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FAQ/Strategy Guide

by wizardian20

BLACK OPS MULTIPLAYER GUIDE
by Jay Maier (Wizardian 20)



Table of Contents=

Version History
Copyright Information
Credit
Contact Information
Introduction
Combat Controls
Tactical Advantages
Campaign/Combat Training
Splitscreen
Class Creation
Cosmetics
Typical Classes
Killstreaks
Tips & Tricks


Version History-

Version 0.90 was published Sunday, September 18, 2011


Copyright Information-

This guide, as of this moment, has been written solely for posting and use on 
www.GameFAQs.com. It is not to be reproduced under any circumstances, and for 
any reason other than personal use. It may not be posted on any other website 
without my expressed permission beforehand. Permission can be acquired by 
contacting me via the below information. Use of this guide on any other website
or display of it on any publicly viewed items is strictly prohibited and a 
violation of copyright laws. 

All trademarks and copyrights held in this document are owned by their 
respective trademark and copyright holders. 

Copyright 2011 Jay Maier


Credit-

Me- I wrote the guide soley off of my memory of the game. In fact,
when writing the guide I did not have internet access or even access
to the game itself. It's pretty sad that I play this game so much
that I remember details this specific...


Contact Information-

My email is [email protected]
If anyone would like to e-mail me if they have any suggestions for
revisions of the guide or criticism in general, (constructive or not,
I love hearing people so immature they feel the need to impose on
my typically positive disposition towards the general public) that is
fine. I would like to say that I would be happy to let people use my
guide for any purpose, even for making a personal profite, assuming
they contact me first. I would not even ask for a percentage of the
profit. By this I mean you can benefit entirely off my labor, by just
simply asking.


Introduction-

Welcome to my Black Ops Multiplayer Guide. I hope it helps you raise
that presious Kill to Death ratio everyone is always talking about.
As I can't assume you all already have mastered the basics of this
game, I will cover them in the next section. What I WILL ASSUME,
however, is that you can look at the two other existing Multiplayer
Guides on Gamefaqs.com, and find out the basic statistics of guns
and such. I don't feel it necessary to rewrite what everyone else
already has. If you can't tell, this is the first guide/FAQ I have
ever written and I apologize in advance if it is Sub-Par.


Combat Controls-

A- Jump
B- Crouch/Go Prone/Dive
X- Use/Pick Up Weapons
Y- Switch Weapons
Up Directional Button- Use Equipment
Right Directional Button- Use Killstreak
Down Directional Button- Not Used
Left Directional Button- Not Used
Left Analog Stick- Move Character
Press In Left Analog Stick- Sprint
Right Analog Stick- Aim Crosshairs
Press In Right Analog Stick- Melee
Left Bumper- Tactical Grenade
Right Bumper- Lethal Grenade
Right Trigger- Fire Weapon
Left Trigger- Aim Down Sight
*Select- Scoreboard
*Start- Map/Grid/Contracts/Start Menu

*For the longest time I hadn't used these wonderful assets in Black
Ops. I figured the Scoreboard just showed you everyone's stats, and
the Start Menu just let you change your options and quit a match.
Actually, the Select button can tell you which teammates of yours,
and which opponents are still alive. It can also tell you how much
time is left in the match, among other things. The Start Menu also
shows the entire map, divided into several grids, and lettered and
numbered for easy communication with allies. This is extremely
useful with the glorious spy-plane, as you can camp momentarily
quickly find where a cluster of opponents are, and wreak havoc
on your unsuspecting adversaries. Plus, you can also check your
contracts in-progress, which is useful.


Tactical Advantages-

Call of Duty is a war game, and just like in real war, everyone uses
what they can to their advantage. I'm not saying you should go spend
$300 on a headset, or get an amazing new HD 90 inch TV, but
whatever fits your budget you should use. Headsets of any kind are
an amazing advantage, especially if they are surround-sound. The
same with TV's with which you can distinguish a black blob from an
enemy, from more then two feet away. Again, use what you can, but
don't go overboard. One final note is that a fast connection on
Black Ops is a glorious priviledge, but is not essential. It's quite 
expensive, and I've seen quite a few amazing players use the 'lag'
to their ADVANTAGE. Aha, just try to get used to it, and it'll
seem less and less apparent as you play the game more and more.


Campaign/Combat Training-

Honestly, playing against unintelligent AI enemies is just boring to
me. But I must admit, it definately helped me orient myself with
the new game mechanics in comparison to Modern Warfare 2. In summary
of this short section, I would say play the Campaign or Combat
Training for fun or if you can barely handle aiming down the sight
WHILE you shoot.


Splitscreen-

This, if at all possible, is a much superior way to practice online
play without ruining your up and coming world class KD ratio. Try to
get a friend to come over- they don't have to be any good at the
game- and just try out all the different guns. Have some fun, and
you'll probably end up finding a class or two that you are really 
good at. It's nice to play someone who can actually think.


Class Creation-

Class Creation is probably the most fundamental part of a FPS game.
People always like varied classes so one uniform or 'ultimate' 
class rarely suits many people. One recommendation I will make
is that before you try to buy every single thing, think about
your campaign, combat training, and splitscreen (pre-online)
endeavor. What types of guns worked best for you and fit your 
playing style? It's always fun to mix it up, but sometimes you
will just want to enjoy the taste of a little bloodshed, and you
can't really do that with a bad class.

One class that I recommend for a beginner is as follows:

Primary:MP5k/FAMAS (Silencer)
Secondary:Makarov (Extended Mag)
Equipment: Claymore
Lethal:Frag*
Tactical:Willy Pete*
Perk 1:Lightweight
Perk 2:Steady Aim
Perk 3:Marathon

*I realize that the frag can be quite difficult and frustrating,
and the willy-pete seems inferior to almost all the other tactical
grenades, but this combination can be quite useful more often then 
not. The frag you can throw far, cook, and ricochet off things,
unlike the semtex. This means if cooked correctly, you can take out
quite a few enemies trying to capture an objective, before they
even have the chance to run away. The willy pete is basically a 
smoke grenade, and it can be used to cover an area or objective
also. But more importantly, a willy pete can cloud an enemy BETTER
then a flash or stun grenade. People typically randomly fire
when they are flashed or stunned which can kill you. For whatever
reason, the willy pete induces a lesser amount of chaos on the
enemy, and the enemy won't bother firing they will just try to run
out of the cloud, at which point you mow them down with your gun.

Additionally, I like to start with lightweight, steady aim, and
marathon because over it seems like that is a fast-paced class
that is great for scoping out maps for the first time. I would
eventually start using perks like Sleight of Hand, Scavenger, etc.
as you progress, as you will quickly learn sprinting is NOT the
ideal battle stance for winning any kind of firefight.

As you progress I would recommend a class like this:

Primary:FAMAS (Silencer)
Secondary:Python (Dual-Wield)
Equipment:Claymore
Lethal:Frag
Tactical:Willy Pete/Nova Gas
Perk 1:Scavenger
Perk 2:Steady Aim (For the Dual-Wield Pythons)
Perk 3:Ninja/Tactical Mask

Now, the question is why in the heck would you use the Tactical
Mask when you have so many better options? Well a good player
tends to utilize ALL his advantages, including things that
aren't as pivotal as the primary weapon. Personally, I am
always throwing a grenade of some sort, unless I see an enemy
that I should shoot at. More often then not, a grenade can
atleast create a diversion so a teammate can kill get a kill.
Think team, not yourself, with the exception of free-for-all.

Finally, if anyone is interested, here is the class I call
'ultimate':

Primary:L96A1 (Variable Zoom)
Secondary:Ballistic Knife
Equipment:C4
Lethal:Tomahawk
Tactical:Decoy
Perk 1:Hardline Pro
Perk 2:Scout Pro
Perk 3:Ninja Pro

I would not recommend this class to your average player. I
have player various FPS games for a while, and the only thing
that is fun for me anymore is using 1-hit-kill extreme
accuracy weapons. This is a very difficult class to use, and
would ruin your KD if not done properly.

Aside from my recommended classes, here are my recommendations
for weapon groups, and which specific weapons are dominant
in each group.

Primary:

Sub Machine Guns
Best: Ak74u
Second Best: MPL
Third Best: MP5k
Overall: For the players that only play the game to run 'n'
gun. The recoil and lack of range make it only worth it to
progress in this class up to the MP5k

Assault Rifles
Best: FAMAS
Second BEST: AUG
Third Best: Galil
Overall: Definately the most typical primary choice for a
good reason. They are very easy to use, but unfortunately
in my opinion don't require much skill. Also, everyone is
always talking about how cheap or overpowered guns like
the FAMAS and the Galil are. I agree. Does that mean you
shouldn't use them? No. I've had the most kills done to me
by the Galil in-game. I still say it is the third best
assault rifle because, in my opinion, it just doesn't suit
me. Perhaps the rate of fire is too slow, and the recoil is
too high. Maybe I don't like to use what everyone else does,
who knows. I would recommend Assault Rifles to all but the
veterans looking for a challenge.

Light Machine Guns
Best: M60
Second Best: RPK
Third Best: Stoner
Overall: Light Machine guns are dominant in many ways. I
think the average player overlooks this weapon group because
it is a slow, tactical class. If utilized to the best of
their abilities though, this class is still quite
enjoyable. My recommendation is that you always walk around
the map, like a bad ass. Whenever you are going around a 
corner of some time, always aim down the sight. As soon as
you see any movement, shoot at it with about 10-15 bullets.
If it was an enemy, you probably got the kill. If not, you
can still continue WITHOUT RELOADING. You must learn to
reload only whenever necessary for this class. It takes
some getting used to. Also, despite people saying the light
machine guns are more accurate when fired in a continuous
stream without moving, only half that is true. When you move
your accuracy goes way down, so again, take it slow and
deliberate. Also, burst tapping the trigger is the most
accurate you can be without shooting atleast 20 bullets
continuously, which you should rarely do anyway.

Shotguns
Best: SPAS12
Second Best: Olympia
Third Best: Stakeout
Overall: AVOID. This weapon group is both disappointing
and aggravating. Even the best shotgun, the SPAS12, now
has a god-awful range, and you can only get a kill with it,
before the enemy turns around and kills you, when you
are close enough to knife the enemy anyways. The Olympia
has a bit of range and power to it, but with only 2 bullets
to fire before reloading, you have to be somewhat close
and deadly accurate. The HS-10 is by far the worst,
and the Stakeout is close behind it.

Sniper Rifles
Best:L96A1
Second Best: PSG1
Third Best: WA2000
Overall: Not recommended for typical combat, but can be
exceptionally fun, especially when all else gets boring.
My preference is the L96A1 for this group because it
has extremely high damage and is almost always a
1-hit-kill. The PSG1 is also pretty good, but anything
lower then the heart takes two shots usually. If you do
use the Sniper Rifles, I beg you not to camp in a corner
with ghost, scout, and ninja. You can use those perks and
try to be stealthy, but try to atleast move strategically.

Secondary:

Pistols
Best: Python (Dual-Wield w/Steady Aim)
Second Best: Makarov
Third Best: CZ7k
Overall: As the recommended secondary group, the pistols
hold up well. If you have a fast trigger finger, which
you get better at over time, try to whip out your pistol
instead of reloading in a firefight you couldn't finish.

Launchers
Best: RPG
Second Best: China Lake
Third Best: Strela-3
Overall: Only with the right class would I recommend a
launcher. They slow you down quite a bit, so tactics are
necessary. Many people group them with Light Machine Guns
for one slow class, but I would not unless that is your
Anti-Air class, which would include a Strela-3. Otherwise,
always try to have one weapon slot per class that is
fast enough to get away when in danger. The RPG and China
Lake are okay for your typical mid-range bombing, but I'd
rather use a frag and have a pistol. They are also the only
free-fire launchers that are strong enough to one-hit-kill
and enemy from more then about three feet away.

Specials
Best: Ballistic Knife
Second Best: Crossbow
Overall: These amazing weapons are probably the absolute
most difficult to use in the entire game, but when you do,
it gives you an amazing feeling. The ballistic knife
combined with marathon, lightweight, steady aim, and a
submachine gun is amazing for capture the flag and unlocking
marathon pro.

Grenades & Equipment:

Lethal Grenades
Best:Frag
Second Best:Semtex
Third Best:Tomahawk
Overall: Explosions make these great, so don't use the
tomahawk unless it's just for fun. The frag is cookable, which
makes it the best.

Tactical Grenades
Best:Nova Gas
Second Best: Willy Pete
Third Best: Decoy
Overally: Quite useful, if you tend to forget about them, lob
them as soon as you spawn. Once you learn the game physics,
they become almost lethal.

Equipment
Best: Claymore
Second Best: C4
Third Best: Motion Sensor
Overall: Claymores are amazing, they can cover your back well.
Even if you don't get a kill, they warn you when an enemy is
coming. C4 is like two more grenades, except you choose when
they explode at the cost of range. Good for covering a typically
used pathway. Motion sensors are great for immediately, but most
people actually forget to look at the map when they are set up,
or don't use the information wisely. I've seen people set up a
motion sensor in the dumbest places assuming the can see an enemy
before the destroy it, but then when the enemy destroys it and
go to the last place the motion sensor says the person was, they
get murdered.

Perks:

1st
Best: Scavenger
Second Best: Ghost
Third Best: Flak-Jacket
Overall: Scavenger has always been one of my favorite perks, because
I hate having to pick up other people's guns. Flak-Jacket is amazing
and highly overpowered so spam that in your classes. You can
literally get hit by a bomb while running into a claymore and
somehow come out alive. Ghost is better though simply because you
can amass a great many kills from suprising people with spy-planes.

2nd
Best: Sleight of Hand
Second Best: Steady Aim
Third Best: Warlord
Overall: I would say for the second, or 'red' perk, you should go
with what fits your class. This perk is not entirely pivotal for the
classm unlike say ghost or ninja for a stealth class. But, it is
almost a necessity when using dual-wield weaopns to have steady aim.
I would say sleight of hand combined with dual-mags can make most
assault rifles the absolute best guns in the game. You can literally
shoot up to seventy bullets (two Galil mags) almost non-stop.
Warlord also gives you the ability to use two perks which is
extremely helpful for the poor souls that don't want to use an M16
ironsight or even worse, the M14.

3rd
Best: Ninja
Second Best: Hacker
Third Best: Second Chance
Overall: For my it seems like the only great perk of this group is
ninja for obvious reasons. Hacker is good for the occasional
avoidance of an enemy claymore, and second chance can get you
maybe one or two kill(s) every so often, but ninja is the best.


Cosmetics-

Overall- Unless you are rich and have nothing left to buy that you
want, avoid cosmetic purchases such as camos or having your
clan tag engraved on your gun. It will just distract you from the
game, and cause you to waste your money. And for goodness sakes,
you can still EASILY be spotted, even if you have all woodland
camo and are camping in a bush or near trees.


Typical Classes-

For each class I will assign a numerical value for how close
to the main combat zones you should be. 0 would be at 'Ground Zero'
or up close in the fight. 1 would be a sniper going around the
edges of the map.

Stealth/Ghost: For sneaking around the perimeter of the map. Always
use ghost and ninja. A silencer is necessary for a primary, but
not always a secondary. (0.90)

Rusher: For sprinting around, going for knife kills as much as
possible, and always engaging in close combat. A ballistic
knife is beneficial, always use a submachine gun primary, and
use only what you would on the move. This means use C4 instead of
claymores for this type of class. (0-0.10)

Sniper: Try to keep a low-profile for the majority of your game
time. Also, don't use the typical sniper camping spots, and
rotate around spots throughout the map after EVERY SINGLE kill.
There is one exception to that rule, if you see more then one
target, you may take them both/all out before moving. I like
to combine an RPG with this class. I scope out the area, and
when a target is moving too quick to snipe, I blow them up.
At close range I either go for a knife lunge, or take an
attempt at a quick/no scope. (1)

Mid-Range Sniper (Sniper with ACOG, M14, M16, etc.): Try to
always work your way around the map like a sniper, but
moving in and out of the main combat zones to pick off
enemies. The most underused part of this class is what I call
the error margin. For example when going around a corner,
obviously aim down the sight of your gun, but since you
don't have the constant rain of bullets to compensate for
an enemy coming out of a corner too fast and you not
being prepared for it, you must look slightly farther
away from the corner you are rounding. It is hard to
explain, but basically think about it like this: If an enemy
were to fully sprint through the door you are about to go
through, how far could he get before you react and start
shooting? Your reflexes determine how far away from the
corner you have to be. (0.66-0.75)

Assault: This is what I would call the typical class, the
one you will probably use most often. I would use this
as a sort of scouting class for most of your game time.
Once you learn the maps well, you can enforce your death
policy on anyone that passes through the choke points you
are guarding. The one main thing to remember for a class
that doesn't have specific perameters for map movement is
that you have to constantly watch out for spawning. If
you try to be a good teammate and follow the group, you
probably don't have to worry much as where ever the group
isn't, the enemies will spawn from. But if you go lone wolf,
and don't follow a path, you'll always have enemies spawning
right behind you. (0-1)

Bad Ass (Light Machine Gunners): I would follow the same
movement techniques as a Mid-Range Sniper would, except
stay a little closer to the main combat zones. This way
while all the rushers and assaults terrorize eachother you
can fire up a good chain killstreak. Personally, whenever
I play this class well, I usually get about 5-7 kills
from a group in the heat of the battle, and turn around for
1-2 more kills from the Mid-Range Snipers. Then, I either
get sniped, or forget to watch my back and start over again.
(0.33-0.66)

Anti-Air: This is a class that uses the Flak Jacket, Strela-3,
etc. The one thing you must remember before trying to take
out those pesky chopper gunners, is that the ground enemies
can kill you just as quick as the actual chopper gunners. Don't
just constantly respawn and immediately try to lock-on to the
chopper. Run to an area where you can crouch behind cover, but
still stand and have a clear shot at the chopper. While locking
on you usually don't have to worry about strenuos aiming, so you
can quickly look down lower on your screen then your crosshairs
to watch out for ground enemies. Remember to look with your
eyes, not your right analog stick.
(0.50-1)

Slugger/Shotgun Maniac: The shotgun is one of the most strategic
and least used weapons in the game. You have two options. Option
one is to use the silenced SPAS-12 and just play like a ghost.
The other option is to use any other shotgun and run around like
a maniac. Don't follow any movement structure, and make sure
to avoid open areas. (0.50-0.90 for Ghost, 0.10-0.45 for Maniac)


Killstreaks-

Killstreaks are an interesting part of Call of Duty, and were
definately not short-changed in Black Ops. They basically reward
you for doing well. There are many different types of killstreaks
to choose from, but you can only select and use three at any
given time. I will describe each killstreak and rate them 1-10.

Spy Plane: 3 Kills-6/10- This shows you exactly where the enemies
are on the mini-map and the start menu map for a period of time.
This is my favorite killstreak, as it costs only three kills,
and yet it reveals the enemy positions. Watch out for Ghost-
users though.

RC-XD: 3 Kills- 2/10- This lets you control an explosive remote
control car, and you can usually only get one kill with it.

Counter-Spy Plane: 4 Kills-5/10- This completely blocks out the
enemy mini-map and start menu map for a period of time.

SAM Turret- 4 Kills-4/10- This air-drops a place-able turret that
shoots down enemy aircraft.

Care Package- 5 Kills-(random)/10- This air-drops a package that
can give you ammo or a random killstreak. What is in the package
is random, which is why I cannot rate it 1/10.

Napalm Strike- 5 Kills-5/10 This opens a map on the screen, and you
call in a plane to drop fire over a part of the map.

Sentry Gun- 6 Kills-6/10- This air-drops a place-able turret that
shoots enemy ground units.

Mortar Team- 6 Kills-7/10- This opens a map on the screen, and you
choose three areas of the map to bomb. Extremely effective in maps
that are open.

Attack Helicopter- 7 Kills-7/10- This opens a map on the screen, and
you call in a helicopter to shoot ground enemies in a part of the map.

Valkyrie Rockets- 7 Kills-3/10- This allows the player to use two
remote-controlled rockets. They can usually get the player one to two
kills.

SR-71 Blackbird- 8 Kills-7/10- This shows exactly where the enemies
are on the mini-map and the start menu map for a long period of time.
This also cannot be shot down at all, even by a SAM turret. This is
my second favorite killstreak, as it is basically an upgraded but
harder to aquire version of the Spy Plane.

Rolling Thunder- 8 Kills-8/10- This opens a map on the screen, and you
call in a plane to drop boms over a part of the map. Similar to the
napalm strike, except with a much deadlier initial strike, at the cost
of no lingering effect.

*Chopper Gunner- 9 Kills-10/10- This allows the player to control the
heavy machine gun mounted on an attack helicopter. Probably the best
overall killstreak, but hard to aquire at nine kills.

*Attack Dogs- 11 Kills-10/10- This allows the player to call in a pack
of attack dogs that kill enemies. Can accumulate a lot of kills, but
is just too costly for me.

*Gunship- 11 Kills-10/10- This allows the player to completely control
an attack helicopter with the heavy machine gun and two additional
recharging missiles. The most destructive and deadly killstreak,
however unlike the chopper gunner it cannot be combined with attack
dogs, making it less popular and less effective.

*Once you get to the point where you can accumulate a 9-11 killstreak
fairly often, it is recommended to use the chopper gunner and the attack
dogs. Individually those killstreaks are inferior to the Gunship, but
when combined are much stronger. The only exception is when the player
is using the typical Spy Plane, SR-71 Blackbird, Gunship setup for games
like headquarters, as to reveal enemies, then again reveal enemies, and
then finally be able to defend the objective.


TIPS & TRICKS-

-When Camping, know all the entry points to your location. If there are
two doors to the east side of a room and one to the west, use your
claymore on the west side door, and sit in the corner watching the east.
After the claymore blows up, MOVE.

-Try to limit your sprinting to open areas with good view-lines. Never
sprint around corners.

-Always aim down the sights when you are going around a corner. If you
are persuing an enemy around a corner, think about the cover around that
corner, aim where it would be ahead of time, and strafe sideways.

-Start firing slow-starting guns like light machine guns before you
start a corner, especially when persuing an enemy.

-Don't dive in a fire-fight. Just go prone. Diving takes too long, even
when you are already sprinting. It gives your opponent time to adjust.

-Always find cover, and use as much of it as possible. Don't crouch behind
a block you can't see around, but also don't stand behind a low desk.

-If you get killed by a camper, and absolutely MUST kill him, don't go back
to where he/she was, or stand outside his/her location forever thinking
about how to get him/her. Chuck a tactical grenade of any kind into the
area, move to a new location, chuck a lethal grenade, and immediately set
a claymore outside the door. Pop in, then run back out before you get shot.
Chances are he/she will follow you out and blow up. Also, then you can
counter camp behind cover and kill anything the claymore couldn't.

-Don't take cover by a vehicle that is on fire.

-If the enemy has a mass-killing killstreak, (Chopper Gunner) take as long
as possible to respawn.

-When being persude by an enemy, find cover and wait for them to sprint
after you. A claymore is also always a nice touch.

-When persuing an enemy, always be extremely causious. They probably
already know you are following them, so don't worry about stealth,
worry about speed and safety along the way. Don't get tunnel vision and
chase them right past a whole group of enemies with their backs to you.

-When in a close-range firefight with an enemy, always strafe left and
right with the occasional crouching movement. If you just stand still,
move backwards, or try to turn around and run you will die. Also, wait
for them to reload as you are dodging, and then take your chance. It is
pretty hard to dodge and shoot when you are jumping and going prone and
such.

-After getting severly destroyed in any game mode, don't be upset or
get angry, as you will ruin your KD. Either wait the game out and watch
all your mistakes in the Theater, or quit if you think the opponent
is just a hell of a lot better.

-Always throw your tactical grenade before your lethal, so you can
slow/disorient/confuse your opponent and have a much higher chance of
blowing them up.

-When you are being persude by someone and you know you are going to die,
pull out your pistol or a decoy grenade, and fire away. Create as much 
noise as possible, and draw attention to the enemy. Chances are your
teammates will catch on or atleast see your death marker, and get an
avenger kill on your enemy. This lowers the enemy's chance of a
killstreak.

-Be fearless when going for an objective. What good does it do to you
to stand guard near the last bomb in demolition instead of risking
your life to go save it? One death is not going to ruin your KD, but it
might just save the game, and get you lots of experience.

-When your teammates have killstreaks like chopper gunners, try to stay
inside buildings, even in core. The enemies will focus on retreating
into the buildings, which makes it easy for you to murder them.

-Whenever you are almost certainly about to die, remember to use things
you normally wouldn't. By this I mean, cook that grenade until you kill
yourself. You should have enough time to run near them, and get an
afterlife kill.

-To learn things about a map, go into system link, and put the movement
and sprint speeds on max. This is a fun way to find out the all the
places to go in the map. Only then go online and scout a bit to find out
the player tendencies of the map.

-At long range, remember to burst fire, aim by strafing left and right
instead of aiming with the right analog stick, and give up on a target
easily. If you think you still have the advantage in a long-range
persute, which you almost never do, go for them.

-When sneaking up on an enemy, don't take all that time to think about
what is the best way to kill them. Just get it over with before they
run away and possibly lead you to your death.

-In open maps, randomly go prone frequently. This severly limits
the amount of snipers that can kill you, as most novice snipers
can't accomodate well to this tactic.

-Be patient. It may seem like players aren't coming anywhere near you,
but as soon as you start sprinting towards the main action, boom, an
enemy spawns and gets a backstabber kill.

-Try to hold the highest ground, but also try to hold the least typical
ground. It will probably mean more kills and less deaths in the long
run.

-When persuing an enemy, throw a bunch of grenades ahead of different
paths they could travel. They will naturally try to avoid those paths
then, and you can cut them off. It makes it much easier to kill them
then.

-When placing a claymore, especially in a doorway, don't just place it
at an angle so it can't be seen outside the door. Also place it facing
AWAY, yes, AWAY from the door, in an area they are going to travel.
With lightweight you can surpass a claymore facing toward a door easily.
Most of the time though, the enemy will stop once they are immediately
through the doorway to shoot at you, at which point the claymore kills
them. It's too funny to watch your claymore blow them up as they slowly
damage you.

-Never assume much from your allies, and never underestimate your enemies.
Your allies might have a total advantage on an enemy, but they could
screw up the oppurtunity and the enemy kills them and you. All because
you underestimated the enemy and overestimated your allies. Just don't
ever disregard an enemy. This also means shoot at an enemy, even if
an ally is already in a firefight. You might get a savior kill.

-The crossbow can be an exceptionally effective tool when combined
with lethal grenades. Shoot a crossbow bolt into a heavily guarded
enemy room, and then before reloading toss a grenade. Two simultaneous
explosions are much harder to deal with then one. Then switch to your
primary before reloading the crossbow and sweep the entrance to the room
before going in Rambo style.

-The Light Machine Gun combined with Hardened and extended mags can be one
of the most amazing combinations you'll ever encounter. You can just hold
down the trigger for quite some time through a wall, getting a bunch of
hitmarkers on enemies. While they frantically try to escape, you will
have damaged them enough that even a few shots from your trusty pistol
are enough to kill them. I have gotten a chopper gunner atleast twice
from doing this tactic to one or two enemy buildings.

-In Objective games, even if you can't see an enemy, shoot an explosive
such as the RPG near the enemy objective. You'll be suprised how many
multi-kills you can get. Everyone wants the XP of a capture, so they
are all standing fairly close.

-With a semi-automatic gun, you must learn to rapid-tap your trigger
in a close fire fight while NOT aiming down the sights, and only
aiming by strafing left and right. It is pretty hard to aim down
the sights and compensate for enemy movement with the right analog
stick while rapid-tapping the trigger in a close-range fight. This
is the same for any non-autmatic gun, like the M16.