Call of Duty 5 – World at War Multiplayer Strategy Part 2 – Weapons

by admin

I break the weapons into two general categories: short range, medium-and medium-long. Most of the maps for Call of Duty 5 has a tendency to be in one of the two categories as follows (in terms of combat are sufficient). For example, the right of asylum is a distribution map for the short, medium while Seelow is concentrated almost exclusively in the medium term.

Short Range Medium

As a rule, automatically gains on semiautomatic weapons. In small, close quarters maps, it is a lot of movement and running smoothly. Rifles have extraordinary mobility, an excellent rate of fire (ROF), a lot of damage, decent penetration, and decent range. Shotguns can be used, but only in very small, limited cards as Dome or asylum, but let’s face it, bolted outside the 10 meters in front of you, you are. However, an SMG even more benefits in the same scenario would with their larger volumes, higher ROF, ammunition, etc.

Thompson – substantial damage and above-average market penetration. the iron sites and the use of used Get-drum magazine for more capacity magazine (less recharge).

MP40 – higher minimum damage than all other machine guns (29 min damage). Low penetration of Thompson, but also with the rest of the SMGS. moderate decline, followed by plans can be difficult, can the iron sites are difficult for larger distances. My suggestion is to use the iron sites with the drum magazine.

Type 100 – the highest capacity magazine, Thompson (30 laps), but less penetration. Personally, I do not think the Type 100, but it is one viable option. The same suggestions for Thompson goes for the 100 type as well.

PPSh – Low damage, but stupidly firing rate. Certainly the use of a drum magazine, because you have more hits to kill a person. The additional ammunition will also be useful if the commitment of several targets or clearing rooms. I prefer this weapon in the small maps because I like the high rate of fire (ROF). This can give a positive reaction pshycological your opponent. Imagine that you are running, you will hear a PPSh off. Suddenly your screen and every time your screen read twitches. He is very restless and difficult, someone who you rent to such commitment. Balance target with this weapon is shining and it is clear room to help run fast and jump gun, shooting, etc.

Medium-and long-distance

I urge you to feel comfortable with a weapon of your choice, whether to block or not. You need long-term capacity and damage of a shotgun while playing in the big cards. I will not silence the guns, because their characteristics (damage, range, firing rate, etc.) are all similar between them, and should the players decide what weapon he be the best.

M1 Garand – the most damage in the category of rifle. Usually a stroke kills scores without scope (but with stopping power), but reloading in the middle of a clip lasts longer than usual. Add a field to use additional damage or indirect references to speed up plans. Disadvantages of this weapon are the decline (think back to COD4 M14) magazine capacity and loading time. The iron sites are exceptional in the second position of the iron sites on the bolt action rifles.

M1A1 Carbine – a shame that the SVT 40-43 rifle, but with a larger, 15-shot magazine. The decrease is minimal, at about the same level as the rifle-43 back (or G3 in COD4). I like this gun because of the low loss, which I quickly and get a few shots without allowing themselves wory about my follow-up plans. It is relatively easy to aim as you shoot with this weapon. In addition, the damage is large, with the braking force, about half of my kills are one shot kills and take the other half to two matches. The iron sites are very good and it is not difficult to get a clear picture of Long Range. The only complaint I have is the thickness of the back view, which obstructs your view when you. My suggestion would be to use drum magazine and were comfortable with the views of the iron. The more ammunition you have, the less you have to worry about reloading, engagement of multiple targets, killed while reloading, etc.

FG-42 – Of all the guns, which shines over the rest FG42 In the least damage of all weapons, the high rate of fire, accuracy, mobility and time to charge for them. to kill a sudden burst of 2-4 rounds at someone, as long as they met. The decline in the FG-42 is very manageable compared to other weapons such as the bar. You will hardly notice that your goal empire during the shooting. Mobility is not compared to the heavy machine gun or other obstacle, so that means you quickly sprint for long distances. A disadvantage is the magazine capacity of 20 rounds, but reloading takes much less time than it not like the 1919 Browning heavy machine guns. The iron sites on the FG-42 is exceptional and it gives you a clear view of your target audience. The handlebars are at a point and shoot more accurately the long-term goal makes. I do not know how rifle scopes, because they hold too much, so I decided for the iron sites.

Also in each different tastes and the only way is to know what weapon should the game! Find a weapon you are comfortable with and stick to it. I chose the list of weapons is the most common and preferred, but there is no reason to say that you do not have a weapon that was not included.