Ghosts Class Info
Page 1 of 3 • 1, 2, 3
Fri Nov 08, 2013 11:08 pm
#52116- EnganaciousMember
- Location : Champaign Room
So here's what I've figured out.
I'm going to make separate posts in this threads for the various "Chapters" so bear with me, FYI.
Primary Weapons
Assault Rifles.
SC-2010, it's ok, with a grip+whatever.
SA-805, it's ok, nothing really beyond the iron sights is great.
AK-12, tied for 1st with MSBS, run with a grip+whatever.
FAD, it's a novelty gun.
Remington R5, like the SCAR-H, run with a grip+whatever.
MSBS, arguable the strongest gun in Ghosts. Runs like a beast however you want to run it.
Honey Badger, cool as a starter, crap once you get some unlocks.
ARX-160, great hipfire, run with a grip+rds.
General Notes: run Sleight of Hand and Stalker, Quickdraw isn't necessary, run Ready Up if you're worried about getting caught sprinting, otherwise Stalker walk/strafe.
~
SMGs
Bizon, ok for a starter, not much else.
CBJ-MS, super-short range, lots of recoil, avoid it.
Vector CRB, tied for 1st w/ K7, pretty much an all-around beast, run it however you want.
VEPR, lots of recoil, otherwise statistically the strongest. I don't care for it.
K7, tied for 1st and my personal favorite, run with Grip+X-mags.
MTAR-X, 2nd place fo'sho, run it however you want.
General Notes: Learn to use Reflex as a rusher, and go fast.
~
LMGs
Ameli, don't bother.
M27-IAR, don't bother.
LSAT, rapes faces and buttfucks souls, use grip+whatever, has great iron sights.
Chain SAW, kinda neat, you can run it pretty much however you want, Steady Aim is a must.
General Notes: LSAT is beast with Agility+Stalker.
~
Marksman Rifles
MR-28, I like this one best, run it however you like.
Mk14, don't care for it, the "extra" damage is irrelevant as all MR's are two-shot kills.
IA-2, I'd give this one 2nd place, ROF cap is lower than the MR-28.
SVU, crappy ROF, this one gets last place. Makes me sad because I <3 the ol' Dragunov.
General Notes: Basically you can run these in a variety of ways. Play around with them in Private Matches to see what you like.
~
Sniper Rifles
USR, my favorite, run it with chrome lined+whatever.
L115, pretty similar to the USR, personal preference will probably dictate if you like this vs. USR.
Lynx, garbage gun, stay away from.
VKS, kinda neat, best off with a Thermal.
General Notes: Follow the same instructions as for the Marksman Rifles.
~
Shotguns
Bulldog, pretty cool, tied for best with me.
FP6, pump = death in this game, avoid.
MTS-255, pretty cool, tied for best with me.
Tac 12, pump = death, avoid.
General Notes: Muzzle Brake + Grip is obviously the general attachment, Steady Aim a must. Slugs are slugs, use them if you liked the KSG in Blops2.
~
Riot Shield, it is what it is, it comes with some interesting attachments, the Titanium Frame doesn't seem to make much of a difference to me. But I tend to run it with Reflex and a secondary weapon to move around with.
~
Secondary Weapons
Pistols
M9A1, no point in getting this beyond challenges and fun.
MP-443 Grach, same as M9.
P226, best pistol bar none.
.44 Magnum, is crap outside of Hardcore, where it's a pocket sniper.
PDW, crappy, 2-burst at best, only 4 in the mag w/o X-mags, it's poop.
~
Launchers
Kastet, basically the a GL that works unlike the underbarrel version.
Panzerfaust, basically the RPG, pretty good.
MK32, one-shot pops out 2 semtexs that are virtually impossible to accurate aim, it's crap.
I'm going to make separate posts in this threads for the various "Chapters" so bear with me, FYI.
Primary Weapons
Assault Rifles.
SC-2010, it's ok, with a grip+whatever.
SA-805, it's ok, nothing really beyond the iron sights is great.
AK-12, tied for 1st with MSBS, run with a grip+whatever.
FAD, it's a novelty gun.
Remington R5, like the SCAR-H, run with a grip+whatever.
MSBS, arguable the strongest gun in Ghosts. Runs like a beast however you want to run it.
Honey Badger, cool as a starter, crap once you get some unlocks.
ARX-160, great hipfire, run with a grip+rds.
General Notes: run Sleight of Hand and Stalker, Quickdraw isn't necessary, run Ready Up if you're worried about getting caught sprinting, otherwise Stalker walk/strafe.
~
SMGs
Bizon, ok for a starter, not much else.
CBJ-MS, super-short range, lots of recoil, avoid it.
Vector CRB, tied for 1st w/ K7, pretty much an all-around beast, run it however you want.
VEPR, lots of recoil, otherwise statistically the strongest. I don't care for it.
K7, tied for 1st and my personal favorite, run with Grip+X-mags.
MTAR-X, 2nd place fo'sho, run it however you want.
General Notes: Learn to use Reflex as a rusher, and go fast.
~
LMGs
Ameli, don't bother.
M27-IAR, don't bother.
LSAT, rapes faces and buttfucks souls, use grip+whatever, has great iron sights.
Chain SAW, kinda neat, you can run it pretty much however you want, Steady Aim is a must.
General Notes: LSAT is beast with Agility+Stalker.
~
Marksman Rifles
MR-28, I like this one best, run it however you like.
Mk14, don't care for it, the "extra" damage is irrelevant as all MR's are two-shot kills.
IA-2, I'd give this one 2nd place, ROF cap is lower than the MR-28.
SVU, crappy ROF, this one gets last place. Makes me sad because I <3 the ol' Dragunov.
General Notes: Basically you can run these in a variety of ways. Play around with them in Private Matches to see what you like.
~
Sniper Rifles
USR, my favorite, run it with chrome lined+whatever.
L115, pretty similar to the USR, personal preference will probably dictate if you like this vs. USR.
Lynx, garbage gun, stay away from.
VKS, kinda neat, best off with a Thermal.
General Notes: Follow the same instructions as for the Marksman Rifles.
~
Shotguns
Bulldog, pretty cool, tied for best with me.
FP6, pump = death in this game, avoid.
MTS-255, pretty cool, tied for best with me.
Tac 12, pump = death, avoid.
General Notes: Muzzle Brake + Grip is obviously the general attachment, Steady Aim a must. Slugs are slugs, use them if you liked the KSG in Blops2.
~
Riot Shield, it is what it is, it comes with some interesting attachments, the Titanium Frame doesn't seem to make much of a difference to me. But I tend to run it with Reflex and a secondary weapon to move around with.
~
Secondary Weapons
Pistols
M9A1, no point in getting this beyond challenges and fun.
MP-443 Grach, same as M9.
P226, best pistol bar none.
.44 Magnum, is crap outside of Hardcore, where it's a pocket sniper.
PDW, crappy, 2-burst at best, only 4 in the mag w/o X-mags, it's poop.
~
Launchers
Kastet, basically the a GL that works unlike the underbarrel version.
Panzerfaust, basically the RPG, pretty good.
MK32, one-shot pops out 2 semtexs that are virtually impossible to accurate aim, it's crap.
Sat Nov 09, 2013 3:38 am
#52121- EnganaciousMember
- Location : Champaign Room
Lethals
Frag Grenade, not worth it to me.
Semtex, not worth it to me.
Throwing Knife, only good with Riot Shield lulz.
IED, great, only lethal really worth using.
C4, I'm not liking it as I normally do in CoD games.
Canister Bomb, why would you make this IW?
~
Tacticals
9-Bang, eh, it's neat but not really effective.
Concussion, again, not really worth it, but better than a 9-bang.
Smoke, I could see it having it's uses, but only for objective games.
Trophy System, objective games would make this good.
Motion Sensor, pretty much a silly thing.
Thermobaric, ****ing pointless.
Frag Grenade, not worth it to me.
Semtex, not worth it to me.
Throwing Knife, only good with Riot Shield lulz.
IED, great, only lethal really worth using.
C4, I'm not liking it as I normally do in CoD games.
Canister Bomb, why would you make this IW?
~
Tacticals
9-Bang, eh, it's neat but not really effective.
Concussion, again, not really worth it, but better than a 9-bang.
Smoke, I could see it having it's uses, but only for objective games.
Trophy System, objective games would make this good.
Motion Sensor, pretty much a silly thing.
Thermobaric, ****ing pointless.
Sat Nov 09, 2013 3:49 am
#52122- EnganaciousMember
- Location : Champaign Room
Perks
Ready Up, not really necessary for most anything.
Sleight of Hand, good as always.
Agility, it's good if you have space for Marathon.
Marathon, always good.
Stalker, important on AR and LMG classes.
~
Strong-Arm, not very good.
On The Go, I suppose it's got it's uses.
Reflex, ****ing AMAZING.
Steady Aim, not really important, except w/ Chain SAW.
Quickdraw, not really as important as it used to be.
~
Takedown, I don't think it's a big deal.
Blind Eye, not that important since high streaks are hard.
Dead Silence, soundwhore level important.
Incog, could be useful for snipers and SnD/SnR.
Off The Grid, pretty useful.
~
Recon, useful in SnD and SnR, not much else.
Scavenger, useful on classes that need it.
SitRep, excellent for someone to take out equipment and shit.
Amplify, soundwhore pro level important.
Wiretap, excellent if you can make the space for it.
~
Resiliance, very useful for high-mobility rush classes.
ICU, I suppose it has it's uses. But you die very fast.
Focus, same deal as ICU, you die too fast for them to matter.
Tac Resist, probably good for Riot Shield and objective games.
Blast Shield, same as Tac Resist.
~
Extra Tactical, not that useful as Tactical are pretty useless.
Extra Lethal, same deal as Extra Tactical.
Fully Loaded, why use this when Scavenger exists?
Extra Attachment, useful for certain builds, mainly Sniper and LMG.
Danger Close, if you want to do a nade build, use this.
~
Gambler, you can generally find a better use for the slot.
Hardline, not that useful IMO.
Ping, I don't think it's that useful.
Overkill, could be useful for Sniper/Riot Shield classes.
Deadeye, everyone dies super fast, more damage isn't needed.
Ready Up, not really necessary for most anything.
Sleight of Hand, good as always.
Agility, it's good if you have space for Marathon.
Marathon, always good.
Stalker, important on AR and LMG classes.
~
Strong-Arm, not very good.
On The Go, I suppose it's got it's uses.
Reflex, ****ing AMAZING.
Steady Aim, not really important, except w/ Chain SAW.
Quickdraw, not really as important as it used to be.
~
Takedown, I don't think it's a big deal.
Blind Eye, not that important since high streaks are hard.
Dead Silence, soundwhore level important.
Incog, could be useful for snipers and SnD/SnR.
Off The Grid, pretty useful.
~
Recon, useful in SnD and SnR, not much else.
Scavenger, useful on classes that need it.
SitRep, excellent for someone to take out equipment and shit.
Amplify, soundwhore pro level important.
Wiretap, excellent if you can make the space for it.
~
Resiliance, very useful for high-mobility rush classes.
ICU, I suppose it has it's uses. But you die very fast.
Focus, same deal as ICU, you die too fast for them to matter.
Tac Resist, probably good for Riot Shield and objective games.
Blast Shield, same as Tac Resist.
~
Extra Tactical, not that useful as Tactical are pretty useless.
Extra Lethal, same deal as Extra Tactical.
Fully Loaded, why use this when Scavenger exists?
Extra Attachment, useful for certain builds, mainly Sniper and LMG.
Danger Close, if you want to do a nade build, use this.
~
Gambler, you can generally find a better use for the slot.
Hardline, not that useful IMO.
Ping, I don't think it's that useful.
Overkill, could be useful for Sniper/Riot Shield classes.
Deadeye, everyone dies super fast, more damage isn't needed.
Sat Nov 09, 2013 9:31 am
#52130- ChisaGod Of Boobs
- Location : Boston, MA
Good write up, I'll be sure to check out some different weapons and perks based off your advice, especially the LSAT
Sat Nov 09, 2013 12:01 pm
#52149- EnganaciousMember
- Location : Champaign Room
To review.
ARs, avoid using the SA-805 (damage is low) and FAD (damage is low), unless you really like them. SC-2010, AK-12, R5, Honey Badger, and ARX-160 should all have Grip equipped full-time. Use Stalker as one of your perks, that combined with how good ARs are in terms of game mechanics for damage, make them the go-to class of weapons. Run the MSBS w/ Thermal and X-Mags, you get a built-in RDS w/ a range buff from the Thermal, more ammo and the ability to skip SoH w/ X-mags.
SMGs, Vector, K7, and MTAR-X are your best picks here. VEPR is close, but recoil really hampers the range. Vector can pretty much run whatever, K7 goes w/ Grip+X-mags, MTAR-X can do whatever and really doesn't need a grip to be accurate.
LMGs, LSAT, LSAT, LSAT. Equip the LSAT w/ Grip+Armor Piercing or X-Mags, use Stalker, make people hurt. I honestly haven't tried it without the Grip, which might be dumb, but with one it's ****ing absurdly accurate. The LMG damage and high ROF also melts things.
Marksman Rifles, there's lots of complaints starting up about these. It's honestly due to the play-style they cater too. Anywho, the M28 is the strongest IMO because of the fire rate. These guns love dick-head optics like Thermal or Tracking Sight.
Snipers, bolt-actions (USR&L115) are the best picks, Chrome Lined is pretty much the duck's nuts, optic attachments will be personal preference, x-mags are always good. I would suggest to you my Sniper class, USR w/ Thermal, Chrome Lined, X-mags, P226 w/ Silencer and X-Mags, IED, Agility, Marathon, Reflex, Extra Attachment.
Riot Shield, you all kinda know what to do with this thing.
Grenades, basically you can build an explosives class w/ Danger Close, a secondary launcher, C4/IED/Tube, and be a dick. But to me, as far as adding stuff to classes, perks are more valuable. I skip IED on my K7 class to get Resilience for example. Avoiding falling damage is pretty damn useful when it lets you utilize map height to bait/escape folks.
Perks, I recommend trying Reflex and learning what I knew about Scout Pro back in Black Ops 1. Run with just your primary (this is best with rushing classes btw), kill someone, pick up their gun, putting yours in reserve as a secondary. Just kill people with the picked up gun and continue picking up more guns replacing them as you go, keeping your original primary weapon as your emergency reload. Reflex also makes calling in killstreaks quicker which is awesome, since SATCOMs can often get you killed. It also makes grenades faster, but I tend to avoid nades.
ARs, avoid using the SA-805 (damage is low) and FAD (damage is low), unless you really like them. SC-2010, AK-12, R5, Honey Badger, and ARX-160 should all have Grip equipped full-time. Use Stalker as one of your perks, that combined with how good ARs are in terms of game mechanics for damage, make them the go-to class of weapons. Run the MSBS w/ Thermal and X-Mags, you get a built-in RDS w/ a range buff from the Thermal, more ammo and the ability to skip SoH w/ X-mags.
SMGs, Vector, K7, and MTAR-X are your best picks here. VEPR is close, but recoil really hampers the range. Vector can pretty much run whatever, K7 goes w/ Grip+X-mags, MTAR-X can do whatever and really doesn't need a grip to be accurate.
LMGs, LSAT, LSAT, LSAT. Equip the LSAT w/ Grip+Armor Piercing or X-Mags, use Stalker, make people hurt. I honestly haven't tried it without the Grip, which might be dumb, but with one it's ****ing absurdly accurate. The LMG damage and high ROF also melts things.
Marksman Rifles, there's lots of complaints starting up about these. It's honestly due to the play-style they cater too. Anywho, the M28 is the strongest IMO because of the fire rate. These guns love dick-head optics like Thermal or Tracking Sight.
Snipers, bolt-actions (USR&L115) are the best picks, Chrome Lined is pretty much the duck's nuts, optic attachments will be personal preference, x-mags are always good. I would suggest to you my Sniper class, USR w/ Thermal, Chrome Lined, X-mags, P226 w/ Silencer and X-Mags, IED, Agility, Marathon, Reflex, Extra Attachment.
Riot Shield, you all kinda know what to do with this thing.
Grenades, basically you can build an explosives class w/ Danger Close, a secondary launcher, C4/IED/Tube, and be a dick. But to me, as far as adding stuff to classes, perks are more valuable. I skip IED on my K7 class to get Resilience for example. Avoiding falling damage is pretty damn useful when it lets you utilize map height to bait/escape folks.
Perks, I recommend trying Reflex and learning what I knew about Scout Pro back in Black Ops 1. Run with just your primary (this is best with rushing classes btw), kill someone, pick up their gun, putting yours in reserve as a secondary. Just kill people with the picked up gun and continue picking up more guns replacing them as you go, keeping your original primary weapon as your emergency reload. Reflex also makes calling in killstreaks quicker which is awesome, since SATCOMs can often get you killed. It also makes grenades faster, but I tend to avoid nades.
Sat Nov 09, 2013 12:55 pm
#52150- hiph0pan0tamusBUNKDRUNK
- Location : In my own little world
Danger was getting roasted in party chat last night writing this up lmfao. Great review like always buffalo!
Sat Nov 09, 2013 12:58 pm
#52151- EnganaciousMember
- Location : Champaign Room
Somebody has to know what they're doing.
You should have seen me and Naderbomb tearing up Team Tac, shit was comical.
We had like an 80% enemy quit rate.
When I play Blitz, I penetrate, over and over. Just like real life.
You should have seen me and Naderbomb tearing up Team Tac, shit was comical.
We had like an 80% enemy quit rate.
When I play Blitz, I penetrate, over and over. Just like real life.
Sat Nov 09, 2013 1:00 pm
#52152- hiph0pan0tamusBUNKDRUNK
- Location : In my own little world
I've played Team Tactical twice... a TDM on Seige and a SnR on Prison Break lmfao. I'm a huge fan of 4v4 though, IW just needs to tweak the maps and that'll be the only thing I play.
Sat Nov 09, 2013 6:00 pm
#52194- EnganaciousMember
- Location : Champaign Room
I did a little test, and the graph info is actually somewhat accurate.
Thermal gives a better range boost than ACOG or Muzzle Brake, and a built in RDS + the actual Thermal Scope itself.
New best AR attachment.
Thermal gives a better range boost than ACOG or Muzzle Brake, and a built in RDS + the actual Thermal Scope itself.
New best AR attachment.
Sat Nov 09, 2013 6:09 pm
#52195- hiph0pan0tamusBUNKDRUNK
- Location : In my own little world
Thermal scope also eliminates the stupid zoom in animation on sniper rifles. I might grind with the sniper tonight and unlock the better Guille suit.
Sat Nov 09, 2013 6:45 pm
#52196- EnganaciousMember
- Location : Champaign Room
I tried thermal out with SMG's, not a fan.
I don't think percentile range enhancement on low-range weapons is worth it.
Also Focus is pretty pointless, if you're flinching you're prolly dead anyhow. I could see how it would be useful, but it's going to be very rare.
I don't think percentile range enhancement on low-range weapons is worth it.
Also Focus is pretty pointless, if you're flinching you're prolly dead anyhow. I could see how it would be useful, but it's going to be very rare.
Sun Nov 10, 2013 4:00 pm
#52240- SyndromeAdmin
- Location : Ohio, USA
The Vepr with a Supressor and Grip is nasty. Irons are not bad neither, I recommend trying it.
And the reflex perk was money, good tip on that.
And the reflex perk was money, good tip on that.
Sun Nov 10, 2013 4:39 pm
#52242- EnganaciousMember
- Location : Champaign Room
I'm probably going to revise some of my weapon reviews. I think the SC-2010 is pretty strong now, and the MTAR-X is meh at best.
Sun Nov 10, 2013 6:44 pm
#52251- zcsmanMember
- Location : Massachusetts
You're welcome on the Vepr lol.Syndrome wrote:The Vepr with a Supressor and Grip is nasty. Irons are not bad neither, I recommend trying it.
And the reflex perk was money, good tip on that.
Sun Nov 10, 2013 9:52 pm
#52286- hiph0pan0tamusBUNKDRUNK
- Location : In my own little world
Yeah the Vepr was the first smg I unlocked when I first started, then found out about the k7 and mtar. Vepr cant compete with it.
Also the Sc-2010 melts face at long range. Much more reliable at long range than medium range.
Also the Sc-2010 melts face at long range. Much more reliable at long range than medium range.
Mon Nov 11, 2013 12:03 am
#52316- Mick281Member
- Location : TX
Vepr is a hittmarker machine. The first smg is damn good. K7 is a bit overrated, it needs more range.
Mon Nov 11, 2013 12:24 am
#52317- EnganaciousMember
- Location : Champaign Room
I dunno man, K7 is beast mode in my hands.
My trick is to aim low at mid ranges so when I inevitably flinch, it goes up into them.
My trick is to aim low at mid ranges so when I inevitably flinch, it goes up into them.
Mon Nov 11, 2013 12:32 am
#52318- ChisaGod Of Boobs
- Location : Boston, MA
The Mtar is my favorite right now
I like the Ia-2 in the marksman class also
I like the Ia-2 in the marksman class also
Mon Nov 11, 2013 1:12 am
#52319- Mick281Member
- Location : TX
Yea, close range, it one of the fastest killing guns in the game. I like the gun, its just there are others that can kill up close and at a bit of range. I still have yet to try alot of the guns.Enganacious wrote:I dunno man, K7 is beast mode in my hands.
My trick is to aim low at mid ranges so when I inevitably flinch, it goes up into them.
Mon Nov 11, 2013 1:51 am
#52320- EnganaciousMember
- Location : Champaign Room
I've had more luck with the K7 at range than I have with the Bizon, MTAR, or VEPR tbh.
Out of the old OCDC, I went into a private match and checked out all the SMG's, with a suppressor.
So mind you, my statements about SMG selection(s) are inherently about running them suppressed.
Vector and K7 top my list. Both have the damage, accuracy, and ROF needed to be effective at close-medium ranges.
VEPR is next, good all around, but a little low on damage, and the recoil is really bad when flinching. Otherwise it's a great gun, I'd imagine unsuppressed the VEPR and Vector are the duck's nuts.
MTAR-X is next, I feel the odd recoil (one sided), combined with the obstructive iron sights and what feels like weak damage, hurt it. I know it's pretty damn good unsuppressed thou.
Bizon and CBJ are last, unforunately because I really like the PP-19 as a real-world gun, it's a cool design. But they're both just too high in recoil and don't pack enough damage beyond hip-fire range.
Out of the old OCDC, I went into a private match and checked out all the SMG's, with a suppressor.
So mind you, my statements about SMG selection(s) are inherently about running them suppressed.
Vector and K7 top my list. Both have the damage, accuracy, and ROF needed to be effective at close-medium ranges.
VEPR is next, good all around, but a little low on damage, and the recoil is really bad when flinching. Otherwise it's a great gun, I'd imagine unsuppressed the VEPR and Vector are the duck's nuts.
MTAR-X is next, I feel the odd recoil (one sided), combined with the obstructive iron sights and what feels like weak damage, hurt it. I know it's pretty damn good unsuppressed thou.
Bizon and CBJ are last, unforunately because I really like the PP-19 as a real-world gun, it's a cool design. But they're both just too high in recoil and don't pack enough damage beyond hip-fire range.
Tue Nov 12, 2013 2:08 am
#52389- EnganaciousMember
- Location : Champaign Room
I know why I was having trouble with the MTAR-X and now it's tied for my favorite with the Vector and K7.
I had the recoil pattern wrong in my head so I was adjusting incorrectly for flinch and shit. I might end up swapping over to a grip vs. X-mags, but I'd like to see if I can just learn to go without the grip.
I had the recoil pattern wrong in my head so I was adjusting incorrectly for flinch and shit. I might end up swapping over to a grip vs. X-mags, but I'd like to see if I can just learn to go without the grip.
Tue Nov 12, 2013 8:10 am
#52395- Mick281Member
- Location : TX
Vepr with muzzle break and grip is pretty good. Has the range I was looking for.
Tue Nov 12, 2013 8:35 am
#52401- hiph0pan0tamusBUNKDRUNK
- Location : In my own little world
Honey Badger w Tracker Sight and foregrip/ extended mags >
Tue Nov 12, 2013 4:09 pm
#52448- EnganaciousMember
- Location : Champaign Room
Honey Badger is just all around flexible.
I'm loving the MTAR-X right now, Silencer and X-mags. Ready Up, Agility, Marathon, Takedown, Dead Silence, Amplify, Resilience. It's a beastly rushers class.
Such ammo
Very ranged
Much k/d
Wow
I'm loving the MTAR-X right now, Silencer and X-mags. Ready Up, Agility, Marathon, Takedown, Dead Silence, Amplify, Resilience. It's a beastly rushers class.
Such ammo
Very ranged
Much k/d
Wow
Tue Nov 12, 2013 4:29 pm
#52449- EnganaciousMember
- Location : Champaign Room
Killstreaks
Assault
SATCOM
Pretty much one of the most important killstreaks, unless your enemies are all running Off The Grid, which thankfully costs 3 perk points, so it really hampers things they can do, besides be stealthy. I don't like that it still doesn't have the Blops2 effect of only working while moving. If you're playing with a 6 man stack, make sure you communicate who has a SATCOM because single SATCOMs are pretty meh. Two SATCOMs = UAV, 3=better UAV, 4=Advanced UAV/Blackbird. If you can put together your SATCOMs they will do far more work for your team.
IMS
Not as good as it used to be IMO, but still useful for objective games.
Guard Dog
Annoying as ****.
Sentry Gun
Nowhere near as good as in Blops2. Still useful for objective games and certain maps.
Trinity Rocket
I like it, HipHop doesn't, but it's map dependent. I think it's one of the more reliable ways to get another streak above it.
Battle Hind
Damn good, not much else to say.
Vulture
Absolute garbage, until they change it, I wouldn't even think of spending points for it.
Gryphon
Amazing killstreak, it works great on all maps. Imagine Dragonfire and Reaper having an awesome bastard son with a wicked mustache.
Maniac
Great killstreak on certain maps. Big open-ish maps will just result in you being pumped full of lead before you get close. So long as you can get into nice tight building confines and such, it's amazing.
Juggernaut (the one with the gun)
Pretty much doo-doo. You are monstrously slow, have a very short effective range, and no health regen. It's pretty much crap. Probably ok for objective games thou.
Helo Pilot
Kinda hard to use, but pretty goddamn strong. Tbh thou, I'd rather have the automated Hind or the Gryphon. If you're playing a game type with spawn traps thou, this would be brutal.
Loki
It's super-duper hard to get, and honestly doesn't pay that much in dividends. A free auto-jug and care package is nice, but I'd rather point my sights a little lower and be more effective.
Assault recommendations?
Guard Dog, Trinity, Hind/Gryphon/Maniac
^ That's what I would run, Trinity can pretty much lock in a Hind for you on most maps, you might have a bit of trouble getting reliable triples, but it's totally doable if you can see the enemy, and they're not in buildings. Gryphon is great for indoor-ish maps because you can maneuver it around and shoot through windows and doorways as well.
~
Support
SATCOM
Same as assault, just costs 1 more kill/point.
Ammo Crate
Pretty good if you have nothing else. Can give you a minigun which is neat.
Ballistic Vests
I don't find these as good, it's basically absorb 1 more bullet for the most part. I'd imagine in the right game types it's pretty ****ing strong thou.
MAAWS
Useless beyond shooting down Hinds IMO.
Night Owl
Pretty good for objective games since it blocks grenades. The mobile detection isn't that good, so don't use it primarily for that.
Support Squadmate
Just not really useful beyond being annoying. If you could get it in SnD/SnR, I'm pretty sure it could tide over any 1v1 situation pretty well.
Ground Jammer
Amazing streak, it blows up enemy SATCOMs which count towards your killstreaks, and if enemies are standing near their own IEDs they die. Plus it turns off their radar and shit.
Air Superiority
Basically used to shoot down Hinds, just more reliably than the MAAWS. Probably a good idea for one person to have this streak in game types like Domination and such, where big streaks are going to be dropped.
Heli Sniper
I suppose if you got good with this, it would be pretty dope. But I think it's ****ing poop.
Oracle
Free wall hacks, it's the best.
Juggernaut Recon
Utter crap, imagine the assault jug (the gun one) with a magnum vs. a minigun. That's basically what it is. Probably ok for objective games w/ the riot shield and such.
Odin
I guess it's ok for certain game types. You can mark people w/ til-death recon/oracle highlights, drop a care package, and a support juggernaut.
Support recommendations?
SATCOM, Ground Jammer, Oracle
Assault
SATCOM
Pretty much one of the most important killstreaks, unless your enemies are all running Off The Grid, which thankfully costs 3 perk points, so it really hampers things they can do, besides be stealthy. I don't like that it still doesn't have the Blops2 effect of only working while moving. If you're playing with a 6 man stack, make sure you communicate who has a SATCOM because single SATCOMs are pretty meh. Two SATCOMs = UAV, 3=better UAV, 4=Advanced UAV/Blackbird. If you can put together your SATCOMs they will do far more work for your team.
IMS
Not as good as it used to be IMO, but still useful for objective games.
Guard Dog
Annoying as ****.
Sentry Gun
Nowhere near as good as in Blops2. Still useful for objective games and certain maps.
Trinity Rocket
I like it, HipHop doesn't, but it's map dependent. I think it's one of the more reliable ways to get another streak above it.
Battle Hind
Damn good, not much else to say.
Vulture
Absolute garbage, until they change it, I wouldn't even think of spending points for it.
Gryphon
Amazing killstreak, it works great on all maps. Imagine Dragonfire and Reaper having an awesome bastard son with a wicked mustache.
Maniac
Great killstreak on certain maps. Big open-ish maps will just result in you being pumped full of lead before you get close. So long as you can get into nice tight building confines and such, it's amazing.
Juggernaut (the one with the gun)
Pretty much doo-doo. You are monstrously slow, have a very short effective range, and no health regen. It's pretty much crap. Probably ok for objective games thou.
Helo Pilot
Kinda hard to use, but pretty goddamn strong. Tbh thou, I'd rather have the automated Hind or the Gryphon. If you're playing a game type with spawn traps thou, this would be brutal.
Loki
It's super-duper hard to get, and honestly doesn't pay that much in dividends. A free auto-jug and care package is nice, but I'd rather point my sights a little lower and be more effective.
Assault recommendations?
Guard Dog, Trinity, Hind/Gryphon/Maniac
^ That's what I would run, Trinity can pretty much lock in a Hind for you on most maps, you might have a bit of trouble getting reliable triples, but it's totally doable if you can see the enemy, and they're not in buildings. Gryphon is great for indoor-ish maps because you can maneuver it around and shoot through windows and doorways as well.
~
Support
SATCOM
Same as assault, just costs 1 more kill/point.
Ammo Crate
Pretty good if you have nothing else. Can give you a minigun which is neat.
Ballistic Vests
I don't find these as good, it's basically absorb 1 more bullet for the most part. I'd imagine in the right game types it's pretty ****ing strong thou.
MAAWS
Useless beyond shooting down Hinds IMO.
Night Owl
Pretty good for objective games since it blocks grenades. The mobile detection isn't that good, so don't use it primarily for that.
Support Squadmate
Just not really useful beyond being annoying. If you could get it in SnD/SnR, I'm pretty sure it could tide over any 1v1 situation pretty well.
Ground Jammer
Amazing streak, it blows up enemy SATCOMs which count towards your killstreaks, and if enemies are standing near their own IEDs they die. Plus it turns off their radar and shit.
Air Superiority
Basically used to shoot down Hinds, just more reliably than the MAAWS. Probably a good idea for one person to have this streak in game types like Domination and such, where big streaks are going to be dropped.
Heli Sniper
I suppose if you got good with this, it would be pretty dope. But I think it's ****ing poop.
Oracle
Free wall hacks, it's the best.
Juggernaut Recon
Utter crap, imagine the assault jug (the gun one) with a magnum vs. a minigun. That's basically what it is. Probably ok for objective games w/ the riot shield and such.
Odin
I guess it's ok for certain game types. You can mark people w/ til-death recon/oracle highlights, drop a care package, and a support juggernaut.
Support recommendations?
SATCOM, Ground Jammer, Oracle
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