Call of Duty 5 Multiplayer Strategy - Perks

First lets ask ourselves, what is the primary goalany other action in the game (besides
in a TDM game? To kill as many people as youmovement).
can while sustaining little to no deaths. Therefore,3. Stopping power cancels out Juggernaut. Since
perks should compliment either killing (offense) orwe're talking hard core mode, Juggernaut is
sustaining life (defense).useless and adds little health. It still takes almost
Now let's narrow it down a little more. "The bestequal amounts of hits to bring someone down
defense is a good offense." - A popular sayingwith Juggernaut. There have been plenty of times
which is true in many circumstances, including Callwhere I've killed someone using Juggernaut with
of Duty 5. Here's the logic: If you're pressuring1-2 hits from the M1A1. "The best defense is a
your opponent by attacking, they cannot dogood offense." Stronger bullets or stronger
anything but defend themselves. By defendingarmor? Since you're supposed to be on the
themselves, it is impossible to launch an offensiveoffense, stronger bullets of course. Stronger
campaign, therefore, they eventually lose. All in all,bullets = faster killing = more killing = more points
offensive perks are what you should be aiming toon the board.
use, in other words, use perks that aid in killing.Perk 3
Perks alone won't win you the game, you alsoDeep Impact - Makes most types of cover
need strategy. As long as you can put pressurenon-existent. Use this perk on any
on your enemy, you can almost control andnon-submachine gun. SMG rounds do not
predict their movements, which gives you a HUGEpenetrate as well as rifle rounds, so don't waste
advantage.this perk on SMGs. Instead, use Deep Impact with
Here are the preferred perks for each category:rifles and machine guns. Once you start to get
Perk 1more experienced, you'll have no problem "walling"
Bandolier- This is a must with any fully automaticor "ghosting" people (shooting through walls). Plus,
weapon. An exception to this rule is the M1A1in Call of Duty 5, if you leave your crosshairs
carbine, simply because the gun has low recoil andover the enemy for a split second, their name will
a high magazine capacity which would make youappear in red over their head. Even if they move
want to squeeze off more rounds than youbehind cover, you will still see their name through
should. Why the bandolier? Let's see, an additionalthe wall, which tells you exactly where to shoot.
100 or so rounds of ammo. In hard core mode,You can also make accurate predictions of enemy
1-2 rounds can kill a person so you'll have thepositions using a recon plane. If you see that
potential to kill 100 people. You can't come closesomeone is in a building, fire off a few rounds into
to that with any other perk. Nothing is worse thantheir suspected hiding place. Then, if you see the
running out of ammo on your 6th kill only to be"x" hit mark, keep firing until they die. Deep
killed because you ran out of ammo. Also, what isImpact comes in handy way more than you'd
the main cause of death in Call of Duty? Guns andthink!
bullets!Steady Aim - Makes hip firing more accurate.
Satchel Charges - These rule for tank killing. AimPersonally, I only use this perk with submachine
for the rear armor. I find the satchel charges toguns and submachine guns only get used in small
be much more effective and stronger thanmaps. Small maps means close vicinities, which is
rockets. The only downside is that you must bewhere Steady Aim soars. You practically never
within throwing distance of the tank. However,have to aim at anybody within ~20ft. Steady Aim
firing a rocket gives away your position so itgives running and gunning its name. Not having to
evens out. Satchel Charges can also be good forbring the weapon up to your shoulder and aim
clearing out rooms or what not, but use themshaves off at least 1/2 second, an eternity in FPS
sparingly since you'll probably get shot while tryinggames. This gives you the upper hand into getting
to plant the charge.the first shot off, which greatly raises your
Bouncing Betty - ONLY if you're sniping. ONLY! Iprobabilities of scoring the first hit. Scoring the
see no other reason to use Bouncing Betties withfirst hit means they either die or get hit and
any other class because you are supposed to bebecome slightly disoriented, which still gives you
on the move. A sniper usually camps, gets a fewthe upper hand. Pair this with a PPSh and you
kills, then moves - all by himself. Bouncing Bettieshave a mean combo.
are all a sniper can rely on for detection andPerk 3 Honorable Mentions
support.Second Chance - Suffers the same flaw as many
Perk 2of the other perks which were not mentioned;
Stopping Power - I've though long and hard aboutthe duration of the perk is too short. This perk is
this and I've come to the conclusion that Stoppingonly active when you're supposed to be dead.
Power should be the only Perk used in the Perk 2Isn't the point of the game NOT to die and get
slot for a variety of reasons.as many kills as possible? In Call of Duty 5, they
also added the ability to revive teammates. But
1. Weapon damage is increased. This is especiallyseriously, how often to you see a downed
important when playing in hard core mode.teammate? Most experienced players do not fall
Stopping Power will shave off 1-2 rounds neededfor Second Chance and will release a few extra
to kill a person depending on the gun. Those 1-2shots after you've "died" just to make sure. Plus
rounds make a huge difference. Even with boltit is extremely easy to tell if someone has
action rifles, I still use Stopping Power because itSecond Chance equipped because they tend to
guarantees a one hit kill. Without Stopping Power,soak up more rounds than normal before they
it may take two shots to bring someone downdrop down to the ground with their pistol.
with a bolt action rifle, which is not good. YouIron Lungs - This perk was more important in Call
should be very concerned with achieving one hitof Duty 4, but I believe that it holds little value in
kills and stopping power makes it all the easier.World at War. This is because Call of Duty 5
Rifles like the M1A1 and M1 take 1-2 shots to kill aintroduced sniper rifles with iron sights. Iron sights
person with stopping power, depending on theare far superior than scopes and have benefits
distance and impact point. They are usually one hitsuch as no need to steady rifle, which leads to
kills, but occasionally you'll have to hit twice. If youdifferent advantages like faster follow up shots.
didn't have Stopping Power, you'll find yourselfAlthough scoped rifles do more damage than their
needing two hits to kill more often than one hit toiron sight counterparts, it still only takes one shot
kill.from an iron sight bolt action rifle with Stopping
2. Duration of the perk; Stopping Power is activePower to kill a person in hard core mode. Why go
the entire game and is utilized in every round youthrough the trouble of using a scope and wasting
fire. Perks like "Gas Mask" are only activateda perk when iron sights will do just fine? Although
when there is Tabun gas in the vicinity. Sleight ofiron sights are difficult to use, they are every bit
hand is only active when you reload. Camouflageas accurate as scopes. The only exception I
is only active when there's an enemy recon plane.would make to this rule is when playing on Seelow
So on and so forth with the rest of the perks insince the map is huge and picking out enemies
Perk 2. Simple mathematics and logic should tellcan be difficult. But even still, with good eyes, iron
you that you are firing your weapon more thansights are manageable.