December 11th, 2008
How to fight the Ring Ring of Death (...Doom?) Blues
Published on December 11th, 2008 @ 08:35:21 pm , using 313 words, 1812 views
Unfortunately people who have gotten RRoDs have suffered Post-Traumatic-Stress-Red-Ring-of-Death-Syndrome where they are bored and have nothing to do... here's a list of things you can do to prevent PTSRRoDS!
1. Go outside you douche!
2. Put milk and then chocolate syrup into your mouth, gurgle it, and then drink it.
3. Try to get on a fight with someone on the CoD Forums.
4. Say "Skorpian owns all" in a P90 vs. MP5 poll.
5. Muscle Stimulator on the gooch... ouch.
6. Laugh at Total Drama Island for being the worse show ever.
7. Think of various "iApps" (e.g., iHateYou, iGay, iAmADork, iBox360, iTendo, iayecaptain, etc...)
8. Play with Teck Deck Dudes.
9. Sing the German National Anthem.
10. Become deeply devoted in a CoD religion.
11. Run for president.
12. And win the election.
13. Introduce CoD to all countries in the world. Yeah that's right, Chad, Somalia, Niger, and South Africa need games too.
14. Protect Obama from assasination.
15. Ponder America's late introduction to WW1.
16. Figure out what the hell ^ means.
17. Write a dictionary of used Gamer words.
18. Debate over Tropicana and Minute Maid.
19. Have a bar fight.
20. Invent Mondegreens.
21. Join the SAS and kick Delta Force ass.
22. Stop, Global, Warming!
23. Plant a bunch of Apple Trees over America just like Johnny Appleseed.
24. Try to be link Chris Hansen.
25. Write jokes for Family Guy.
26. Reload weapons in real life just like how CoD does.
27. Eat a bullet. No really, eat a bullet.
28. Tell Richard Stands that "Which it Stands" suck.
29. Go back and be a Runescape noob.
30. Play those old FPS games... ah, Medal of Honor: Underground was THE BEST FPS for PS1.
31. Complain why console FPS are better than PC FPS.
32. Watch the Godfather again.
33. Avoid cliches more often.
34. Tell your girlfriend that she sucks.
35. Marry a tree.
36. Mug a poor guy.
37. Use the word "dot-nose" in more situations.
Add onto this list if you want
, anything you can say can be used.
December 8th, 2008
Betty Nation
Published on December 8th, 2008 @ 06:17:42 pm , using 468 words, 288 views
"Burn in hell Betty!"
-A guy from the CoD forums
Well, Betty Nation basically means a bunch of Bouncing Bettys together that are covering a specific part of the map. Kind of like a "nation". And thus, ever since my friend said the words "Betty Nation", I still laugh.
I will cover basics of countering, and deploying Bettys.
Now, lets get this straight, grammar tells us that we should "change y to i and add -es", well, if my grammar is correct, for names of person, places, or things, you do not need to change the y to i and add -es.
Deploying:
There are two possible ways of how to deploy them:
1. Random Betty
You basically put a BB (Bouncing Betty) on a small map or in a highly trafficked area and hope for a few kills and to piss people off.
2. Prepared Betty
You put a betty where people will walk up to and you are sniping or camping in a single intimate spot.
Either way, it kills a guy. A BB will usually kill a person, there is little chance of survival (unless you count Juggernaut). I prefer to use BBs if I am in my early stages of sniping, in which I do not have bandoleer on. BBs are useless in large maps such as Seelow or Downfall unless you are expecting many infantry battles in the ruins or in buildings (rarely open planes).
When you are camping, always put the two BBs covering majority of your flank. Try to channel people to go into one area, forming a natural chokepoint. That way, you are generally protected on your flanks. Do not put both of your BBs right next to each other, as both will be set off and you just wasted your 1st Perk Slot.
Countering:
As said above, a way to counter a BB is to use Juggernaut, another way is to put Bomb Squad on and immediately neutralize the BB when you get close to it. Or basically you just look on the floor to see a glowing wire thingy and shoot it. Well, either way, it's going to warn the person so I suggest taking out the BB with care, and immediately go out and search for the BB planter.
It is hard to fully counter BB unless you have Bomb Squad on, so, if you are really frustrated, you can have a dedicated class of killing BBs or so. I recommended making it a CQC-type class since most maps that are small will have BBs.
Try to generally spot majority of the BBs that people will put up:
-on staircases (stairways?)
-entrances to doors
-on high-trafficked camping spots
-hidden in bushes (grass) and debris (rocks, boulders, trees)
Now go kill those Bouncing Balls er, I mean, uh- Bouncing Bettys!
December 4th, 2008
Tips & Tricks: The Grand Garand
Published on December 4th, 2008 @ 07:42:29 pm , using 1294 words, 124 views
"The name "Garand" is pronounced variously as 'guh-rand' or 'gair-rend'. According to experts and people who knew Garand, the latter version is preferred. Descendants of his family prefer the latter pronunciation, arguing that the name would rhyme with errand."
-Wikipedia's explanation of the pronunciation of the Garand
The M1 Garand showed that semi-automatics would replace the standard bolt-action as it became more and more obsolete. But even with the Garand's accuracy, damage, and precious en-bloc system it was still a new invention of semi-automatics with some flaws.
Accuracy + Recoil:
It's accuracy rates pretty high on the CoD stats, as well as my book. It's iron sights suck on my choice, though, apparently America had to go in favor of the "three metal prongs" for a majority of their weapons (M1 Garand, M14, M16, M1A1 Carbine, M4 Carbine come on!)
It's accuracy is seen throughout all ranges, and you just need to put the three metal prongs of the iron sights on the target to get a bullet on your foe. Remember though, even with a semi-auto a close range, chances are you will be facing another semi-auto or SMG so don't think that just because you got a weapon with semi-auto you will be able to beat an opponent at close range. The sights are a little bulky and accuracy might go down due to the recoil, which makes it just quite a bit.
The recoil is the flaw of the weapon (as well as the reload) and is recommended to not fire a bullet directly after another bullet, but wait until the recoil is done because the first shot will give a recoil jump and firing another bullet will throw it off course. If anything, merely 3-4 bullets will down a foe (with SP on) in not, then about a whole clip (6-7 bullets) will down a foe. Even a mere 2 bullets will be needed if you fire in the general upper chest area. Control the recoil, and you can kill even a person with a Gewehr or SVT on the same plane as you. The recoil is generally forgotten in close range aiming as panicking is much often happening at close range (e.g., an SMG guy comes at you at close range, you aim for him). Just let loose the whole clip if the person is at close-range or very close-medium range (just outside close range, but still in the medium range sector). Spraying all 7 bullets is generally not recommended since the Garand has too low bullets but for a panic it is considered okay.
Damage:
Highest damage out of all of the rifles (might be on par with the Carbine), this weapon is truly a heavy hitter. As mentioned, just 3-4 bullets are needed for a kill with SP on. It's damage comes out of the recoil of course. It is generally recommended to have SP with you out on TDM (normal) because the weapons will needed more bullets if you do not. Not much to explain here, since damage is just damage.
RoF:
Somewhat slower RoF due to it "lagging" behind. Say for instance, you are able to fire all G43 shots with every single trigger pull, well, for the Garand, it requires about 8-10 trigger pulls due to a non-responsive AI or how ever the game makes the Garand. Sometimes when you pull the trigger so fast, it forgets one of your trigger pulls and you will need to pull another. This seems to happen prominently on the Garand and purposely put there to make is realistic.
Attachments:
Flash Hider
Bayonet
Rifle Grenade
Sniper Scope
Flash Hider:
Same as always, you reduce muzzle flash as well as you can't be seen when firing, in fact, on CoD:WaW, majority of the weapons are rifles so it may not be a bad idea to put a flash hider on certain rifles. It technically does not "reduce damage" directly, but rather indirectly. Here is my explanation of flash hiders/silencers:
A FH/S will prevent people at long ranges to medium ranges to hear your gun unless they listen to it VERY CLOSELY (people will rarely be able to listen in to you). This will also make you invisible to the mini-map when you fire your bullets. The damage of the weapon will decrease the further you are, thus, with the Garand for an example, these are the results (with stopping power on): 3-4 bullets for close range, 3-5 bullets for medium, 3-5 bullets for long range. The damage reduction IS INSIGNIFICANT and does not make the weapon much much weaker than without the FH/S.
With that being said, I'd like people to stop saying it weakens the weapon, as it does but not directly.
Bayonet:
The only semi-auto to have a bayonet... the Garand. Apparently we have to use the crappy weapon with such a good attachment. I wont go over the bayonet as much but if provides such long range melee. Recommended if anything if you are not using ANY attachments at all. Flash Hider or Bayonet should be your top choices. It has a delay time of the next melee you can do, as well as taking about 1 second longer to strike with it, but all is worth it with the bayonet's advantage; good at pissing people off too ![]()
Rifle Grenade:
Won't go over this as much, basically a "Noob Tube". Only that it fires a little further and at a little higher arc than usual. Higher damage than a noob tube and a little more splash damage, and possibly a little more accurate to aim with, not to mention a fast reload. With the RG, and the high damage of the Garand, when used right, you can get 2 free kills at least with the RG and then swoop in to get 2-3 kills and you got at least an Artillery Strike or possibly even dogs (this is an over exaggeration when these two weapons are used correctly). Not really recommended for me, though people like to use it from time to time.
Sniper Scope:
Read "Sniper 101 Part 1" for a little more in-depth guide. Basically trades off hip-firing accuracy and normal iron sights for a Sniper Scope to be fitted on the left side of the weapon (because the en-bloc clip inserter blocks the regular position of scopes, and that's why aperture is not available for this weapon). Takes quite a while to get to, and I highly recommend the bolt-actions because they give you XP if you haven't gotten it for them yet. Two shots per kill with SP on, and the recoil is still there.
Reload:
There are two possible reloads for this weapon. The first is simply inserting another clip inside the en-bloc clip inserter (a.k.a. bolt or operating bolt for those who are gun geeks). The other is pulling the operating rod (on the right had of the gun) to take out the unfinished clip and inserting a new one. Now, the latter is usually the most hated part of the Garand, but overall, it is not really that longer than a G43 or SVT reload if you think about it. The reload is just too time consuming, even though I would have to admit the G43's reload is a little bit slower, but not by much. How to fix this? With flash hider on, you can fire those last empty bullets without really exposing yourself. Be careful of nearby enemies though. If you really had to, then sure, reload mid-clip.
Overall:
Good accuracy and damage makes it a worthwhile gun to use. A recommended rifle if you can conquer the reload. Has up to 4th marksman so you'll be getting some exp off of it. High damage with SP is what I call an overkill.
December 4th, 2008
Dog Pwnage
Published on December 4th, 2008 @ 04:25:01 pm , using 46 words, 97 views
Couldn't manage to kill anyone in this match of Hardcore Team Deathmatch, so I took out my frustration on the dogs. Managed to take out 8 dogs before getting my first player kill. Went 8 dogs vs. 2 people. 24 points to 20 points. Enjoy my first video
December 3rd, 2008
My Dazzle Setup
Published on December 3rd, 2008 @ 10:28:04 pm , using 97 words, 213 views
Here ya go everyone, wanted to share how I hooked up my Dazzle. What I did to keep sound in both the dazzle and my TV was just unplug the yellow cable from the 360, hook that into dazzle. then I added another cable to my audio outputs on the TV and hooked them to the dazzle. I had to switch the 360 out of HD though, which is the only downside I've had so far. Here's 2 crappy pictures of how its setup. It seems to work well though. I'm only using Dazzle Basic to capture videos off the 360.


December 2nd, 2008
Tips & Tricks: Sniper 101 Part 2
Published on December 2nd, 2008 @ 11:09:13 pm , using 721 words, 69 views
"Keep in mind the wind and the variable humidity, you also need to take the Coriolis Effect into account..."
-Captain McMillan
Counter Sniping. It is a bold tactic and introduces many famous sniper duels of WW2. Shoot too soon... and your whole chances of killings your foe drop dramatically.
The Two Ways:
There are usually two ways different forces attack each other: unconditional interference (both sides bumping into one another expectantly) or planned ambush. For snipers, we seem to use a variety of tactics based off of these two. Wait-and See is a lot like planned ambush, a sniper generally overlooks a general area of land waiting for enemies to come into the Kill Zone. There are many more Sniper tactics but for now we will go over more general ones.
The Sniper Rules of Engagement:
1. Sniper A spots an enemy sniper in a camp position or finds an enemy sniper busy looking at a general area of land and the enemy sniper does not notice him, so he snipes the enemy sniper
2. Sniper A spots an enemy sniper firing at a friendly, sniper A takes the shot to snipe the enemy sniper
3. Sniper A is stuck in a sniper duel (he cannot move or he risks the chance of being sniped) so he waits in a prone position, knowing that the enemy sniper cannot snipe him under a low wall or certain cover. Sniper A waits and see for the enemy sniper movement via Recon Plane or if it is not available, Sniper A waits an see for an opportunity to strike when he does not here the enemy sniper shoot for a certain amount of time (this waiting out strategy is called "attrition", Sniper A waits as long as he can to pro-long and disable the enemy sniper from getting a kill, usually snipers give out on an enemy if they are hiding in for cover for about 1 minute, the sniper usually forgets the target and moves on).
*these are a few of them*
1 uses an "off guard" tactic, 2 uses a "revealing" tactic (quite similar No. 1), while 3 uses the "wait and see" tactic. They are all self explanatory.
Sniper duels will usually be No. 3 of the tactics. You both are locked down and 1 will usually be the person who will pin you down while the other is already pinned down. The sniper that is pinning the other sniper usually has the advantage as they can easily snipe them while already having scoped them. The pinned sniper on the other hand cannot risk being sniped and usually waits it out. Foolish snipers will usually risk getting killed by trying to do a counter sniper, this creates a bad move for the sniper OR the sniper will change his class and have better luck.
If you are both on an equal plane (flat land) and you see each other and you both scope and try to snipe, be weary of pulling the trigger too late as it will usually cost your life. Try to pull the trigger a little early when you immediately have him on the cross hairs, as I have died on numerous occasions in which I did not fire fast enough, costing my life.
The trigger finger will be your Achilles Heel, if too slow, you will loose a chance of killing him again unless you beat him in another duel.
Spotting Enemy Snipers:
Their Ghillie Suits will be visible on open planes such as Seelow or Downfall, so that disguise wont help them unless they go into a bunch of bushes. Try to zoom in on a patch of land where you know the enemy will appear, this will increase the chances of catching the snipers off guard to prevent deadly sniper duals.
Distance is what a sniper needs, a lot. Try to distance yourself but being able to scope in on enemy snipers. This way any nosy enemy will have to travel along ways to get you.
Try to be able to maximize casualties without being able to be fired back upon. Examples are proning, crouching in bushes, or crouching in the darkness. Remember to use crouch and prone a lot to not reveal your position.
When it comes down to it, a quick trigger finger and fast targeting are the true hallmark of superior marksmanship.
December 1st, 2008
Campaign Comparison
Published on December 1st, 2008 @ 08:26:15 pm , using 219 words, 237 views
Even though the two games had different publishers, they are very similar in their campaigns. Playing as multiple countries, a strong introduction level, a gripping conclusion and believable characters like Sgt. Roebuck from WaW and Captain Price in MW. For me, the highlight of Call of Duty 4 was sneaking around a mid 80's radioactive Russia in a ghillie suit with a sniper rifle. I was very pleased when I discovered the mission in WaW that was very similar. Overall, Both campaigns are spectacular (although short), but if I had to name one of them better than the other, I would have to go with Moder Warfare. I love WaW because it feels more gritty to me than MW, but then again, I love all of the modern technology in MW. But the reasoning behind my decision is that WaW had to follow certain rules when basing the campaign around WWII, we all knew how it ended before we picked up the controller. But MW is a made up story, so they were able to do what they wanted with the campaign. Like the suprise with the nuke going off. Both campaigns are tremendous, but not knowing how MW would end was exciting to me, and that is why it is slightly better.![]()
Have any disagreements? Then comment.
- McGAK
December 1st, 2008
Tips & Tricks: Sniper 101 Part 1
Published on December 1st, 2008 @ 06:34:31 pm , using 1445 words, 74 views
"For days I've been hunting him, for days luck has save his life. Do not shoot too soon, or your only chances of killing him will be gone."
-Sgt. Reznov
Ah yes, the fine art of sniping. The silent killer that will completely annoy you for quite a while. I will address you sniping for now, and counter sniping later. Accuracy and damage will matter little to none, as accuracy is increased with steadying your shots (holding RS to hold your breath) and Stopping Power is generally recommended for a 1-shot-1-kill as I prefer than other perks for snipers.
The snipers rifles you have are:
M1 Garand (semi-auto)
Springfield
Arisaka
Mosin-Nagant
Kar98k
PTRS (not a bolt-action, counts as a semi-auto)
Off course, you can add telescopic to a rifle but for now let's deal with the true art of sniping. All bolt-actions are your main snipers; the PTRS and Garand are a little different but work the same way.
All bolt-actions will kill in 1 shot if they hit the neck or head WITHOUT STOPPING POWER. WITH STOPPING POWER, a bolt-action will kill in 1 shot in the upper chest or head, otherwise the kill will need two shots for a kill.
Springfield: Reliable American bolt-action since WW1, nicknamed "the silent death" because the enemy would be shot without knowing what had hit them. This is your default early sniper, and some stick to it as some do not want to waste the time using the iron sights of the other bolt-actions (a bad practice if you may). The iron sights on this sniper is a metal pin prick facing upwards with no ring surrounding it, it is actually pretty good and straight forward:
__|__
Defiantly a good sniper in my opinion, and the most accurate if I am correct. If you test it out, the Springfield is silent over long distances, but can be heard at medium-to-close ranges. Even so, it is so quiet that people will shout "WTF?!" when they are killed. It is the first bolt-action you have and look, you get a free Sniper Scope!
Not much usage in Campaign as the Arisaka seems to take place of the bolt-action in the Marine Raider missions. Used during the US' in WW1 (joined 1917) as the main service rifle in 1903. Official Sniper Rifle for American forces in WW2 (replaced by M1 Garand).
Arisaka: Heavily used Japanese bolt-action with higher damage than the Springfield but a little less accurate. It's iron sights are poor to be honest, but they are still manageable (they are actually quite similar to the Lee-Enfield). This is more of a delicate and good-looks gun since it is not combat effective in my opinion. You must aim carefully as the iron sights are small and it uses a different type of iron sights (similar to a trident like the Lee-Enfield as mentioned). It somewhat seems to be silent like the Springfield as well.
|_|_|
I have not gotten the sniper scope for the weapon, but I highly recommend using the weapon for the XP and so that people get pissed off
because the other snipers seems to supersede this one. Very rare to come across a Scoped Arisaka because of it's bad usefulness. Not recommended for beginners and only for experienced no-scope snipers using irons sights instead of the scope.
Heavily used in the Marine Raider missions (prefer it over the Garand to be honest) and staple of the Imperial Army since 1898. Made in commonly as a last ditch effort to stop the American advance (thus poor quality).
Mosin-Nagant:
Heavily used bolt-action by Russian/Soviet and Eastern bloc nations. Highest damage out of all the bolt-actions and good accuracy (greater than Arisaka but less than Springfield). This rifle is your next bolt-action, and a recommended bolt-action if you want the scope for it. It's iron sights are better than the Arisaka but not the best out of the bolt-actions (this is a matter of preference). The iron sights are a ring around the main sights, and a small metal pin prick pointing upward for an idea of where the bullet will hit:
(_|_)
It is kind of small so long range sniping with this iron sight is not generally recommended. It is the 2nd most used sniper due to it being early and most people prefer it due to the damage but as said before damage is all the same. It's iron sights are easier as well. It is loud sounding so the enemy will be able to spot you by the mini-map and sound.
Mainly used during the Russian Campaign but the Kar98k is also used so the player will have the option of using their Mosin or switch for the Kar. Gets superseded by the Gewehr + SVT in the later Russian missions. Heavily used by nations of the East and produced in 1891 (Soviet Union), the gun was able to fire Kar bullets since the Russians needed to salvage as much as they can for the offensive. One of the most manufactured weapons and still used by some militias today due to its rugged design (majority of the armies stopped using it in 1998).
Kar98k:
Heavily used bolt-action by the Germans and still used today. Simple and easy iron sights, this is my preferred sniper besides the Springfield. I must say, the iron sights are so easy, that you don't need a Sniper Scope. They are similar to the MP5 of CoD4 so you know they are easy. They are somewhat similar to the Mosin but a larger ring around the metal pin prick (as said, it is basically the MP5's iron sight):
(_|_)
*the parenthesis represent the ring around the metal pin prick, and are enlarged in actual game play*
It is loud as well, but it has more accuracy and less damage than the Mosin but SP will make any bolt-action a 1-shot-1-kill. The iron sights are easy, so getting the scope will be fine. A fine piece of German Engineering indeed.
Appears during the Russian campaign for a few times, the Kar maybe a better weapon than the Mosin since cutting down Germans means getting ammo from them and the Mosin ammo must be grabbed by killing allies or from dead allies. Heavily (ugh, you heard that word enough right?) used by the Germans, it was the mainstay of troops. But as time advanced, the Germans were facing a tactically advanced army, the semi-auto Garand. Bolt-actions were getting outdated which lead to the downfall of the Germans (Hitler argued a German trooper need a Kar, but, Hitler only knew this from the WW1, and times were changing). The weapon is still use from 1935 to present.
PTRS:
An Anti-Tank rifle that was used by the Russians. Already given a scope, I use this only for fun sniping as I gain no XP; only from headshots. I prefer the bolt-actions as they carry much more ammo. Contrary the use of the sniper, it does not penetrate the tanks, in game and historically. The round was supposedly used to penetrate the weak points of the tanks and kill it from the inside, but failed. It has a lot of recoil (comparable the Barrett of CoD4), but sounds pretty soft compared to the Barrett of CoD4. SP somewhat is recommended, because even with the high damage, it stills needs a 2 shot for a kill.
Appears somewhat in the level of Vendetta and Heart of the Reich; appears rare. Outdated of penetration of tanks, it's an overkill sniper but still needs 2 shots without SP for some reason.
M1 Garand (Scoped):
Officially used by the Americans which gave them an advantage over the bolt-action German counterparts. As a sniper, it has the recoil of the Dragunov of CoD4 and it takes 2 shots for a kill even with SP. The Sniper Scope is the last attachment to get so this is a rare sniper. The mid-reload is crappy so I don't recommend this rifle all the way unless for the XP of headshots. Try the bolt-actions more since they reload faster. It has a recoil and not really recommended because of the mid-reload, the long 4th Marksman, and a 2 shot for a kill. It's recoil means that making that second shot might be a problem as the enemy will start to get an idea where you are after your first shot.
From my belief, the M1 Garand Scoped does not appear in the Campaign. It the only semi-auto sniper that I recommend, the only other semi-auto is the PTRS but it fires too slow. Even with the semi-auto capabilities, this sniper is left for the professionals.
That's the sniper rifles for now... more later!
December 1st, 2008
Glitch Police
Published on December 1st, 2008 @ 12:32:31 am , using 169 words, 71 views
I know I bitched about these glitches in Call of Duty W@W in the past, but since Treyarch has not taking any interest in patching these glitches I figured I would have some fun with the dumbasses that spend the entire game trying to get into these glitch points. Although it does appear the glitch on Downfall has been fixed, no official announcement or patch have been announced. The beauty behind the glitch on Castle is the location. Located against a wall, and visible from multiple direction, you sit in the prone position from halfway across the map and pick these guys off one by one. Another favorite is setting up bouncing bettys, the glitchers are in such a hurry to get in the glitch before someone shoots them, they miss the bouncing surprise that awaits them. The next time you see Castle come up in the map cycle, just smile, and pull out your grenades and get to work.
November 30th, 2008
Custom Class Setups Part 1, My Setup
Published on November 30th, 2008 @ 07:54:27 pm , using 537 words, 92 views
This is my first post, I would apprieciate any and all feedback whether or not it's in Comment form or PM or whatever.
Now on to the topic at hand, everyone has their own preference's I understand, but here is what I recommend. Bare with me here folks, this is going to be a long post. I'm going to go through every mode to show you the Perk's and weapons I recommend for each gametype. I also am going to split this into three parts to make it easier for people to read. It will take a while to get part two out so be patient!
To start off however, this is my current setup, which works quite well. Also keep in mind I have kit limitations due to the fact that as I post this, I'm only level 54.
B-A Rifle
Primary Weapon: Mosin-Nagant (Attachment: Rifle Grenade)
Side Arm: .357 Magnum (Honestly this is my preferred pistol for all Classes)
Primary Grenade: Sticky Grenade
Special Grenade: Tabun Gas
Perk 1: None
Perk 2: Stopping Power
Perk 3: Deep Impact
Vehical Perk: Coaxial Machine Gun (I use this for all classes)
I love going into a hardcore TDM or S & D and be able to graze someones foot and kill/down them. >=)
Rifle
Primary Weapon: STG-44 (Attachment: Flash Hider
Side Arm: .357 Magnum (Like I said earlier, I like this because it's fast and strong.)
Primary Grenade: Frag Grenade
Special Grenade: Signal Flare
Perk 1: Bandolier
Perk 2: Stopping Power
Perk 3: Toss Back
Vehical Perk: Coaxial Machine Gun (I use this for all classes)
This is more of my run and gun type of class, Flares blind them while I cook a frag, then I run in guns blazing. I shouldn't run out of ammo thanks to bandolier, and stopping power kills quick. Finally Toss Back will allow me to quickly dispose of any grenades thrown at me.
LMG
Primary Weapon: MG42 (Attachment: Bipod)
Side Arm: .357 Magnum
Primary Grenade: Frag Grenade
Special Grenade: Smoke
Perk 1: Bandolier
Perk 2: Juggernaunt
Perk 3: Steady Aim
Vehical Perk: Coaxial Machine Gun (I use this for all classes)
This is my LMG set up, I chose the MG42 over the others because I haven't unlocked the Browning yet... Anyways the Perks are self explanatory. But for those of you who wonder why I use Smoke, it's very easy to throw a smoke into a group of enemies, not only will they be confused, they won't know what the hell hit them.
Shotgun
Primary Weapon: Trench Gun (Attachment: Grip)(I am currently using this for challenges)
Side Arm: .357 Magnum
Primary Grenade: Sticky Grenade
Special Grenade: Tabun Gas
Perk 1: None
Perk 2: Sleight of Hand
Perk 3: Steady Aim
Vehical Perk: Coaxial Machine Gun
All self explanatory really, Sleight of Hand for fast reloads, Steady Aim for shooting without having to use the iron sights.
SMG
Primary Weapon: PPSh-41 (Attachment: Round Drum)
Side Arm: .357 Magnum
Primary Grenade: Sticky Grenade
Special Grenade: Tabun Gas
Perk 1: Bandolier
Perk 2: Stopping Power
Perk 3: Toss Back
Vehical Perk: Coaxial Machine Gun
This kit is my all time favorite, I friggin love this non-stop killing machine. This will be the kit I recommend to ANYONE who has it unlocked!
That wraps it up for Part 1, stay tuned for Part 2 and 3!
November 30th, 2008
Lowest K/D Ratio?
Published on November 30th, 2008 @ 05:25:05 pm , using 44 words, 58 views
We thought it would be a good idea to have the [MOO] guys see how many deaths they could have in one game. 117 deaths later we realized it was a stupid idea. Bye Bye K/D Ratio.
November 30th, 2008
Ray Guns in Campaign
Published on November 30th, 2008 @ 04:38:29 pm , using 183 words, 76 views
There is much coolness that COD W@W has brought us with the campaign, and much that is yet discovered. Did you know the real reasoning behind the US defeating Japan was Ray Guns? Well besides the mass suicides because Americans brought a larger manhood (Click to see that video) the real honest to god reason behind their defeat was ray guns. Aliens planted these ray guns on the shores of Japan, along with 2 Nuclear Bombs (which weren't discovered until later in the war).
In the campaign mode for Call of Duty: World at War, on the mission "Little Resistance" if you get balls deep in one of the creator holes and start to tea bag the water, you will awake the ancient spirits to allow you to arm yourself with a weapon from out of this world. Remember to use it carefully, studies have been conducted and it seems the reasoning behind dwarfism is long exposure to these Ray Guns. Not every dwarf child will grow up to be an Umpa Lumpa...keep that in mind.
November 30th, 2008
Elmer Fudd
Published on November 30th, 2008 @ 02:47:49 pm , using 28 words, 50 views
I guess since Elmer Fudd couldn't blow off Buggs Bunny's head he felt the need to blow my arm off. Raskly Rabbit.
November 30th, 2008
Weekly Full Game Video: TDM Hanger
Published on November 30th, 2008 @ 01:18:21 pm , using 186 words, 61 views
This week I wanted to focus on Hanger playing Team Deathmatch. This map has to be one of my least favorites. It's always a toss up between camping or just running around aimlessly shooting anything that moves. One thing I have noticed that COD W@W players lack from COD4, is Team Work. It seems it's more or less just a free for all to get on the top of the score board. Unless you have a good group of friends that you always play together, your chance of getting some decent players that want to work together to put a whooping on the other team's players is slim to none. You have to remember this is Team Deathmatch, so in all logic one team should be on offense, the other on defense. If you can get your team to camp one building and have guys set up outside the building watching the entry points I guarantee you will win the game. Anyway, below is a video with little to no team work...just me running around sprayin' and praying'
November 30th, 2008
11/29 Tank Races
Published on November 30th, 2008 @ 01:04:38 am , using 145 words, 178 views
Turns out more people have Saturday night lives then I thought...only 4 people turned out for our first Tank Race Night. Might have been some confusion with the time zones, being most players are under 18 and still haven't passed Geography class. Even without those underage players, we had good time racing these steel beasts around Seelow. As more and more players join us in our quest to take over the online world with MoOoOoooing tards, we expect a larger turnout to this ever growing race night. As always I compiled a couple of races from tonight into a nice video with some AC/DC background music. If you want to get in on tank race nice next week, reserve your slot ASAP by sending a friend request to myself or any other blogger on XBOX Live ASAP.

