Posts : 337 Join date : 2010-10-12 Age : 28 Location : Port Macquaire
Subject: Full Tactic Term Page Fri Oct 15, 2010 9:22 pm
Im going to post a huge collection of terms and tactics its helped me become better enjoy
"Metagaming is a play style focused on using enhanced game mechanics and advanced techniques in order to create depth and balance in a game."
Depth - A term used to define how much the metagame evolves over time. A game is considered "deep" when months or years after a game is released, they are finding better strategies and advanced techniques which enhance or beat out the old strategies and techniques.
Shallowness - A term used to define a metagame that lacks depth. A "shallow" game reaches the pinnacle of the metagame early in its lifecycle and eventually stops evolving overall.
Advanced Technique - A move or combination of moves that bends game mechanics to gain an advantage that would otherwise not be available. In Call of Duty, this is defined as techniques allowing you to reload faster, jump farther, or changing a hitbox.
Mindgame - A strategy or technique employed for the purpose of outwitting the opponent psychologically. This includes capitalizing on a player's play style, bad habits, and flaws.
For a more explained thing on that here is a full version of it
Depth & Shallowness
Depth is the first thing I'd like to talk about as it's important to have in a game. Obviously when a game is constantly evolving it's fun and challenging, making the community grow. On the other hand, when the game's evolution slows, it leaves the game old and dull - and who wants to play a game that gets stale quickly? This is the reason we play some multiplayer games a lot longer than others, and why we always feel a new sense of adventure with the better multiplayer games. Let's take Modern Warfare 2 for example:
Around February of 2010, around 3 months after the game was released, the metagame stopped evolving due to weapon imbalance. At that point it was established that a certain few weapons and perk combinations fulfilled every role possibly needed and did so better than guns and perks which were truly meant for the job. Beyond that, almost all strategies for objective games had been found and were not changing or becoming better. While the game is still evolving today, it's at a much slower pace (we're talking turtle slow) so you could say that the game was relatively shallow. There are much better examples in other game series, but since we're referring to the Call of Duty franchise, you can see why I picked it.
If we were to take this in comparison to Call of Duty 4 - the metagame of which kept evolving a year after the release - there were new strategies and areas people were reaching all the time. Different areas to shoot through walls were being found, new gun and perk combinations were being used to adapt to how people played, et cetera. And to think all of this was happening a year after its release? This game had depth that really drew a crowd in.
Advanced Technique
Most people know what these are, but probably don't know the term or all of the moves it encompasses. If you've ever seen someone shoot while they appear to be reloading, or seen them drop to the ground while firing when they cross your path, chances are, they were using an advanced technique. These are moves that bend the game mechanics past normal boundaries to give yourself an advantage on the battlefield.
Let's face it, when you face a player of equal or greater skill, you're going to need to pull out all of the stops to take them out before you get yourself killed, and using these moves will ensure that happens. Not only that, advanced techniques exist so that if you ever find yourself in a tight spot, you can survive an almost impossible situation.
Just so we're clear, many people like to think of this as "playing gay," especially when it comes to drop shotting (which will be discussed in a later article), but just know that when it comes to winning, there is no such thing as cheap. There's winning and there's losing - that's it. If anyone says anything else, they have some superiority complex problems that need addressing, but that's not your concern, now, is it? If it exists in the game and can be exploited, it's a tool for you to use in your victory. If you don't like that concept, you might as well leave this article now, because the reason you should be reading this series is because you want to win. Also, if you think that I'm just some random loser who's spewing nonsense, you can ask any professional gamer yourself. They will pull out every "cheap" tactic in the book so long as they win. That's just what it takes.
Anyways, there are tons of advanced techniques that I'll be covering in later articles, but hopefully this gives you a general idea of what to expect.
Mindgame
The term I'd like to end this article with is mindgame. It goes by many other names depending on the game you play, but they all have the same general purpose - to fool your opponent into doing something you want them to do. The objective of a mindgame is the same thing you could expect from a game of chess. In chess, you spend minutes thinking about your next move, breaking it down into a science:
"If I move here, my opponent should move there. And if he does, I need to be able to stop him by doing this."
This is the basic principle of a mindgame. The only problem is that with chess you have minutes to carefully plot your next move, where in CoD, you have seconds, sometimes even fractions of a second to decide between tens of possibilities that you can do. Even more challenging is that if your opponent knows what he's doing, he will try to mindgame you while you're trying to mindgame him! This means you need to be prepared to counter his counter. Confusing, right? Mindgaming is one of the most difficult aspects of metagame to grasp, and that goes with almost any game as human players are extremely unpredictable. Needless to say, learning how to mindgame someone efficiently will not happen overnight, and in the heat of the moment, you won't always be consciously thinking about this. There's a lot to say on this topic and I will be dedicating a full article to this in the near future after we get to some of the fun stuff of metagame (the Call of Duty specifics).
Ok so heres some more ingame terms to use
Terms to Know
Frame Data - 1 second in game time is equivalent to 60 frames or 60fps (frames per second). When a game is running at 30fps, that means frame time is cut in half and the visual "smoothness" is deteriorated. The frame rate is more noticeable when turning or performing a quick action as the image on the screen will be somewhat indistinguishable. It is important to know for metagame as character animation speed is recorded in frames.
Damage Data - A conversion of damage into numbers used to determine the best weapon for your play style.
Hitbox - An invisible box that frames a character in a 3-D space which when met with a bullet or other force will register as a "hit." In metagame it's important to understand as a hitbox is sometimes disproportionate to the character's actual structure.
Herding - Otherwise known as map control, herding is a tactic allowing a player to read or judge an enemy position at any given time. In metagame, this is used to give a player or team an advantage.
Positioning - A player's placement on a map relative to the enemy, advantageous objects on the map, and teammates while taking into account your weapon, health, and playstyle. In metagame, this is used to provide optimal offense and defense during any given situation, minimizing deaths and maximizing kills.
Pressure - A mindgame which forces a player to react much faster than they are comfortable with, potentially causing them to place themselves at a disadvantage.
Punish - A term used to describe taking advantage of a player error and not relinquishing that advantage until the situation is reset.
Reset - A term used to define a situation when both players are at an equal state (neither an advantage or disadvantage). Occurs after a successful kill with no other players or obstacles to worry about.
Lots of definitions to play around with this time! If you already know the definitions above and how they're used, again, this can be a refresher course for you. None of these terms are necessarily new, but many people only think of these subconsciously and don't put thought into them in order to maximize how well they play. So, here we go:
Frame Data
So now you know what it is and how it works, but why do we use it? Well, we always wish that we were faster in these games, correct? If you use an LMG, you wish you reloaded "faster," right? Every simple animation in the game can be translated into frames. Since Call of Duty is a 60fps game, the number will be */60. The lower the number here, the better. When focusing on metagame, we need these numbers to determine the best action for any given situation. If I know that I'm playing a small map and will not have time to reload, I need a gun that reloads 145/60 over a gun that reloads in 321/60. This also applies to sprint animations (starting and stopping a sprint), jumping animations, turning (though turning is modifiable via sensitivity settings), Aiming Down Sight, et cetera. The point that I'm making is that everything done in game is measurable by frames.
While it's asking way too much for a normal person to remember all of these different frame rates and putting them into practice, you can take the idea of frame data and use it effectively. Here are the important things to remember about frame data; how do you play? Do you like to rush, or sit back? Perhaps you find yourself in tight situations more than others? Knowing this, you'll want to choose the correct weapon for the job, coordinate your perks around the weapon, and play according to the strengths of that weapon which include how fast and well your character performs with these options. This may be something you know how to do pretty well, or something you don't really think about just because you like experimenting. Knowing the principles of frame data will save you a lot of time and frustration with choosing the right class for you - and really, this is all about YOU!
Damage Data
Similar to Frame Data, Damage Data is the "invisible" health and bullet strength that works behind the scenes to make sure the game is balanced. Most of the time these numbers are in a complex formula, but fans of these games like to take the data and put up a graphical representation themselves. Trust me, it helps.
This here is the fan-made damage data for Call of Duty 4 weapons. This type of information can be a great deciding factor for which weapon you use. Most of the time players will discover this information naturally by trial and error, but appearance can sometimes be deceiving. In most cases, players are sometimes confused about which gun is better when two guns feel the same, even if you unlock one later on. Most of the time it has to do with better bullet penetration, better damage bonus modifiers for shooting different body parts, or better damage when equipped with different attachments.
Again, this information is extremely helpful for metagame as it speeds up your decision making process, or perhaps even sways your preference entirely, giving you the best options and reasoning for your selection.
Hitbox
Have you ever wondered why you thought you've shot someone in the head but it doesn't register as a headshot? Perhaps you thought you hit someone and the bullet just went entirely through them? Welcome to the wonderful and wonderfully frustrating world of hitboxes. While you may think what's visible on a character model is the area that you "hit," that's actually just a skin (a texture used to mask underlying mechanics). You see, when you really "hit" someone, your bullet or explosive is actually connecting with an invisible box that is tethered to the character model. While it moves with a character, sometimes the actual placement of these boxes are disproportionate to the actual character model, meaning you appear to hit them, but in reality you missed the actual box. In a FPS game, since you're hitting a 3-D space, the angle of the shot against the hitbox and the direction also factor into how the hitbox reacts.
This concept can actually be extremely frustrating at times, which is all the more reason to learn what constitutes as a hit and what doesn't. Each game is different, and even each Call of Duty is different. Anymore, developers seem to do a great job at providing the most accurate hitbox representation on a character model, but you have to know that sometimes a little more effort is required when attempting a shot on a weird body part - sometimes when shooting someone from a profile view (side view), and you shoot their arm, it will register as a chest hitbox, and sometimes it will register as an arm hitbox. The difference to these two are substantial as the damage data chart shows, you get bonus damage depending on which hitbox you connect with first. Crazy, right? Even then, if you're shooting someone head on and their arm (probably holding their gun) is in the way and your bullet connects with that instead of the person's chest, you lose your damage modifier! When you learn this, you'll start playing the game in a different way by shooting different areas of the body more often!
FYI, the image used to the left is an old and outdated hitbox from the game Counter-Strike. Modern games have much tighter hitboxes that fit the character way better due to better hardware with which developers can work. It does however illustrate the idea of hitboxes perfectly.
Herding
Coming from the accurate description of cattle herding, this is a technique that allows a team of players to control key points on a map to force the game to spawn enemy players in areas you can cover at any given moment, maximizing killing speed and efficiency. I'm sure I don't really need to explain the benefits of this kind of control over a map but I do feel I need to reinforce this behavior.
The key to winning is to never be taken off guard or to put yourself at a disadvantage. Herding minimizes (not completely eliminates) the potential for the enemy to overcome their situation. I believe the most basic example we can use from Modern Warfare 2 is on the map Highrise. If you understand what herding is, you will notice that taking control of one building on either side of the map, the left and right walkways, and the front of the opposing building windows (without stepping into the building) will allow you to "spawn lock" the enemy team, providing a situation where you're shooting fish in a barrel... practically with dynamite at that point. These key control points exist on every map, and require teamwork to lockdown and solidify enemy spawn positions, but provides the best chances for success when performed correctly.
Many players will consider this cheap and unfair, but if you remember what I told you in one of the earlier articles - it's a tactic to win. I can guarantee you (again) that "pros" use this tactic more often than not, because it showcases a team's skill, teamwork, and knowledge of the game.
There are ways to prevent being herded, but they require even more cooperation and teamwork than the other team is using. How so? Pretend that we're on high rise and we're in a game of Sumo wrestling - each team being a representation of a Sumo wrestler. Now, the opposing Sumo wrestler pushes you back to the line to ring you out (spawn locking you). In order to prevent being pushed out of the ring completely (locked the entire game), you can put more force against the opponent, or you can use sneaky tactics to side-step the lock and put them at a disadvantage. Both methods can work, but it depends on how well you and your team can play. Sidestepping the opponent is most likely the easiest option for you which requires a "Ghost" to sneak behind enemy lines by use of diversion. Once to the other side, they must take advantage of a key control point on the map and hold it until your team starts spawning there. It might take some time, it might not; it really depends on the spot.
Positioning
This somewhat ties into herding, but more on an individual level compared to a team level of play. Positioning is when you strategically place yourself in an advantageous situation or spot for your weapon, perk, and killstreak load out in relation to your current health and other factors. Positioning is a sub-portion of mindgaming and like its umbrella term is one of the harder things to master in a game because of the speed required to make the decision and efficiency you need to perform at.
Positioning is hard for the sole reason that there are multiple "bad choices" and only one or two "good choices" at any given moment when deciding where to move and look. You need to be aware of where your teammates are at all times, think of possible areas and behaviors of the enemy, choose the class that's right for the situation, think about possible contingencies and be prepared for them should they occur. It's just an immense amount of information to process in the seconds you have, especially when you have other things to think about too - like the actual mindgaming involved.
All of this gets even more stressing when attempting to put positioning to practice while in or near combat. You have to keep in mind that the enemy is attempting to out-perform you in the same way you're trying to out-perform them. This is mostly a battle of wits with a mix of reflexes and skill. I wish I could explain how to employ positioning efficiently, but the truth is that there really is no way to accurately teach how to position yourself. It's a matter of trial and error in relation to how YOU play, because my play style is different than yours, and I need to cater to how I play individually.
Hopefully by the explanation you know at least what to look for and what to be careful about. It's a learn as you go process and you need to be thinking about what you're doing to really retain any benefits. It may seem frustrating to you, but stick with it and it will become easier. Eventually, you won't even be thinking about it that hard and most of it will become muscle memory and subconscious relfex. I might be dedicating an entire article to this as I can at least lay out a practice guide so you can teach yourselves.
Pressure
Another extension of the mindgame umbrella, pressure is having an advanced understanding of the game, current situation, and advantages/disadvantages of both players' load outs in order to force the opponent to react before processing the situation for himself. This requires a lot of setup, which is the mindgame prior and up to the actual execution.
Pressure is important because if you ever find yourself at a disadvantage or caught off guard, you need to apply pressure in attempt to screw them up, giving you the opportunity to take control of the situation. For pressure, you can jump to prone, zig-zag through objects, throw grenades and special grenades, start spraying your weapon to force them to move around, or if you have the opportunity to, run away and play a game of cat and mouse, forcing the opponent to make a decision. More often than not, they'll get greedy and chase you into a trap.
Even if you aren't at a disadvantage, applying pressure can reduce your chances of being countered, and can lead to herding or positioning if done early enough. See how all these things are linked, now?
Punish
The final mindgame in the process is called the punish. After applying pressure or mindgaming your opponent into a trap of some sort, the punish is the last phase where you connect the kill or cause severe disorientation which chains into multiple kills. The punish phase can be anywhere from 1 to 30 seconds long, and sometimes even more than that - it all depends on how long you hold the advantage until you finish the kill(s).
Although it's a phase to the mindgame process, I thought it was important to mention because many players will often fumble the punish phase. This is the reward step to your hard work, and you need to be prepared for it. A lot of set up is necessary to ensure a successful punish and you need to be able to read your opponent so they can't escape at this point. Just remember to be on your toes, think things through, and expect/prepare for the worst situation.
Reset
After you punish or if you fail to punish and escape your situation, you will most likely end up at a reset. This is where the advantage is neutral and both parties are no longer on a "hunt" for each other. This is important, because you need to be aware and focused on your environment. If you have someone chasing you that you weren't expecting, you leave yourself at a disadvantage, and it's most likely that you'll have all of these tactics just discussed used on you! When finished with a kill or you escape, establish that a proper reset is made before continuing or shifting your focus. If you haven't reached this point, you should not be attempting to seek out new kills or situations (unless they were a part of your most recent fight).
Well that might be a mouth full and you don't have to read it all at once don't want to overflow your mind or anything.
Terms to Know
Campsites - Places of interest on a map that are well established hiding spots or perches for players to sit during a match.
Eagle Eye - Distinguishing movement and discrepancies in objects in order to detect targets at a distance.
Flow - The movement of fights and player positions through a map at any given time.
Hot-Spots - Well traveled paths by players at any given time.
Pre-Aim - The act of aiming down sight or at the general direction an enemy may be before coming out of cover, turning a corner, et cetera.
Heres a more in depth explanation.
Campsites
So we're all familiar with campers. We always put them down as being "scrubs" and hate on their "cheap" tactics. What they do right, however, is train us to be more conscious of our surroundings and always expect the worst. If you haven't put two and two together yet, campsites are what we like to call spots for campers. There are plenty of them, and while the tactics never change, people are still often surprised when someone is sitting in these spots.
But why are these important for metagame? You need to train yourself to anticipate that these spots are being used. Some people think this is a lot of work - and it is at first if you aren't used to it - but like many things, over time and with practice you'll narrow down the possibilities through reasonable deduction by flow (which we'll discuss shortly).
The point is if you can be aware of all potential spots the enemy is hiding at, you reduce your chances of dying and can be more beneficial to your team (or to your killstreaks). Most of you will already know these spots subconsciously but haven't really given much thought to modifying your play style around this behavior, which is what we're trying to get you to do. So don't be surprised or upset when a supposed camper is sitting in one of these spots, as they're just taking advantage of your mistakes. Learn to play around this and become better than them. That's how you really become a "pro" at the game.
Eagle Eye
Sometimes you might wonder how someone spotted you without a scope while you were sitting in a bush across the biggest map in the game. How do they do it? Simple memory tricks that will make you a master hunter. There's a few parts to this so I'll start with the most basic part which is the actual sight:
No matter what camouflage a character is wearing, or how well they try to hide themselves in a bush, polygons react and look differently in any situation, and since objects in the game don't normally move, you can accustom yourself to this fairly quickly. What I'm talking about, of course, is the discrepancies in a character's polygons to an object's polygons. When someone is crouched behind a car so only the tip of their head is sticking out, the crown of their head should be all you need to see in order to determine "there's something wrong with the scenery" and start shooting at it. Most snipers and defensive players will try to use this cover to make them blend in as much as possible. Your job is to learn every little blob-ish shape on the map so you can tell when something is out of place.
Following the same lines as the discrepancy above is movement. This should be much easier to spot than a person who is completely still, because polygon movement is extremely easy to detect even at distance. You might think it's hard to do this, but if you stop moving your character for a few seconds and pay attention to the movement of stationary objects on the map, they follow a pattern. If an object is moving that doesn't follow this pattern, it's more than likely a character. Why does this matter, though? Honestly, when you're having trouble locating an enemy, paying attention to what's moving on the map by staying absolutely still is your best guide.
Just about any T.V. should be able to see both forms of movement detection above, but if you find yourself having problems with this, there is a way to help out. Turning up the brightness and contrast (in-game, not T.V. settings, though that may need it also) can make detection much easier for you and may help with some practice. Later on when you get the hang of it, you may want to turn your contrast and brightness back down as the colors will look washed out and ugly.
Flow
One of the harder terms to put into words, it's the movement of game play across a map (in a way). You could possibly say that flow is an umbrella term to encompass a few different things, but they all don't really stand well by themselves. I'll do my best to break this down for you:
As I've repeated many times throughout this article series, you constantly need to be aware of your surroundings. Most deaths are caused by a person's surprise and/or inability to cope with these "surprises." When you focus on the flow of a map, you're really paying attention to where the enemy is positioned, where the enemy is most likely to spawn, where your team is positioned, where your team is facing, where your team is most likely to move instinctively, where the enemy is most likely to move relative to your team's habits. All of these things are what make up the flow of a game. If you're able to consciously pinpoint all of these things, you should be dying substantially less and killing that much more.
The game has random chance involved with the mechanics, but no matter how much randomization you think is there, a system will always have its boundaries. After playing for some time while actively paying attention to what goes on in a map, you should be able to pinpoint MOST of the spawn locations relative to your team and enemy team's locations. Enemies also have habits which are (most of the time) bad habits that are easily exploitable. If you have their team pinned down in a certain area and you notice someone is attempting to flank, you can kill them and almost bet they'll be headed in the same direction because they don't want to meet the wave of your teammates head on.
Now, I've been throwing around the word "most" in this section pretty freely, but with good reason; habits, spawn points and other things are based on probability ratios which are then based on averages and other random factors. There is literally so much information when it comes to flow that I can't even begin to put it into one or even two articles if they were considerable in length. That being said, this isn't something I can necessarily teach you with one "right" answer. Once Black Ops is released, I'll spend some time covering flow for each and every map, one by one. Until then, take note that this exists and it's something you should start growing accustomed to if you want to make your life infinitely easier later on.
Hot-Spots
Directly tied in with flow, hot-spots are your most traveled areas on a map, relative to the position of your team. Hot-spots are usually taken or watched by enemies who know a general area of where the "main action" is happening. Other than that, they're guessing on which is the safest or most effective route to get where they want to be. Heat maps are very useful for this (hence the name of the term), and from what I've heard, Black Ops will feature heat maps that can be viewed for any given map, making your job a lot easier.
Why do you need to focus on hot-spots, though? Once again, it all boils down to awareness. If you can judge what route your enemy is taking, you can cut them off and save yourself or your team some deaths by being flanked.
Pre-Aim
Remember the reference in the Philosophy in CoD: Quick Scoping » article? Our last term ties together everything you learned above and puts it into action. Pre-aiming is what will give you the true advantage in a fight. If you're coming up on a campsite or a hot-spot that's just around the corner, pre-aiming the position will give you the ability to shoot first, saving yourself from damage or death, and possibly leading you to multiple kills.
Pre-aiming will require you to have a good sense of height and angle in-game so that you can guestimate the coordinates before you even turn the corner or expose yourself from cover. To do this, you want to visualize the angle you're standing at relative to where the target will be once you reveal yourself, account for the height of the object they're behind or where you'd like to shoot them, and judge what order you want to kill enemies in should there be multiple. If you have knowledge of this from flow, hot-spots and campsites, you can accurately deduce the situation and connect the kill (or multiple kills).
People who don't know these things will usually get upset when they're killed in a way that they think the enemy "already knew where they were at." It's not usually luck that's involved with these types of decisions, it's a mixture of knowledge and skill that they're putting to use. If you want to get better, you need to learn how to pre-aim your targets and make good judgment calls, it's as simple as that.
After you read all of this there will be a nice surprise
Terms to know
Bullet Penetration - The potential of shooting bullets through an object to get a kill.
Wallbang - Utilizing empty space in map design to shoot through large buildings and objects to get a kill.
Reload Interrupt - An advanced technique which allows a player to interrupt the reload animation of a weapon 1/60 of a frame after the bullets have been refilled.
Drop Shot - An advanced technique where a player drops into prone while shooting to avoid normal areas of being hit.
Drag Shot - An advanced technique which utilizes the game's Auto-Aim mechanics and Hitboxes, allowing a player to flick or "drag" their analog stick during a shot to connect a kill.
Ok again a more in-depth explanation
Bullet Penetration
I assume everyone already knows what this is. If you don't, well... I think we need to move you to the "Metagame Pre-School Edition." Anyways, why did I even bother bringing this up in the Metagame article? Less than half of the people online even use bullet penetration! This is a very sad statistic as people would be getting so many more kills if they weren't afraid to take a shot through a wall or object.
First things first with bullet penetration, you need to know what objects are penetrable and have a strong sense of map layout for the areas you can shoot through without seeing. It's really surprising to see that bullets can go through some very thick metal or stone, but won't penetrate a refrigerator, meaning you need to pay attention to this. The best way to practice is in a live match, but if you don't want to take the chances (for whatever reason), just go into a private match and test each and every object out that you think a person might want to hide behind in any given situation.
Second, you need to know which guns are best for bullet penetration with and without Deep Impact/FMJ/Hardened. Each gun in this game behaves differently, regardless of their stat bar description (NEVER trust this), and I'm sure everyone has their own preference of gun behavior as well. If you're having trouble deciding, usually the most "overpowered" weapons in the game will work best in these situations.
Next up on your bullet penetration strategy list is to never be afraid to take the shot against someone hiding behind a wall. If they're sitting behind an object that can be shot through and you can only see their head, don't shoot for their head since it has a much smaller hitbox and takes more time to line up the shot, giving them ample time to set up their own shot; always shoot through objects to the enemy's body as quick as possible. With the enemy aware that they're taking damage, you're putting pressure on them so you can take advantage of the situation. More often than not, you'll force the enemy to run away or hide after they take one or two shots against you since they'll go into panic mode. If you see them go prone or crouch behind the object, never just stop firing and wait for them to appear again - keep firing at them through the wall where their crouched or prone body would be. You'll most likely get a kill, and if not, you'll be setting yourself up for an advantageous situation by positioning.
Here's the fun stuff about bullet penetration - UAV. Many times, enemies will try to hide in the corner of a room with their backs against the wall as soon as a UAV goes up. This is your opportunity to get a kill without them even knowing you're there. In this situation, assume they're either crouched or prone and stand on the other side of the wall from their position while firing in a horizontal spray pattern until you get a bullet connect that reveals their exact position on the other side of the wall.
I'm often surprised at how little people ever use these capabilities since it will often provide kills and scare the enemy from doing the same thing again, which makes them play differently and to your advantage. There's some spots where you can catch people from across the entire map through a wall, but I'll save this for another time since we'll need visual representation.
Wallbang
Often confused for a traditional bullet penetration kill, a wallbang is bullet penetration to the extreme. These types of kills are through layers upon layers of objects on a map, most of the time referring to shooting through non-playable areas on a map. These types of kills take high amounts of map layout, flow, campsite, and hot-spot knowledge in order to secure a kill from these positions. These are typically used for "flashy" kills, though in some situations can be effective for herding and pressure. Unlike normal bullet penetration kills, you will need Deep Impact/FMJ/Hardened for this to be worth using.
As with bullet penetration, this will require specific knowledge and practice which can't be given effectively in this article. I'll be going more in-depth for Black Ops specifics when the game is released.
Reload Interrupt
Many people get upset when they see an animation of an enemy reloading, but when they try to shoot, the enemy fires first (in the middle of the reload animation) and gets the kill. Chances are you were seeing an interrupted reload. Here's how it works:
Start the reload animation Keep watch for the bullets to appear as "loaded" at the bottom right When bullets are loaded, sprint to interrupt the finishing reload animation When you do this, you'll be able to fire 1/4 or 1/3 faster than you would normally after reloading and your character will appear to be in reload animation to other players. I don't think I really need to explain the benefits of an interrupted reload, so I'll just mention that it's a major improvement on your gameplay overall.
If you see someone reloading, always assume they can fire at any point because you don't know if they are aware of reload interrupts. This will save your life in bad situations.
Drop Shot
If you've been on the receiving end of a drop shot before, you probably were frustrated at how it works. There's actually more to it than meets the eye due to the way Call of Duty games handle lag.
When you see someone go from a standing position to a prone position while shooting, you may notice that 45/60 frames or so before the actual prone animation, your bullets will appear to miss the target (this also happens when someone is put into Last Stand). This is due to the way Call of Duty registers the lag, which will put the player in a prone position (hitbox wise) before the actual character model is visible in prone on your screen. This means there's an advantage to performing a drop shot when possible.
While being helpful, you need to learn when to drop shot and when not to. There are specific situations that you want to be in when performing a drop shot as some people expect players to do so, and will aim lower automatically to compensate for the attack, meaning they might get a headshot on your way into prone.
The key is to be uphill or positioned slightly higher than the enemy on the ground, as they will aim higher to hit your body or head. If you're caught off guard when they're shooting you in the back, it's also a good idea to quickly turn around (with higher sensitivity) and go into prone mid turn. This will often throw off the enemy, assuming you can react fast enough to turn and prone before you're killed. This might be made easier in Black Ops, assuming that the damage/health is similar to CoD4. If you're at extreme close range, it is also a good idea to side-step the enemy and drop shot, as they will be turning in circles attempting to find you while you drop to the ground and have a clear view of them.
Drag Shot
So you've heard of no-scoping, quick scoping, and hard scoping, but the lesser known brother of these is the drag shot. Using auto-aim mechanics and good judgment, you're able to connect a kill in more difficult situations and lag.
To perform a drag shot, intentionally aim down scope with your sniper rifle to the left or right of the enemy; how far left or right you aim is up to you, but allow space so you can literally drag the shot. Attempt to keep the horizontal axis level with the enemy's chest or viewable body part (assuming they're behind an object). When aiming to the left or right, throw your right analog stick towards the enemy and shoot during this "drag". If done properly, the shot will connect.
So the question becomes, why do this when there's so many other options for sniping? The auto-aim mechanics really help give this method of sniping a viable place in the game. Many times drag shots are more accurate than a quick scope due to the player being completely "zoomed in" with the scope while offering room for error since the auto-aim will make up for the rest. In a game which a player is lagging, a drag shot will also prove to hit more often for the same reasons mentioned above. Also, if an enemy is behind an object, a drag shot seems to work better targeting the head than a quick shot does. For a better success rate, make sure your breath is held while scoping in so the drag is more accurate.
Everyone will have a side that they're better at starting on. For instance, I will always start on the right side of the enemy and drag my analog stick left as I'm better at keeping my horizontal axis level while dragging in that direction. Play around with it and see what works best for you.
To be a successful sniper, you will need to know how to do everything you can with a sniper rifle to keep you alive, so learning this would be in your best interest if you prefer sniping.
The effective range for this is medium range. At long distance it would be better to snipe regularly, and at close range a drag shot or quick scope work almost equally well. A higher sensitivity also works better with drag shots since the speed makes a better "margin for error" that the auto-aim will compensate for (6-10 sensitivity work just fine).
Last edited by beanreaper on Fri Oct 15, 2010 11:48 pm; edited 3 times in total (Reason for editing : Video mistake)
Epic_VipaM498 Almost Spammer
Posts : 560 Join date : 2010-10-12 Age : 26 Location : Sydney
Subject: Re: Full Tactic Term Page Fri Oct 15, 2010 9:47 pm
good update bean
CJ5605 Admin
Posts : 212 Join date : 2010-10-12 Age : 32 Location : Tassie
Subject: Re: Full Tactic Term Page Fri Oct 15, 2010 9:48 pm
Nice bean EVERYONE should read this
Epic_VipaM498 Almost Spammer
Posts : 560 Join date : 2010-10-12 Age : 26 Location : Sydney
Subject: Re: Full Tactic Term Page Fri Oct 15, 2010 9:49 pm
ye evrybody should its IMPORTANT
beanreaper Getting Started
Posts : 337 Join date : 2010-10-12 Age : 28 Location : Port Macquaire
Subject: Re: Full Tactic Term Page Fri Oct 15, 2010 10:35 pm
can anyone else watch the last video??
R4MM3RNZ Getting Started
Posts : 280 Join date : 2010-10-13 Age : 30 Location : Behind You... hehehe
Subject: Re: Full Tactic Term Page Fri Oct 15, 2010 10:52 pm
lol u fully stole this from Black Ops 24/7 it is really helpful tho and yes everyone should read this as it will improve everyones gaming style!!
Last edited by R4MM3RNZ on Fri Oct 15, 2010 11:22 pm; edited 1 time in total
beanreaper Getting Started
Posts : 337 Join date : 2010-10-12 Age : 28 Location : Port Macquaire
Subject: Re: Full Tactic Term Page Fri Oct 15, 2010 11:12 pm
when ever i post links no1 ever goes to them so i brang it to them
Epic_VipaM498 Almost Spammer
Posts : 560 Join date : 2010-10-12 Age : 26 Location : Sydney
Subject: Re: Full Tactic Term Page Fri Oct 15, 2010 11:42 pm
i cant c last vid
beanreaper Getting Started
Posts : 337 Join date : 2010-10-12 Age : 28 Location : Port Macquaire
Subject: Re: Full Tactic Term Page Fri Oct 22, 2010 3:10 pm
well its been another week so another edition of metagame
I have the POOOWWWEEERRR!
You may notice that you play a video game much differently than your friend plays a video game, and your friend plays differently from his friend. This is a lot more important than you might think, and can be a positive element to your team and your strategy if you know how to use it.
Over the past 5 weeks, I've covered the basic elements of what makes metagame, "metagame". The rest of the information you have to learn, however, is something I can't teach you because you are unique! This is where your personality and individuality help shape and truly define what the metagame is. You might ask yourself, "How do I change the metagame by attempting to utilize everything covered in metagame so far? Won't that just be adapting TO the metagame?" Truth be told, up until this point, metagame was somewhat of a veil of terms and ideas to implement. It's true that you need to learn to adapt to the metagame in terms of learning how it works, but metagame is like a living and breathing creature that constantly moves and changes; and you control it.
If you've ever attempted to use a weapon or perk combination you thought was unique that turned out being useful and caught on (through your influence directly or by the ripples of influence you've placed in others), you've actually influenced the metagame! You see, while the term metagame is thrown around as some fancy word for the overlying "strategy" that goes into the game, it's heavily determined on how the users of it evolve. You can feel a bit like He-Man » for a second and bask in your own glory, as you are responsible for what becomes of the game's tactics directly!
Now that you know you're influencing the metagame, what do you do with this new found power? This is where you get to refine your play style and manipulate how the game is played!
Who am I?
The most important thing to understand in the game is your identity in this experience. What do you do that makes you, you? Many people won't have the answer to that question as they've never really thought about their "identity" in a video game, especially one where you cooperate with others or play against others for a specific task. I'm sure that you all play within a certain role (even if subconsciously) in order to get the satisfaction you're looking for from the game, correct? Some of you will play a stealthy flanker who likes to take the road less taken and sneak up on the enemy. Others will like to play the front lines of battle, meeting the enemy head on with as much firepower as they can possibly provide. Some of you will even take the role of the support class or the sniper, feeding the team support killstreaks or taking out anything the enemy tries to throw at you. If you can recognize this in yourself, good, but this is only the beginning.
In Black Ops, these roles are more than likely going to become extremely apparent with a complete shift in the core mechanics of the game's perks, killstreaks, equipment, and map design. Now more than ever you will need to find your niche in the game if you haven't done so already. Start playing around in any previous Call of Duty game and see what you find yourself using the most, then ask yourself why you use these things and why they work for you.
Once you start to see a pattern in what you do, attempt to hone your skills in the area by changing up your play style using the metagame tactics we've discussed in previous weeks and having fun by choosing some "off the wall" perks you wouldn't normally assume work with the class. You might not do so well, but that "failure" is anything but, as you've made a discovery - and discoveries are what you're using to help you figure out what's best for what you do.
Even better is to attempt your certain role with different killstreaks and guns! If you do this, it can only benefit you, but make sure you attempt to use the gun in a way while thinking about how the metagame will work with your gun. Everything you're doing here is an experiment within the parameters of the metagame to help you learn and evolve.
You might be thinking to yourself how useless of an exercise this looks like and how crazy Eindigen is for even attempting to recommend this to you. On the contrary, and speaking from a psychological standpoint, it could mean the biggest growth in how well you learn the game you've seen yet.
Old Habits Die Hard
If you're like most people who just play the game to have fun but are looking for something more (and are probably struggling with doing "well"), I can assume you've gotten yourself into some very bad habits. What these habits are I can't really tell you as they differ from person to person, but some of the most common ones are:
Sprinting into or around areas highly populated with enemies Not aiming down sight when a target is short-mid to mid-long range Running straight into the enemy on a mission to end up like Rambo Using equipment and grenades at inopportune times just to use them on a random kill Clinging to a teammate that's doing something stupid And the list goes on and on...
The worst part is that you probably don't realize you're doing it or you don't see anything wrong with it because you haven't given it much thought! This is why you're doing poorly and you're looking to better your game, is it not? When we get into Black Ops, it will be much easier to help yourself as you'll be able to watch your matches and analyze them, but for now, you'll have to think about things as you go along, constantly asking and confirming why you're doing certain things at any given time. I'm going to say that a second time just so you can let the importance sink in for a second; constantly affirm your actions with logic and understanding any time you make a move.
If you're still unclear at what you should be looking for, you want to watch where and when you die and pick apart why you died. If the answer is unclear, it may have to do with your setup, positioning, pressure, or any number of things that you'll have to pay attention to. This won't come easy a lot of the time and you'll have to make a conscious effort, but it's worth it!
Again, you might think I'm crazy for telling you to do such a thing, but I guarantee that if you were to ask any of the pros, they do the same exact thing to help them learn their habits and see patterns in general enemy habits. It's a win-win situation that I can't stress enough.
The Perks of the Trade
You probably think that the perks everyone chooses were chosen because they were the "best" and it was really easy to just say, "Duh, why wouldn't someone choose this?" Have you ever broken down the advantages and disadvantages of the perks, though? I can tell you right now that there are people who set the standard for perks, regardless of whether it's the "best combination" or not. This is all done by influence of one player, or often times a group of players who will use a specific setup and others take notice of how well that player does with it. If they try it out and do well, the setup will spread like a virus, eventually reaching most players and becoming a metagame commonplace.
In Black Ops, this will happen again, but now our choices will be even harder due to the supposedly better balance we see with these perks, and the metagame will change eternally due to it. I'm going to end this article here, as next week I'll be going through the Black Ops perks and their currently known Pro versions to give you guys the advantages and disadvantages of them all as well as make some possible starting perk combinations for you all to have fun with and adapt to come release day, so we can have you ready to go kick some virtual ass; metagame hardened.
Also this Weeks was about a players identity and how we should utilize each others type of play styles. And remember your apart of metagame!
Ok so i was wondering if i should just edit the first post or add them like this? reply please
Epic_VipaM498 Almost Spammer
Posts : 560 Join date : 2010-10-12 Age : 26 Location : Sydney
Subject: Re: Full Tactic Term Page Sat Oct 23, 2010 7:00 am
wow i cant believe how you can spend all this time on the computer lol
beanreaper Getting Started
Posts : 337 Join date : 2010-10-12 Age : 28 Location : Port Macquaire
Subject: Re: Full Tactic Term Page Sat Oct 30, 2010 1:52 am
Perk Slot 1 (Tier 1)
Lightweight - Move Faster (PRO: + CLASSIFIED)
Changing from its position as a Tier 2 perk in Modern Warfare 2, Lightweight has the same basic effect, yet has been reported that the character does not move quite as fast as we're used to in MW2.
Uses: First line of action / Speed compensation. There aren't too many specific uses for this perk (at least with its base ability). If you have it equipped, you either need to get somewhere - fast - or you need to compensate for your slow weapon mobility. The most advantageous weapons for this perk are SMGs, LMGs, and Shotguns. For a player who feels they are too slow reaching an objective, a fleeing enemy, or when attempting to get to cover, this perk may be most useful.
Disadvantages: This perk is competing against numerously more useful perks for a spot in your load out. You'll find yourself running out of ammo, more susceptible to explosions, and tracked on UAV just so you can use this perk. Is it worth it?
Final Word: Avoid using a Sniper Rifle (SR) or Assault Rifle (AR) when using this perk as there are no apparent benefits for those types of classes. This functionality, however, might change with the reveal of its PRO benefits. If you're considering this perk for any class, make sure you will perform the specific duties it suggests - being at the front line of any encounter.
Scavenger - Pick up ammo from fallen enemies. Replenish lethal grenades (PRO: + CLASSIFIED)
Maintaining its primary role from MW2, we see that it also loses its ability to replenish non-lethal grenades (formerly "special grenades"), meaning less tactical advantages when applying pressure to the enemy. The pro perk has yet to be revealed.
Uses: Support / Assault / All-Around. While most useful for long range and support classes utilizing ARs and LMG, one might find it advantageous for close range encounters should they prove to stay alive long enough to reap the benefits. If a person has a strict affinity for their weapon and their attachments, they might consider this very useful. This perk is best used when a player stays away from the front line of action but moves with the team after the conflict is over, allowing a player to replenish his supply after a battle and setting up the next line of attack.
Disadvantages: Non-lethal grenade replenishment has been lost for those who found it to be extremely helpful (especially in tight situations). In favor of more ammo, you're sacrificing your ability to stay invisible from radar, meaning the advantages for closer range combat seem less useful, especially with your susceptibility to explosives at closer range.
Final Word: If you're going to use Scavenger, you need to be very certain that you want/need to use YOUR gun over a random weapon on the ground. The dangers of using this perk over Ghost in CQB means the advantages are specifically tailored to those who want to keep distance from the combat until it's necessary to advance. This functionality might change with the reveal of its PRO benefits making it useful for other class types as well, but that remains to be seen.
Ghost - Undetectable by the Spy Plane and the Blackbird (PRO: + CLASSIFIED)
Seeing massive change from its predecessors, Ghost (formerly UAV Jammer, Camouflage, and Cold-Blooded) has been moved to Tier 1 and has less functionality in its base format than its MW2 cousin. The pro perk has yet to be revealed.
Uses: Support / Assault / CQB / All-Around. One of the more universally beneficial perks in the game, Ghost allows a player to work without interruptions in most cases; the only way of being detected by being heard by the enemy or seen without map aid. This perk has an effective place in almost any class.
Disadvantages: Without the ability to pick up ammo from bodies, you will find yourself scrounging for weapons on the battlefield as you will often outlive your ammo supply. You also lose the advantage of explosive damage reduction which may be an issue depending on your play style. It's important to constantly be aware of your environment with this perk active as players tend to forget the limitations of this perk and assume their safety more often than not, leading them into trouble.
Final Word: An overall great perk for just about anyone, you sacrifice very little for the gains you achieve from this perk. Also, without the knowledge of the PRO ability, we may see an even bigger gain from this; if not, the base ability is enough to keep this perk as one of the most commonly seen in the game.
Seeing a return from World At War, Flak Jacket has moved from Tier 2. This is the only damage (of any kind) reduction ability in the game and alludes to the substantial use of explosive devices when the game is released. The amount of damage absorbed by this perk is still unknown, just as the PRO perk.
Uses: Support / First line of action / Shutdown. While the more obvious functions of this perk are to provide support during intense firefights and becoming a tank during explosive spam in objective modes, it also serves as a great first offense when the most explosives are used in order to restrict flanking routes. Players who feel they die more from explosives than actual gunfights might find this perk to be most useful. This is most useful with SMGs, LMGs, ARs, and Shotguns giving it a generally good use with most weapons.
Disadvantages: While being able to survive most close range explosions, you are not impervious to them - meaning you will die if enough pressure is put on you from a barrage of explosives. You also lose your ability to stay off radar and pick up ammo for your favored gun; two very important abilities for most people. As with Ghost, it is important to constantly be aware of your environment with this perk as players tend to forget the limitations it has and assume their safety more often than not, leading them into trouble. SR users have little use for this perk and it would be wise to avoid using it unless there is a particular function that's necessary for your strategy.
Final Word: Flak Jacket has some great advantages as well as great disadvantages; it's important to weigh out your strategy versus the usefulness when deciding on using it. Perhaps the capable underdog of Tier 1, metagame might develop a strong need for Flak Jacket meaning a potentially strong endgame use. Rushers may prefer it over other options due to the survivability one has with it; and support will love the ability to venture into dangerous territory while providing greater cover fire. Objective gametypes (particularly re-spawn-based ones) will be most benefited by this perk. While the PRO perk is still unknown, it is speculated that it will reduce fire-based damage, helping against the flamethrower attachment and the napalm strike killstreak.
Hardline - Killstreaks require 1 less kill (PRO: Re-roll the random item in a care package)
Switching places from its MW2 counterpart, Hardline is now a Tier 1 killstreak that holds the same base ability as before; the new feature being the ability to "roll again" for a new random item in your care package drop at the PRO level.
Uses: Killstreak Support / Killstreak Speed. Alright, let's face it, the only reason to use this perk is if you are the designated high killstreak user on the team. Your sole objective using this perk is to stay alive as long as possible (most likely playing distance) in order to supply your team with all the high end killstreaks. Considering the PRO ability of this perk, you will almost always have to use Care Package in order to get the most from it - not that this is a bad thing when it comes to this perk. SRs, ARs, and LMGs are the most suitable weapons for this perk as you will need to keep your distance to assure that you won't be a primary target when facing enemies.
Disadvantages: Losing the ability of Ghost, Scavenger, and Flak Jacket is just about as disadvantageous as you can get (even more so than Lightweight) as you only have one objective when using this perk; if you can't complete this objective you should not be using this perk. period. SMGs and Shotguns will put you at a disadvantage, sticking you in the front line where it is much easier to die in the heat of the action, making your job harder in the end.
Final Word: It's not a bad perk, but it requires the right person to use correctly. This perk will most likely be seen in team-based encounters where they require support and killstreak cover fire for objective game types or when your team is struggling in a TDM. If you're going to use it, work out a situation and strategy with your team to maximize the potential of the perk and be sure you can pull off what you intend to. Remember - killstreaks can not be used to obtain other killstreaks, meaning you'll have to be sufficient at reaching a 10 killstreak with your weapon alone.
Tier 1 Overview
If we look at this tier overall, it sets the tone and really defines what type of class you're going to be setting up. If we know what Tier 1 perk you choose, it will become very easy to discover your play style and hone in on what Tier 2 and Tier 3 perks you might be choosing to match. Luckily, these perks drastically change your appearance in-game and letting you see your teammates' and your enemy's play style focus at all times. With the first set down, now it's time to move on to Tier 2!
Perk Slot 2 (Tier 2)
Hardened - Bullets penetrate better (PRO: Bullets do extra damage to aircraft and turrets. Reduced flinch when you are shot)
After being converted to a weapon attachment in MW2, Deep Impact has returned as a Tier 2 perk under a different name. The basic ability is the same as it's always been - more bullet penetration for your gun. The interesting new PRO ability, however, might have a grand effect on the metagame; for better or for worse.
Uses: Support / Shutdown / Assault / CQB. While handy for just about any class, this perk works best when used from mid to long range on a LMG, AR, or SR for these weapons' already advanced bullet penetration (ensuring no damage loss through an object and extreme distance through said object); however, due to the PRO ability, it is extremely handy on a SMG during the duels you may have at close range.
Disadvantages: By using more bullets than normal to "feel around" for the kill, you might often leave yourself short on ammo in your magazine afterward without the advantages of Sleight of Hand to help during stressful times. You can also count out your increased hip-fire accuracy, meaning another disadvantage for a CQB player who would benefit most from Steady Aim. If you are a player who wants to use strategic attachments on your weapon, you lose the chance to equip two of these by sacrificing Warlord's benefit.
Final Word: While there's some flexibility to use Hardened with CQB classes, this is mostly allocated towards classes who are playing distance and need to secure the kill at any cost - without having to put themselves in a bad position by chasing the opponent. Your main objective with a class featuring this perk is to never let the enemy escape... ever. Whatever weapon you need to use to get this done, do it.
Scout - Hold breath longer (PRO: + CLASSIFIED)
Seeing a return from its position as Iron Lungs in Tier 3 from CoD4 and WaW, and Steady Aim Pro in MW2, Scout is potentially the most exclusive perk in the game - being a strict "Sniper Rifle benefit only". Until the PRO version is revealed, the functionality of this perk is severely limited.
Uses: Sniper Support. Scout has the unfortunate ability to do one thing only - help a somewhat useless function of a sniper. There isn't anything that I can put here to dress it up to make it a worthwhile choice for players, and for that I'm sorry.
Disadvantages: Even though it has been put in the game to entice snipers to use this perk, they lose the functionality of the more useful perks in the class such as Steady Aim for short range encounters with the rifle still in hand, Hardened's ability to provide better support at range by losing less damage through objects, or for those in favor of a suppressor with the variable zoom attachment - the Warlord perk. These disadvantages highly outweigh the usefulness of Scout's base ability.
Final Word: Avoid it. Until we see what the PRO functionality is, this perk is just about useless. Any good sniper knows that to be effective, one must only hold their breath when necessary - right before the kill. Many targets will appear and disappear behind objects faster than Scout's extended breath holding will be worthwhile. The hopeful future of this perk will rely on its PRO ability, which is speculated as being faster weapon swap. Unfortunately, that myth ability won't be enough to entice players to choose it over a more worthy perk.
Another Tier 3 perk gone rogue, Steady Aim has been moved to the Tier 2 slot, allowing for some interesting perk combinations to complement it. The base ability of this perk has not changed at all, but the yet to be revealed PRO ability will be new, considering its prior PRO form was increased held breath for Sniper Rifles.
Uses: CQB / Assault. While most players will swear by its usefulness for other means, the true benefits to this perk are seen in CQB classes where there is seldom time to ADS with the weapon, or where ADS isn't nearly as effective as a spread of bullets around a fairly close target. As SMGs have seen a hip-fire buff in Black Ops, this could be the perfect complement to the class. For an AR whose hip-fire is not up to snuff even at close range in Black Ops, this might be the best way to give yourself an advantage in CQB when you find yourself in the front lines with an AR.
Disadvantages: Considering this perk is used primarily for CQB, you lose the significant abilities of Sleight of Hand, making sure you always have the right amount of ammo in your gun when you just can't seem to find the time to reload elsewhere. Hardened PRO might be a loss for you if you often find yourself in duels where shots are exchanged; and as always, Warlord is a loss for those with a personal preference towards multiple attachments.
Final Word: Great CQB and close-mid range perk that we can only assume will get better with the PRO ability. When you use Steady Aim, you'll be spending a lot of time in the front lines probably racking up multiple kills to meet an untimely doom from lack of ammo in your weapon. In many cases, this is great for room clearing and advancing your team's position. If this is what you look for in your play style, then this perk is definitely for you.
Sleight of Hand - Faster reloads (PRO: Aim down your sights faster - does not work on Sniper class weapons)
Being a favored perk in just about every iteration of CoD thus far, Sleight of Hand makes a return as a Tier 2 (down from Tier 1) perk that fits in nicely with the other perks in the category and probably making your choice that much harder. The PRO ability has not changed from MW2 except for the removal of faster ADS for SRs.
Uses: CQB / Assault / Support / All-Around. The most likely reason for its favored position in each CoD game is for its universal resourcefulness. From long range to short range and with any weapon, this perk can save your life by giving you enough time to reload and act accordingly in a tight position. The most common uses are for CQB SMG classes and for the Support LMG classes who need the speed to compensate for their slow reload. AR classes may not feel too much advantage due to the range they will be playing at more often than not, giving them ample time to reload without concern. Shotgun classes may experience the most benefit from this perk due to the frequency in which they must reload their weapon.
Disadvantages: For CQB hungry players, the sacrifice of Steady Aim can really hurt their strengths in rushing situations, especially when there are too many enemies spread out. For the distance players, losing the advantages of Hardened can mean lack of a kill and an untimely death of a teammate. Even more is the loss of Hardened PRO with the ability to keep yourself from experiencing that damage view kick (recoil while being shot). Of course, as mentioned above from the other perks, those who have a preference for attachments will lose the abilities of Warlord. Snipers might want to avoid this perk as they lose the PRO ability which would normally be a make or break deal for them.
Final Word: For many people, it will be a tough choice of Sleight of Hand over another perk, and the person questioning this should be thinking about how often they are killed while reloading, or put themselves in a situation where they die because lack of bullets in their magazine. If you are a Shotgun user, this may be the best perk for you to use as you don't have to worry about the benefits of Steady Aim's base perk - it could save your life quite often.
Warlord - Equip two attachments to your primary weapon (PRO: + CLASSIFIED)
Originally seen in MW2 under the name "Bling", Warlord is now a Tier 2 perk with the same base ability. While there are no extremely tactical advantages to this perk, it exists for those with a preference for modifying their gun as much as possible and offers base level perk replacements. While the PRO ability is still unknown, the name change and lack of modifications for secondary weapons suggests that we will not see "equip two attachments for your secondary weapon" return from MW2.
Uses: Assault / Support / CQB. The most common classes you'll find this on are AR and LMG builds due to the amount of useful modifications for these weapons. However, with the addition of the Grip attachment for SMGs, it might become more common place, acting as Steady Aim (base level) while offering a second attachment such as a Red Dot or Extended Magazines which replaces the need for Sleight of Hand (base level) in most cases. SR classes might find benefit in the suppressor and variable zoom combination, especially considering their lack of a strong Tier 2 perk that fits their needs.
Disadvantages: Where the perk's strengths lie in the ability to mimic base level abilities of multiple perks, there is no true replacement for these copied abilities and the PRO versions that could be a strong advantage in many cases. Also, nothing in the lineup can mimic the great base and PRO effects of Hardened. Shotgun classes will also find little to no use for this perk with their lack of customization.
Final Word: This perk is really a hit or miss depending on your class and the role you're trying to fit into. It'll take a lot of thinking on the player's part to decide what's best for them and what they'll benefit most from. As the PRO ability is still unknown, we could see a huge advantage coming should it be the highly sought-after Overkill (allows 2 primary weapons, replacing the secondary) - that alone will highly change the metagame. Until then, however, we'll judge this perk on its base ability alone.
Tier 2 Overview
Unlike the Tier 1 selection, we have a lot of hit-or-miss abilities that are very circumstantial. A player might have a hard time deciding on an ability in this tier, but might have an easier time after deciding on what Tier 1 perk they plan on using - each of the perks in Tier 2 really complement the first very well. We might have to rely on the PRO abilities for the 3 unknowns before a confidant decision can be made, so let's hope for some really unique and useful advantages to come from these. Now on to Tier 3!
Perk Slot 3 (Tier 3)
Marathon - Longer Sprint (PRO: + CLASSIFIED)
Making an extreme polar shift from Tier 1, Marathon is returning to its more humble beginning - Extreme Conditioning. Widely used in MW2 due to the advantages of traversing large maps in a shorter period, the perk may be used quite often for those players prone to rushing wildly into the action. The PRO ability is still unknown at this time, but considering Treyarch's secrecy regarding the perk, it may be a different effect than "climb obstacles faster".
Uses: First line of action / Speed Compensation. As with Lightweight, Marathon is best used when rushing for an objective or when attempting to reach a particular area to lock down at the beginning of a match. Due to the mobility of SMGs and Shotguns, these classes will be most benefited by Marathon's effect, however slower classes may find use when attempting to keep up with the pace of a team that rushes.
Disadvantages: As a perk in a tier with Ninja and Hacker - two very useful perks for a multitude of classes - Marathon may only serve as a temporary or starting perk for many games in which (after death) players will switch to a more solid class. LMGs and SR classes may not find the benefits useful enough to consider sacrificing one of the more handy perks, and AR classes have the freedom to play around with classes supporting Second Chance and Tactical mask due to the weapon being an all-around decent choice for combat. Players are also at a disadvantage when using Marathon as they are more likely to attempt sprinting in unwise situations, causing death in many cases.
Final Word: This perk is one of the more situational perks in the tier, meaning a player should know when and how to use it if they plan on choosing this over another perk. In most situations, a player may find that using this perk for a starting class in a match will be handy, then changing to something more appropriate as the game progresses. As the PRO ability is unknown, functionality for this perk may change - so keep that in mind.
Ninja - Silent movement (PRO: + CLASSIFIED)
Not changing too much from its days as Dead Silence, Ninja's base ability has returned to what it was originally coveted for - the silence. This perk sits among top the most universally handy selection and will most likely return to that glory in Black Ops. While the PRO functionality is still unknown, it has been speculated that you will be able to move through enemy Motion Sensors and Camera Spikes undetected.
Uses: CQB / Assault / Support / All-Around. Living up to its reputation, Ninja in its base form is extremely useful in almost any situation. Half of the game is reliant on sound awareness, meaning if you take that away from the enemy, they will be forced to use other means in locating the enemy - more than likely playing a lot less careless and active in order to maintain caution around unknown areas. CQB SMG and Shotgun may benefit the most from the perk as they will often be spending the most time near enemies and require the extra aid of confusion from lack of sound. AR, LMG and SR will find use in the perk if they are often left behind due to playing distance and require a stealthy retreat from their new found position in enemy territory. In objective based games, Ninja is especially deadly (Search & Destroy seeing the most action from this perk).
Disadvantages: The disadvantages from using this perk stem from the user's poor judgment as this perk requires a certain play style in order to maximize efficiency. Sacrificing the use of Hacker or Tactical Mask means the player using this perk must play more cautiously than normal in order to ensure security from a hectic or bad situation.
Final Word: One of the best selections for perks a new player or cautious player can make is to choose Ninja. If they are unsure of what perk would work best for them, this often provides the smartest all-around results that benefit a team, especially in objective based situations. The functionality for this perk can only get better with the reveal of the PRO ability and may weigh Ninja to be the overall best perk in the tier; only time will tell.
Second Chance - Pull out your pistol before dying (PRO: +CLASSIFIED)
Returning to true form, Second Chance is being revived from its WaW days and seeing the bonus of a PRO ability. With the ability to be revived back in place, the strategy of this perk will once again be used in team strategy in deathmatch gametypes. The new falling animation for Second Chance is an interesting and most welcomed addition to the series, prolonging the player's ability to use his side arm until the falling animation has been completed - players may be shot and killed during this fall animation unlike previous versions in the series which gave the player a temporary immunity during the fall. While the PRO ability is still unknown, it has been speculated that you will have the ability to use equipment while downed, or you will be capable of being revived by teammates without Second Chance.
Uses: Assault / Support. Best used with a mid-range class, this perk allows you to secure a kill while remaining alive long enough to be revived by a teammate. Depending on your reason for equipping this perk, you may also find it useful for obtaining the last kill necessary for your killstreak before you're put to rest for good.
Disadvantages: Due to the new falling animation of the perk, this is not a good CQB perk as your chances of survival in close proximity of the enemy are slim to none and your chances for a kill may be even slimmer. For a random chance perk, you're also giving up the overall advantages of Ninja, the more support oriented role of Hacker, and the defense of Tactical Mask in favor of personal gain and a chance to survive which may put your teammates in danger as well.
Final Word: In the end, Second Chance in its base form is a fairly selfish perk that encourages a more wreck-less style of play due to the thought of being "safe" with its ability. It's best used for those attempting to secure longer killstreaks though it does have its use on a team of players who work together with Second Chance to reap the benefits of the ability. Until the PRO is confirmed, we can only speculate on its overall usefulness and judge how it should be used by its base alone.
Hacker - Ability to detect equipment and explosives (PRO: Hack enemy electronic devices and turn them friendly - Claymore, Sentry Guns, SAM Turrets, Camera Spikes. Invisible to Motion Sensors.)
Taking the concept of Sit-Rep from MW2 to the more extreme, Hacker's basic and PRO abilities make the perk a worthy competitor for your Tier 3 slot. Being extremely handy in just about any game mode, Hacker will provide a formidable strategy for your play style now that every person has some type of equipment built into their load out.
Uses: Shutdown / Support / CQB. This perk is built to have complete control over the view of the map. While mainly used for mid-range classes or flanking classes who have enough time to plot a strategy for countering the equipment and killstreaks without dying, CQB might find use in this perk for the PRO ability's invisibility to Motion Sensors and the ability to see a trap they may be walking in on. ARs, LMGs, SMGs, and Shotguns are all viable with this perk and many play styles can benefit from the awareness it provides.
Disadvantages: SR classes may not find much use from this perk due to the range being ineffective for the PRO ability. Sacrificing Ninja or Tactical Mask can be detrimental to CQB classes and in some cases, Assault or Support classes, making this perk a preference and utility for the team more than personal gain. Players using this perk may also become too comfortable with detecting equipment as their main source of awareness and forget that counter-perks such as Ghost/Ninja can throw them off.
Final Word: Great for completing its purpose and malleable into many classes, Hacker is one of the better choices you can make for a Tier 3 perk, especially if you're familiar with the game mechanics, map flow, and have reasonable strategy skills which can push this perk to its maximum potential. Metagame might change to adapt this perk due to its ability to completely shut down enemy player strategies.
Tactical Mask - Reduces the effects of flash and concussion grenades (PRO: +CLASSIFIED)
After seeing limited success in WaW as a Tier 2 Gas Mask and Shades (two separate perks), it has returned to Black Ops as a Tier 3 two-in-one deal. With its new place on the Tier list and without competing for Stopping Power, this perk may actually see some use in multiplayer. While the PRO ability is unknown, it is speculated that the player can detect where flashed or stunned enemies are - an interesting effect if proved to be true.
Uses: CQB / Support / First line of action. Mostly for the players in the front lines who experience the grunt of the special grenade barrage, Tactical Mask is great for CQB players looking to risk their own stun / flash safety in order to secure a kill. SMGs and Shotguns are preferred for this job, though an AR may accomplish this as well.
Disadvantages: This perk may be a lot of risk versus reward for many people. The overall functionality being limited to the chance of being hit by a flash or concussion grenade in the right place at the right time. Judging by CoD's history, this may be somewhat useful but very situational. LMG or SR classes may prefer a more suitable perk that has a constant advantage for their style of play. Ninja or Marathon may be more commonly used to replace this perk due to their heavy CQB focus that has an "always available" benefit.
Final Word: Situational but extremely useful in said situations, Tactical Mask may be a tough choice for a staple perk, however, it may find a place in your classes as a backup, "just in case" that circumstance does occur. We still don't know the full potential of this perk due to the PRO ability being classified - let's hope that it sees a major buff to sway more people into choosing this over the other more rational options.
Tier 3 Overview
Like its Tier 2 brethren, Tier 3 has a lot of hit or miss abilities, but with a much clearer outlook on the true bread winners of the bunch. There's still a lot to be explored in terms of PRO abilities, so we may just see the underdog perks rise to stardom yet, however, let's not hold to hope. It should be quite easy to determine which perk from this set will be best for your class, and I'm sure that when you see someone's Tier 1 character skin in-game, it will be pretty easy to determine which Tier 3 perk they're using, making your job countering a lot easier in most cases.
Now it's time to have a little fun with everything we've learned and explore the class possibilities for each of these perks. I'll try and separate the classes into what's the most accessible on your first run through when the game releases, to what will require you to have prior metagame skill in CoD to use properly.
Note that these class builds were made prior to the release of all the Perk information available, meaning some things may change when these PRO perks are revealed. I'll be sure to edit this article should that be an issue.
...On to the classes!
Pre-made Classes
I took the liberty of making and explaining 10 classes that will cover beginner skill all the way through expert skill in the game. The descriptions will cover explanations for the loadout choices, what they're used for, and how they operate in deathmatch and objective games. Hopefully you'll get some basic ideas out of these, and I'll let the classes speak for themselves. I'll meet up with you at the end of this list!
Awareness Chart
In each class is a level of awareness that's required to perform decently with what is given. The breakdown is as follows:
Beginner - Player doesn't need to spend time thinking of strategy and can enjoy shooting people at their own pace.
Intermediate - Player requires a basic knowledge of map paths and where enemies are at. Little thought put into strategy beyond "react quickly and stay covered"
Advanced - Player requires a good grasp of map layout and common hot-spots or campsites. Strategy must be considered and is integral to the performance of the class
Expert - Player has an extremely good grasp of all aspects of map layout, hot-spots, campsites, pressure points, map flow, and has a high level of speed and accuracy.
Beginner Classes
The classes in this category are built for entry level game play for a player to adapt to the Black Ops mechanics. These classes will be pretty standard and have a pretty cut and dry approach to what role they're used for.
(Lightweight) (Steady Aim) (Marathon) Type: The Run & Gunner Weapon: SMG Attachment: Extended Mags / Suppressor Tactical: Willy Pete Equipment: C4 Killstreak Range: 3 - 7 Awareness: Intermediate
This class is your standard run in, guns blazing. You won't be spending too much time ADS with this class as you'll be too close for it to be effective. The SMG's power and accuracy when firing from the hip combined with extended mags means you'll have enough rounds to clear an entire room (or two) before having to stop your rampage. If you decide to go the suppressor route, you'll be sure to have the advantage and most players won't know you're in their spawn killing teammates before it's too late. The Lightweight and Marathon combo will allow you to be the first in the field - just make sure you don't run in from the center where everyone is looking! Your equipment and grenade choices are up to you for whatever you think is best for the job, however try sticking with a Willy Pete (smoke) for your special as it will allow you to provide a distraction or cover in order to maximize your killing potential. In objective modes, this class is best used for securing the position/objective while letting the rest of your team keep the position locked down from a distance. Get in and get out as quick as possible. Don't plan on getting too many kills before dying with this class so try to keep your killstreaks low to medium.
(Scavenger) (Sleight of Hand) (Ninja) Type: The Heavy Assault Weapon: AR Attachment: Sight / Grenade Launcher Killstreak Range: 5 - 11 Awareness: Beginner
Your basic assault class, you have the freedom to play close-mid to mid-long range and anywhere in between. This class is one of the standards for beginners that just keeps going and going with your scavenger and sleight of hand you'll always have room for more. After letting the CQB players establish their ground, your job is to take out anyone after your team or attempting to disrupt your objective/position. Try to stay moving as the enemy CQB may attempt to flank you at any time and ruin your killstreak potential. Stick with attachments such as a sight or the grenade launcher which will allow you to adjust to aiming farther away or take out those pesky players whom you just can't seem to kill from your position. Being unfamiliar with the game mechanics, you might find yourself adjusting to a single weapon and expending a lot of ammo which is why Scavenger is there to help. The Sleight of Hand should come in handy for you, allowing the freedom to reload whenever necessary as you may be a habitual reloader or not reload enough, leaving you prone to attacks at inopportune times. Ninja should be good for those players who find themselves working into enemy territory without thinking of the players listening for any footsteps around them, taking you out of the extreme disadvantage you were at before. Grenade and equipment choice is up to you. However, you may find it useful to stick with items that give you better awareness such as Motion Sensor and Decoy Grenade to help prevent any unfortunate encounters with enemies that got the jump on you.
(Ghost) (Hardened) (Second Chance) Type: The Gillie in the Mist Weapon: SR Attachment: Variable Zoom Equipment: Claymore / Motion Sensor / Camera Spike Killstreak Range: 3 - 8 Awareness: Beginner
As the standard Sniper class, your job is to make sure you are not seen and that you hit hard. If you're just beginning your sniping career here, you'll find that Ghost is your best bet for staying off enemy radar. Finding a suitable sniping spot is hard enough but you also have to worry about flankers or CQB players ruining your momentum. Hardened will ensure that if you can't hit the target in a visible area of the body, you can shoot their torso that's crouching behind the wall for the kill without problems. Second Chance is for the possibility of the enemy surprising you with an up close and personal attack, giving you a chance to finish him off before dying or being revived by a teammate in the area. At this level, other Tier 3 perks aren't that useful for you, so it's best to stay with something that might give you the extra kill. For your equipment, it's important that your back is guarded, so a Claymore will usually do the trick. However, if you feel comfortable sitting out of zoom to have a constant awareness of your mini-map, place a motion sensor by you as the only way it can be countered is by Hacker Pro - not a typical perk for a rushing class. Your killstreak range should be fairly low and support based as you might not be in the most opportune spot for kills and you have a constant threat of the enemy sneaking up on you at all times. Support killstreaks such as Spy Planes or SAM turrets will help you keep the team out of trouble while you do your dirty work. In objective based modes, your job may be easier as the focus is drawn off of you and onto the action but don't get careless out there!
Suited for players who want the kills but end up in bad situations, Flak Jacket and Tactical Mask will help keep you alive while you hold that trigger on the LMG with Grip. If you have problems with using the Iron Sights, switch out the Extended Mag for a RDS or Reflex Sight allowing you to keep an eye on the action at all times; but make sure you keep that grip! Players with this much firepower will be able to take a little more risk but don't plan on getting too many kills this way. Stick with lower-mid range killstreaks as you might find yourself on a good 6 or 7 killstreak before you go down. Make sure you don't get too caught up in rushing even though you have a higher defense against special grenades and explosives - you don't want to abuse the luxury too much. In objective game types, this class will be near the front of the offense pushing up to the objective while taking all of the grenade throws, rocket launches, and special grenades that come its way. If you find yourself playing mid range in battle and you want to stay in the action, this class may be for you. Equipment is your choice, but you may find fun in C4 tosses or a closer re-spawn with Tactical Insertion.
Meant for a total annihilation with explosives, this class relies on the damage radius of whatever you can put in the opponent's way. More for playing the role of assault and support, the class will ensure you inflict massive damage with very little effort. You'll want to slightly distance yourself from the main action as you need the space to survive against your launcher secondary and have the grenade launcher actually explode, but you never want to sit in an area for too long - always think of replacing your artillery by collecting those scavenger bags after you kill someone. In objective game modes, you'll do well by keeping the enemy off of the objective and afraid to make an aggressive move while your explosives dominate the area; let your faster and more mobile teammates worry about the objective at hand. Scavenger is necessary to keep you supplied with lethal grenades and your spare ammo. Warlord gives you all the firepower you need (and if the PRO ability is as speculated, will give you an extra lethal and tactical grenade). Choosing between Ninja, Hacker, Second Chance, and Tactical Mask is difficult, but giving you the option to spam those tactical grenades close to you without the risk of getting seriously hit yourself is a major benefit, especially in a tight spot (metagame pressure). Your killstreaks are set up for a Mortar Team, Valkyrie Rockets, and a Chopper Gunner. You may not have the chance to get many more kills than that, especially with your limited supplies, but these killstreaks should provide a decent reward and be extremely handy for both deathmatch and objective game modes.
Advanced Classes
For those who are more comfortable with the game and can handle their way around the gun, you should be prepared to make more tactical choices to help with honing your skills and your role in the game. Here's some classes that may interest you!
So you know your way around a gun; we get it. This is the class for the person who wants their killstreaks fast and can pull the kills to get it. With Hardline, you only need to pull in 10 kills to get your greatest reward, but you still need to be careful. The Motion Sensor should help keep people off your back while you work, and depending on how close you want to be to the action, choose the SMG for closer range and AR for mid-long range hunting. Ninja and a suppressor should keep people guessing where you'll be while Hardened ensures every bullet counts - even through walls. Stick with a Care Package to get the most out of Hardline Pro and use the Attack Helicopter to keep laying down the pressure. Gunship being your final killstreak earns you the reward you deserve, so you can leave your body behind without worry of dying during your kill collection. In objective based modes, find yourself a medium traffic area and start picking everyone off that comes your way. Let the rest of the team get the objectives, you'll give them support after you've put 2 Helicopters in the air and have a random killstreak from a package.
If you're running this class, chances are the enemy won't ever know you're coming. Your primary mission is to infiltrate the enemy's spawn and either use Jammer or Motion Sensor - then it's time to let the fun begin! Since you'll be spending most of your time at close range, you'll want to make sure you have Steady Aim ready at all times, ADS will be almost worthless here aside from a situational encounters. Since you'll be in the enemy spawn, it's best to stick with lower-range killstreaks that will provide immediate benefit to you without leaving your character's body unattended. Counter Spy Plane is a good choice as it will allow you to confuse the enemy for much longer than normal, and without a short range of a Jammer. In objective games, this class is best suited for drawing attention off the objective and onto the troublesome spectre in their area, basically the decoy that allows the team to work their magic on the actual objective while the enemy worries about you. Be careful about how you enter into enemy territory and take the road less traveled as it will allow you to infiltrate and set up in a more advantageous area to start your massacre.
(Ghost) (Hardened) (Hacker) Type: The Spy Weapon: SMG / Shotgun Equipment: Camera Spike Killstreak Range: 5 - 11 Awareness: Expert
For those who are well versed in the game, this class will offer you the best of almost all worlds. For sacrificing Ninja, you gain invisibility to motion sensors and the ability to detect every piece of enemy equipment around you. With this in mind, you'll be a masterful close-range hunter who relies on awareness to rack up some kills and probably some nice double, triple, and multi-kills. The Camera Spike is a great tool for placing whichever area you feel the enemy is trying to escape from or an area you think they'll try to find you from. Use this to your advantage and stay on top of their positions, never giving them a chance to breathe without you knowing. The SMG and Shotgun are your preferred choices for this type of close range combat, each with its own advantages and disadvantages. Hardened PRO should also offer a great benefit if you find yourself in head to head firefights, and Hardened regularly will grab you some kills of escaping or hiding enemies that might pose an immediate threat. Since this class relies on how well you stay aware of your surroundings, choose an attachment, lethal, and special grenade best suited for you and the style you play. When it comes to objective game types, you'll be playing similarly to the Spectre, but your job is to stay alive and make sure that Camera Spike is available to help you call out positions for your team. Using the camera and your awareness should get you enough kills for the higher rewards, but never leave your body unattended and never drop a Care Package on an enemy position.
Here's your complete shutdown class. There were actually two options for Tier 3 (Hacker or Tactical Mask), but Hacker allows you to completely ruin your enemy's plans which is the goal for this class which is why we went with it. This class operates under the impression that the player is a strategist who can thwart the enemy's movements before they know they're going to make them. Running with Flak Jacket to shut down any attempts at being sabotaged by explosives, Hardened to ensure enemies and equipment are destroyed while removing the recoil from being shot, and Hacker to correctly read the flow of the map and make their equipment useless, you're going to piss the enemy off and you're going to like it. Playing at close-mid range all game will be necessary to stay on top of where the enemy might be moving next, and it's your job to cut them off. The Claymore will give you some time to stall them or counter a flanker who thinks they got the one up on you, giving you time to rework your strategy if needed. With your killstreaks set at SAM Turret, Napalm Strike, and Sentry Gun, nothing gets by you in the air, or on the ground. The Sentry can be placed anywhere a high traffic area is to pressure an enemy to make bad choices while the Napalm Strike will lay down a wall of fire that the enemy will die from if they think they can pass it. Most useful in objective based game modes or TDM, you counter just about everything and are the true team player.
With what may seem like a strange combination for a sniper to use, this Sniper follows the code of relocating after every kill. Any smart sniper knows that after each kill, the enemy will know where they are based on the killcam. This class is made for staying mid-long to long range, getting the kill(s) and moving to the next area. Ghost will lower your chances of being discovered while keeping you off of radar in case enemies work their way towards your position. Hardened ensures that even if the enemy tries to run for cover, your bullet will always find them. The choice of Ninja or Marathon is a tough one, but if you're relocating and are constantly on the move, Marathon will get you where you need to go much more efficiently. Depending on the rifle you choose to use, the variable zoom or suppressor will make a good choice (semi-auto rifles using suppressor). As you'll be on the move, you may require a distraction to get your kill (or get away if necessary) which is why Decoy is the tactical choice for you. As there's nothing exceptionally useful about any equipment for this class, Tactical Insertion when used properly can give you a major advantage on the field. Place it on one of your routes so you can respawn to get a deserved payback kill or to a safe and secluded location that allows you to re-strategize. Active sniping is a lot of fun but your chances for good killstreaks is against you - stick with low to medium range killstreaks to ensure you get them with every life. In objective modes, you're put in a tough situation as you might not be the best class for the job, but if you can clean up any stragglers that attempt to flank your team you'll be in good condition. Using this type of weapon actively in the field is tough, so it's important that you're fully versed in good metagame strategies to ensure your survival and effectiveness with this class.
With these 10 classes, that should wrap up this week. Note that these may not be your preferred choices, but I'm covering the basics for those players who are unsure what would be best for them in the game, what they're good for and what their weaknesses are. If you like one of these classes above and feel like another piece to the load out would work better, go ahead and play around with it; as long as you have a starting point you're comfortable with, then I've done my job! I tried my best to choose only what is the substantially better item for the job and left anything non-important to the class available for you to make a personal decision on.
These classes were all created with metagame in mind and for the perks' base abilities. I tried to make the best educated choices for the perks judging from what we've seen and speculated about their PRO abilities. Once these abilities are officially revealed by Treyarch I will go back and make the edits to this article. Thanks for reading this novel of an article and I'll see you next week!
Hope you enjoyed this weeks edition.
Epic_VipaM498 Almost Spammer
Posts : 560 Join date : 2010-10-12 Age : 26 Location : Sydney
Subject: Re: Full Tactic Term Page Sun Oct 31, 2010 1:28 am