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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

First off, sorry about the blog and the title, since at first it likely seems as a bit odd to have a blog about the same subject so close in posting time together, but I never got around to posting this before I left (I had decided to get back into the blogging world a bit), and I come back and someone (Capt. Insane :P ) already posted up a blog on the subject, so this isn't exactly a response to that blog in so much as it is some of my personal opinions and experiences on the subject (And this is my original blog I had before I left, just with some editing for grammar and references)! My apologizes if the blog names are so similiar (Mainly this is due to the the subject being so similar), and I must recommend you also read Capt. Insane's blog post on this subject, and the responses there (And I recommend checking out the links I provide at the end)... ;)

http://www.eggxpert.com/blogs/capt_insane/archive/2008/07/30/pc-vs-mac.aspx

I would like to mention that RjBass's blog "Windows, OSX, or Linux? That is the question." reminded me of this subject back when I first started this, and I would also like to recommend you also read his blog and the responses there:

http://www.eggxpert.com/blogs/rj_systems/archive/2008/01/22/windows-osx-or-linux-that-is-the-question.aspx

 

 So, without further ado... :D

 

 Well, I've seen a ton of c**p go on in my day, but the huge flamewar between PCs and Macs really takes the cake!

You wouldn't believe how many friends of mine who don't have a single clue about technology, but own Macs, use the normal bigotry claiming Macs are better then PCs...But do they have anything to back it up? Never...They never have anything to show for sources, nothing which provides actual proof, and are almost always lacking the empirical evidence required for a solid foundation of such a claim...

Apple's switched over to PCs hardware (More specifically, Intel CPUs) and components now, but they're still very incompatible with just about anything, hardware or software...

As of late, I've gotten into many arguments with some of my friends, and here is a response I made to one of my friends which should sum up the issue pretty well (Note that I did not include his original post, so this may not be as fully coherent as if I were to include his post, but it includes quite a bit of personal information):

"

The test you said about Mac's running Vista OS to be the fastest has already been proven wrong by Maximum PC, you can go to their site and read the article in which they tested a Window OS vs a Mac OS on both a PC and on a Mac...They did a test and have already proven PCs to be faster then Mac’s, when running either OS…

They only sometimes have a better GUI then Windows or Linux, Mac OS’s (AKA Operating system), such as Mac OS X, is roughly 10-20% slower on all applications then even Window’s Vista, and Window’s XP PRO is roughly 40-50% faster…You can talk about Vista being crappy all you want, but I can remind you of each and every time either Microsoft and Apple have released a new OS…They always have major issues…Mac’s current OS is OS X, which has many major issues, many just like Vista…So talk all you want about Mac’s having better OS’s, but in reality any new product from either a PC or Mac standpoint has major issues…

Mac's may have integrated hardware in their 24inch monitors (They go up to 30 inches), but they're limited as to upgrading, and have many cooling issues...PCs have the same ability and tech, but PC tech has equivalents to your iMac, there are many PCs, both OEMs and DIYs, which have the ability to be a standalone monitor design, just like your iMac, but these aren’t as limited like your iMac is, PC’s also don’t

have the drivers issues and compatibility issues Macs do...You can easily download drivers or dual-boot an OS if you have to use a different OS due to application issues with PCs…Oh, and the newer CPUs from Intel run cooler, which is why Mac’s are now using them, and guess what, that means Mac’s are technically PCs from a hardware standpoint!

“Cause they can’t get spyware or viruses at all”? Have you ever read about anything? Google “Mac viruses” or “Mac Spyware”, it has just as many viruses and spyware applications as PCs do, relative to the overall size of the Macintosh market vs. Microsoft OS market…Mac’s aren’t safer security wise either, with their OS’s having many exploitable trap doors and openings in their firewalls, and they easily acquire rootkits, especially in Mac X OS’s (Mac’s newest OS)…

“MAC'S also have this supercool thing called time machine, where you can retrieve ANY file that has EVER been on or deleted from the com

When it comes to Project sharing, there are free PC applications which do the same thing…And while PCs may not always be used by Hollywood movies (BTW Mac’s aren’t always used either, because they aren’t fast enough for a lot of it, that’s where specialty workstation GPUs come in)…

When it comes to hardware, Mac’s are pretty limited (Apple doesn’t allow for much modification)… “MAC'S also have this supercool thing called time machine, where you can retrieve ANY file that has EVER been on or deleted from the computer”

Guess what, PCs have that too, you can download them for free or you can buy professional ones…One example is File Scavenger, available for $50 from quetek.com…Oh, and btw, Mac's are now using Intel CPUs and PC parts, and are no longer running proprietary hardware on their newer systems because the older micro architecture of the Mac's CPUs were found too slow to compete with Intel's far faster Conroe (C2D) CPUs...

They have compatibility issued with many ATi and NVIDIA GPUs (Graphic processing units), have limited upgrade issues, warranty issues (You can’t overclock a Mac without voiding warranty, nor can you upgrade CPUs or motherboards without voiding the warranty on many of them)…And why do you keep on going on about Circit City? Who the c**p cares about them, that’s for n00bs like you and other folks who buy PCs or Mac’s from them…. Go to newegg.com for where many go to buy DIY parts, or for OEM systems, Falcon Northwest or Voodoo PCs…Mac’s don’t even compare to the ones made by Falcon Northwest Systems…

And go on about the difference of Gigahertz between the highest end CPU circuit city sells compared to the 1.8Ghz in your Mac, but guess what, go to newegg.com, zipzoomfly.com, buy.com, or many other online retail stores, and you’ll find that PC’s have faster CPUs (currently, you can get a quad-core Intel C2D at 3.0Ghz with the Penryn micro architecture and it’ll still be faster then a 4.0Ghz Mac G4 CPU…)

But it doesn’t really matter anymore, because while Mac’s are now using Intel CPUs (AKA PC CPUs), they are going to be 6 months behind compared to PCs…Why? Because Intel is released it’s new Penryn CPUs, and Mac’s have to either be upgraded (which isn’t available yet), or you have to buy a new one…

And when it comes to memory, Mac’s are still limited to DDR2, with only a few using DDR3…Also, Mac’s are limited to DDR2 667 standard (newer ones can use up to DDR2 800 standard, but PCs can go up to DDR2 1350), and DDR3 1333 standard for the highest end…Most modern PC motherboards can easily hold up to 8Gb of DDR2 or DDR3 memory, with many going up to 16Gb, and some going up to 32Gb…Mac’s can have up to the same amount of memory, but why? Because they are using PC motherboards…And, unlike Mac’s, you can buy or build a PC at just about any price point…You can also build a PC for roughly the same as buying a Mac and be able to pick faster or more advance hardware for a faster PC then a Mac of equivalent price…(You can check this out in the Maximum PC article, or at TomsHardware.com)…

So, in summary, Mac’s use PC hardware, their software is slower, and when run on PCs, Mac OS’s are slower then Windows OS, while Linux is faster then either of them…And Mac’s aren’t compatible with Linux (PCs are)…Mac’s may have better GUI’s for graphic design artists, yes, and they have a few applications used by graphical artists which are Mac only, but PCs have many equivalent applications…

You can argue all you want, but you don't study computer technology, nor do you apparently read enough to know what you're talking about.

I've been researching PC and Mac’s technology for more then 9 years now, so I really do laugh at your attempt at refuting my points and the fact that the highest end Mac's are all around slower then the highest end PCs...Hardware, software, and compatibility wise (don’t even get me started on the compatibility issues Mac’s have with games, other OS’s, applications, and otherwise)…

"

So, Fact #1: Apple's switched over to PCs hardware (More specifically, Intel CPUs) and components now, but they're still very incompatible with just about anything, hardware or software...They've got even worse 64-Bit compatibility with software then Windows OS do...

Fact #2: Comparably, Macs are not anymore secure then PCs (Windows or Linux)...A good basis for this fact is that a company (I forgot which) studied the PC market vs. the Macintosh Market (More specifically, Windows XP vs. Mac's equivolent OS), and they found that the amount of viruses, worms, rootkits, malware, spyware, and other bad or infectious software seems to be directly related to market share...Window's has the largest market share, so it's no surprise they also have the most infectious software issues, but when compared to Mac's, Window's is roughly the same...The infection rate is still very close to being the same!...And in some sectors, Mac's are even worse due to their lack of software security and the users blissfully idiotic ignorance (To put it simply)...

So I find it quite hilarious, especially when you see those stupid Mac commercials on TV...

Here are some other forum threads I've found related to this topic:

http://www.eggxpert.com/forums/thread/65779.aspx

http://www.eggxpert.com/forums/thread/108965.aspx

http://www.eggxpert.com/forums/thread/30022.aspx 

http://www.eggxpert.com/forums/post/29512.aspx

http://www.eggxpert.com/forums/post/19695.aspx

And for us who are Selectee's:

http://www.eggxpert.com/forums/ShowThread.aspx?PostID=329065#331299 

I'll be posting up more on this topic later, as I come across articles and what not, and have new arguments with folks (possible Part 2? hehe)... :D

Respectfully,

PROACEX1
 

So what good does it do to get high-end or new equipment?

Here are 10 reasons why, but be warned, many are not legitiment reasons to use with the parents or wife on why you want to spend $$$ on a new PC...Stick out tongue

 1: Your PC will be future proof for just a bit longer...What is future proof-ing? It is where you try to make your PC last a bit longer then you'd normally expect, both in performance and in its lifetime... 

2: Games at their highest settings and resolutions, best graphics you can ever imagine, right there in front of you...Simple as that...

3: Being able to do something in a much shorter time then normal...You can edit video, photo's, home video's *cough cough*...You can essentially do almost anything faster...'Cept for bringing up internet explorer...It just doesn't want to ever come up!...Which is why you might as well upgrade your internet from dial-up to cable...Lolz

4: You'll have reduced heating bills, thanks to your new heater...You will also have increased cooling builds in the summer...Stick out tongue

5: You can now finally get that 30in you've been dreaming about!

6: Its a great way to find yourself without a girlfriend, wife, or friends!

7: Being able to pawn all those n00bs in multiplayer...Heck, you'll be able to grief a bit better even!

8: You finally have an excuse to spend more time on your *new* PC...

9: You can do more things then you'll likely want to know with a new, high-end PC...

10: Bragging rights...Impress that nerdy girlfriend of yours...Impress your nerdy friends...Wow people who have no clue about PCs..."Pretty LEDs, ahh"...

 Anyhows, enough with the jokes and partial truths...

To be honest, do you really need a high-end PC? Many of the arguments range from "it being outdated as soon as you buy it" to "can you really finacially afford it?" and many more...

But still, the question remains, do you really need it?

In all truth, this isn't even a question, not even a trick question at that!

The simple answer is: Does your budget allow it? Do you need it for whatever you may be doing? Do you need it for work or for play?

It all comes down to personal needs and bias...

For example, you don't need it for much more then a way to e-mail, play minesweeper and a few other "games", and maybe IM a friend...

Or do you need it becuase your an IT guy, downloading uploading a ton of stuff, multi-tasking with many applications, having to be able to do it all within a schedule which has to be kept...

Or are you a gamer who needs performance right here, right now? Are you a light or hardcore gamer? Are you old/mature enough to be able to be responsible enough to realize that a new PC is a long-term investment?

Also: Why does everyone seem to be so short-sited? Do you really want to be upgrading every 6 months to a year, or do you want it too last without to much money being put into it? Can you pay for upgrading every few months, or do you need something which can last?

Simply enough, it comes down to the individual, and the person's needs, wants, budget, and bias...

We here at Eggxpert can only help so much, the rest you have to decided and do yourself...And this is the truth...Of course, you have to remember you can also ask us for our opinions and comments, which may lead you in the right direction...Wink

 

Respectfully,

PROACEX1

Sometimes I've always wondered, what is better, a PC or a console...

I've layed awake at night doing cost-benifit ratios of which is better...

PC: Wider selection of video games, cheaper video games in some cases, good Single Player and Multiplayer (sometimes), better graphics (except the occasional times when the new consoles come out) better resolutions, more graphical options, more people in multiplayer, better controls/interface with some games, Real-Time Strategy Games (RTS), multimedia capabilities which are FAR better then any console, Pimp My Rig, DIY ability plus the ability to cut your finger while messing with a PC, PC has the ability to have software fixes (such as drivers, patches, MoDs), Ect...

Consoles: Cheap, Cheaper, Cheapest; Can play many games, mainly RPGs and FPSs, not too shabby graphics, normally has better multiplayer overall, due to a larger base, Xbox 360 used to be the only way to play Halo 2, you don't have to worry about paying $$$ to get a good gaming PC, you don't have to worry about paying $$$ to replace your gaming system cause of a house fire, a dog peeing on it, a lighting strike, ect; you can take it anywhere a bit easier then the 75 pound full tower ATX, not including the monitor, did I mention it's cheap?

So what does everyone say about this subject? 

Please comment...

Respectfully,

PROACEX1

P.S. Check out my other blog post: http://www.eggxpert.com/blogs/proacex1/archive/2007/05/28/hardware-is-high-end-worth-it.aspx