| First lets ask ourselves, what is the primary goal | | | | any other action in the game (besides |
| in a TDM game? To kill as many people as you | | | | movement). |
| can while sustaining little to no deaths. Therefore, | | | | 3. Stopping power cancels out Juggernaut. Since |
| perks should compliment either killing (offense) or | | | | we'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 best | | | | equal amounts of hits to bring someone down |
| defense is a good offense." - A popular saying | | | | with Juggernaut. There have been plenty of times |
| which is true in many circumstances, including Call | | | | where I've killed someone using Juggernaut with |
| of Duty 5. Here's the logic: If you're pressuring | | | | 1-2 hits from the M1A1. "The best defense is a |
| your opponent by attacking, they cannot do | | | | good offense." Stronger bullets or stronger |
| anything but defend themselves. By defending | | | | armor? Since you're supposed to be on the |
| themselves, it is impossible to launch an offensive | | | | offense, 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 to | | | | on the board. |
| use, in other words, use perks that aid in killing. | | | | Perk 3 |
| Perks alone won't win you the game, you also | | | | Deep Impact - Makes most types of cover |
| need strategy. As long as you can put pressure | | | | non-existent. Use this perk on any |
| on your enemy, you can almost control and | | | | non-submachine gun. SMG rounds do not |
| predict their movements, which gives you a HUGE | | | | penetrate 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 1 | | | | more experienced, you'll have no problem "walling" |
| Bandolier- This is a must with any fully automatic | | | | or "ghosting" people (shooting through walls). Plus, |
| weapon. An exception to this rule is the M1A1 | | | | in Call of Duty 5, if you leave your crosshairs |
| carbine, simply because the gun has low recoil and | | | | over the enemy for a split second, their name will |
| a high magazine capacity which would make you | | | | appear in red over their head. Even if they move |
| want to squeeze off more rounds than you | | | | behind cover, you will still see their name through |
| should. Why the bandolier? Let's see, an additional | | | | the 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 the | | | | positions using a recon plane. If you see that |
| potential to kill 100 people. You can't come close | | | | someone is in a building, fire off a few rounds into |
| to that with any other perk. Nothing is worse than | | | | their 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 is | | | | Impact comes in handy way more than you'd |
| the main cause of death in Call of Duty? Guns and | | | | think! |
| bullets! | | | | Steady Aim - Makes hip firing more accurate. |
| Satchel Charges - These rule for tank killing. Aim | | | | Personally, I only use this perk with submachine |
| for the rear armor. I find the satchel charges to | | | | guns and submachine guns only get used in small |
| be much more effective and stronger than | | | | maps. Small maps means close vicinities, which is |
| rockets. The only downside is that you must be | | | | where 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 it | | | | gives running and gunning its name. Not having to |
| evens out. Satchel Charges can also be good for | | | | bring the weapon up to your shoulder and aim |
| clearing out rooms or what not, but use them | | | | shaves off at least 1/2 second, an eternity in FPS |
| sparingly since you'll probably get shot while trying | | | | games. 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! I | | | | probabilities of scoring the first hit. Scoring the |
| see no other reason to use Bouncing Betties with | | | | first hit means they either die or get hit and |
| any other class because you are supposed to be | | | | become slightly disoriented, which still gives you |
| on the move. A sniper usually camps, gets a few | | | | the upper hand. Pair this with a PPSh and you |
| kills, then moves - all by himself. Bouncing Betties | | | | have a mean combo. |
| are all a sniper can rely on for detection and | | | | Perk 3 Honorable Mentions |
| support. | | | | Second Chance - Suffers the same flaw as many |
| Perk 2 | | | | of the other perks which were not mentioned; |
| Stopping Power - I've though long and hard about | | | | the duration of the perk is too short. This perk is |
| this and I've come to the conclusion that Stopping | | | | only active when you're supposed to be dead. |
| Power should be the only Perk used in the Perk 2 | | | | Isn'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 especially | | | | seriously, 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 needed | | | | for Second Chance and will release a few extra |
| to kill a person depending on the gun. Those 1-2 | | | | shots after you've "died" just to make sure. Plus |
| rounds make a huge difference. Even with bolt | | | | it is extremely easy to tell if someone has |
| action rifles, I still use Stopping Power because it | | | | Second 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 down | | | | drop down to the ground with their pistol. |
| with a bolt action rifle, which is not good. You | | | | Iron Lungs - This perk was more important in Call |
| should be very concerned with achieving one hit | | | | of 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 a | | | | introduced sniper rifles with iron sights. Iron sights |
| person with stopping power, depending on the | | | | are far superior than scopes and have benefits |
| distance and impact point. They are usually one hit | | | | such as no need to steady rifle, which leads to |
| kills, but occasionally you'll have to hit twice. If you | | | | different advantages like faster follow up shots. |
| didn't have Stopping Power, you'll find yourself | | | | Although scoped rifles do more damage than their |
| needing two hits to kill more often than one hit to | | | | iron 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 active | | | | Power to kill a person in hard core mode. Why go |
| the entire game and is utilized in every round you | | | | through the trouble of using a scope and wasting |
| fire. Perks like "Gas Mask" are only activated | | | | a perk when iron sights will do just fine? Although |
| when there is Tabun gas in the vicinity. Sleight of | | | | iron sights are difficult to use, they are every bit |
| hand is only active when you reload. Camouflage | | | | as 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 in | | | | since the map is huge and picking out enemies |
| Perk 2. Simple mathematics and logic should tell | | | | can be difficult. But even still, with good eyes, iron |
| you that you are firing your weapon more than | | | | sights are manageable. |