tommy Whoring Layout, much like Dog's
Primary Weapon: Tommy w/drum magazine
Secondary Weapon: 0.357 Magnum
Primary Nade: N 74 ST (Sticky Nade)
Special Nade: Tabun Gas
Perk 1: Bandolier
Perk 2: Sleight of Hand
Perk 3: Extreme Conditioning
Vehicle Perk: Ordinance Training
Class 10: Heavy Sniper Unit, 1 Shot kills anywhere with Stopping Power Perk
Primary Weapon: PTRS-41 w/proprietary scope
Secondary Weapon: 0.357 Magnum
Primary Nade: N 74 ST (Sticky Nade)
Special Nade: Tabun Gas
Perk 1: Bandolier
Perk 2: Stopping Power (or Camouflage)
Perk 3: Extreme Conditioning
Vehicle Perk: Ordinance Training
Please feel free to comment and add your ideas, tactics, and thoughts!
Respectfully,
PROACEX1