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Weapon FAQ

by Master3203

Hi Everybody. This is a Tips Guide to the online multiplayer portion of Black
Ops 2 I hope everyone will be able to get some use out of it. One thing I will
say is have fun playing the game and don't get too jumpy about your K/D.

In this guide I will discuss tips to use in game and also some loadout
classes which might be of some use to you. I will also talk a little bit about
my opinion of each gun, and the equipment.

Contents: Search using the characters in the brackets with the brackets from
the contents section.

Version History: (VH)
Contact Info: (CI)
Copyright Notice: (CN)
Custom Loadout Tips: (CLT)
Create-a-Class Loadouts: (CACL)
What's different in BOPS2: (WDBO)
Weapons Analysis: Primary Weapons: (WAPW)
Assault Rifles: (AR)
Sub Machine Guns: (SMG)
Light Machine Guns: (LMG)
Sniper Rifles: (SR)
Shotguns: (SHOT)
Assault Shield: (AS)
Weapons Analysis: Secondary Weapons: (WASW)
Pistols: (PIST)
Launchers: (LAUN)
Specials: (SPEC)
Weapons Analysis: Equipment (WAE)
Lethal Equipment: (LE)
Tactical Equipment: (TE)
Equipment Strategies: (ES)
Weapons Analysis: Attachments: (WAA)
Attachment Strategies: (AS)
Weapons Analysis: Perks: (WAP)
Tier 1: (Blue)
Tier 2: (Red)
Tier 3: (Yellow)
Weapons Analysis: Scorestreaks: (WASS)
Q and A Section (QA)
Special Thanks:

Version History: (VH)

1.00:
Created My FAQ with weapon tips, equipment tips and good create-a-class
loadouts. In coporates explanations of the new Pick 10 and Scorestreak
systems.

Contact Info: (CI)

My gamefaqs name is Master3203, if anyone wants to contact me about additions
or false things about the guide then you can reach me at
[email protected] In the subject line, please put BOPS2 Multiplayer Tips
FAQ- Gamefaqs.com. Also, please add your gamefaqs.com username into the email
somewhere that is clearly visible so that I may credit you. Any contribution
emails with usernames not included will not be published. If you guys and
girls out there want any questions about the multiplayer part of the game
answering, then please email me with those too.

Copyright Notice: (CN): 
(Copyright 2011 James O'Brian, GameFAQs.com alias is Master3203)

This guide is owned by me and may not be redistributed without my 
authorisation. Any violation of this will be deemed as an act of plagiarism
Any sites wishing to feature this guide can contact me on my email address.
Also, any use of the work from this document without permission from me will
also be deemed as unlawful and severe action will be taken. You have been
warned. I will also, if I wish to, retract this FAQ (any version)
from any site without prior notice or make changes without prior notice.
The sites who can use this guide are:
http://www.gamefaqs.com
http://www.supercheats.com
I am not accepting any more site requests at this time so stay tuned for other
updates which don't have this sentence in the copyright notice.

Now onto Business

Custom Loadout Tips: (CLT)

Create-a-class Loadouts: (CACL)

1. Killzone
Primary: Scar-H
Attachments: Foregrip, Fast Mags and Select Fire
Secondary: Tac-45
Perk 1: Flak Jacket
Perk 2 Toughness
Perk 3: Dead Silence
Lethal: C4
Wildcard: Primary Gunfighter

2. Ninja
Primary: MSMC
Attachments: Laser Sight, Fast Mags and Suppressor
Perk 1: Blind Eye and Ghost
Perk 2: Cold-Blooded
Perk 3: Dead Silence
Wildcard: Perk 1 Greed
Wildcard: Primary Gunfighter

3. Fast Scope
Primary: MSMC or PDW
Attachments: Quickdraw, Target Finder and Laser Sight
Perk 1: Lightweight
Perk 2: Fast Hands
Perk 3: Extreme Conditioning
Tactical: Shock Charge x2
Wildcard: Primary Gunfighter

4. Sniper:
Primary: DSR-50
Attcahments: Ballistic CPU
Secondary: KAP-40
Perk 1: Blind Eye, Ghost
Perk 2: Cold-Blooded
Perk 3: Dead Silence
Lethal: Bouncing betty or Claymore
Tacical: Shock Charge x1
Wildcard: Perk 1 Greed

5. Shotgun
Primary: R870-MCS
Attachments: Laser Sight, Quickdraw and Fast Mags
Secondary: Five Seven
Attachments: Dual Wield
Perk 1: Lightweight
Perk 2: Toughness
Perk 3: Dexterity
Wildcard: Primary Gunfighter

6. Bad-ass
Primary: FAL-OSW
Attachments: Select Fire and Suppressor
Perk 1: Ghost and Flak Jacket
perk 2: Toughness and Cold-Blooded
Perk 3: Dead Silence
Wildcard: Perk 1 Greed
Wildcard:Perk 2 Greed

7. Fast killa
Primary: M27
Attachments: Reflex, Fast mags and Stock
Perk 1: Flak Jacket
Perk 2: Toughness
Perk 3: Engineer
tactical: Black Hat x2
Wildcard: Primary Gunfighter-

8. Kiss-my-ass
Primary: MK48
Attachments: Quickdraw, Reflex and Stock
Perk 1: Lightweight and Flak Jacket
Perk 2: Toughness
Perk 3: Tactical Mask 
Wildcard: Primary Gunfighter
Wildcrd: Perk 1  Greed

What's different in BOPS2: (WDBO)

Pick 10:
The new pick 10 system in Black Ops 2 is very cool. It allows you to spend
a point on any item in the create-a-class system. And you do not have to
have something each section like you have had to before. This means that you
could have 6 perks and a primary weapon, but no secondary or grenades. Or
you can have two different types of tactical grenades instead of a lethal
type. This allows classes to be fully tailored to an individuals playstyle,
such as a knifesman will want full speed for instance and max sprint. A sniper
will want perks and attachments that either compliment quickscoping or
hard scoping.

Wildcards are the point systems tat allow you to bend rules such as having
two tactical grenades or three attachments on your primary. But these use
up an extra point. So they can change the rules a bit, but cost you to do so.

Also, you will get an unlock point every time you level up so you can buy a
perk.attachment,weapon e.t.c. But in order to unlock everything, you must
prestige at least once.

Perks:
Perks no longer have a pro version and some old perks like steady aim are
now in fact gun attachments. In BOPS2, perks are all about changing the way
a character moves and acts around the map. Which is how perks were
originally intended to be like I think, but took a long time to get to this
stage.

ScoreStreaks:
This is the new reward system for BOPS2. This is similar to MW3's
pointstreak system in that players are rewarded for playing the objective
and shooting down planes. However, as it is score and not point, you will
advance towards your next Scorestreak by getting assists and soaking up
damage with the Assault Shield. Basically everything that gives you a
score, goes towards your scorestreak rewards.

CoDCasting:

For all those YouTube commentators for CoD, you are in for a treat. A
new podcasting feature called CoDCasting will be available for everyone to 
use. It is pretty much like a podcast commentary. And there are a
variety of vfeatures in this commentators feature such as listening to
player voice chatter, going into overhead vew where you can see all the
players positions, you can go into first person mode of any player and watch
the battle from their eyes, you can check who's on what killstreak or who's
on the objective quickly. Besides that, you can stream the commentary/gameplay
live.

Attachments:
Attachemnts as usual are about making your gun perform better whether it
be more accuracy via the red dot/reflex sight or if it is increasing hip
fire accuracy with a laser sight attachment and many others.

These are rather different than what we are used to playing with now. Some old
favourites have returned whilst a lot of attachments are now new such as the
target finder which will show enemies with a red outline, but limits the field
of view. Other ones are replacements for old perks. So for intsance, to now
get tighter hipfire you have to add the laser sight attachment rather than an
old-style steady aim perk and instead of SoH, you now have to add the fast mags
attachment on your gun if you want faster reload.

In the Gamescom live streams, David Vonderhaar said, the reason some
old-style perks are now attachments is because now when they want to tweak a
guns performance, they can now just tweak that guns stats. Before when if
needed to adjust steady aim for instance, because this was a perk, it meant
it would affect every gun, so now they can patch everything about a particular
gun that they need to, without it affecting other guns.

Prestiging:
Not only does BOPS2 come with the regular level prestiging aswe no it, but you
can now prestige your guns. There are two weapon prestige levels and with those
levels you get to redo all the weapon challengs, giving you more xp and also
unlock the ability to add emblems and clan tags to your guns.

Weapons Analysis: Primary Weapons: (WAPW)

Assault Rifles: (AR)

AR's are still the most versatile weapons in the game, but have been nerfed
in a way from previous CoD titles so that they are better at medium range
and only do average to good at any other range. So you can no longer
dominate every match just by pulling out your M16 or ACR-like weapons.

MTAR:
This is a variant of the TAR weapon we have seen in MW2. Has a decent damage
base and controllable recoil most of the time, though burst fire shots will
help. Doesn't really match up to the Type 25, but is thoroughly a good grounding
weapon.

Type-25:
Easy recoil to manage and is very goos at both short range and even long range
shooting. But any sight is good especially Reflex and Target Finder. Although
if you wish to save a pick 10 slot or go for a different attachment, the
ironsights are rather good. Definitely will be a good friend through the whole
prestige.

SWAT-556:
3 round burst assault rifle like the M16 in BOPS 1. 1-2 bursts maybe 3 at a
distance will down your target. Because it burst fires, it generally has more
accuracy than regular full-auto rifles and lower recoil. Though to get
anywhere in this SMG-dominated game, then you have to have a fast trigger
finger. Laser sight recommended for close quarters engagements and suppressor
will keep you off the mini-map radar. Select Fire on this weapon does strange
things at the moment like loweringits range by about 90% where you use Select
Fire to switch modes or not, having SF on this gun makes it glitch badly.

FAL-OSW
Like the FAL from MW2 and BOPS1. Semi-auto means lower recoil, but fires as
fast as you can spam the trigger. High damage output means it is a 2-3 shot
kill. Works well with the suppressor and/or the long barrel. Due to it being
semi-auto, it really needs a good pistol to support it. Awesome weapon when
you combine select fire and suppressor and laser sight on this.

M27:
Has less recoil than other assault rifles and from using it I can tell you
that it is very accurate, but lower damaging due to the less recoil. A good
competitor with Type 25 in this class. Recommend a sight and the laser
attachments to help support it.

Scar-H:
Pretty similar to the Scar in MW2. Has a medium-slow reload, high damage and
good ironsights. Have used this gun always with fast mags and foregrip and
sometimes also select fire and it really shines. Medium recoil which can be
controlled but at the same time requires mastering, but on the whole really
good. Definitely recommend fast mags to help with the relaod and a foregrip.

SMR:
Similar to the FAL-OSW, but less accuracy and fire rate, but highest damage
output in its class. Personally, I would stick with the FAL if you are a
semi-auto shooter, because you have already unlocked it and you have more
accuracy with the FAL and only slightly less damage. Add a good pistol for
support and suppress to stay off the radar.

M8A1:
This baby is also very good weapon to use. Ever heard of a 4-round burst weapon.
Well this is it. I havent unlocked this yet, but have had some fun killing bots
in offline mode with it. Good with target finder and laser sight, but also does
well with quickdraw, foregrip and select fire attachments. Better than the SWAT
in my opinion, but try it for yourself and see. Also good with Select Fire.

AN-94:
Firstly the An-94 has two firing modes built into the weapon. The first two
bullets you shoot after tapping fire button will fire at 900RPM. Any bullets
after that will fire at a slower 600 or so RPM. So the better way to use this
gun is to 2-burst fire the weapon by just tapping the fire button to get the
most out of the weapon. Also the first two shots on the AN94 have very little
recoil whilst any bullets you fire ina utomatic mode after that will gain alot
of recoil. so another good rason for two-bursting this weapon. If you are having
trouble timing two shotbursts from this gun, then attach Select Firem which
will switch the gun between automatic mode and two-round burst mode.

Sub-Machine Guns: (SMG)

SMG's are fats firing, great hipfire, low bullet penetration weapons. They do
extremely well in close quarters fights, but become steadily poorer at longer
ranges. 

MP7:
Not at all like the MP7 from MW3 except for the design of it and the ironsights.
Recoil seems a bit higher than MW3 and the shots to kill has gone from 3-4 to
about 4-6. Also doesn't do very well at longer range warfare, but still is a
decent starting weapon. Not much more to say. Recommend stock, laser sight and
maybe a suppressor.

PDW-57:
The better SMG to start your career off with. Has a high magazine size of 50
making it a better CQB weapon than the MP7. Decent RoF and low recoil make
this a formiddable weapon in the beginning. Great with laser sight and
definitely recommend Fast Mags as it has the slowest reload of all SMG's.

Vector K10:
Not really looked at this weapon much. Says it includes recoil mitigation, but
as I havent used it much i cannot give you an argument for or against the
recoil. I picked with a Reflex and fast mags and it seemed to do the job okay,
but suffered at medium-long range. Go careful with this gun, but overall stick
to the PDW. this weapon has lower damage.

MSMC:
Rumoured to be the best SMg and in an SMG-dominated game, logically the rumours
would say this is the best gun. Don't believe everything you hear is what I
say. However, the damage, RoF and accuracy are all good for an SMG. and is one
of the leading competitors for most used weapon and for the best weapon spots.
Sticking a laser sight, Fast mags and suppressor on this thing can only
improve it by alot. So think about whether you improve tihs gun or improve other
areas of yourself. But it is an awesome weapon for stealth classes.

Chicom CQB:
This is a 3-round burst SMG. Has very fast burst fire and almost no delay
between bursts. Very good infantry-mower and suppressor and laser sight ensure
it helps hip fire and keeps you off the radar. This is like a miniture M16 from
MW2 but ironsights are a little worse than the M16. Another strong competitor
for a high value weapon.

Scorpion EVO 3:
Highest rate of fire in the SMG class, and with it probably comes higher recoil
too and lower damage picked up a scorpion and it ran through ammo fast.
Definitely requires scavenger and extended clip. However if you can master this
gun, you will be a best in short range combat, but don't even try this weapon in
long range, because you will lose.

Light Machine Guns: (LMG)

In BOPS2 you can no longer shorten the reload speed of your LMG as they don't
have a fast mags attachment. Due to slow ADS and movement times I recommend
Quickdraw, Adjustable Stock and Lightweight for all LMG classes. LMG's are
slower firing, higher bullet pentration weapons with bad hipfire and huge
magazines. Good defensive weapon for tackling long range fights and
even quite a few medium range fights.

MK48:
First LNG in the class and is always unlocked when you get to lv4. 2 shot kill
at close range dropping down to 3 shot kill at quite a fair distance still.
Same ironsights as MW3 and pretty much the same slow fire rate. Slowest reload
speed in the class however of about 8 seconds. has a 100 round mag

QBB LSW:
A faster firing LNG with a 75-round mag. decent damag output and moderate.
After testing this weapon, i have found it becomes more accurate when you
crouch with this weapon. Becomes even more accurate when you go prone with
it.

LSAT:
arguably the most versatile LMg in the game. has faster fire rate than the
MK48, but slower than the QBB. second highest damage output in the class,
so it is kind of an easy middle weapon to learn. Will definitely win you
major fights, but will still lose against SMG's in close quarters.

HAMR:
a strange weapon in that the longer you hold the tigger the slower the fire
rate will become (to a preset RPM of course). This means it gets more
accurate the longer you hold down the trigger, but mean you wil be outclassed
more often by SMg's and AR's at medium range fights.

Sniper Rifles: (SR)

Sipers are your long range superiority weapons. Quickscoping can be done in
this game but is a little harder to time than in MW games. If you are going
for quickscoping, then attaching Laser Sight, Ballistic CPU aand Dexterity to
these classes will help you to so.

SVU-AS:
This is the BOPS2 Dragunov of CoD games. low recoil, semi-autoomatic sniper
with low, 2 hit kill damage. Only 1 shot kills to the head in any game
modes other than hardcore.  

DSR 50:
Bolt-action sniper that is a OHK to anywhere above the groin. Highly accurate
and is the most used sniper alongside the Ballista. Ballistic CPU will help
you to take targets out easier. This weapon does have high recoil, but due to
it being a bolt-action rifle, this won't affect you too much. 

Ballista:
The second bolt-action sniper. This one trades a little less damage for more
accuracy and slightly faster zoom in time over the DSR. Still a OHK from
above the chest. Apply Ballistic CPU and Dual band does well with this
weapon as well.

XPR-50:
This is the other semi-auto sniper. But has more recoil on the weapon than
the SVU does, and only a bit more damage. Probably the worst sniper in the
class and it's only value is in getting gold to get another sniper in
diamond camo.

Shotguns: (SHOT)

These babies are your close range buckshot weapons. rangiing from a 1-3
shot kil at close range and anything outside of CQB range will get you killed.
all the shotguns except the KSG fires an 8 pellet spread. Best atatchments for
shotguns include Laser Sight, Long Barrel, quickdraw and Fast Mags. Also,
ADS'ing with a shotgun in BOPS2 increases it's accuracy by about 90% whilst
attaching a Laser Sight increases it's accuracy in hipfire by about 73%.
However you won't recieve a double bonus for ADS'ing whilst attaching a Laser
Sight bas LS only increases hipfire accuracy.

R870-MCS:
This weapon, upon release of the game, used to have overpowered range and you
could sniper medium range enemies with one shot. Now the range has been
reduced and is just over-used, not overpowered. Frequent OHK potential in
close range make this a deadly beast weapon. This is a pump-action shotgun so
you will have to pump after each shot.

S12:
The semi-auto shotgun of the game does compete very well for the number one
shotgun spot. takes 1-3 shots to kill, but trigger can be spammed. Very fun
weapon to use when u start killing SMG players with this thing.

KSG
This is a unique shoitgun in that it fires a deadly chunk of metal known as a
slug instead of a pellet spread. this means the weapon has a longer OHK
range, but does have accuracy issues. This is because there is no spread, you
have to be dead aim when you use this gun.

M1216:
this is actually an automatic shotgun.after every four shots you pop off this
gun, you will have manually rechamber the next 4 rounds. However this is
rather quick. Don't think however this is a 4 round burst shotgun because it is
not. It is an automatic shotgun that has to reset itself afetr every 4 shots.
Lowest damaging shotgun in the game and has the lowest kill range.

Assault Shield: (AS)
Like the Riot shield in MW2 and MW3, but with  this you can stand it up on a
surface to provide some cover whilst can pull out a weapon and keep popping up
down picking off targets. Very fun to use in private shield-only matches. This
is commonly seen in co-operation with the Overkill perk. This will block
bullets even when it is on your back, but will only take so much explosive
damage before being destroyed.

Weapons Analysis: Secondary Weapons: (WASW)

Pistols: (WASW-PIST)

pistols have the fast swap speed of any weapons and allow you to move the
fastest when aiming down sights. Switching to your pistol is always faster
than reloading. Something imyself have to start doing as i am in the
habit of hitting eload ather than swap weapon buttons. Pistols do not get
headshot damage multipliers.

Five-Seven:
Fastest semi-automatic pistol in the game. It's 2HK potential is limited to 5M
range. has 20 rounds in the magazine without extended clip. Best attachments
for this I have seen are dual-wield and tactical knife. Low recoil weapon.

Tac-45:
Semi-auto like the Five Seven, but it's 2HK potential is ranged at 11M. has a
lower mag size than the five seven but this better ballances the weapon out.

B23R:
a 3-round burst pistol like the raffica from MW2. This weapon however seems
to have no burst delay, so essentially if u have a fast trigger finger, you
can essentially automatic fire this weapon. 15 round magazine without
extended clip and 21 with extended clip.

Executioner:
This is the unique pistol in that it shoots shotguns hells and also has a 8
pellet shotgun spread. However, the range on this thing will not kill in one
hit unless u press the gun to someone face pretty much. Best attachment for
this is dual wield. 

KAP-40:
Tha automatic pistol of th game. has rather high upwards ecoil. But can be
countered by aiming for the groin and letting the weapon pull upwards. 15
rounds in the mag and 20 with extended mags means it will burn through ammo
fast without scavenger.

Launchers: (LAUNCH)
launchers are your eplosive secondary weapons for either taking out infantry
and/or aerial scorestreaks. They ahve decent splash radius and usually
end in a OHK with the potential to take out multiple enemies.

SMAW: Just like the MW3 version only a bit more splash damage radius and
damage. Can lock onto aircraft but also free fire at enemies.

FJH-18AA:
Basically the stinger from MW2 and MW3. Carrys two missiles. kills two,
lower rank scorestreaks. Combine this with black hat PDA's and you could take
out any level of aerial scorestreak in one life. Air launcher only.

RPG:
Not like the RPG from previous titles. It has less uncontrollable accuracy
issues and also has arguable better ironsights. also does more damage than
the MW3 version did.

Specials: (SPEC)

Crossbow:
Better this time around. With the "manual" crossbow in BOPS1 you had to place
an explosive boilt everyytime you wanted to fire. Now with the "automatic"
crossbow, it contains three bolts that will each "cock" themselves after
firing.

Ballistic Knife:
Same as BOPS1, but 2 more knives spare to fire. can melee with it, whic
is faster than kinfing whilst holding a gun. But the melee is slower than if
you have the combat knife pulled out. With the Ballistic Knive, youc can also
point and press the fire button to spit out a OHK blade but timing and accuracy
is key to using this wisely.

Combat knife:
This isn't part of the specials section of weapons, but is more of a tiertary
weapon that you sort of always carry around with you. If you have two weapons,
you just press your melee button to use this knife normally. if you are only
carrying one weapon however, then you an swtich to this with your weapon swap
button and press fire or melee buttons to use it more quickly.

Weapons Analysis: Equipment: (WAE)

Lethal Equipment: (LE)
Frag Grenade: Basic timed cooking grenade with a 4-5 second fuse.
Semtex: Sticky version of the frag with a shorter fuse and slightly bigger
blast radius.
Combat Axe: Lethal throwing blade, can be picked up and re-used.
Bouncing Betty: Proximity mine that jumps up and explodes. Can be avoided by
going prone.
C4: Plastic explosive that can be stuck to surfaces. Detonated via remote
control or double-tapping reload button.
Claymore: Promximity mine that explodes when you walk in line of sight of
the red lasers.

Tactical Equipment: (TE)
Concussion: Slows enemy movement and jerks the screen wildly.
Smoke: Creates a smokescreen. Can be used to evade or attack.
EMP: Emits a magnetic pulse that disables all electrical devices and disables
radar and wepon optics taht are caught in the explosion.
Sensor: 6 second fuse, cannot be cooked, but detects nearby enemies when 
active. Shows enemies direction for 6 seconds on your minimap when detected.
Flashbang: Blinds enemies and impairs their hearing.
Shock Charge: Proximity detection. Electrocutes and stuns enemies.
Black Hat: Can hack and destroy electrical enemy devices and steal care
packages.
Tactical Insertion: Allows you to choose your spawn  location. Cannot be used
in FFA modes.

Equipment Strategies: (ES)

Weapons Analysis: Attachments: (WAA)

Reflex:
Basically the Red Dot Sight from previous COD titles. Allows a wide peripheral
view of your target and offers up a default red dort as the bullet m marker.
Comes with a list of challenegs to unlock other bullet marker icons however.
This is the most commonly used optic attachment and is useful for guns with
obstructive ironsights or for seeing longer range enemies. Has between a
1.35 and 1.5 zoom capability depending on weapon.

Suppressor:
keeps you from showing on the radar when you fire with it. Lowers the amounbt
of range your weapon has and this will ahve the secondary effect of reducing
your damage over ranges. Good with the MSMC. Also seems to reduce the recoil
of the weapon slightly.

Extended Clip:
Extends how many rounds you get in each magazine and therefoe also increases
the amount of spare ammunition that you can carry. Nothing special about
this attachment to report. Use this on fast firing, low mag weapons. Not
available if using fast mags on the same weapon.

Fast Mag:
this is the attachment version of Sleight of Hand from previous games. Cuts
reload speed by 35-50% epnding on which weapon it is used on. Not available
for LMG's and you can only use this OR extended mags. 

FMJ:
Extra bullet penetration damage. Extra damage against scorestreaks. Nothing
special about nit, but best used on low penetration weapons like SMG's.

Dual Wield:
Akimbo or Dual-Wield whichever you wanna call it. allows you to carry two
of the same gun, but at a cost of less hip-fire accuarcy and no ADS. 

Laser Sight:
This is the equivalent of Steady Aim from previous games. Allows tighter
hipfire spread. Useful to help snipers quickscope and very useful for
shotguns and SMG's. If used on a shotgun with pellet spread, then the
shotgun will be likely to deal more damage as more of the pelltes are
likely to hit the target. 

ACOG:
A scope with a 2x zoom on most weapons, but lowers the zoom in for a sniper.
Also comes with challenegs for different optics, but does trade less
peripheral vision for zoom capability.

Variable Zoom:
instead of having three zoom levels, this now only has two zoom levels. not
sure exactly what the zoom levels are, but surprisingly this is a great
attachment for LMG's and the crossbow.

Dual Band:
basically the quivalent of Thermal or Infra-red from previous games. Has a
more accurate feel to it however and shows the map clearer than it
previously ahs done. also has more peripheral vison than back in the old day.

Ballistic CPU:
Snipers-only attachment. Lowers the amount of sway that a sniper experiences
whemn ADS'ing.Unlocked at weapon level 2 and is, in my opinion, the most
usefull and overussed attachment for snipers in this game.

Iron Sights:
Ballista sniper-only attachment, replacing the scope with ironsights. This
turns the Ballista into a high powered, bolt-action assault rifle. unlocked
at the last weapon level.

Target Finder:
Trades peripheral vison for the ability to show targets with red diamonds
around them. Can be countered by using Cold-blooded perk. This has a slower
ADS time than the other sights. Doesn't offer any additioonal reticle
challeneges.

Hybrid Optic:
Like MW3 hybris sight, but some players argue that this is better. however, to
change which lens you use, you now press the melee button when ADS'ing.
this in itself makes it harder to use in my opinion, because you can no longer
switch to long or short view without ADS'ing first.

Fore Grip:
Supposedly reduces visual recoil on all weapons taht it is a vailable for.
However after testing and watching some youtube tests by Drift0r. I have found
that it only makes the Scar-H 10-15% more accurate and maybe a slight increase
for the SWAT and AN-94. Some weapons actually become less accurate. Most
weapons are unaffected in any way by this attachment. So save one of your slots.

Adjustable Stock:
Allows you to move your weapon faster when ADS'ing. Commonly used on LMG's
and also commonly used together with the quickdraw attachment. 

Quickdraw:
allows faster ADS time with all weapons it is available for. It cuts the ADS
speed by about 50%. commonly used on Shotguns and LMG's.

Millimetre Scanner:
The MMS allows you to see stationary enemies behind cover at a distance of
about 25M. It sweeps the area with a pulse wave that does no damage to anybody.
Says in the game stats that it reduces accuracy of the weapon that you use.

Grenade Launcher:
The good old noob tube returns and is more balanced than ever. Potential to
kill multiple enemies, but will kill one enemy most of the time. Bit more
powerful than MW3 noob tubes, but cannot be relenished by scavenger.

Select Fire:
A good attachment in some cases, but a bad one in others. It will take a great
deal of time to learn what weapons this attachment is best with. However,
Scar-H and M27 do really well with it. If a weapon is automatic, you can switch
it to burst modes. If the weapon is burst it can be switched to auto mode and
if the weapon is semi-auto it will also get bumped to autyo mode. The FAL-OSW
is also a really good gun to use this on.

Rapid Fire:
Increases your weapons RoF. But lowers the weapons effective range by about
75%. this was done to counter the AK74u +Rapid Fire + Grip scenario from
BOPS1. So now if you want faster RPM, you better be willing to stay in close
range battles.

EOTech:
This is basically The holographic sight from MW3 and has adjustable
reticles like other optic sights in this game. Provides a clearer view
of the target, but less peripheral vision. My favpourite reticle for this
attachment is the Hit Mark reticle.

Attachment Strategies: (AS)

Weapons Analysis: Perks: (WAP)

Tier 1: (Blue):

Flak Jacket:
This will help the user to become resistant to enemy explosive damage.
Probably around 50% more resistant. this will come in very handy for
resisting damage from the semtexs and grenades and RPG's e.t.c and due
to the number of explosive killstreaks in BOPS2, I think this maybe a
contender for the possible most overused perk.

Ghost:
Returning from BOPS but in a slightly different way. Only protects you from
UAV's and only when you are moving around. If you think that this is going
to be the campers choice of perk think again. Then again I suppose they can
just keep shuffling side to side but it makes it harder to camp.

Blind Eye:
Makes a return from MW3, but it has been changed slightly. Now this will
only protect you from computer-controlled killstreaks. (this probably
includes the sentry gun) Not all killstreaks. This means that treyarch are
splitting up the stealth perks into 3 different perks across all the
tiers now.

Lightweight:
Makes you run faster and also takes away all fall damage. This is going
to be a rushers perk and will probably get seen a lot in the game. Will
probably get seen in maps with high jumps and ledges too. Also a contender
for the tier 1 group of perks.

Hardline:
Instead of making rewards 1 kill/point less and 1 deathstreak less, this
will now tie in well with the new scorestreak system. Hardline will now
grant the user an addition 20% or so more points for every score-related
action. which is more than you think and will come in handy when going
for those high rank rewards especially when receiving UAV assists.

Tier 2: (Red)

Scavenger:
This is surprisingly now a tier 2 perk. Replensihes weapon and equipment, but
only if you don't kill the enemy by an explosion.

Hard-Wired:
This is a new perk in BOPS2 that used to be Assassin pro in MW3. This new
perk will allow people to be immune to Counter-UAV's and EMP's. Not as
useful as other perks in this tier as CUAV and EMP are used less often
than the rest. Still cannot use scorestreaks during an EMP.

Toughness:
Basically is the Focus proficiency in MW3. It will enable you to flinch
less when hit by bullets and also will probably leave you less shell
shocked after being hit by an explsoive radius. So a  good perk to have
on it's own or combined with Flak Jacket.

Cold-Blooded:
much different from MW2 in that now it will make you immune to the Target
Finder, MMS, sensor grenades and dual-band. player-controlled killstreaks
also cant see you as red targets. So again a good perk for a stealth class.

Fast Hands:
Allows you to swap weapons quicker. You will also be able to throw
grenades and use equipment faster. Will also be able to safely
(timer reset) toss back frag grenades thrown at you.

Tier 3: (Yellow)

Engineer:
Highlight enemy equipment as red markers. So kinda like Sitrep in MW2/MW3.
Also booby trapr or double tap care packages. Not very useful unless you ae
in equipment infested lobbies or are using care packages.

Extreme Conditioning:
Make a return in BOPS2. Allows you to sprint for a longer duration. This
is all you get though. Longer sprint. Just like regular Marathon in BOPS.
Good for rushers in small maps or good for getting a bit further distance
in bigger maps. Very good when used in combination with Lighweight for
both big and small maps.

Dead Silence:
Makes footsteps Silent. So this is your tier 3 choice of perk for stealth
players. Rushers may also use this instead of EC if they wish to rush
enemies silently with a knife for example.

Awareness:
Makes enemy movements 4x louder louder on the game, enabling you to hear when
enemies are coming. This would be a campers tier  3 choice of perk because
they could hear the enemy coming for them. Good when used in combination with
Dead Silence to supress your own footsteps and hear the enemy louder.

Dexterity:
Traverse obstacles 50% faster and also recover from knife lunges quicker.
Handy for when you want to make a quicker get away up a ladder or for those
of you who are using ballistic or combat knifes (combat knife is when you
dont have a secondary weapon except your hand knfe)

Tactical Mask:
Makes you resistant to tactical grenades including the new shock charges.
Useful if you get tactically suppressed a lot in the lobbies. 

Wildcards: (WILD)

Primary Gunfighter:
Allows three attachments on your main primary weapon. useful for guns like
LMG's with poor ironsights, slow relaod and bad hip-fire, you can add a
sight, fast mags and laser attachment to counter these weakeness.

Secondary Gunfighter: 
Allows two attachments on your secondary weapon.
Same advantages as above, or you can make your pistol really really cool.

Overkill:
Allows two primary weapons to be used. This is handy for CQB people who want
SMG's and Shotgun classes together or for sniper classes who need an 
auto-fire primary as backup.

Perk 1 Greed:
Allows two Tier 1 perks to be used. Useful for stealth classes as you could
have both Blind Eye and Ghost on your class then.

Perk 2 Greed:
Same as above but for tier 2 perks. useful for using Hard-wired and
Cold-blooded together so that you remain super stealthy, but can always see
the mini-map.

Perk 3 Greed:
Same as above but for tier 3: Useful for having Dead Silence and Awareness
so you can both remain quiet yourself and hear the enemy louder. Or useful
for having Extreme Conditioning and Dead Silence on so you can sprint
longer and be quiet whilst moving.

Tactician:
Allows you to have two DIFFERENT tactical grenade types, but removes your
lethal grenade type. Good for rushers who care more about stunning the
enemy then getting that swift knife kill from behind. So you could have
technically two sets of two grenades with this wildcard.

Danger Close:
Same as tactician wildcard only reversed so you have two lethal slots and
no tactical slot. Useful for those spammers who always happen to chuck
random lethal stuff and always seem to kill with it. Also good for snipers
who don't really need tactical grenades, but having a trip-activated
explosive and a frag/semtex would come in handy. You will only get 2 sets
differents ets of 1 lethal equipment however.

Weapons Analysis: Scorestreaks: (WASS)

Q and A section (QA):

1. What are the best weapons to use throught the game?
A. Depends on your playstyle really. But you shouldn't go wrong with:
Type 25
M27
MSMC
Scar-H
DSR-50
R870 MCS
Ballistic Knife
B23R
KAP-40

2. PDW vs MSMC
A.PDW has a higher mag size than the msmc, but has less damage per
shot and less accuracy, but more fire rate. Personally it depends on
preference, but you will probably have lots of attachments unlocked
for PDW by the time you unlock MSMC, so go with your gut instinct.

3. Chicom CQB or M8A1
A. Difficult Choice, I wud say go with both and try them out. The
Chicom will have more mobility and fire rate whilst the M8A1 will have
more accuracy and range and less recoil. both are around the same damage.
So try them both, or even use both for different situations.

4. R870-MCS or KSG
A. Again depends on preferenc, but KSG has the highest damage in the
game resulting in a OHKO everytime, but only fires a slug, so with the
KSG, you have to be more precise in where you shoot. Try them both out.
R870 does, however, have more OHK occasions.

5. SWAT-556 or M8A1
A. SWAT is a three round burst doing more damage per bullet. The M8A1 is
a 4-round burst, dealing less damage per bullet,but better ironsights and
maybe a better recoil pattern.

6. DSR-50 or Ballista
A. The DSR is very accurate OHK kill sniper from anywhere above the groin.
the Ballista trades a little damage for extra accuracy and slightly faster
ADS time, but only OHK from above the chest.

7. Combat knife or Ballistic Knife
A. Switching to ballistic Knife allows you to fire deadly blades at enemies,
but switching to combat knife allows you to melee faster. So depends on the
situation and how skillful you are. In private, blades only games, it
is fun to use both. 

8. This guy won't die and I shot like 30 bullets into him....
A> Sometimes it happens. Factors for this include you connectivity status
to the servers, Treyarch's connectivity issues, the opponent maybe cheating,
might just be a glitched character who left the game and hasn't dissapeared
of the map yet or it could just be the simplest one that your not hitting him.

9 (continued from 8). You dissing my shooting?
A. I was merely pointing out that the simplest solutions are usually right
under our noses and we cant see it.

10. What do you think about the (Specify Weapon)
A. Check the weapon descriptions for a brief opinion and also check questions
above this one for some common comparisons which also include opinions.

11 (Continued from 10). But I can't be bothered...
A. Then why are you looking at game guides if you can't be bothered reading
them. Go to a game forum, post a question, check the replies and then take
it or leave it.

12. Who are you to be saying what is good and what is not good hey? I think
your guide is lousy.
A. A few things there that I will comment on. For a start, dont read it then.
Next, I happen to be a 15th Prestige on Black Ops and have played CoD since
CoD 4 was released. So thats at least 5 years experience behind me.
Next if you are commenting on bad opinions or information, please
email me with your alterations or suggestions and I will look into them.

Special Thanks:
I would like to thank Activison and Treyarch for creating and
publishing such a good game. Particularly David Vonderhaa for designing such a
great game.

I would also like to inform you of some YouTube commentators who kept me
up-to-date with upcoming black ops 2 information and/or in-depth commentaries
and statistics. They also provide gameplay videos and weapon video guides.
I urge you to subscibe to these people if you have a YouTube account. They are:
Tmartn
Ali-A (Matroix is his YouTube channel)
Driftor
XBOXAhoy