Multiplayer - Weapons and Equipment - Call of Duty Black Ops 2
COD Black Ops 2 now allows you to choose the loadout you prefer through the “Create-A-Class” system. You'll be given 10 points to select the perks, weapons, attachments and equipment of your preference. This will enable you to remove, add or interchange various gears and perks to suit your style.
Primary weapons have two attachments be default while secondary weapons can only have one attachment. They can have an extra attachment each by including a Wildcard (refer to the Create-A-Class section) in your loadout. You can only carry one Lethal and Tactical equipment but there's an extra slot should you opt to choose.
You'll be using these most of the time. They're deadly, efficient and versatile. You can trust these in close to long-range engagements, even enhance their capabilities through different attachments. Assault rifles are also powerful enough to penetrate through single layers of concrete or solid cover.
Sub Machine Guns
SMGs are lightweight and accurate weapons best used for fast-paced, close engagements that require mobility. Their fast aim-down-sight allows their users to aim quickly to a target and fire more accurate shots. SMGs deal more damage that assault rifles but their limited range somehow limits their usefulness against more distant targets.
These weapons deal massive damage per shot at close rate, perfect for urban or CQB (close-quarter-battles) maps. However, this damage is practically mitigated as the target's distance increases as the shotgun pellets disperse at the wide area. Players who want to use shotguns as their primary weapons should make up with its limitation by having corresponding perks or a good secondary weapon.
LMG (Light Machine Guns)
These are heavy weapons sporting large magazines, heavy damage and very high penetration at a cost of mobility, accuracy and slower ADS (aim-down-sight). Heavy gunners can use LMGs to setup defensive/ambush positions or provide covering fire during an assault. Their lack in accuracy and range can be further enhanced with the help of attachments while a player's overall efficiency when using this as a primary weapon can be further increased with the right perks.
They're highly accurate, deadly even at long distances and can deal often fatal damage. Their only weakness is their slow fire-rate which is not a problem for some semi-automatic models. When used by a highly efficient player, sniper rifles can help lock down a certain path or area in the map. Snipers often carry a reliable SMG or pistol as their secondary weapon to defend themselves against close-quarter engagements.
There is only one “weapon” in this category and that is the Assault Shield. It's a bullet-resistant shield that can be deployed as cover. It is best used with team mates assisting behind or when you're caught in a firefight without any nearby cover.
These are trusty sidearms that you can immediately pull in times of emergencies. These are fast, lightweight and powerful enough to finish off enemies in case you run out of ammo in the middle of a firefight.
These are heavy, explosive weapons that can easily destroy targets, especially drones and vehicles. They have very limited ammo so their usefulness will depend on the map and game mode.
This weapon requires a lock-on to enemy vehicles or turrets. You can't fire it freely against human targets.
There are only two weapons in this category.
As the name suggests, this is a category of lethal thrown explosives or weapons.
These are standard explosives that deals damage to a certain radius.
It's a type of grenade that sticks to the surface where it was thrown.
This thrown weapon can instantly kill any target. The axe can be retrieved manually or automatically (with the Scavenger perk)
These are mine that triggers when its directional beams are crossed.
A plastic explosive that can be detonated remotely by pressing Square twice.
Proximity mine that launches in the air before detonating. Can be avoided by crouching or going prone.
These are non-lethal items that help you gain tactical advantage in the battlefield.
Disorients enemies and slows movement.
Produces a smokescreen upon impact
Detects enemy soldiers within the line of sight
Hack equipment and/or care packages; disable enemy vehicles
Proximity triggered mine that shocks and stuns enemies
Disables enemy electronic systems
Blinds enemies and impairs their hearing
Destroys enemy projectiles within 10 meters. Vehicle projectiles may penetrate.
Drop-zone beacon that allows you to place your next spawn point. Not availabe in Free-for-All games.
These are add-ons you can attach to your weapons to improve their performance. Primary weapons have two attachments be default while secondary weapons can only have one attachment. They can have an extra attachment each by including a Wildcard (refer to the Create-A-Class section) in your loadout. You can only carry one Lethal and Tactical equipment but there's an extra slot should you opt to choose. Some weapons such as launchers can't have any attachments at all.
Some attachments can't be used together, especially if they're in the same category (for example: scopes, sights and grips) When choosing an attachment, it is always a good idea to choose the ones that will cover your preferred weapon's weakness.
Precision red dot sight
1 Range, 3 Accuracy
Enhanced zoom sight
Range 1, Accuracy 3
Dual Band Scope
Nightvision scope with interlaced thermal overlay
Range 2, Accuracy 2
Increases hip fire accuracy
2 Mobility, 2 accuracy
Invisible from radar when firing, reduzed muzzle flash but with less range
-1 damage, -2 range
EO Tech Sight
Holographic sight. Provides a clearer view of the target than a reflex but with less peripheral vision.
2 Range, 2 Accuracy
While scoped, press R3 to adjust between 2 different zoom levels.
Mobility 1, Range 3, Accuracy 1
Reduced recoil when aiming down the sights
More ammo each clip
Moves faster while aiming
2 Mobility, 2 accuracy
Identifies enemies and notifies when an enemy is in the crosshair
1 range, 3 accuracy
1 damage, 3 range
FMJ (Full Metal Jacket)
Increased material penetration and damage against enemy scorestreaks
Ergonomic handle for faster aiming
Mobility 2, Accuracy 2
Switch to burst or automatic fire with left directional pad. Automatic fire will always have more recoil.
Range 2, Accuracy 2
Increased rate of fire
Damage 4, Accuracy -1
MMS (Millimeter Scanner)
Detects lingering signatures from stationary enemies through materials up to 25 meters.
Mobility 2, Accuracy -1
Dual Wield (pistols only)
Hip fire two weapons
Damage 4, Accuracy -2
Tactical Knife (pistols only)
Carry a tactical knife in your offhand for faster melee attacks.
Tri-Bolt (crossbow only)
Fire a bundle of 3 bolts at a time