Hi Everybody. This is a Tips Guide to the online multiplayer portion of CoD4 I hope everyone will be able to get some use out of it. One thing I will say is have fun playing the game and don't get too jumpy about your K/D. In this guide I will discuss tips to use in game and also some loadout classes which might be of some use to you. I will also talk a little bit about my opinion of each gun, and the equipment. Contents: Search using the characters in the brackets with the brackets from the contents section. Version History: (VH) Contact Info: (CI) Copyright Notice: (CN) Custom Loadout Tips: (CLT) Create-a-Class Loadouts: (CACL) Weapons Analysis: Primary Weapons: (WAPW) Assault Rifles: (AR) Sub Machine Guns: (SMG) Light Machine Guns: (LMG) Shotguns: )SHOT) Sniper Rifles: (SR) Weapons Analysis: Secondary Weapons: (WASW) Pistols: (PIST) Weapons Analysis: Equipment (WAE) Grenades: (GRN) Weapons Analysis: Attachments: (WAA) Weapons Analysis: Perks: (WAP) Tier 1: (Blue) Tier 2: (Red) Tier 3: (Yellow) Weapons Analysis: Killstreaks: (WAkS) FAQ/Comparisons (FAQC) Version History: (VH) 1.00: Created this CoD4 multiplayer guide on the different weapons and perks e.t.c in the game. Willinclude explanantions next to different class loadouts that I have recommended. This will be a beginners guide to both CoD4 and the CoD franchise. Contact Info: (CI) My gamefaqs name is Master3203, if anyone wants to contact me about additions or false things about the guide then you can reach me at guerin234@hotmail.co.uk In the subject line, please put CoD4 Multiplayer Tips FAQ- Gamefaqs.com. Also, please add your gamefaqs.com username into the email somewhere that is clearly visible so that I may credit you. Any contribution emails with usernames not included will not be published. also if there are questions about the multiplayer, please send these also. Copyright Notice: (CN): (Copyright 2014 James O'Brian, GameFAQs.com alias is Master3203) This guide is owned by me and may not be redistributed without my authorisation. Any violation of this will be deemed as an act of plagiarism Any sites wishing to feature this guide can contact me on my email address. Also, any use of the work from this document without permission from me will also be deemed as unlawful and severe action will be taken. You have been warned. I will also, if I wish to, retract this FAQ (any version) from any site without prior notice or make changes without prior notice. The sites who can use this guide are: http://www.gamefaqs.com Now onto Business Custom Loadout Tips: (CLT) 1. If you’re using a stealth class, the perks I recommend would be UAV Jammer and Dead Silence. Combined with the suppressor, this will make u very stealthy, but unfortunately still leave you exposed to helicopters, because there is no perk to jide you from them in this game. There are several weapon better suited for silenced rooles. These are: P90 MP5 M4 G3 2. If using a sniper class, I'd recommend either the M40A3 or the R700. These are both bolt-action rifles and rely heavily on precision, which is what you want from a sniper. I would always recommend Stopping Power for snipers because as much one-hit lethality as possible is where a sniper rifle shines. Deep Impact will aid you greatly from Tier 3, but Dead Silence helps you move gfrom sp[ot to spot quietly. Steady Aim is next to useless pn snipers because its very rare to go for no-scopes and unless you overkill your sniper class (which isn't recommended) then SA doesn;t really fit well here. 3. If you wish to go with an shotgun class, then Steady Aim is too important for behinners not to use. Once you get fairly good at shot placement/ accuracy, this may be replaced in favor of Extreme Conditioning, but for beginners, use Steady Aim. Juggernaught or SP from tier 2 is up to user preference. Grip isn't needed on M1014 very much as you aim doesn't really drift, but on the W1200, it is arguably required to counter the high recoil drift of the hip-fire. Create-a-class Loadouts: (CACL) These will be in the following format: Class Number and Title Primary Weapon + Secondary weapons Primary Weapon Attachment(s) Secondary Weapon Attachment(s) Grenades: Blue Perk Red Perk Yellow Perk Explanation/Notes 1. M40A3 M40A3 + USP.45 No Attachment (Primary) No Attachment (Secindary) Frag/Stun Claymore x2 Stopping Power Deep Impact Really good for penetrating thin cover to still achieve Ome-Shot KillH to enemies. USP.45 is the best handgun for all round performance, so it helps keep you lethal when enemies decide to run up to you. SP perk makes sure that the M40 has the most OSK areas on an enemy who is not using Juggernaut. 2. M40A3 M40A3 + USP.45 No Attachment (Primary) No Attachment (Secindary) Frag/Stun Bandolier Stopping Power Dead Silence Really good for moving from location to location undetected amd provides an ample supply of ammo for alll your sniping needs. USP.45 is the best handgun for all round performance, so it helps keep you lethal when enemies decide to run up to you. SP perk makes sure that the M40 has the most OSK areas on an enemy who is not using Juggernaut. 3. M4 Carbine M4 Carbine + USP.45 Red Dot Sight (Primary) No Attachment (Secondary) Frag/Stun Bandolier Stopping Power steady Aim Great AR when setup with the correct perks and team support. You can pick enemies of at a medium range alot and with Steady Aim, you have the ability to protect youself in close quarters better too. SP perk just makes sure that those longer range fights are still dealing adequate levels of damage as the M4 is actually a lower damage AR to counter it's accuracy. 4. M16 M16A4 + USP.45 Red Dot Sight (Primary) No attachment (Secondary) Frag/Stun Bandolier Juggernaut Dead Silence One of the more powerful Assault Rifles, it doesn;t require SP perk to make it lethal amd even though you cannot one burst at medium to long range with this without SP, its fair to say you will miss a fe bullets anyway due to the action, so Juggernaut will help you to establish some extra protection whilst you get thjose extra bullets into the enemy. Bandolier will keep you well supplied and DS keeps you from being soundwhored by headsets whilst moving between spots. 5. MP44 MP44 + USP.45 No Attachment (Primary) No Attachment (Secondary) Frag/Stun Bandolier Stopping Power Steady Aim A great gun whhen you get used to not beinga ble to use attachments and having mediocre ironsights. Kills as fast as the G3 or M14 but is fully automatic :). Stopping power ensures 2 hit-kills at all ranges, but can be replaced by Juggernaut if you feel conident with accuracy. Steady Aim will help make you better in close quarters. 6. MP44 Overkill MP44 + M1014 No Attachment (Primary) No Attachment (Secondary) Frag/Stun Bandolier Overkill Steady Aim Same as the previous class, but without the need for Stopping Power, Overkill can be a great setup for the MP44. My preference would be the M1014 shotgun, but that is up to the user which shotgun or SMG they overkill. 7. Stealth MP5 or P90 + USP.45 Silencer (Primary) Silencer (Secondary) Frag/Flash Bandolier UAV Jammer Dead Silence A perfext stealth-based setup only vulnerable to Air Strike bombs and Helicopter targetting. Will make you invisiblke on radar, provide ample ammunition and keep you from being soundwhored by enemies. 8. AK74u AK74u + USP.45 No Attachment (Primary) No Attachment (Secondary) Frag/Stun Bandolier Stopping Power Steady Aim Pro or Dead Silence Excellent SMG with some AR range and damage stats. Can eiher be hip-fired better or have footsteps silenced to make an incredible deadly weapon in combination with Stopping Power. This is a two-hit kill up close with SP perk. Because of the already high damage, if accuracy isn't an issue, then try Juggernaut, Double Tap or Sleight of Hand. 9. Skorpion Skorpion + USP.45 Red Dot Sight (Primary) No Attachment (Secondary) Frag/Stun Bandolier Sleight of Hand Steady Aim or Extreme Conditioning An excellent close quarters setup designed to hip-fire and ADS well as well as reload fast and provide a longer supply of ammo to eat through. The EC variant can be used for getting into people's faces quicker and the SA version is primarily so you don't need to ADS as often. It;s range is rather limited however so only use it for small maps or very fast paced matches. Weapons Analysis: Primary Weapons: (WAPW) Assault Rifles: (AR) M16A4: Strong three-round burst weapon in the game. Vewry powerful with Juggernaut and Stopping power. Can also be used alongside an overkilled shotgun and Steady Aim. AK47: Most commonly known AR in the world and for good reason. In this game it holds its reputation for having strong range, damage and fair accuracy benefits. Has its minimum damage lowered if using silencer or RDS attachments, so it's best to use this with no attachments. M4 Carbine: Low recoil, but additional idle sway AR that handles very wel at medium range. Can pick targets off at long range too, but don't expect many long range kills from this with it's low damage. G3: This is the lower-powered semi-automatic AR in the game requiring 3-4 shots to kill without SP. Excellent ironsights however and fair handling in close quarters if you can master it. G36C: Best used with Red Dot Sight de to the abysmal ironsights. Should not be underrated however even though it is outclassed in every area by everything else in it's category. M4 has lower recoil, M16 has faster swap time, MP44 has better damage and AK47 has better ironsights. It is kind of a jack-of-all trades, master of none. M14: The second, higher damaging semi-auto rifle in the game. It has alot more recoil than the G3 though and has the loudest firing sound in the game. Mostly used as a higher mobility M21 sniper, it is commonly seen with Red Dot and ACOG sights. MP55: Highest automatic damage in the game barring the M60E4 LMG. This beast kills in 2-3 hits without Stopping Power. This leaves perk 2 slot open for overkill or Juggernaut. Mediocre ironsights which takes some getting used to, but it has no marksman challenges and therefore it has no attachments. Sub-Machine Guns: (SMG) MP5: Decent starting weapon. Great at stealth setups. It does have low recoil, but the pattern is a little wonky and can go in any direction. Great SMg for beginners and veterans alike for it's simplicitic performance and efficiency. Skorpion: Highest damage SMG with a massive two-hit kill in close range. Has no recoil whatsoever, bu does have a "feeling" of killing slowly sometimes even in very close quarters. Has a high fire rate, but very low magazine of 20. So Bandolier is recommended for any Skorpion class setup. Mini-Uzi: Extremely high trcoil and extremely high RoF. A hip-fire Uzi in your face is like a storm cloud striking you with lightning. As for ADS UZi. the recoil bounces everwhere. If you want to use this, then slap on Steady Aim, Juggernaut and Bandolier and just hip-fire spam people to death. AK74u: AR damage and range whilst incorporating SMG handling and mobility. This crossbreed AK variant hits hard and takes no prisoners inside its effective range. Can be used for stealth, but best to play to it's strengths and make it as damaging as possible up close. If you use either a RDS or Suppressor on the AK74u, it's hip-fire box widens in order to balance the weapon out. P90: The SMG with the big clip we all know and love. It has quite low recoil and is a slightly better version of the MP5 as it has a bigger clip and higher RoF. Is good when stealthed like the MP5 and is a good choice and a common choice between both newbies and veterans. Light Machine Guns: (LMG) M249 Saw: Decent default LMG. I feel has moderate to high recoil and the ironsights need some adjusting to. Higher RoF than the RPD and lower damage than the M60, Would rather use the RPD though if given the choice. RPD: Awesome weapon if you can handle the slow movement penalty of LMG's. very clear ironsights means optics are not needed. Excellent for shooting down choppers in conjunction with RPG x2. Higher damage and RoF means that SP perk isn't needed and Sleight of Hand can be utilised to lower the slow reload speed. M60E4: An upgrade from the M246. Has 2 hit kill damage in close quarters and works really well with a Red Dot Sight for suppressive fire users for defending objectives or camping (if that's your thing you noob lol) Shotguns: (SHOT) Shotguns in Cod4 reload faster whilst you are moving for some reason, so keep that in mind when you come top reload shotties. Steady Aim is a must have perkj for shotties because it increases the tightness of the pellet spread in closer quarters. W1200: Nice pump action, high damage and a bad attitude. Recoil can be high, so attach the grip. The grip will remove the first perk from your class however, but makes the weapon much more controllable. If you like pump-action, then it will offer greater damage and magazine size than the M1014, but will need to be cycled between shots which emphasises the need for better first time killing power. Could use Double-tap to shorten the pump time because of the already higher damage than it's counterpart, but isn't neccessary when you learn to manage the pump-action. M1014: Small clip of 4 and lower damage than the W1200. Grip isn't needed so much with this shotgun and can be used with other perks than SP to heighten its close range lethality as first shot acquisition is not as important as with the W1200/ Sniper Rifles: (SR) M40A3: The Bolt-action version of the Barrett. Highest one-shot kill chance (tied with Barrett). Best used with SP perk to enhance it's OSK potential. Very accurate and fluid bolt-action. Looks very aesthetically sniper-like too, which is an added bonus. Just looks and feels so good when you use it. M21: Very little recoil, low sway and decent range means this can be used as a sniper, or a ACGO G3. Due to it having small recoil and sway, it also has a low damage rating. Dragunov: Pretty much the same thing as the M21. Come down to which you prefer out of these two really.does have an extra one shot kill area than the M21, but a little higher kick to compensate R700: Bolt-action sniper to which the M40 is based on. has a visually longer scope than the M40 but dopesn't seem to offer anymore zoom and has lower damage than the M40 but higher than the M21/Dragunov. Barrett.50Cal: Next best sniper in my opinion as it has the same damage areas as the M40. Would rather use the M40 though and go for precision to enhance my skills than have a gun where there is temptation to spam the trigger. Weapons Analysis: Secondary Weapons: (WASW) Pistols: (PIST) USP.45: Starting pistol of the game. requires three shots to kill someone with stopping power on. decent accuracy and is awesome with the tactical knife attachment and silencer attachment. M9: Basically a USP.45 but with faster damage drop-off and lower firerate cap. M1911: Basically outrclassed by all other pistols in the game. This is why it is an uncommon weapon. USP beats it with fire rate, Deagle beats it with damage and M9 beats it with capacity. Desert Eagle/ Gold Desert Eagle: Pretty much extra damage for higher recoil amd low sized clip. In Close range it can be used effectively but is often outclassed by the USP's higher RoF and lower recoil. Weapons Analysis: Equipment: (WAE) Grenades: (GRN) Frag Grenade: The only lethal grenade available so it is always se;ected. Comes with a 4-5 second fuse which can be cooked before throw to explode quicker near an enemy Flashbang: Blinds enemies for about 7 seconds. Larger radius than Concussion. Concussion: Blinds slighly and slows enemies. Smaller radius than Flashbang. Smoke Grenade: Used to conceal movement. Weapons Analysis: Attachments: (WAA) Attachments are an important factor when deciding what classes should be customized and for what purpose. They can be used to extend the sight range, reduce recoil and silence weapons. Red Dot Sight: (RDS) The most common attachment used throughout all the modern warfare games. It is known to be a precision sight attachment, but doesn't offer much zoom. ACOG Sight: 2x zoom feature, used by people as an upgrade from RDS. Offers longer range detection, but is a disgraceful attachment with huge amounts of sway and poor peripheral vision. Silencer: Really good for stealth classes. Makes you invisible on radar when firing and also reduces the amount of light that comes from the end of your gun when you fire it. Grenade Launcher: (Noob Tube) The grenade launcher is called a noopb weapon for a reason. Requires little skill to use and basically will kill an enemy if it explodes around 4M away from them. Can be ehnaced by Sonic Boom granting it 40% more damage. Grip: Used by Shotguns and LMG's to reduce the recoil of the weapons by using your left hand to hold a grip rather than resting it in your left hand. The stats will show more accuracy being added to the weapon. This is because less recoil = more accuracy. Using this will remove your tier 1 perk. Weapons Analysis: Perks: (WAP) Perks are special abilities that soldiers in CoD multiplayer can use to boost they're performance. There are 3 tiers of perk and you can choose one from each tier to utilize. I have chosen to call these perks, weapons because they are a type of weapon and the name fits better into my FAQ. When you unlock the pro version of a perk, it will give you an added feature. It does not replace the regular features. The format for perks will be: Name of perk: Regular: Description Pro: Description Strategy/Opinion: Tier 1: (Blue): C4 x2: Equips the player with two deployable, remotely detonated explosives. The pro way of exploding these is to double-tap the reload button when they are lying around. Mainly used for protecting objectives, they don;t have much use in basic deathmatches. Special Grenades x3: Provides you with triplle the spawning capacity of whichever tactical grenade you set your class up with. However, it cannot be used with smoke as you can only have one smoke per spawmn. Useful as a low-level blue perk until x3 frag or bandolier is unlocked. RPG x2: Provides the user with an a RPG launcher and two rockets. Mostly used for taking out helos, but can be effective anti-infantry especially when combined with Sonic Boom. Claymore x2: Provides the user with two claymores for protecting objectives, making doorway surprises and protecting a snipers rear end from being creeped up on. Excellent sniper class perk, but is a more objective game-mode perk. Frag x3: Provides the user with a triple spawn-only loadout of three frag grenades instead of one. Good when used with SB perk, but really is a noobs perk of choice for someone who likes to either spam or isn;t good at throwing nades. Bandolier: Equips the player with full spare bullet mmunition when spawnning. In my opinion, this is the better version of the newer scavenger perk from the newer games. Providing players with extra ammo rather than the ability to just spam their weapon - kill the player- restock- rinse and repeat. It promotes accuracy above anything else which leads to better skills and a better game all round. Bomb Squad: Useful for anti-munition classes. Or for sneaking classes so you can detect claymores and C4 before you get blown up. Useful perk for rusjing classes too if you don't use Bandolier. Tier 2: (Red) Stopping Power: Increases bullet damage providing most guns with one shot less to kill. Very useful perk to have, especially on already high damage weapons like Shotguns, Snipers, and the AK47/AK74u. Is the direct counter to Juggernaut. Juggernaut: Is the direct counter to SP. Provides additional health requiring guns to take generallly one more shot to kill you and maybe two more at a distance. Sleight of Hand: Reloads guns faster. Most useful for RPG's and LMG's, but can also be very viable for the Skorpion SMG because of the lack of its reload cancel. Double Tap: Increases the rate of fire on weapons. Most useful on slower firing weapons like the W1200, but can turn fast firing weapons into pure bullet hoses. On Pump-Action and Bolt-Action weapons, this will justr sped up the animation of the pump/bolt. Overkill: Allows you to select two primary weapons in your loadout. My personal preference for this perk if I was to use it would not be for a Sniper/ Shotgun ckass, but more along the lines of a AK47/ Skorpion class for instance. UAV Jammer. Simply prevents enemy UAV's from highlighting you on the radar. Must have perk for stealth classes, but some snipers may prefer this than SP if they go more for headshots so they can move aropund the map quietly. Sonic Boom: Increases both explosive damage and blast radius of weapons. Not really very useful except for one-shotting helos with well timed/placed RPG's. Full explosive classes are hard to setup as noob tubing removes perk 1. Tier 3: (Yellow) Extreme Conditioning: Provides double the amount of sprint capacity, but also takes twice as long to fully recover your full sprint distance. Useful for the bigger maps, but less useful than DS or SA. Most useful on faster firing guns than are already loud like the M14 and Skorpion where Steady Aim isn't as neccessary. Steady Aim: Increases hip-fire accuracy by about 35%. Must-have perk for shotguns and rushing assault-type classes that require close quarters enhancement. One of the two perks in this tier that I favor the most. Last Stand: Pull out your pistool before dying. Supposedly to mark a heroic, dying persons last ditch effort to help out. In practice, it is used by noobs and trolls to make players look stupid and get som potential cheap kills. If you are a decent player, just stay away from this p[erk is my advice. Martyrdom: Drop a live grenade out of your dead body after getting killed. Another noob/troll perk for users to get cheap kills. Again, stay away from this if you are a decent player. Don't lower yourselves to being the rank of noob just to get kills. Deep Impact: An excellent sniper class Perk until Dead Silence is unlocked. Allows bullet damage to receive less damage penalty through thin materials. Also useful on# LMG and M16 classes. Iron Lungs: Increases the amount of time you can hold your breath with default sniper scopes to about 9 beats/seconds. Not really useful in most situations as most snipers don't hold breath for 9 seconds and leave themselves vulnerable from the sides. Dead Silence: Almost completely removes your footstep noises when moving, mantling and falling. Best stealth class perk in it's tier, but also useful for classes that don't require Steady Aim to work well so that you can walk/ sprint around the map normally without crouch walking everywhere to prevent people soundwhoring your footsteps. Eavesdrop: Probably the most useless perk in the game. It allows you to hear enemy communications and callouts when you are close to an enemy. This could be used to sneak up on an enemy, listen to their plans and communicate them back to your team to surprise them. However this is countered in a many ways. - The effective range is so close that you could shoot the enemy and kill them in the time it takes you to listen - This one is unproiven, but if the enemuy has your team on mute, then this perk may do nothing for you anyway. - Headset/ VOIP chat was not at it's best in CoD4 to start with and could be rather garbled alot of times, so it would be likely all you would hear was snippets of out of context words or just static noise or heavy breathing e.t.c. -So many other noises happening with frags, rockets and bullets that trying to understand enemy talking, would bve hard - Most public players don't usually discuss team tactics at all but just rage at everyone, so all you would likely hear is random curse words. Weapons Analysis: Killstreaks: (WAKS) Killstreeaks are when you get kills in a row. When you reach a certain number of kills in a row, you can use a reward. In Cod4 rewatds will replace the previous streak. So if you don''t use that chopper and then you die and get 3 kills, your UAV will replace it and your helo will be lost. UAV: 3 Killstreak A spy drone designed to seek out enemy locations and mark those locations with red dots on your mini-radar. Airstrike: 5 Killstreak Choose the ocation you want an overhead carpet bombing to obliterate. Helicopter: 7 Killstreak Send in a helicopter to shoot at enemy ground targets. FAQ/Comparisons: (FAQC) 1. Stopping Power versus Juggernaut: These two perks cancel each other out. While SP will usually make weapons one less bullet to kill, Juggernaut will usually make them one more bullet to kill. However SP is more commonly seen, but both have their uses in which the other cannot compete. Snipers for example fit better with SP, while Shotguns fit better with Jug. 2. x3 Frag versus x3 Special: There is no real comparison for the good pplayer here.. x3 Specia allows more tactical gameplay when used properly, but x3 Frag is used more for trying your luck at getting cheap kills. I.e. noobs/trolls. 3. Iron Lungs Versus Deep Impact: A comparison for sniper classes. Really, as I have stated in the perks section, there isn't really a niche for using IL on a sniper as it is foolish to hold your breath for 9 secoonds and then have more sway and recovery time before being able to hold your breath again. DI is alor more effective for smnipers, allowing more one-shot kills through thin materials. 4. Last Stand versus Martyrdom: If you are a good player, then don;t use these ever. If you are a noob player, then I would suggest that martyrdom would serve you better especially if you are not used to firing pistols effectively. 5. Extreme Conditioning versus Steady Aim: This is mostly a shotgun class comparison. It really depends on how well you can use shotguns. For behinners and people wanting to get a higher one-hot kill chance, then I would advise SA. However if you are skilled player who is good at accuracy and dispatching targets quickly, then you may get more use out of EC to reach your targets quicker or escape danger quicker. 6. M14 versus G3: Personally this comparison is up to preference, however the G3 is easier to control and more likely to get successive shots on target than the M14. Also, the G3 has better ironsights and a faster RPM cap. 7. M4 versus G36C: Really comes down to preference again. Both do the same damage, but the G36C has worse ironsights than the M4 for m,edium range combat. However the G36C has a built-in fast swap time which the M4 doesn't making it a good Overklilled weapon. Personally because the M4 is unlocked early, has better ironsights and is more accurate, I stick with the M4. 8. W1200 versus M1014: This one depends on your playstyle. Do you prefer to take slightly more time to acquire a good box on the target, or do you want one where follow-up shots are easuiier through the semi-automatic feature. The pump-action is recommended with the Grip however, requiring that you have no perk 1. 9. AK47 versus AK74u: Whilst the 47 is more nostalgic, the 74u has better mobility, lower recoil, similar ranged damage and similar ironsights. If you have a choice between either one, I would pick the 74u every time. 10. MP5 versus P90: Both are really good at stealth but both also have really clear ironsights and rate of fire to recol ratio. The only major diference is the p90 does a massive 50 round magazine but the MP5 ius more nostalgic. There is really no defiing differences that seperate the two guns that make one better than the other.