Weapons and Perks Guide (Free Edit)

Created by IncredibleBulk92
last edited by IncredibleBulk92 6 months, 1 week ago

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Introduction

I apologise for the state of this guide at the moment, it's got a lot of placeholder text in it and it can look like a wall of text from time to time.  Also expect a lot of spelling errors, gramatical erros and even some lies thrown in to keep you all on your toes.  It will improve with time, I promise, I want this thing looking better than my Call of Duty 4 Guide (Plug Plug) eventually but the holiday rush of games is upon me and I'm just about to start Fallout 3.  Doesn't mean that work will stop but it will definately slow.

I decided to publish this right now because it's kinda annoying me that I haven't done anything to this recently so maybe having people actually look at it will guilt me into finishing this off. Check back next week, maybe there'll be a few new summaries.  Also please comment, there are bound to be mistakes and things I've missed in each section so comment and I'll add them in my next update.


Take note

* when i say things like 2-3 shots to kill somebody I mean the normal rules deathmatch.  this means 100 health per person and im usually not including stopping power in my calculations or estimates here.

* check out my CoD4 guide if you've got that, it might inspire you to play it more, try new classes or maybe just be a better read than this unfinished piece of crap

A desperate plea

If anybody would be kind enough to find me some screenshots of the weapons in the weapon selection screen like the ones I've used in my cod4 guide I would be very thankful.  hell I'll put your name in here somewhere.  I don't know where yet but I'll figure it out.

Class Suggestions

This guide is aimed at telling people what each Perk and Weapon does it's not me telling you exactly what weapons you should be using.  At the same time, I do like to play around with my classes a lot and I found a few that I like a lot.  That is what this section is for.  Me writing down some of my favourite classes and maybe seeing what other people think.  If you've come up with anything cool yourself that you like to try then drop a comment down below.

Assault

Flanker
M1 Garand (Flash Hider)
Colt M1911
Bomb Squad
Camouflage
Extreme Conditioning

This class is really built to flank around enemy positions in War and Headquarters modes, It really gives you a lot of mobility around the map at the expense of some of the Perks geared toward more direct combat.

Close Combat

Street Fighter
PPSh-41 (Drum Magazine)
Walther P38
Satchel Charge x 2
Sleight of Hand
Steady Aim

This class is buiild for some of the more close quarters maps where your likely to run into enemies at close range and have to deal with them very quickly.  I've added the Satchel Charges mostly because I enjoy using them and also because while playing this way you can probably get close to tank easier than if you were using a Sniper Rifle for example.

Tables

I have the stats and I plan to make a table similar to the one I made for my CoD4 guide.  I just need to find the time and willpower to get around to it.

Weapons



Bolt Action Rifles

Bolt Action Rifles are basically sniper rifles and long range weapons.  They have very high stopping power, 1 shot to the head, 2 shots to the body or 1 shot to the body with stopping power equipped will kill instantly.  These rifles are extremely accurate, so accurate that all of these weapons can be equipped with sniper scopes.  The disadvantage to these weapons however are pretty big, they only hold 5 shots and after each shot the bolt on the rifle must be cycled meaning that it takes about a second before you can fire another shot.  Needless to say this makes these weapons unsuitable for close combat but aren't really big problems at longer ranges.  The Bolt Action Rifles actually have pretty decent penetration values but the low fire rate and ammo capacity mean that firing through a wall is rarely a good idea, waiting until your target reappears is far more likely to get you a kill.

Interestingly the Sniper Scope actually changes the amount of damage that bolt action rifles do pretty significantly, the increase is big enough that a shot to the torso will now kill in 1 hit without stopping power and with stopping power shots to the stomach will also kill in 1 shot.  Another interesting perk of the Bolt Action rifles is that recoil has no effect on them due to the recycle rate of the weapons, by the time you're ready to fire a second shot you will have completely recovered from the first shot, in effect this means that recoil does not affect the Bolt Action Rifles.

If you look at the table above you can quite clearly see that all of the bolt action rifles are identical in terms of damage, reload time and range.  The only difference between the rifles is the hip fire accuracy which, to be honest if you're looking at that stat then your probably not using these rifles in the right way.  So really your choice of bolt action rifle comes down to personal preferance.  The only exception to this is the PTRS-41 which has a lower rate of fire and longer reload but higher penetration and the Springfield which should only ever be used as a Sniper Rifle.

One of the best Perks to use with the Bolt Action Rifles is actually the humble Stopping Power, 1 hit kill with a shot to the chest is not to be laughed at and when you consider that you might only get an opportunity for a single shot on some targets having a much higher chance to kill is very useful.  Probably the most essential perk for the bolt-action rifles, assuming you're using the Sniper Scope, is the Iron Lung Perk, doubling the amount of time you have to aim at a target is very important.  The only other perk I would really consider with the Bolt Action Rifles is the Camouflage Perk because when you have to recycle the bolt after every shot it's best not to have everybody know where you are.

Springfield

As I noted above, on paper all of the Bolt Action Rifles seem identical but for the Springfield there is one critical difference, the iron sights are very inaccurate.  Shots tend to land slightly below where they are aimed so at any longer range you'll find yourself either hitting the ground below your target or hitting them much lower in the body.  I tested this out and the difference is big enough to lose you a couple of kills per game, the Springfield does have a slightly faster firing rate than the other Rifles but it's not really going to change many opinions of the Rifle.  Thankfully this does not affect the Sniper Sights of the Rifle so using that you won't suffer the huge accuracy penalty and makes it a pretty decent Sniper Rifle.

Arisaka

The Arisaka is a pretty good rifle, if you want an early game Bolt Action Rifle but you don't want to use the Sniper Scope then you can't really go wrong with this.  As I've said before all the Bolt Action Rifles are identical in terms of performance so there's not too much to judge the weapon on.  The one disadvantage to the Arisaka is that it's quite a bulky weapon and takes up a lot of space on your screen when compared to the other Bolt Action Rifles and every now and then you'll find you miss an enemy or a Bouncing Betty due to the huge handle to the right but if I'm honest I'm just nitpicking at this point.  It's incredibly rare you'll be affected by this and the Arisaka is still a great weapon.

Mosin-Nagant

(Unlocked at Level 21)

Kar98k

(Unlocked at Level 41)

PTRS-41

(Unlocked at Level 57)

world at wars answer to the barret .50 cal.  in real life it was an anti tank rifle

Rifles

These weapons are the assault Rifles of CoD:WaW, they are excelent as medium to long range combat and even function at longer distances quite comfortably.  The damage for them is pretty reasonable, typically dropping a target in 3 to 4 hits and their accuracy isn't too bad, the bolt action rifle however is better at both.  The slipside of this particular coin is that the Rifles aren't bolt actioned and they have a larger clip.  This obviously gives them a lot more power in closer fighting as you no longer rely on 1 excellent shot in close combat to kill somebody but instead can rush things a little more and maybe fire a few shots at a single target.

rewrite

SVT-40


Gewehr 43

(Unlocked at Level 7)

M1 Garand

(Unlocked at Level 17)

The M1 Garand is definetely one of the most powerful rifles in this class, it has the highest stopping power which can drop a target in 2 shots and the lowest recoil at the expense of only a slightly slower firing rate.  The sights on the weapon are also pretty good and the fact that an Apeture Sight is not one of the unlockable addons is of little consequence.

The most interesting feature of the M1 Garand is that it's the only gun in the game to actually reload faster when it's fired until it's empty.  Most guns when they reload need to be cocked which can take an extra half second or so, the Garand is unique in that after firing the last shot of the clip the bolt is actually locked open.  What this means to you, the player, is reload times are much faster if you empty the clip first so if there is only one or two rounds left in the clip, you can quickly fire these off and reload much faster than if you had simply reloaded.

The Garand is the only non-Bolt Action Rifle that can use a Sniper Scope and using the Garand in this manner is actually incredibly effective.  The semi-automatic nature of the Garand means that it can be used at medium range quite effectively without you having to hold your breathe between each shot.  It's not too hard to fire a couple of quick rounds into 2 or 3 guys which wouldn't be possible with the other sniper rifles.  The other big advantage is that the Garand isn't as bad in close combat as the other Sniper Rifles, combine it with the Steady Aim Perk and you'll be able to fire off hip shots a lot more rapidly.  The Sniper Scope won't really let you look down the sights of the weapon at close range so it's definetely not ideal.

STG-44

(Unlocked at Level 37)

Only auto rifle in the game

M1A1 Carbine

(Unlocked at Level 65)

day one sucker bonus
incredibly powerful, 2 shots to drop normal mode.

Sub Machine Guns

Sub Machine Guns or SMGs are great close range weapons, they combine a decent stopping power, fast firing rate and clip that's big enough for most firefights.  They are great for running into a room and shooting everybody inside.  The big downside to these guns are that they have relatively short ranges and some high recoil which means that they suck at killing anything that's a bit further out.

Every one of the SMGs has 3 attachments, a Silencer, an Apeture Sight and a larger magazine.  ADD MORE

all fully auto, low power, low range, fairly bad recoil.  excellent at close quarters, terrible at longer ranges.

ALSO KNOWN AS SMGs
  • Thompson
  • MP40
  • Type 100
  • PPSh-41

Thompson


MP40

(Unlocked at Level 10)

This is my current favorite SMG in World at War's multiplayer.  It seems a lot more powerful than the other SMGs

Type 100

(Unlocked at Level 25)

PPSh-41

(Unlocked at Level 41)

Shotguns

Anybody who has played a shooter before will probably recognise a shotgun when they pick one up.  They have low ammo capacities, extremely low range and long reload times but at close range they can rip a guy in half.  Until you use the shotgun you won't really realise just how low the range is, even at ranges where you could comfortably get a kill at close range with a SMG you might not get one with a Shotgun, it can take some getting used to but if definetely worth the effort.  No other weapon is more terrifying in close range than a shotgun, when you're holding down a flag or waiting for somebody to turn the corner there's no better weapon than the good ol' Shotgun.

Shotguns, as I've said above have seriously short range and very high stopping power.  This can affect the Perks greatly as Stopping Power is really just overkill, Steady Aim is pointless seeing as most encounters you'll be firing from the hip and Deep Impact is a joke.  Instead you need to configure your Perks to allow you to get to close range with the enemy quickly without them noticing you.  Best for this are the Camoflage and Extreme Conditioning Perks which can let you sprint to points where the enemy are likely to pass by and stay hidden until you decide to strike.  If you plan on capturing a lot of Control Points or defending Bomb Locations then Toss Back can really help in the long run, it's incredible how many people just launch grenades into rooms before they run in and even more incredible how few of them expect the grenade to return...

M1897 Trench Gun

4 shot, pump action

Double-Barreled Shotgun

(Unlocked at Level 29)

2 shot, semi auto (or whatever that's called with shotguns

Light Machine Guns

Machine Guns all work in roughly the same way, they all fire pretty quickly on automatic, all have pretty decent recoil and penetration ratings

There are two Different styles of Machines Gun (MG) in Call of Duty: World at War; the first is the Light Machine Gun (LMG) and the second is the Heavy Machine Gun (HMG).  Normally I wouldn't even bother adding this but the differences between the two are actually pretty significant.

The Light Machine Guns include the Type 99, the BAR, the DP-26 and the FG 42.   These all have pretty small clips when compared to the HMGs but also take less time to reload.

  • Big fucking guns that fire a lot of big bullets really quickly, heavy, dont hold down the trigger, bipods are awesome, tell them to look there

ALSO KNOWN AS MGs or possible LMGs or HMGs, you can tell by the clip size, easiest.
  • Type 99
  • BAR
  • DP-28
  • MG42
  • FG42
  • Browning M1919

ALL COME WITH BIPODS, READ THE BIPOD SECTION FOR A LITTLE MORE ON THAT

should I split them into 2 seperate weapon types?  maybe this way avoids confusion but maybe easier to write about if seperate.

Type 99

Firstly let me say, this gun may have the best name I've ever seen, the Type 99.  How great is that. Secondly the gun itself isn't too bad either, it's probably the fastest firing of the Light Mchine Guns and the damage and range are comperable to the other LMGs, the recoil isn't too bad and it also has pretty good sights.  The big disadvantage to the Type 99 is that it's freaking huge, if your looking down the iron sights about half the screen is completely obscured and you can miss a hell of a lot things when looking down the Iron Sights.  It's actually so bad that I refuse to use this gun and usually choose the DP-28 over it.

As for Perks your best bet is to use either Stopping Power or Sleight of Hand, Stopping Power combined with the Type-99's fast firing rate will let you get kills very quickly and Sleight of Hand can transform this gun into a really effective assault weapon.

BAR

The name says it all here; Browning Automatic Rifle.  It turns out this is an almost perfect description of the weapon, it performs in pretty much the same way as a rifle, it can kill in 3-4 shots, is very accurate and not too hard to control but it's fully automatic.  This makes it a very powerful weapon at most ranges, the power and accuracy mean it can hold its own at medium to long ranges and the automatic nature of the weapon can carry it through most close range firefights but it certainly has the slowest fire rate of the automatic weapons so don't rely on spraying it.  The BAR also has pretty bad recoil, probably one of the worst in the game so you really need to fire bursts of about 3 to 4 shots because otherwise you'll be way off target by the 5th shot.

The BAR takes 3 shots to kill an enemy at most ranges so Stopping Power might be one of the best Perks for the BAR as it'll reduce that number to 2 which can be very useful for such a high recoil weapon.  Another pretty good Perk is double tap, this will counter the incredibly slow firing rate of the weapon and should make it a little more versitle in close combat but you should beware of the extremely low ammo capacity of 20 rounds which you'll go through quite quickly with Double Tap.

DP-28

(Unlocked at Level 13)

seems like something ripped off the back of a WWI biplane, still pretty damn good.

FG42

(Unlocked at Level 45)

This could actually be my most favorite gun in this game, its incredibly accurate and has one of the fastest firing rates in the game and the recoil isn't too bad at all.  It's really fantastic cutting down people who are sprinting between buildings or killing stuborn snipers but due to the fast firing rate its really not a bad at any specific situation.  Unfortunately the FG42 has some pretty serious ammo problems, due to the insanely high firing rate and the 30 round clip you'll find yourself reloading  far more frequently then you'd like and the reload time itself is also pretty long.  The FG42's other big weakness is that it has very low stopping power at longer ranges, it sometimes feels like it takes a lot more bullets then it should to kill some enemies but equipping stopping power can really help a lot with this problem.

The FG42 actually has 2 attachments, the first is the Bipod but the second is a Telescopic Scope.  This is very interesting for the FG42 as it changes the gun into an incredible long range weapon, most snipers will still be drawing bead on you when you unleash an insane torrent of bullets in their direction and it also makes it a lot easier to aim at medium range. The choice between the Bipod and the Telescopic Sight isn't much of a choice at all, until you unlock the Telescopic Sight, use the Bipod.  That's it.

Probably the two best Perks to use with this weapon are the Stopping Power and Deep Impact perks, the FG42's stopping power is actually pretty low, especially at longer ranges so Stopping Power can really help you out here.  Deep Impact is another useful Perk for a LMG as their great anti-sniper weapons, guys hiding in windows with Sniper Rifles will really learn to fear a FG42 with Deep Impact, a quick burst to either side of a widow will at the very least make him think twice before poking his head out.  To balance out my other main concerns with the FG42, namely the long reload times I like to use Sleight of Hand and Bandolier, it's good to know that you can reload in a tight situation if you're forced to.

Heavy Machine Guns

more ammo, longer reload than lmgs, possible power, rof differences, check
may merge 2 MG sections but maybe this will help people struggeling with the challenges

MG42

(Unlocked at Level 33)

First gun thats belt fed, lots of ammo, fires quickly, regarded the best MG in the world, good reason

Browning M1919

(Unlocked at Level 61)

125 round belt fed

Sidearms

Pistols are a backup weapon, they should never be relied on for assaults or large firefights, almost every other weapon in the game is better suited to combat than a pistol.  At close range they'll take 3 shots to the chest to kill which isn't too bad to be fair and are probably better than bolt action rifles at close range, but don't even bother trying to use the pistols for penetrating walls.  Something of note is that none of the sidearms come with a silencer like they did in Call of Duty 4 so these are only to be used when you run out of ammo in a firefight and somebody is likely to come around the corner.

Something very strange about the pistols is that 4 of them are nearly identical, the M1911, Nambu, P38 and the TT-33 all have identical ranges, clip sizes and damage modifiers the only differences between them are reload times.  Personally I feel the M1911 is the best of the four as it has the fastest reload time and the ammo capacity is fine.

Colt M1911


Nambu

At the time of writing this pistol is a little screwed up.  As you aim down the iron sights your shots don't actually hit where the sights say they will.  Instead they all head slightly higher and to the right meaning that a vast majority of your shots will miss while your using it.  Its a shame because the pistol itself actually seems quite good, it has a very fast reload and the rest of the stats seem identical to the other pistols.  If they fix it consider using it, until then avoid like the plague.

Walther P38


Tokrev TT-33

(Unlocked at Level 21)

.357 Magnum

(Unlocked at Level 49)

The Magnum is World at War's equivelant to the Desert Eagle, it is incredibly powerful, 2 shots killing people at close range and it feels great to fire.  The disadvantages to this are that it can only hold 6 rounds and has a longer reload time than most weapons in the game including the sub machine guns, bolt action rifles and shotguns.  When you unlock it, seriously consider using it all of the time, it seems a lot more comfortable to use in a large firefight than the other pistols do which can turn a fatal reload in a frantic firefight into a kill.

Explosives

I've added this section to give a quick overview of the explosives and special grenades available in World at War.  It'll mostly be a summary of damage levels, range and generally how useful I feel they are.  If you want a bit of a guide on placing Bouncing Bettys or using the Bazooka then it might be placed in the Perks section.  Oh and also, I know their not all grenades, I'm just calling them that to save/cause confusion.

Frag Grenade


AT Grenade

find real name
shorter range, looks cooler

Moltov Cocktail

(Unlocked at Level 10)

In the core rules of World at War's multiplayer this weapon isn't too good.  For a start to actually throw the weapon your character must first light the rag which seems to take about a second and a half, this alone can get you killed, the blast radius is very small when compared to the other Primary Grenades and the fire that remains on the ground seems to be more of a visual effect than an actual thread to players.   Also unless you get a direct impact on an enemy then you won't kill them, it will knock them down to extremely low health but it won't kill them outright.  A direct impact however is a totally different story, a direct hit will take down somebody with Juggernaught equipped and so then it is very powerful but the huge risk you take trying to get a direct impact generally isn't worth it.  On Hardcore mode the Moltov is a lot more powerful, the splash damage will now kill an enemy in one hit as it should but the Moltov is still a lot less powerful than the other Primary Grenades.

Overall I wouldn't recommend players use the Moltov Cocktail if their looking for an actual weapon, instead throw it into the backs of people who are looking out of windows and laugh manically as they burn on the ground before you. [citation needed]

Signal Flare

I'm not convinced of the usefullness of this grenade.  Throwing them into a room makes it give off a very bright burn which lasts for several seconds and can obscuse peoples vision if their looking at it.  Here's where the problems start, if somebody isn't looking directly at it or have it land close to them then it won't really affect them.  If you run into the room and glace at it, it will still affect you, the obvious counter to this is to use the Shades Perk but to be honest if you're going to go down that road why not use the superior Gas Mask and Gas Greandes?  It'll cause a lot more disruption in a room and will cover a much larger area than a flare ever will.

Leave a comment if you think I'm missing something with these.  I just don't get them.

Tabun Gas

Find the real name

Smoke Grenade


Bazooka


Satchel Charge

takes half a second to blow, nice big bang. 2nd best explosive against people in the gaem, first being hand grenades.  biggesty kill radius.  can kill tanks very easily, 2 hits enough to destroy a tank, 1 under tank = kill. can be used as traps for tanks
may just write all this in perk1 sec 

Bouncing Betty


Attachments

This probably isn't complete yet, I'll add more promise

Silencer / Flash Hider

The only discernable difference between these two is that the Silencer is used on Sub Machine Guns while the Flash Hider is used on Rifles.  They both decrese the amount of noise that your shots make and stop you from showing up on an enemies radar at the cost of decreasing your range.  One of the best advantages that most people don't seem to notice is that these attachments also decrease the amount of recoil for the weapon this can be especially true of the SMGs which can be useless at firing accurately after a long burst.

Apeture Sight


Telescopic Sight

increases idle sway, good medium range scope

Sniper Scope

The Sniper Scope can only be used with the Bolt Action Rifles and with the M1 Garand.  The Scope radically changes the way that the weapon performs, far more than any of the other attachments might.  The damage model is completely changed but all it means to the player is that now a single shot to the chest up will kill and with Stopping Power a round to the Stomach will also kill.  For the Bolt Action Rifles the method of reloading is also changed, instead of the entire clip being loaded at the same time rounds are now loaded individually which can take longer to reload a whole clip.

The Sniper Rifles are not at all suited to closer combat.  The scopes have a very powerful zoom and so it can end up being very hard to find your target and then stay on target.  This isn't made any easier by the Rifles themselves, with a second between each shot you don't really have a very big margin for error so don't go running into rooms with them.

(Please Note:  Most of the stuff I'm talking about in this section is focused on the Bolt Action Rifles with the Sniper Scope.  The M1 Garand performs slightly differently and so you'll probably find more accurate information in that section.)

Bipod

The Bipod is only available for the Machine Guns and basically what it lets you do is set up the machine gun on a window, small wall or lie prone and use it like one of the mounted machine guns in the single player game.  What this means is that recoil is a lot lower and you can spray a whole clip and not be so windly off target that you have absolutely no chance of hitting anything.  The disadvantages to doing this are that your stuck wherever you deploy the gun, if somebody runs around the side of you, your screwed, if a grenade lands next to you you'll be stuck watching the grenade indicator until it goes boom.  Also if you ever need to reload, which can be very frequent with the LMGs you must first retract the Bipod and then reload which can take a very long time with some of the guns.

Situations where using the Bipod is an advantage are very rare, maybe if you find a nice corridor, use Bouncing Bettys to stop people flanking you then you'll manage to get a couple of kills before somebody catches on and throws a grenade at you.

A note on actually deploying the Bipod, it can be pretty tough at first before you start noticing what surfaces you can deploy on.  Most windows and low walls will work just fine but if you're standing next to it and the press X doesn't appear then try standing up or crouching, also the icon won't appear on Hardcore mode so just try holding X anyway.  You can deploy the bipod while you're prone but the ground does have to be almost perfecly flat.  Most important point:  Make sure the biopod is equipped, I couldn't get the bipod to work for like 5 games because I'd forgotten to equip it.

Grip

only on shotgun1?

Saw Off

makes decent shotgun worse? reduces poor range, maybe increases spread, maybe good for HC playlists
not sure i understand, 1 shot seems to kill anyway. test this

Bayonet

The Bayonet is a bit more of a give and take attachment then most people might realise.  The big advantage of using it is that your melee attack gets a much larger range meaning that is a straight knife fight the guy with the bayonet will almost always win.  The tradeoff however is that after a melee attack your character will take almost twice as long to recover so if you miss it's likely that an attacker will have enough time to knife you.  The best thing about the bayonet is that it gives you a much better chance of killing dogs, very important while using Bolt Action Rifles but against a large group of dogs it's not going to help too much but it will give you a much better chance of surviving.

Rifle Grenade

Link the GL from cod4, faster reload methinks

Perks


Perks 1

Moltov unlocks at 10

Special Grenades x 3

3 of secondary grenades no smoke

Satchel Charge x 2

Satchel Charges aren't really used much online which is a bit of a shame really, they are incredibly powerful against infantry, the only weapon with a bigger kill radius is the Frag Grenade.  That means these are great at throwing through windows or over walls into control points if you don't want to waste your grenades but best of all, these things are the single best anti-tank weapon in the entire game.  If you place a Satchel Charge in the middle of a road, wait until a tank rolls over an then detonate a single Charge will destroy a brand new tank.  This is a very easy way to get kills, lay a charge just at the front of a tank, wait for somebody to get in, boom! Instant kill.

M9A1 Bazooka x 2

same as rpg

Bomb Squad

(Unlocks at Level 16)

assume same as cod4

Bouncing Betty x 2

(Unlocks at Level 24)

assumed to be the same as Claymores

Bandolier

(Unlocks at Level 40)

assume same as cod4

Primary Grenades x 2

(Unlocks at Level 44)

2 of primary, includes frag, at grenade, more, possibly moltov

M2 Flamethrower

(Unlocks at Level 65)

Perk 2



Stopping Power

Stopping Power works exactly the same way it did in Call of Duty 4's multiplayer.  Each and every weapon should take 1 less shot to kill peope.

Fireworks

This works in the same way as Sonic Boom does in CoD4

Flak Jacket

The Flak Jacket reduces damage of explosives which can be ver useful on War mode where people are likely to just throw explosives at points that are being captured

Gas Mask

A nice little perk that stops the gas grenades affecting you.  Again best used on War mode where people are likely to throw things at captured objectives. Useful to combine with 3 x gas grenades to throw into rooms before entering.  Giving big advantages

Juggernaught

Not much to say about Juggernaught, you don't need to know the maths behind it but it will basically let you take another bullet before you get killed.  It might not sound like much but you'd be suprised how often this saves you life.  In normal firefights this can give you a real advantage against most other players but Stopping Power cancels out the effects of Juggernaught so remember that if some players seem to kill you a lot faster.

Camouflage

(Unlocks at Level 12)

works as UAV jammer in CoD4, stops spy plane the 3 kill reward from detecting you

Sleight of Hand

(Unlocks at Level 28)

Shades

(Unlocks at Level 32)

Shades are a very strange Perk to me, they don't seem to do their job very well.  There is a slight reduction in the lens flare where you run into a Flare but Flares don't really seem to do much in the first place, combine this with the fact that Flares are rarer than a team able to take down a tank and you have a pretty useless Perk.  If you really want to be affected less by the Special Grenades you might be better off using the Gas Mask Perk, people actually use those grenades so you might get a little more use out of them.

Double Tap

(Unlocks at Level 36)

Same as CoD4, increases rate of fire.  May effect bolt action weapons now.  Cannot confirm nor deny lol

Overkill

(Unlocks at Level 56)

Same as CoD4, allows you to use 2 weapons. disadvantage being you cant use any of the other per 1 perks.  after changing to a secondary weapon youll need to cock it which can be bad mid firefight

Perk 3



Deep Impact

Works in same way as CoD4, only effective for auto weapons really, maybe even only MGs.  not as good as cod4 due to lesss auto weapons and thicker surfaces, no thin metal sheets so much harder to get kills.

Extreme Conditioning

Extreme Comditioning has become a far more useful Perk in World at War then it ever was in Call of Duty 4, the maps are bigger and most of the other Perk 3's aren't as useful.  If you don't know what else to put on your class then use this.  It's much better for the single shot rifles than Deep Impact or Steady Aim would be.  For those of you who don't know, Extreme Conditioning doubles the distance you can sprint for, not the speed but the distance.  The best uses for this Perk are on the huge maps where getting to the next Capture Point would take a lot longer or in area where there are huge open areas in which you'd be extremely vunerable to snipers if you stopped sprinting.  It's also excellent for getting yourself into a good early game position where you can sneak up on people who won't expect you to be there so early in the game.

Steady Aim

Lowers spread of bullets whe firing from hip

Toss Back

Quite an interesting Perk this, if a frag grenade lands next to you and you manage to pick it up then it resets the fuse on it to 2.5 seconds.  I'm not completely sure how this is possible but it does have its uses.  On modes where you have to capture/defend certain points such as War or Search & Destroy players tend to simply lob grenades over walls in an attempt to thin out the number of enemies.  If you're the one lying down on that point you can expect to get one or 2 grenades landing right on top of you.  At this point throwing them back is likely far more effective than running away.  The usefulness of this Perk and the throwback feature in general is seriously diminished in Hardcore mode where you can't tell if you're standing over a grenade anymore and so your likely to be killed before you manage to find it or at least throw one of your own grenades first.  You should also beware that when you're throwing a grenade back you're left vunerable for a second or 2 so anybody who runs around the corner in that itme will find you unable to defend yourself.

Also something to take note of is that this Perk is nearly useless in Hardcore mode due to grenades being very hard to find.  In the 1 or 2 seconds you have before a grenade explodes you're much better off just running away.

Second Chance

(Unlocks at Level 9)

like last stand but with a twist.  downed players with 2nd chance will go down onto their backs and use their pistol, other players using 2nd chance can revive them.  Good for things like team deathmatch i suppose.  Also if they add an elimination mode it would be very effective, bring players back from the brink.

Martyrdom

(Unlocks at Level 20)

with th8is perk you shit out a grenade when you die, fucking great.  annoying as shit to whoever killed you and it can hold people up if their trying to capture an objective youv just died on

Fireproof

(Unlocks at Level 48)

I assume you dont catch fire from the flamethrower.  Strange perk.  Have to test it

Dead Silence

(Unlocks at Level 52)

same as cod4, walking, running make no noise, good for sneaking up on people

Iron Lungs

(Unlocks at Level 60)

Essential for snipers, double aim time

Reconnaissance

(Unlocks at Level 64)

Shows tanks and where artillery is coming in on the map, 2nd ability makes it more than worth it.  this should be your go-to perk if you dont want anything else
dogs
artillery
tanks

Vehicle Perk

Shame there's no perk to make the controls better isn't there

Water Cooler

This Perk reduces the cooldown time of the Machine Gun mounted on top of the Tank, it doesn't have any effect for the driver of the Tank.  Due to the very exposed nature of the gunner on top I won't really use this Perk because I wouldn't really use the gunner position.  If you actually use the gunner position however I'm sure that this is pretty useful to you but at the end of the day Ordnance training is unlocked at 12 and the driver position is a lot more powerful so go with that instead.

Greased Bearings

effective to both main gun and MG turrent, increases the rate of turn for turrets.  good for hitting moving targets or people running up behind you

Ordnance Training

(Unlocks at Level 12)

Increases reload times for main gun.  excellent cos reloading takes about 10 seconds.  Test this

Leadfoot

(Unlocks at Level 28)

Leadfoot is a bit of a strange Perk, at first I really didn't like it and to be honest I'm not sure I do now but I can see it's usefulness.  I suppose this Perk is mostly used for early game rushs in objective gametypes, out-manouvering enemy tanks and I suppose if you're just annoyed with how slow tanks are in general.  There's still not much of a reason to use this Perk, stick with Ordnance Training.  It's better in almost any situation.

Coaxial Machine Gun

(Unlocks at Level 40)

Not sure what this does.  Possibly adds a MG for the driver to use.  could be the best perk by far
adds an mg to the front of the tank, can only fire forward, very inacurate.  sprays a lot, not too bad really, better than leadfoot i suppose.

Stuff there should be a section on

i plan to add a section with general advice in the future, this is a short to do list that ill have to come back to.  if theres anything youd like me to add then leave a comment or something

reload cancelling maybe


xp gains

i doubt anyboyd gives a shit but whatever

Kill
50 points in Search and Destroy
10 points in Sabotage, Team Deathmatch, Capture the Flag
5 points in Free-For-All, Domination, War and Headquarters
Assist:
25 points in Search and Destroy
2-8 points in Sabotage, Team Deathmatch, Capture the Flag
1-4 points in Free-For-All, Domination, War and Headquarters
Complete objective:
15 points for flag capture in Domination or War
100 points for planting/defusing bomb in Search and Destroy
100 points for capturing flag in CTF
15 points for being the first to destroy the HQ
15 points for capturing HQ + 5 points for every 5 seconds it’s held
15 points for defusing Sabotage bomb

killing tanks


kill streaks

MOVE SOMEWHERE ELSE WHEN READY
  • 3 kills: Recon Plane- This functions identical to the UAV in Call of Duty 4
  • 5 kills: Mortar Strike- This is similar to an airstrike in Call of Duty 4
  • 7 kills: Attack Dogs- This reward summons a pack of attack dogs for your team that will seek out enemy players and attack them for a set time limit. These dogs can be killed with almost any weapon in the game, but they come in a pack and move fast. If the dogs are killed, they will respawn and continue attacking until the time limit runs out.

kill steaks and bonuses


sniping methods

ambush, follow

my thoughts

generally i really enjoy codwaws multiplayer but something have occured to me while writing this guide and i thought id jot them down here just to clear my mind and maybe to see what other people think, it's right down here at the bottom because i realise most people wont care to read this but please comment to tell me what you think of what i write here.

* Too many levels
Unlocking a new gun from time to time can take ages and it loses a lot of the fun if you have to go up a lot of levels to get a new gun.  55 was fine, I know youv added a couple more perks but maybe have it so that you unlock some perks and challenges at some levels, keep stuff coming.

* Rebalance unlock system
One of the things that balanced out cod4s multiplayer was the M16.  Everybody had the M16 rite at the very start, I'm sure 99% of players first fired their M16 in a multiplayer game.  The reason:  it was overpowered.  Giving everyboldy the most powerful and flexable gun in the game made it so that everybody could fall back to the M16 if they were havin a bad day.  The flipside of this is that every gun was different in cod4, you didnt always unlock a better gun, you unlocked a different gun.  maybe it had more stopping power but higher recoil like the R700, maybe it had a lot faster firing rate but much lower range like the Skorpion, maybe it had pretty drastic differences between the weapons like the shotguns did.  in codwaw you generally unlock a better gun as you level.  The best gun for each class is almost always the one you unlock last,  the m1a1, the ppsh-41, the fg42, the magnum.  Their all arguably the best in their class.

What this does is give a huge advantage to the people who have played more and had enough time to levelup and learn the map layouts.  New players who might not have played before might be fustrated by people clearly using superior weapons and not bother to try another match.  Instead of having a nice powerful weapon like the M16 to rely upon and trust their stuck with some pretty crappy starting weapons and some confusing may layouts.

*  the prestiege unlocks
ok I haven't prestieged yet but I might, I mnight do it twice just so that I have another 2 class slots to play around with.  reward those who prestiege with more than a different symbol next to their name, great idea.

*  remove dome
this could actually be the worst level I have ever encountered in an online game to date, bar none.  Whereever you are standing, somebody can and will shoot you from behind, from the side or anything, moving is futile due to the 4 camper points on the map that dominate the entire level.  The worst experience iv ever had in a game is an 18 player match on Dome combined with my next point, in short, remove this shit, it .is .broken.  Seriously I'd even go so far as to say that you should release a patch that somehow destroys the section of the disc that Dome is kept on

* fix the spawn system
The number of times I've spawned literally directly in the cross sights of somebody weapon is crazy.  Surely in this day and age it's possible to do a quick check to see if anybody is in the area before you spawn somebody in there or at least check their not spawning into a live grenade.  Or maybe make players invunerable for half a second, that could work fine without throwing the games balace to the dogs.  I'm not a designed but I do know whats wrong, this is wrong.

*  too similar to cod4
ok this sounds a bit of a dumb one considering that you guys are using the cod4 engine and name ect but really guys, its a bit annoying aty times.  you'ver got nearly identical special grenades, an anti armour sniper rifle and a lot of the perks are simply copy and pasted, you seem like youv got a lot of creative guys over there so im sure you couldv come up with something new.  the sniper level on the sp game is fantastic for the most part (except annoying bullet resistant enemies)  and shows how you've taken something that worked well in cod4 and made something different but just as good for waw.  Do this more and youll really improve the overall game

* tank free playlists
just an idea, tanks get very annoying sometimes, some levels are just dominated by teams of guys in tanks which gets old fast, add a nontank war playlist for a few days, im sure people will flock to it.

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