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Season 2010

  • S2010E01 M4A1 - Modern Warfare 2 Multiplayer Weapon Guide [HAS ITS OWN ENTRY PLEASE DON'T RUIN THIS SERIES]

    • January 6, 2010

    The weapon guides all have their own entries. Look under the custom list.

  • S2010E02 PP-2000 - Modern Warfare 2 Multiplayer Weapon Guide

    • January 24, 2010

    Facebook: http://facebook.com/AhoyYT Twitter: http://twitter.com/xboxahoy Secondary weapons are often overlooked, but the PP2000 is actually pretty good - it rivals some of the SMGs for effectiveness. You'll find the PP2000 in the Machine Pistols category. It's a fully automatic weapon. It is a Russian designed weapon, presumably (by it's designation) designed in the year 2000, patented in 2001 and introduced into service in 2003. It was designed as a modern personal defence weapon and uses a special cartridge to defeat body armour. The so-called 7N31 cartridge is based on the conventional 9-by-19 millimetre Parabellum pistol round. It uses a more powerful charge and a steel core to ensure reliable armour penetration. The iron sights are an open type, with front post and rear notch. They are more than adequate for use in game within the effective range. With the machine pistols in Modern Warfare 2 you have the option of adding either the red dot or holographic sight to the weapon. The enhanced precision gained with the red dot means you can be effective at a longer range, although the damage drop off over such distances are quite severe. The holographic sights are very similar to the red dot - the only real difference is the appearance of the reticle - the choice comes down to your personal preference. The PP2000 is particularly deadly at close range - it has a good rate of fire with high damage. However, outside close range engagements the PP2000 is weak so you will need to hit your target multiple times to score a kill - and in a straight firefight against an assault rifle you will almost always lose at range. Much like the Skorpion from COD4, the PP2000 has practically no recoil so you can fire fully auto without missing your target. One major disadvantage is the small magazine size - you get a mere 20 rounds. You will need to reload after every engagement, and if you run into a larger number of enemies at once you wi

  • S2010E03 L86 LSW - Modern Warfare 2 Multiplayer Weapon Guide

    • February 20, 2010

    Facebook: http://facebook.com/AhoyYT Twitter: http://twitter.com/xboxahoy This time, we'll be taking a look at the first available Light Machine Gun, the L86 LSW. It is essentially a modified version of the L85, an assault rifle. The L86 has a longer and heavier barrel, a different handguard, and bipod attachement. The L86 is a light support weapon rather than an LMG, but in-game it shares some of the same traits as the rest in its category. As with all the LMGs, it is fully automatic. The L86 is a British weapon - the only such weapon in the game, in fact - and was introduced as part of the SA-80 programme in 1985. Like the assault rifle variant, the L86 fires the intermediate 5 point 5-6 by 45 mil NATO round. The iron sights are an open rear notch - front blade type. They normally would be used only as a backup, and in-game while they are OK, the other available optics are an improvement. The L86 boasts a high rate of fire, like most of the LMGs - and also has high damage per shot. In fact, it is capable of inflicting the most damage per second of all available primary weapons. However, this is only really useful if you can make those shots count - and the massive recoil makes the L86 tricky to use effectively. At close range, coupled with steady aim - it's nearly insurmountable as a 'spray n' pray' weapon. It might lack the mobility of an SMG, but close up it will destroy your opponents. Unsilenced with stopping power, even in core - 2 bullets is enough to kill - at all ranges. While it's easy to hit your target twice at close range, taking a shot at longer ranges is difficult. The first shot is always accurate - but the recoil means that the second one won't be unless you fire in short bursts. The key to using this weapon at range is to master the double tap - fire once, wait for your aim to fall back on target, and fire again. Score two hits and you've got a kill. You cannot employ usual run and gun tactics with an

  • S2010E04 SPAS-12 - Modern Warfare 2 Multiplayer Weapon Guide

    • February 27, 2010

    Facebook: http://facebook.com/AhoyYT Twitter: http://twitter.com/xboxahoy This time around we're looking at another secondary weapon, first in the shotgun category - the SPAS-12. The SPAS-12 is a pump-action shotgun, meaning that for every round fired you have to wait until the action is cycled until you can fire again. In real-life the SPAS-12 can operate in semi-automatic mode (much like the M-ten-fourteen), firing at a rate of about 4 shots per second. Presumably, for balance purposes, the rate of fire has been limited. The SPAS-12 is an Italian weapon, designed and first produced in 1979 by Franchi. It fires the common 12-gauge shotgun cartridge, although it is limited to shells of the standard length of two and three-quarter inches. Presumably in-game the shotguns fire buckshot, likely double-aught or similar. The iron sights are a rear aperture, front post type - but they really don't matter as the limited range and shot dispersion of the shotguns mean aiming is among the least of your concerns. The SPAS-12, then, is a devastating weapon up close - as with most of the shotguns - usually resulting in a one-shot kill if even only a few of the pellets make contact. The SPAS-12's range is very good when compared to the rest of the shotguns - it can kill in ranges greater than that of the post-patch 1887's. However, at longer ranges a one-hit-kill certainly is not guaranteed - and at middle distances your shots will not connect at all. It's imperative that you use the shotgun for only close-range encounters - trying to run around in the open will mean that pretty much anyone will be able to outclass your weapon's range. Stick to the inside of buildings, twisty corridors and tight spaces and you'll be able to settle arguments very quickly with the SPAS-12. There are a number of attachments available through completing the marksman challenges for the SPAS-12 - the first of which is the red dot sight. The sights are not particu

  • S2010E05 MP5K - Modern Warfare 2 Multiplayer Weapon Guide

    • March 12, 2010

    Facebook: http://facebook.com/AhoyYT Twitter: http://twitter.com/xboxahoy The MP5k is a fully automatic weapon, as with all the sub-machine guns. It's a shorter version of the more familiar MP5, as manufactured by German company Heckler and Koch. The MP5K is a shortened version of the MP5A2 variant - it was introduced in 1976. As with most of the MP5 family, it fires the familiar 9-by-19 millimetre parabellum cartridge, as per the NATO standard for handguns and submachine guns. The iron sights are the usual rotary drum rear with front hooded post, as seen on the full-size MP5. In game, the MP5k has a fast rate of fire and deals high damage up close. The fact that it's an SMG means you get the mobility benefit of a lightweight weapon too. However, the light weight of the weapon means felt recoil is significant. Coupled with a large drop off in damage at range, this means the MP5k cannot compete at longer distances. If you try and use the MP5k in a run-and-gun style as a lone wolf you will find yourself being picked off by assault rifles, snipers, and LMGs time and time again. You need to get close to your enemy for the MP5k to be effective - and it's up close where you can really be devastating with this weapon. There are a few different tactics that can work. The MP5k does high damage within optimum distance, so even with cold-blooded you can still kill quickly - the MP5k is a fine SMG to use silenced. The high mobility of the SMGs means that a rush or flanking style class can be used, too - although I found it was hard to attain higher kill streaks, you can break their into spawn from either the rear or via the flank and clear out a locked-down area. The most effective strategy I found was to use the SMGs in a support role in team games. While this may not have the glamour of being the lone wolf type, it was very effective and landed me the highest KDR in the game consistently - and often the highest number of kills, too.

  • S2010E06 AT4-HS - Modern Warfare 2 Multiplayer Weapon Guide

    • March 15, 2010

    Facebook: http://facebook.com/AhoyYT Twitter: http://twitter.com/xboxahoy The AT4 is a Swedish weapon, produced by Saab Bofors Dynamics. It first entered trials with the Swedish army in 1981, and the US adopted it as their primary anti-tank weapon a few years later, replacing the older M72 LAW. The AT4 is designed for use primarily against vehicles - tanks, hence the 'AT' or 'anti-tank' designation. As there are no such vehicles in modern warfare 2 multiplayer, there have been some liberties taken with the weapon. The real AT4 is unguided; There is no 'HS' or 'heat seeking' variant. Presumably in Modern Warfare 2 this capability was added to make it more effective against air support, which is rather difficult to hit with an unguided missile. The AT4 fires projectiles 84mm in calibre, usually a h-e-a-t or 'HEAT' warhead (high explosive, anti tank). In game, the projectile is more likely to be a HEDP or, 'high explosive dual purpose' warhead, effective against both vehicles and unarmoured targets such as personnel, thanks to a fragmentation casing. The iron sights are obtrusive but it's accurate and easy enough to place your shot, so loss of peripheral vision is seldom an issue. Compared to the rest of the launchers in Modern Warfare 2, the AT4 is the most versatile, featuring two fire modes. The first is a lock-on mode, suitable for use against enemy air support. Aim, lock, fire. The lock and fire time is faster than both the stinger and the javelin, making it more likely you can fire this weapon before being killed. However, the AT4 is less powerful than the other two guided launchers, and will not destroy harriers, or the helicopters with one hit. This is definitely a disadvantage as the AT4 is a one-shot only weapon. Only the UAV and counter UAV can be destroyed with the single rocket. Regardless, the AT4 will cause enemy air support to expend flares, making it much easier for those with Stinger missiles to shoot down suppo

  • S2010E07 Barrett .50 Cal - Modern Warfare 2 Multiplayer Weapon Guide

    • March 21, 2010

    Facebook: http://facebook.com/AhoyYT Twitter: http://twitter.com/xboxahoy The Barrett is based on the real-life M82A1 SASR (or special applications scoped rifle). It is a semi-automatic weapon. It originates from the united states, and is produced by Tennesee-based Barrett Firearms Manufacturing. It was designed in 1980 and first entered service with the Swedish military in 1989 - and subsequenty with the US in 1990. It fires the 50 calibre Browning Machine Gun cartridge, also known as 12 point 7 by 99 millimetre NATO. In game, the Barrett comes with a scope attached by default. The Barrett is a high-powered rifle that is usually capable of taking down opponents in one shot. Unsilenced with stopping power, a hit to anywhere other than the limbs will be a one hit kill. As it's a semi-automatic, it is possible to fire the rifle quickly - although the massive recoil means the effective rate of fire is relatively slow. As a last-ditch attempt to stay alive at close quarters, emptying the magazine in the general direction of the enemy can prove quite effective, but under normal circumstances you will want to keep your fire rate low. The scope is essential for taking out targets at long range, as it has a high degree of magnification, allowing you to place accurate fire beyond the range of most other weapons. While aiming, you can hold your breath to reduce scope sway and increase your chances of hitting enemies at range - this will quickly become second nature. As a general rule of thumb, you need to keep your distance from your targets when employing a sniper rifle. Stick behind cover as you'll be harder to hit at range, and you can duck down to avoid incoming fire. If you can't get into cover going prone is a good alternative. This eliminates an obvious sillhouette and makes you harder to hit. Use the scope to scan chokepoints and high-traffic areas, but avoid staying scoped in for too long as danger can come from all angl

  • S2010E08 USP .45 - Modern Warfare 2 Multiplayer Weapon Guide

    • April 23, 2010

    Facebook: http://facebook.com/AhoyYT Twitter: http://twitter.com/xboxahoy In this guide we are looking at the first available handgun, the USP .45. As with all the handguns, the USP is a semi-automatic weapon. And like the MP5K, it is a German weapon manufactured by Heckler and Koch. It was first introduced in 1993 in the 40 Smith and Wesson caliber as the USP 40. It was followed by a 9mm variant, then the USP 45 two years later in 1995. As its name implies, the USP 45 fires the .45 ACP - or Automatic Colt Pistol - cartridge, as popularised by its use in the venerable Colt 1911 pistol. The sights are a 3-dot tritium type, typical of most modern pistols, and are accurate enough for the effective range. In-game, the USP is a very nimble weapon capable of taking down enemies quickly at closer ranges. Damage up close is very high - with stopping power, two hits will do the job. However, outside of short range engagements the pistols become ineffective - at maximum range you will need to hit your target 4 times with stopping power, and 5 times without - on a moving target this is near impossible. Pistols serve best as a 'last-ditch' secondary role, useful in the middle of a firefight when you deplete your primary weapon's magazine - a fast swap to a pistol is a lot faster than reloading, and can make all the difference. Of all the attachments, none give you a definitive edge over the plain pistol, so you may as well stick the tactical knife or extended magazines on the USP. Against SMG users, shotguns and knifers the pistols can be very useful - if you're caught unawares, the USP can be brought to bear very quickly and a two-shot kill with stopping power can halt those who deign to unleash close-range hurt upon you. Pistols can be effective when used with an LMG - If you get caught in the middle of a reload, a pistol secondary might just save your life if ambushed - and at closer ranges a pistol may be more effective than the less

  • S2010E09 FAMAS - Modern Warfare 2 Multiplayer Weapon Guide

    • May 2, 2010

    Facebook: http://facebook.com/AhoyYT Twitter: http://twitter.com/xboxahoy The FAMAS is a burst fire weapon, meaning it will fire 3 rounds for every pull of the trigger. It is the current service rifle for the French military, and has been in service since 1978. It fires the NATO standard 5.56 by 45 mil cartridge. The iron sights are built into the top carry handle, and are a rear aperture and front shrouded post type. The FAMAS is a hard-hitting and accurate member of the assault rifle category. It is capable of placing the three rounds in each burst in a very small area, and with stopping power can kill in one burst at any range, assuming all shots hit. If you can aim accurately and quickly with the FAMAS, and get the three rounds on target, the enemy will simply not have time to react. Unfortunately, and the same is true for all of the burst weapons, if you fail to kill with the first burst you will be subject to a delay before you can fire again - giving the enemy time to return fire or to seek cover. When using the FAMAS, Taking a close range secondary weapon is a good idea. Any of the handguns, machine pistols or shotguns would make a fine pairing, and will fill the continuum of ranges at which you can compete. At long range the FAMAS shines in its accuracy, and your only real concern should be snipers - but if you can get a clean burst on target, even at long range, you should be able to eliminate them. Burst weapons rely on shot accuracy, so the optics are the best attachment choice. It's also important to ensure the first burst kills as often as possible, so anything that maximises lethality is a must. Stopping power is almost essential for the FAMAS, then - without it you'll find too many enemies need two bursts to go down, and in the gap inbetween you might find yourself taking fire. Scavenger is less useful than it is with the other assault rifles, as the burst fire modes force you to be more conservative with ammunit

  • S2010E10 Glock 18 - Modern Warfare 2 Multiplayer Weapon Guide

    • May 8, 2010

    Facebook: http://facebook.com/AhoyYT Twitter: http://twitter.com/xboxahoy The Glock 18 is unlocked at Level 22. It is a fully automatic weapon. It is an Austrian designed weapon, developed by the request of counter-terrorist unit EKO Cobra. Based on the Glock 17, which was originally designed in 1982, the earliest Glock 18 models were designed in 1985. As with the Glock 17, it fires the Nine - by - Nineteen - millimetre Parabellum cartridge. The iron sights are a rear notch and front post type, typical for a handgun. In-game, The Glock 18 is a high-recoil weapon, meaning it is difficult to stay on target at longer ranges. It also deals relatively low damage to targets, in some cases taking up to 5 hits to kill. The high recoil, obstructive muzzle flash and low damage means that the Glock 18 is not a weapon of precision. Where the Glock 18 excels is in its rate of fire - Eleven Hundred rounds per minute - not a single other weapon fires as quickly. Coupled with a tight hipfire spread, the Glock 18 is devastating up-close, providing an overwhelming volume of fire on target. The draw speed is good, too - so the Glock 18 makes a great sidearm for a long-range weapon. Effective use of the G18 means getting close to your opponent. Sheer volume of fire will mean you will win most firefights up close. Such is the rate of fire with the Glocks that Stopping Power is almost useless - I had most luck instead with Lightweight. Avoid long-range avenues, flank where you can and open up once you're in range - the enemy will not stand a chance. Aim speed isn't an issue with akimbo, and even reload times are quick - so Sleight of Hand is a waste of a perk. Use Bling if you want to pair attachments, such as akimbo and extended mags - otherwise the most effective blue perk would be Marathon, especially when paired with Lightweight. Steady aim tightens up your hipfire reticule somewhat, so is probably the most useful yellow perk to use

  • S2010E11 RPD - Modern Warfare 2 Multiplayer Weapon Guide

    • May 9, 2010

    Facebook: http://facebook.com/AhoyYT Twitter: http://twitter.com/xboxahoy The RPD is available as soon as you have access to create-a-class. It is a fully automatic weapon. It is of Russian design, and was developed towards the end of World War 2, entering limited service in 1944. It fires the 7-point-six-two by 39-millimetre Soviet M43 intermediate cartridge, the very same that the AK-47 uses. The open-type iron sights resemble that of the AK-47, too - in fact, the RPD is a passable substitute for the AK until you reach level 70. The RPD has characteristics typical for an LMG - it has a large magazine and deals considerable damage. You can lay down substantial suppressive fire with this weapon, denying the enemy movement through chokepoints and effectively defending an area. LMGs don't suffer from damage drop-off at range like most other weapons - with stopping power, 2 hits will kill at any distance. The RPD's rate of fire is relatively slow, but the devastating damage means this isn't an issue, except perhaps at closer ranges. One hundred rounds in the magazine is enough for almost 10 seconds of sustained fire, although I would recommend firing only in bursts. The reload speed is very, very slow. 10 seconds, during which you are very vulnerable. Movement and aim speed are slow, too - the RPD is a very deliberate weapon. As the RPD is a slow weapon, Sleight of Hand Pro is a great perk to use as your aim speed will increase - allowing you to compete more evenly at close range - and the reload speed is decreased to a more acceptable level. Bling can also be used if you can't decide between attachments - Grip and FMJ is a particularly deadly combination, but bear in mind your aim and reload speed will be a lot slower than your typical opponent's. Stopping power is a must if you want 2-hit kills, but that's not to say the RPD is ineffective without - if you prefer another red perk you can probably still do some damage regard

  • S2010E12 AA-12 - Modern Warfare 2 Multiplayer Weapon Guide

    • May 14, 2010

    Facebook: http://facebook.com/AhoyYT Twitter: http://twitter.com/xboxahoy The AA-12 is unlocked at level 18. It is fully automatic, the only such shotgun in the game. The AA-12, or the 'Auto Assault 12', was originally developed in 1972 by Maxwell Atchisson in the United States. The version in game is a modern revision to Atchisson's original design, as produced in 2005 by Military Police Systems, Incorporated. The AA-12, like all the other shotguns, fires the common 12-gauge cartridge. Based on the number of pellets per shot fired, it's likely to be Double-Aught Buckshot. The iron sights are somewhat bulky, but given the limited range of the AA-12 you are unlikely to have any problems aiming. As is typical for the shotguns, the AA-12 is deadly up close, capable of killing in one-shot at point blank ranges. As the AA-12 is fully automatic, the range and damage inflicted is somewhat less than the slower-firing SPAS-12, but two or three shots is normally enough to kill anyone within effective range. The reduced range means you will have to get closer to your enemy to kill them, but there's little that can stop you once you're in range. The automatic fire means the first shot isn't as critical as it is with the SPAS, as if you hold down the trigger you can unleash a further 7 shots in just a couple of seconds. The AA-12 has a relatively small magazine, however - just 8 rounds - so if you waste all of them you will be vulnerable until you reload. The AA-12 works best in situations where you can get close to an enemy before they have a chance to fire upon you. Stopping Power isn't essential with this weapon, as if you're in range holding down the trigger will unleash a deadly hail of buckshot. The key is getting as close as possible - so for your red perk slot Lightweight is by far the best choice. Couple the AA-12 with an SMG for maximum mobility. If you plan on using the AA-12 quite often in a game, you might consider using Sc

  • S2010E13 UMP45 - Modern Warfare 2 Multiplayer Weapon Guide

    • May 31, 2010

    Facebook: http://facebook.com/AhoyYT Twitter: http://twitter.com/xboxahoy The UMP-45 is the second available SMG, and is unlocked from the start. It is a fully automatic weapon. As with the USP 45, and the MP5K, the UMP is a German weapon, manufactured by Heckler and Koch. It was designed in 1999, as a larger calibre counterpart to the MP5. It also uses modern polymers to save weight over the older HK designs. It fires the .45 ACP cartridge, at a cyclic rate lower than most submachine guns to counteract the increased recoil of the .45 calibre bullet. Iron sights are a rear notch and front hooded post type. In-game, the UMP is a powerful weapon that combines some of the best aspects from the Assault Rifle and SMG categories. Even at long range, the UMP will deal very high damage - enough for a 3 hit kill with or without stopping power. It's not as controllable at long range as some of the assault rifles, but with burst firing can still be very effective. Up-close the slower rate of fire means other SMGs will beat it, but with stopping power the UMP becomes a 2-hit kill within effective range, which can be very deadly against unsuspecting groups of enemies. For your blue perks, you're best using sleight of hand or scavenger, unless you need bling for the 'silenced-scope' approach. SMGs are quick to aim even without sleight of hand pro, but it will give you a slight advantage in a straight firefight - although you will need a good secondary to fall back on when you're out of ammo. Scavenger eliminates this issue, and scavenger pro will ensure you have plenty of ammunition for the UMP. This frees up your secondary slot for a launcher, such as the thumper or stinger. For your red perk I'd recommend stopping power if you're unsilenced - and plan to get close to the enemy - or cold-blooded if you're silenced. Stopping power isn't as effective as it is with some other guns, but you'll definitely notice the difference close

  • S2010E14 Thumper - Modern Warfare 2 Multiplayer Weapon Guide

    • May 31, 2010

    Facebook: http://facebook.com/AhoyYT Twitter: http://twitter.com/xboxahoy The Thumper is a single-shot weapon, requiring a reload after every shot. It's unlocked once you reach level 14. The M79 grenade launcher was designed in the United States with the intention of giving the typical infantryman more fire-power in a compact package. The M79 is known by a variety of familiar names, such as the 'Thump-Gun', the 'Bloop Tube' or 'Blooper', and in-game: the 'Thumper'. While it was eventually superseded by the under-slung M203, when it was introduced in 1961 it was the best option available, despite being only single-shot. It fires the 40 by 46 millimetre grenade - the same as the M203 - and in real life can fire a variety of different types of grenade. In-game, only High Explosive rounds with an impact fuze are used. The iron sights are an adjustable ladder-style leaf-type, as the heavy and slow grenade projectile will drop substantially over its 350 meter range. In-game, the Thumper is essentially an M203 which resides in your secondary weapon slot rather than your primary attachment slot. The only real difference is that you must aim with the iron sights when firing the Thumper, as with the RPG. If you attempt to fire from the hip there will be a delay as the weapon is raised. The Thumper is useful when you want the explosive power of the M203 but are not using an assault rifle. Of course, it can be used in a grenadier class where you use both the M203 and the Thumper, giving you 4 grenades in total. The arc of the projectiles limits the range of the Thumper but does mean you can land grenades around corners and through windows without line-of-sight. The blast radius means you don't have to get a direct hit on enemies either, so blindly firing into occupied buildings can be very effective. It can be employed against more open areas too. Often to great effect around well-trafficked corners and known choke-points. In any g

  • S2010E15 Intervention - Modern Warfare 2 Multiplayer Weapon Guide

    • June 12, 2010

    Facebook: http://facebook.com/AhoyYT Twitter: http://twitter.com/xboxahoy The Intervention is a bolt-action sniper rifle - the only such one in the game - meaning the action must be manually cycled between each shot. It's available alongside the Barrett .50 Cal as soon as you unlock create-a-class. The Intervention M200 rifle is just a single element of CheyTac's long range rifle system. It originates from the United States and is based on the earlier 'EDM Arms Windrunner' rifle. The Intervention entered production in 2001. It fires the specially designed .408 CheyTac round, suitable for multiple roles, including anti-personnel, ant-materiel, and counter sniper roles. It lacks the raw kinetic energy of the .50 caliber BMG round, but has a superior muzzle velocity and more balanced aerodynamics, meaning it can reach out accurately to greater distances than most other cartridges. As with the Barrett .50 Cal, you need to be both accurate and patient, adopting a defensive role, anticipating an offensive push and setting up a firing zone over a chokepoint to be your most effective. While the Barrett has a higher effective rate of fire and larger magazine, the Intervention has identical damage and has a unpredictable but otherwise significantly reduced viewkick. Most of the time you won't lose sight of your target between shots. In addition, the reload time of the Intervention is quicker than that of the Barrett, useful should you decide not to use Sleight of Hand. The Intervention has higher idle sway when scoped in than the Barrett, meaning that holding your breath is more essential for accurate fire. The slow rate of fire means you have to plan your shots, which can be beneficial for your accuracy - it's tempting with a semi-automatic weapon to just spray and pray, but the Intervention quickly teaches you to aim before you fire. The fast aim speed you get with Sleight of Hand Pro is hard to pass up, however - it's definitely my preferr

  • S2010E16 .44 Magnum - Modern Warfare 2 Multiplayer Weapon Guide

    • June 13, 2010

    Facebook: http://facebook.com/AhoyYT Twitter: http://twitter.com/xboxahoy The .44 Magnum is modelled on the real-life Colt Anaconda. It's unlocked at level 26. The Anaconda is a double-action revolver of US design, and was introduced in 1990. It was available with a 4, 6, and an 8 inch barrel. The version in-game is the 6-inch variant. The Anaconda is a large-framed revolver firing a high-calibre cartridge, the .44 Magnum, from which this weapon takes its name in-game. The .44 Magnum is a hard-hitting round, and this is reflected in Modern Warfare 2 as the magnum deals the highest overall damage of all handguns. In practical terms, this means it will kill in 2 rounds up close, or 3 at a distance - with or without stopping power. Stopping power has a slight effect at middle ranges, but the Magnum is the handgun that benefits the least from it. The awesome power of the 44 magnum is tempered by the limitations of its 6-round cylinder. No matter how good your aim, two slain opponents without a reload is good going. Ideally you'll stick to single engagements with the Magnum. The Magnum is a surprisingly controllable weapon, and can be fired at a fast rate quite effectively. There is a substantial amount of visual recoil, but at close to medium range it isn't a factor - meaning that if you have a clear shot on a target 3 quick successive rounds should effectively put them down. Reload time isn't too bad with the Magnum - the use of a speedloader makes it relatively quick. Sleight of Hand does help at times if your aim is off and you need another 6 rounds, but ideally any firefight should be over before you have to reload. As a handgun, the Magnum has exceptional draw speed, so when used as a backup it can be brought to bear very quickly, perfect if you're caught unawares. As mentioned, Stopping Power isn't necessary with the Magnum, so it makes a great sidearm if you're using an alternative red perk for your primary weapon.

  • S2010E17 SCAR-H - Modern Warfare 2 Multiplayer Weapon Guide

    • June 18, 2010

    Facebook: http://facebook.com/AhoyYT Twitter: http://twitter.com/xboxahoy The SCAR-H is a fully automatic weapon, unlocked at level 8. The SCAR, or 'Special Forces Combat Assault Rifle' was developed by Belgian Fabrique Nationale de Herstale for the US Special Operations Command. Intended as a potential replacement for the M16 derived rifles currently in service, the SCAR first entered testing in 2007. The SCAR-H is not technically an assault rifle at all - as it fires a full-sized rifle cartridge it is more accurately described as a Battle Rifle. The SCAR-L is the assault rifle variant, firing the NATO 5.56 millimetre intermediate cartridge. The SCAR-H, however, fires the more powerful 7.62 by 51 millimetre NATO rifle round. The SCAR-H is one of three high powered assault rifles that do 40 damage at close range and 30 long range, the other two being the TAR-21 and the AK-47. The only assault rifle that does more damage than these three is the F-A-L. The SCAR-H, then, is a powerful weapon - and it's coupled with high accuracy, minimal recoil and good iron sights. The only real downside is the small magazines - just 20 rounds - and the limited supply, just 3 magazines unless you use Scavenger. The underslung grenade launcher and shotgun are available for the SCAR - suitable for a grenadier class or as a close-quarter backup with the Shotgun. The underslung weapons can be a useful counter to the lack of primary ammunition, although unfortuately the shotgun isn't particularly effective in Core. The iron sights are easy to use on the SCAR, but optics can be a good choice as they will improve your overall sight picture by allowing a clearer view on - and around - your target. Scavenger Pro is one thing that is essential with the SCAR, unless you have a secondary weapon you're happy to fall back on - even so, you'll burn through ammunition very quickly so the more you've got the better. Using Scavenger instead of Sleight of Han

  • S2010E18 M93 Raffica - Modern Warfare 2 Multiplayer Weapon Guide

    • June 25, 2010

    Facebook: http://facebook.com/AhoyYT Twitter: http://twitter.com/xboxahoy The M93 is unlocked at level 38, and is one of the three burst-fire weapons in Modern Warfare 2. The word 'raffica' means 'burst', in the sense of gunfire, in Italian. Unlike the M16A4 and FAMAS, it's a secondary weapon - but it still packs quite a punch. It's an Italian weapon, produced by longstanding arms manufacturer Beretta. The M93 was based on the semi-automatic Model 92 - well known as the current US service pistol, the M9. It was designed in the 70s, taking the basic M92 design and modifying it to be suitable for selective fire, adding a foregrip, stock and muzzle brake. It fires the same 9-by-19 millimetre parabellum round, delivering 3 rounds at a cyclic rate of about eleven-hundred RPM. The M93 handles like a pistol - drawing and aiming almost as quickly as the handguns. In any case, it's a great backup weapon as it's nimble and quick to fire. The burst fire ability means it's capable of dealing out lethal firepower very quickly - as with all the burst weapons, time to kill is remarkably quick if your first burst connects. Of course, if you miss you're at a disadvantage - so, as with the FAMAS and M16, first-shot accuracy is vital. Up close, hitting your target is easy - but the long-range damage of the raffica is unusually high for a secondary weapon. Aiming at long range can be tricky, but with 30 damage at maximum range, 3 hits with stopping power will kill. As far as your perks are concerned, your blue perk is up to you - you're best off picking an appropriate perk for your primary weapon here. Up close the M93 will be a one-burst kill without stopping power, so an alternative red perk can work if your primary remains effective without stopping power. If you're using the silenced M93 you might find that the reduced range means fewer one-burst kills, so I'd go with Stopping Power when silenced as then it will be a one-burst kill at all

  • S2010E19 MG4 - Modern Warfare 2 Multiplayer Weapon Guide

    • June 30, 2010

    Facebook: http://facebook.com/AhoyYT Twitter: http://twitter.com/xboxahoy Like all the LMGs, it's a fully automatic weapon. It's unlocked at level 16. It's a German weapon, manufactured by Heckler and Koch, designed during the late 1990s and was adopted by the Bundeswehr in 2005. It fires the intermediate 5.56 millimetre NATO cartridge, just like the M16 and its variants, although as a belt-fed weapon the MG4 is designed for support roles and more sustained fire. In game, the MG4 is one of the lower powered LMGs, dealing 30 damage per shot at all ranges - the same as the M240. It does, however, boast very low recoil - the MG4 is capable of putting rounds on a target even when firing full auto. Unfortunately, the MG4 is marred by a couple of faults in-game - the silencer available doesn't function correctly, and worse still the iron sights are misaligned - the actual point of impact is somewhere near the bottom of the central front post, rather than the tip. Because of this, the optical attachments are a very sensible choice with the MG4. You can compensate without, but even knowing the approxmiate offset, it's difficult to land shots accurately at long range. To be most effective with the MG4, you need to fire from a stationary position, ideally from behind cover or while prone. Good awareness of where the enemy is spawning and their likely movement should help you set up a firing position ahead of them, where you should have no trouble in taking them out. In a more aggressive role you can push towards the enemy, and if you can flank them or take them by surprise you may be able to take out an entire group. Hold your ground and if you're in a good position you may even be able to repel their counterattack, as they attempt to score a revenge kill. Don't linger too long in one position, however, as the more people you kill the more who will be out for revenge - you can expect a barrage of grenades and explosives to come your way if

  • S2010E20 Striker - Modern Warfare 2 Multiplayer Weapon Guide

    • July 4, 2010

    Facebook: http://facebook.com/AhoyYT Twitter: http://twitter.com/xboxahoy The Striker is a semi-automatic weapon, unlocked at level 34. Essentially a shotgun revolver with a clockwork-driven cylinder, the Striker was originally designed in what was Rhodesia and found its initial commercial success upon its introduction in South Africa. The original design, known as the Armsel Striker, was drafted in the early 1980s. An improved iteration known as the Protecta was developed later - and there were some foreign clones and licensed copies manufactured, such as the Sentinel Arms Striker-12 and the Cobray Streetsweeper. The Striker fires standard 12-gauge shotgun cartridges. In-game, the Striker has good range but poor damage when compared to the other shotguns. It fires only 6 pellets per shot, unlike the 8 fired by most other shotguns (Ranger and Masterkey excluded) The low damage is made up for by a generous cylinder size - 12 rounds - and a healthy rate of fire, capable of up to about 300 rpm if you can pull the trigger fast enough. The range is only bettered by the SPAS-12, single 1887 and the Masterkey attachment, and although low the damage is more consistent than most shotguns. The Striker will kill in one shot at point blank range, but for the majority of its effective range you'll need to get more than one shot on target. With a quick trigger finger this usually isn't too much of an issue. If you're effectively using the Striker as your primary weapon, the most effective blue perk would be Marathon, as the closer you are to the enemy the more effective the Striker will be. If you're using it as a secondary for anticipated close quarter engagements, I'd recommend Sleight of Hand to speed up the otherwise lethargic reload. Cartridges are inserted individually, and the process is lengthy if you've depleted the cylinder entirely. I'd recommend refilling the cylinder whenever you are in a relatively safe position - even if you

  • S2010E21 Vector - Modern Warfare 2 Multiplayer Weapon Guide

    • July 10, 2010

    Facebook: http://facebook.com/AhoyYT Twitter: http://twitter.com/xboxahoy The Vector is a fully automatic weapon, unlocked at level 12. It is a modern weapon designed around a unique recoil-absorbing action. It was developed by American company Transformational Defense Industries, or TDI. It was designed in 2006 and entered production in 2009. The action of the Vector, known as the Kriss Super V, directs the recoil away from the shooter, allowing its powerful .45 ACP round to be fired at a high cyclic rate without loss of accuracy. In-game, The Vector has the fastest fire rate of all primary weapons. It's also the most controllable SMG, with the least recoil, and can be fired accurately out to middle ranges. However, the Vector has one critical flaw: it deals the lowest damage per shot of all weapons. Without stopping power, even up close, it's a four-hit kill. At long range you'll need 5 hits. Even with stopping power you'll need 3 hits up close. The fast rate of fire makes up for this somewhat, but when using the Vector you need to ensure you can comfortably hit your target with 4 or 5 shots. If you attempt to compete in a straight firefight against an assault rifle, it's likely you will lose at any range. The fast rate of fire means that Scavenger is a sensible choice for the Vector, as otherwise you'll burn through ammunition all too quickly. Marathon is by far the best choice if you plan on flanking or rushing the enemy, and when coupled with the high mobility of SMGs will allow you to cover long distances more quickly. If you're using a silenced weapon Cold Blooded is a good red perk to use. The mobility of SMGs means you can get closer to the enemy quicker, and the silencer will allow you to surprise groups of enemies attacked from behind. After you've made your kill, go into hiding and they simply won't be able to find you, even with a UAV in the sky. If you're unsilenced and taking the aggressive route, Stopping P

  • S2010E22 Stinger - Modern Warfare 2 Multiplayer Weapon Guide

    • July 11, 2010

    Facebook: http://facebook.com/AhoyYT Twitter: http://twitter.com/xboxahoy The Stinger is a single-shot weapon, unlocked once you reach Level 30. Designated the FIM-92, it was designed in the United States by Raytheon Missile systems with the intent to replace the ageing FIM-43 Redeye. It entered service with the US military in 1981. The Stinger relies on infrared homing to guide itself to the target once fired. It locks on to an aircraft's hot exhaust ports until it's close to the target, at which point it diverts towards the main airframe. The Stinger is a 70mm diameter missile, 1.5m long, and weighs 10kg. It's effective payload is 3kg of high explosive with an impact fuze, meaning that the Stinger must strike the target to kill. In-game, the Stinger is only capable of firing when locked on - it can not be used against targets other than air support. Usage is very simple - aim, lock and fire. Hold the target in the sight for a couple of seconds and the high-pitched long beep means the Stinger is ready to fire. You get two missiles with the Stinger, and can restock with Scavenger, allowing you to take out all but the most resilient support. It's possible that an errant missile may strike the ground, and can get you kills, but it's a very rare occurrence. UAVs and Counter UAVs are the easiest air support to shoot down - as long as you can spot them. They move silently and are a relatively small target, but once spotted a single missile will down them, denying the enemy any radar advantage. Harriers are among the most common prey of Stinger missiles - they are loud, stationary targets that lack any countermeasures against the Stinger. They're also dangerous when left in the sky - harriers will often turn a seven killstreak into an altogether more dangerous eleven, so shooting them down promptly should be your prime concern. Attack Helicopters also lack countermeasures and can be downed with one missile, but they are mobile an

  • S2010E23 WA2000 - Modern Warfare 2 Multiplayer Weapon Guide

    • July 17, 2010

    Facebook: http://facebook.com/AhoyYT Twitter: http://twitter.com/xboxahoy The WA2000 is a semi-automatic weapon, unlocked at level 36. It's of an unusual bullpup design, and was produced by German company Walther. Production started in 1982 but not many were made; Only 176 were ever produced, largely due to the rifle's high price and niche role. Production stopped in 1988. It fires the .300 Winchester Magnum round, a powerful and consistent round at all ranges. The bullpup design means the WA2000 has a 25.6 inch barrel in a weapon 35.6 inches long - its compact size perfect for quick deployment and urban operations. In-game, the WA2000 deals moderate damage, somewhat less than the Barrett and Intervention but greater than the M21 EBR. The damage multipliers for this weapon mean that a hit on the upper chest, neck or head will be a one hit kill when unsilenced. What's interesting about the WA2000 is that Stopping Power will not change the one hit kill profile - it will remain just as effective without, with the exception of shooting through cover or at an already injured enemy. The recoil is mild, but sufficient enough to prevent rapid fire at longer range - again, this puts the WA2000 somewhere between the high powered rifles and the lower-powered M21 EBR. Overall, I'd recommend you use the WA2000 unsilenced with Cold Blooded - you'll be invisible to air support and UAVs, and with Cold Blooded Pro you'll often go undetected by enemies when you're prone. Freedom from Stopping Power does open up some opportunity to experiment - you could use Lightweight to get to sniping positions more quickly, or Danger Close Pro coupled with some explosive killstreaks and claymores. Hardline coupled with the UAV And Counter-UAV would give you and your team the radar advantage. UAV is a great killstreak to use while sniping as it will give you an idea of where the enemy team is headed - allowing you to set up a firing position ahead. The Count

  • S2010E24 M9 - Modern Warfare 2 Multiplayer Weapon Guide

    • July 25, 2010

    Facebook: http://facebook.com/AhoyYT Twitter: http://twitter.com/xboxahoy Like all the hand guns, it's a semi automatic weapon. It's unlocked at level 46. M9 is the US army designation for the Italian-made Beretta 92F. It was designed in 1975 and was adopted as the M9 by the US army in 1985, officially entering service in 1990. The M9 replaced the M1911A1 as their primary sidearm. It fires the NATO standard pistol cartridge, the 9 by 19 millimetre Parabellum round. In-game, the M9 is a fast-switching sidearm with a short effective range. Up close it can be deadly, but it loses effectiveness at distance. Compared to the USP .45, the M9 has a larger magazine and lower recoil, but is effective out to a shorter range. I prefer the iron sights on the M9, but in practical terms there's not a massive difference between them. While the USP has the edge in range the M9 makes up for it through controllability and capacity. The M9 suits either Stopping Power or Lightweight for your red perk; Stopping Power will give you two-hit kills up close, while Lightweight Pro is useful for the improved manoeuvrability and faster recovery from sprinting. As a sidearm you're better off designing your class around your primary weapon; As a general rule of thumb I would use the M9 with stopping power, and the Magnum with a different red perk - both configurations giving 2-hit kills up close. Your blue perk should depend on your primary weapon, but in most cases I prefer sleight of hand for an aggressive role, as it will give you the edge in aim and reload speed. Marathon is always a great perk for a rush or flanking class, although generally speaking attempting to rush with a pistol is suicide - you'd be much better off using an SMG. Your third perk is again better decided by your primary weapon and style of play. When using the Last Stand perk, the M9 is the default pistol if you don't have a pistol secondary. This does mean if you use M9 a

  • S2010E25 TAR-21 - Modern Warfare 2 Multiplayer Weapon Guide

    • July 31, 2010

    Facebook: http://facebook.com/AhoyYT Twitter: http://twitter.com/xboxahoy The TAR-21, also known as the Tavor Assault Rifle for the 21st Century, is a fully-automatic weapon, unlocked at level 20. The Tavor is an Israeli weapon, used and issued as standard in certain brigades in the IDF. Designed in the 1990s, it first saw service in Israel in 2002. It fires the NATO standard 5-point-5-6 by 45 millimetre round, and uses standard STANAG magazines. The TAR-21 is a bullpup weapon, the shortened length useful for urban operations and clearing buildings, without sacrificing barrel length or muzzle velocity. Rifle power in a carbine package. In-game, It's one of three high-damage, 'automatic fire' assault rifles - the SCAR-H and AK-47 share this classification. The TAR-21 has the fastest rate of fire of all three but also the greatest amount of recoil - this, coupled with the high damage, means the TAR-21 is one of the best assault rifles to use in close quarters. Paired with stopping power there's not much that will beat it up close. At longer distances you will need to burst fire to counteract the recoil, but with practice the Tavor can be deadly at a distance as well as up close. For your blue perk, I'd recommend Scavenger - the Tavor's fast rate of fire means having a few extra magazines will come in useful. I do like Sleight of Hand Pro for the faster aim and reload speed - but you will run out of ammunition more quickly, and end up with just your secondary to fall back on. If you do use sleight of hand, I'd recommend a machine pistol such as the PP2000, M93 Raffica, or TMP to serve as a backup until you can pick up an enemy weapon. When using Scavenger, a quick-swapping secondary such as the Raffica or a handgun can be useful when you are caught in the middle of a reload - or alternatively you could carry a Stinger to quickly counter enemy air support when needed. The TAR-21 is a high-powered assault rifle, and Stopping Pow

  • S2010E26 TMP - Modern Warfare 2 Multiplayer Weapon Guide

    • August 6, 2010

    Facebook: http://facebook.com/AhoyYT Twitter: http://twitter.com/xboxahoy The TMP, or Tactical Machine Pistol, is a fully automatic weapon, unlocked at level 58. The TMP was designed by Austrian company, Steyr, in the early 90s. It fires the NATO standard pistol cartridge, the 9-by-19 millimetre parabellum round. The TMP is no longer produced - in 2001 the design was sold to Swiss company Br:uger and Thomet, who since developed the TMP into their MP9 design. The TMP is renowned for its controllability, allowing for accurate automatic fire, unusual for a typical machine pistol. In-game, The TMP reflects its real-life stability, as it has practically no recoil. Although damage is low it has a fast rate of fire, at 900 rounds per minute. Unfortunately the fast rate of fire exacerbates the TMP's primary weakness; The magazine capacity of 15 means you will burn through ammunition very quickly. Accuracy is of the utmost importance - even with stopping power, at long range you'll need 4 hits to kill. With a clear shot this is relatively easy, but with a moving target or one behind cover you may struggle to kill your opponent before your expend your entire magazine. The TMP is extremely controllable when fired full auto, even at long range - so if engaging a stationary target don't be afraid to pin the trigger once you've lined up your shot. The near zero recoil means that the TMP is essentially analogous to the ACR as far as handling is concerned. The low ammo count and fast rate of fire means Scavenger is essential for the TMP if you plan on getting more than a few kills with it; You'll run dry very quickly otherwise. I tend to use the TMP as more of a temporary fallback when I'm out of primary ammunition; The 45 rounds you get without scavenger is more than ample to secure at least three kills, and by that point it should be possible to pick up an enemy weapon. There's no shortage of effective weaponry lying about - UMP45s and ACRs

  • S2010E27 AUG HBAR - Modern Warfare 2 Multiplayer Weapon Guide

    • August 19, 2010

    Facebook: http://facebook.com/AhoyYT Twitter: http://twitter.com/xboxahoy The AUG is a fully automatic weapon, unlocked at level 32. The Armee Universal Gewehr, or 'universal army rifle' was one of the first successful Bullpup assault rifles, with the weapon action and magazine behind the trigger - closer to the shooter's shoulder than in a traditional design. It's an Austrian weapon, manufactured by Steyr. The first AUG variants were designed in 1977, with the HBAR following some time after. The AUG assault rifle entered service with the Austrian military in 1979. It fires the NATO standard 5-point-5-six by 45 millimetre intermediate cartridge, typical for an assault rifle or light machine gun. The HBAR variant of the AUG is essentially the same as the standard variant, with a longer and heavier barrel designed for sustained automatic fire without loss of accuracy. 42 round magazines are used instead of the more standard 30. The AUG is normally seen with its integrated Swarovski telescopic sight, but this is not present in Modern Warfare 2's multiplayer. Instead, the backup iron sights are used. The AUG HBAR combines some of the best features of both the LMG and Assault Rifle categories; You have the high power of the LMGs, particularly at range, with the reload and handling of an Assault Rifle. Recoil is present but relatively mild, and can be handled at longer ranges by burst firing. It is classified as an LMG in game - so your mobility and aim speed will suffer when compared to an assault rifle. Compared to the other LMGs the magazine capacity is less generous too - at just 42 rounds it's about the same as a typical Assault Rifle with extended mags. Nevertheless, with the right loadout the AUG is a formidable weapon, with sufficient firepower to tear through an entire team. The AUG suits an aggressive style of play, but suffers from the poor mobility and aim speed of the LMG class. It works well against groups of enemies, esp

  • S2010E28 Ranger - Modern Warfare 2 Multiplayer Weapon Guide

    • August 23, 2010

    Facebook: http://facebook.com/AhoyYT Twitter: http://twitter.com/xboxahoy The Ranger is a sawn-off, double barrelled shotgun, unlocked at level 42. The weapon featured in-game is an American shotgun of unknown provenance - 'Ranger' was the brand name for a line of hunting shotguns sold by Sears and Roebuck company, dating to the early 20th century. A variety of different manufacturers made shotguns under this brand name, so it's difficult to pin an exact model. The ranger uses standard 12-gauge shotgun cartridges, likely double ought-buck. The weapon has been extensively modified, with a sawn-off barrel and much of the stock has been removed. This will increase shot dispersion, reduce muzzle velocity and aid in concealment. There are no sights on the ranger, but this isn't so much of an issue as precision isn't one of the ranger's characteristics. The Ranger boasts the highest damage of all the shotguns in game - at point-blank range, each of the six pellets will deal 75 damage. This means that even without stopping power a single shot from the Ranger is capable of dealing 450 damage - enough to kill somebody four and a half times over. This massive damage is somewhat tempered by the very short range of the weapon - in fact the Ranger has the shortest effective range of all the shotguns. Still, if you can get close enough with the Ranger you will definitely have the upper hand - with the ability to kill even Painkiller users in just one shot up-close, this is the perfect weapon for those who like to get up close and personal. There are not many attachments available for the Ranger, and the first unlock is arguably the best; Akimbo gives you two Rangers, increasing your firepower with no real downside. Range, hipfire spread and damage remain the same as the single ranger - except now you get 4 barrels to unload instead of just two. It essentially boils down to extended mags in its effect. The other attachment, FMJ, increases penet

  • S2010E29 P90 - Modern Warfare 2 Multiplayer Weapon Guide

    • August 30, 2010

    Facebook: http://facebook.com/AhoyYT Twitter: http://twitter.com/xboxahoy The P90 is a fully automatic weapon, unlocked at level 24. A bullpup weapon designed for a personal defence role, the P90 is manufactured by FN Herstal, based in Belgium. Design started in 1986 and production began in 1990. The P90 is used by a variety of counter-terrorist units and special forces all over the world. The P90 fires a specially-designed cartridge, the 5.7-by-28 millimetre. It's a small calibre with a steel penetrator. The smaller, faster projectile means it's more effective against body armour - and has substantially less recoil than a typical pistol calibre. In game, the P90 is a medium-damage weapon with a reasonably high rate of fire. It will kill in three shots up close with Stopping Power, or just two if one of those shots is a headshot. It also boasts the highest magazine count of all SMGs, with 50 rounds at your disposal - and an almost unending 75 with extended magazines. It does have a little recoil so hitting your target at range can be tricky until you learn to counteract it - but the large magazine means you can put consistent fire on a target while adjusting your aim. You also get a healthy supply of ammunition in reserve - 150 rounds total, almost twice as much as you would get with another SMG or assault rifle. This frees up your blue perk, should you with to use something else. Sleight of hand Pro is useful for the increase in aim speed, and although you don't need to reload often with the 75 rounds you get with extended mags, it's nice to have that benefit. Scavenger will also keep you supplied with ammunition and equipment - in any case it will come down to your preferred style of play - but extended mags serves as a passable alternative to Marathon for any rush setup. For your red perk, Stopping Power is - predictably - the most effective choice for any aggressive class. The faster rate of fire means you can adopt differ

  • S2010E30 Javelin - Modern Warfare 2 Multiplayer Weapon Guide

    • September 6, 2010

    Facebook: http://facebook.com/AhoyYT Twitter: http://twitter.com/xboxahoy The Javelin is a one-shot weapon, unlocked at level 50. The FGM-148 Javelin is a United States-made man-portable anti tank missile, replacing the older M47 Dragon. It was designed in response to the need for a man-portable anti-tank missile, with an advanced internal guidance system and sufficient destructive power to tackle modern armour. Design started in 1985, following subsequent prototypes, production and training, the first Javelins were deployed with US units in 1996. The missile itself utilises two shaped charges in its warhead; The precursor charge is smaller, and is designed to trigger the reactive armour found on many modern vehicles; The second larger charge penetrates the remaining conventional armour and disables the vehicle. In game, The Javelin is capable of locking onto either air or ground targets, which sets it aside from the other launchers. It's one of only two launchers that can destroy air support with just one undiverted missile - so it's much better than the AT-4 at taking out harriers and helicopters. However, it's not as effective as the Stinger - for a number of reasons. First of all, you only get one missile - so in the case of the higher killstreaks with countermeasures, you won't be able to take it down on your own. Secondly, the lock time of the Javelin is slower than the Stinger - if you're not cold blooded you'll often find you won't be able to launch before you're taken out. Thirdly, the non-direct attack path of the Javelin means it will take much longer to strike the aircraft - again, if you're not cold blooded you'll run a huge risk of being targeted in the meantime. Lastly, and most perplexingly, is the Javelin's proclivity to miss its intended target: Harriers, in particular, will often evade the Javelin on its way down - allowing the missile to strike the ground instead of the air support. While you can occasional

  • S2010E31 M21 EBR - Modern Warfare 2 Multiplayer Weapon Guide

    • September 13, 2010

    Facebook: http://facebook.com/AhoyYT Twitter: http://twitter.com/xboxahoy The M21 EBR is a semi-automatic weapon, unlocked at level 56. There's actually no such weapon as the M21 EBR in real life - the weapon featured in game is more usually known as the Mark 14 Model Zero Enhanced Battle Rifle, or the M14 EBR. M21 refers to another sniper weapon system based upon the M14 rifle - and was in fact featured in COD 4. Presumably Infinity Ward used the M21 designation to emphasise this weapon's place in the sniper rifle category. In any case, the EBR is an improved variant of the venerable US-designed M14 battle rifle, originally designed in 1957. The EBR variant was first seen in 2001. Like most western battle rifles (such as the G3 and FAL) it fires the NATO standard 7.62 by 51 millimetre rifle cartridge. In real life the M14 EBR is more of a designated marksman's rifle than a sniper weapon, normally used as part of a squad to provide accurate fire beyond the typical assault rifle's capable range. This is reflected somewhat in-game, as the M21 EBR deals the lowest effective damage of all of the sniper rifles; Although the base damage is the same, the multipliers mean that this weapon has the smallest one-hit-kill profile. Unsilenced, with stopping power, a hit to the head, neck or upper chest will kill. Otherwise, the one hit kill zone is reduced - or when silenced without stopping power, eliminated entirely. However, the EBR also has the lowest recoil, meaning that you can more easily follow up with additional shots if required. This, coupled with the lower damage, means that most people familiar with the M21 EBR will instinctively fire two shots quickly - if both connect you'll be guaranteed a kill, otherwise depending on your loadout you might get lucky and kill with just one shot. Magazine capacity is generous for a sniper rifle - it's tied with the Barrett in this regard. The 10 round capacity is more useful with the EBR though,

  • S2010E32 Desert Eagle - Modern Warfare 2 Multiplayer Weapon Guide

    • September 17, 2010

    Facebook: http://facebook.com/AhoyYT Twitter: http://twitter.com/xboxahoy The Desert Eagle is a US-designed, Israeli-manufactured weapon, originally designed by Magnum Research and now primarily manufactured by Israeli Military Industries. First production dates to 1982, and since then has become the go-to high-power handgun for films, television and video games. This is in part due to its large size and menacing appearance - but also due to the high-powered cartridge it fires, the 50 calibre Action Express round. The Desert Eagle is loud, expensive, it kicks like a mule and is completely impractical - but there's no denying it's popularity. In game, the Desert Eagle is a high-power, high recoil handgun - dealing two-hit kills up close without stopping power. It has slightly less power than the Magnum at range - but it does have one more round in the magazine. The defining characteristic of the Desert Eagle has to be its recoil - as far as secondary weapons go, nothing comes close to the recoil of this weapon. This means hitting your target multiple times is very difficult, particularly if you don't wait for the recoil to settle between shots - and to make matters worse the iron sights of the Desert Eagle are misaligned - so hitting even the first shot is troublesome. For this reason the Magnum is a much more common sight - and with good reason. The Desert Eagle is much less effective overall. If you insist on using a single Desert Eagle, or if you haven't unlocked akimbo yet - the key to managing the recoil of this pistol is to moderate your fire rate depending on your range from the target. At point blank range you can fire as fast as your trigger finger will allow - but at middle range you will need to wait until the recoil settles before firing again. With practice and restraint, you can ensure your shots connect, and with Stopping Power the two-hit kill range is quite generous. You don't get much ammunition with the Dese

  • S2010E33 FAL - Modern Warfare 2 Multiplayer Weapon Guide

    • September 21, 2010

    Facebook: http://facebook.com/AhoyYT Twitter: http://twitter.com/xboxahoy The FN FAL is a semi-automatic weapon, unlocked at level 28. The 'fusil automatique léger' or 'light automatic rifle' was designed in the wake of World War Two, by Belgian Based FN Herstal. The first prototype was completed in 1947, and the FAL first entered production in 1953, where it saw widespread adoption in the armed forces of NATO member countries. The FAL was originally intended to fire an intermediate cartridge - although this met with opposition from the US, who doubted the smaller calibre's lethality. Eventually the 7.62 by 51 millimetre cartridge was adopted as the NATO standard and this would be the cartridge the FAL would fire upon its production. This technically makes the FAL a battle rifle rather than an assault rifle - and thanks to its widespread adoption and usage, is regarded as a paradigm post-war battle rifle, often described as 'the right arm of the free world'. In-game, the FAL is a high-damage, mid-recoil weapon - and is the only available semi-automatic weapon in the assault rifle category. It deals the most damage per shot of all the assault rifles - the only real downside is that you have to pull the trigger for each shot. On the plus side, this does make it easier to regulate your fire rate, so once you're familiar with the weapon you can adjust the rate of fire to suit the recoil and range of the engagement - at longer ranges you'll want to allow the sights to settle before firing again. With practice, you'll be able to fire effectively on a target from close range out to quite some distance - although as a semi-auto weapon with a larger hipfire spread the FAL doesn't fare so well in close quarters. For your blue perk, I preferred Sleight of Hand for an aggressive role with the FAL - if you prefer to take a more conservative approach then Bling can be used to pair the Holographic and Silencer for silent two-hit kills across the

  • S2010E34 M240 - Modern Warfare 2 Multiplayer Weapon Guide

    • September 29, 2010

    Facebook: http://facebook.com/AhoyYT Twitter: http://twitter.com/xboxahoy The M240 is a fully automatic weapon, unlocked at level 52. M240 is the US military designation for the Belgian-made FN M-A-G, or mitrai-lleuse d- app-ui gener-al - referring to this weapon's role as a 'general purpose machine gun'. It was adopted by the US Army in 1977, used as a coaxial tank-mounted weapon. Since then its role has been expanded to infantry usage. It fires the NATO standard rifle cartridge, the 7.62 by 51 millimetre. In-game, the M240 is a relatively low-damage, mid-recoil light machine gun with a very high rate of fire. It handles a little like the F2000, but benefits from the LMG's large magazine and lack of damage-drop off at range. The recoil is relatively mild, but is still sufficient to require burst firing at medium to long range to remain accurate - it's wise to readjust your aim between bursts too, as the muzzle flash will otherwise obscure your target. The iron sights are fairly good, somewhat similar to the M16's, and although they obscure some of the target the front post is a clear indicator of where the bullets will hit - useful for aiming at long range and one advantage over the MG4's misaligned sights. Sleight of Hand is a must for the LMGs - otherwise you'll find the aim and reload speed is too slow to be competitive. You get a generous amount of ammunition, even without scavenger, so it isn't too much of a sacrifice. The fast rate of fire means that stopping power makes a relatively small difference in the time to kill - but this assumes all your shots connect. I'd strongly recommend Stopping Power for the 3-hit kills it provides, otherwise you'll find your enemies will have ample time to get into cover before you're able to get effective shots on target. Your third perk is a little more open - I'm a fan of sit rep pro with the LMGs, as it gives you a good idea of where people are holed up with claymores - and the lo

  • S2010E35 M1014 - Modern Warfare 2 Multiplayer Weapon Guide

    • October 4, 2010

    Facebook: http://facebook.com/AhoyYT Twitter: http://twitter.com/xboxahoy The M1014 is a semi-automatic shotgun, unlocked at level 54. M1014 is the US Army designation for the Italian-made Benelli M4 Super 90. The Benelli M4 was produced from 1999, and entered service with the US military as the M1014 the same year. The M4 uses an internal tube-magazine with a gas-operated action - and is chambered for conventional 12 gauge shotgun cartridges. In game, the M1014 is a mid-damage, mid capacity weapon with a good rate of fire and decent one hit kill potential. Unlike many of the shotguns, the M1014 doesn't have any major drawbacks - it's a good all-round weapon, as far as shotguns go. Damage is more than sufficient, and will often kill in one - but even in the cases where it doesn't you can quickly follow up with up to another three shots if needed. Reloading is frequent, and cartridges are inserted individually, but it's relatively quick and if you keep in the habit of topping up after firing you'll seldom find yourself running dry. It's a balanced, reliable weapon - and while it lacks some of the aggressive punch of the SPAS-12 it's an able close-quarter weapon nonetheless. The M1014 is pretty effective without any attachments - but some do have benefits. The shotguns are all close-quarter weapons - so you should either limit your usage of them to areas of the map suited to close quarter combat, or use cover and movement to minimise your time spent in the open. You'll want to steer clear of long sightlines, and avoid approaching enemies directly - as it's likely their weapons will outmatch yours unless you're very close. For your blue perk, it's really a choice between sleight of hand and marathon. Sleight of hand pro is essentially useless - but the faster reload can be useful. I'd recommend sleight of hand if you're using the M1014 as a backup. If you're using it as more of a primary weapon, however - Marathon is prob

  • S2010E36 Mini Uzi - Modern Warfare 2 Multiplayer Weapon Guide

    • October 8, 2010

    Facebook: http://facebook.com/AhoyYT Twitter: http://twitter.com/xboxahoy The Mini-Uzi is a fully automatic weapon, unlocked at level 44. It's an Israeli version, and is a scaled-down version of the larger Uzi submachine gun - named for its creator, Major Uziel Gal of the IDF. The Uzi was officially adopted by Israel in 1951, and entered service in 1954. It has long served as an effective personal defense weapon for tank crews and special forces. The Compact Mini-Uzi variant was first seen in 1980, with a higher rate of fire in a more concealable package. It fires the 9-by-19 millimetre parabellum cartridge, typical for a submachine gun. The Mini Uzi is a mid-damage SMG with a high rate of fire. It compares most closely to the P90, boasting a higher rate of fire but with a smaller magazine capacity. The rate of fire is second only to the Vector, but the Mini-Uzi deals more damage up close - which can make a difference when you factor in the potential for headshots. A Mini-Uzi with stopping power will kill in two shots where one is a headshot; The Vector is a 3 hit kill minimum. One downside is the relatively slow reload time; It takes a little over two seconds to complete, and can't be effectively reload cancelled. Still, you get 32 rounds so if you're accurate it's not such an issue - and the Mini-Uzi has one of the fastest switch times in the SMG category, so you can quickly fall back to a sidearm if you run into trouble. I was playing a lot of free-for-all with the Uzi and my preferred tactic was to maximise my loadout's speed and agility. Sleight of Hand was a must to improve the reload speed - in free for all you don't get long between engagements if you're using an unsilenced weapon, so the reduction in reload time is a must. The pro benefit is useful too - although Sleight of Hand Pro benefits SMGs the least, it does cut aim time to just 100 milliseconds from 200 - and for a kit designed for speed, every millisecond cou

  • S2010E37 RPG-7 - Modern Warfare 2 Multiplayer Weapon Guide

    • October 15, 2010

    Facebook: http://facebook.com/AhoyYT Twitter: http://twitter.com/xboxahoy The RPG-7 is a single shot weapon, supplied with two rockets, and is unlocked at level 65. The 'Ruchnoy Protivo-tankovyy Granato-myot', or RPG -7, which translates as 'hand-held anti-tank grenade launcher' is a widely produced shoulder-launched anti-tank rocket-propelled grenade. It was first produced in the former Soviet Union, now Russia, and first saw service in 1961. The launcher is a simple device; Essentially a 40 millimetre tube with a firing mechanism. The ammunition is the more essential part of the weapon, with a 85mm high explosive shaped charge warhead with an impact fuze designed to penetrate armoured targets. There exists a number of ammunition types available for the RPG-7 - and the variant depicted in game is a conventional High Explosive Anti Tank round, although it has characteristics that better match the anti-personnel fragmentation grenade. In-game, the RPG-7 handles most like the AT-4, although it lacks a lock-on ability. The sights must be raised to fire, and upon firing the rocket will fly directly towards your target - as opposed to the M203 or Thumper, which take a parabolic trajectory. The iron sights are bulky and obtrusive, but fine aiming isn't too important with the RPG - the rockets are prone to veering off course, so the long-range accuracy of the weapon leaves much to be desired. You can employ the RPG-7 as an anti-air weapon, and is most effective against slower-moving, low flying killstreaks such as the harrier or pavelow. As the RPG is unguided you don't have to worry about flares. The Stinger would be a better choice thanks to the lock-on and one-hit kill, but if the RPGs are all you have available it's much better than nothing. One missile won't destroy most killstreaks - but the two rockets you're supplied with will. Two rockets means you get double the firepower of the AT-4 - which is particularly useful when employ

  • S2010E38 M16A4 - Modern Warfare 2 Multiplayer Weapon Guide

    • October 21, 2010

    Facebook: http://facebook.com/AhoyYT Twitter: http://twitter.com/xboxahoy The M16A4 is an assault rifle, which fires a 3-round burst. It is unlocked at level 40. The M16 rifle family was developed by American company ArmaLite, stemming from Eugene Stoner's design for a new generation battle rifle - the AR-10 in 7.62 calibre. By 1957, the US Army's needs had shifted and they were now looking for a weapon in the lighter 5.56 by 45 millimetre intermediate calibre - and thus the ArmaLite AR-15 was born - a smaller, lighter variant of the earlier AR-10. The first military variant of the AR-15, eventually known as the M16A1, first saw service in Vietnam, 1963 - and despite some faltering first steps with regard to maintenance and reliability, the M16 rifle remains in service today, albeit through a number of revisions and improvements. The most recent version, the M16A4, dates to 1996 - and is standard front-line issue for the US Marine Corps and some US Army Units. In-game, the M16A4 is a relatively high damage weapon which fires a three-round burst. The burst weapons tend have the advantage if the first burst kills, but lose this advantage if multiple bursts are required, due to the firing delay in-between each. Compared to the FAMAS, the M16A4 suffers at long range due to a quicker damage drop-off and higher recoil - but has better handling characteristics, including a faster reload and switch time. The fast reload of the M16A4 means that Sleight of Hand, while still beneficial, isn't critical to this weapon. Sleight of Hand suits aggressive tactics, firing from a mobile position - something that the burst weapons tend not so suit so well. Scavenger, then, can be a great alternative - particularly when paired with Claymores, as you'll be able to hold down a location with two entrances and have sufficient ammunition with Scavenger Pro to last for a quite a while. Bling is also a viable route with the M16 - the holographic paired wit

  • S2010E39 Model 1887 - Modern Warfare 2 Multiplayer Weapon Guide

    • October 27, 2010

    Facebook: http://facebook.com/AhoyYT Twitter: http://twitter.com/xboxahoy The Model 1887 is a lever-action shotgun, and is unlocked at level 67. It was designed by famed American arms designer John Browning between 1885 and '87 - hence the designation. Browning would later be responsible for a variety of seminal US weapons, including the M1911 pistol. The lever action was chosen as a follow-on from Winchester's successful lever-action rifle, the Model 1873. While a reliable enough method of cycling the weapon, the lever-action was supplanted by the pump-action shotgun, notably the Model 1897 'Trench Gun'. Pump-action shotguns remain a popular choice to this day. The first 1887 shotguns were chambered for black powder 12 gauge cartridges, with a 10 gauge variant following soon after. Although the practical era of lever-action weapons was relatively short, they hold a certain notoriety as the weapons of the wild west - and the 1887's presence in Modern Warfare 2 is likely a homage to the motorcycle chase sequence in Terminator 2, in which the Model 1887 was wielded one handed and flip-cocked for maximum cinematic impact. In game, the Model 1887 deals moderate damage over a good range, when compared to other shotguns. The rate of fire is very slow - nearly one and a half seconds between each shot, so as with the SPAS-12, it's important to get a one-shot kill where possible. The 1887 is also the only weapon in Modern Warfare 2 to have its effectiveness patched in the name of weapon balance. There are but two attachments for the Model 1887; and only one of those has any major effect. Akimbo is the first unlocked, and gives you two shotguns at the cost of a greater hipfire spread and reduced range. Before the weapon was patched, the akimbo 1887s had identical range to the single shotgun; And the combination of high power with an improved rate of fire proved a little overpowering. Post-patch, the akimbo model 1887s are a shadow of their

  • S2010E40 ACR - Modern Warfare 2 Multiplayer Weapon Guide

    • October 31, 2010

    Facebook: http://facebook.com/AhoyYT Twitter: http://twitter.com/xboxahoy The ACR is a fully automatic weapon, unlocked at level 48. It started life as a design for a lightweight modular rifle platform by American company, Magpul. Design on what was then-called the Magpul Masada Adaptive Combat Weapon System started in 2006, and since 2008 the design has been licensed by Bushmaster as the Adaptive Combat Rifle, or ACR. It is designed around the 5.56 by 45 millimetre cartridge, although as a modular platform can be fitted to fire alternatives, such as the larger-calibre 6.8mm Remington 'Special Purpose Cartridge'. Although the ACR is yet to be fielded by any military force, its development does show promise as one of the potential replacements for the venerable AR-15 derived platforms currently in service today. In game, the ACR is a low-damage, low recoil weapon when compared to the other assault rifles. The M4A1 and F2000 share the same damage with the ACR, but the ACR has the slowest fire rate with the lowest recoil of the three. This means the ACR is very effective at long range - despite dealing minimal damage, you can reliably hit a target with automatic fire at a considerable distance. A sniper's bane, and pretty deadly at most other ranges too - the ACR retains near pinpoint accuracy however far away your target lies. For your blue perk, Scavenger is a sensible choice to allow you to be more liberal with your trigger finger - this is especially useful if you're using FMJ. The ACR is relatively weak up close, particularly if you're taken by surprise - so you should take care to avoid areas best suited to close quarter combat. You can bolster the close-range ability slightly through the use of Sleight of Hand Pro - the faster aim speed might give you the edge - but given that you can easily run out of ammunition with the ACR I'd consider Scavenger to be the better overall perk. For your red perk, Stopping Power is the l

  • S2010E41 F2000 - Modern Warfare 2 Multiplayer Weapon Guide

    • November 5, 2010

    Facebook: http://facebook.com/AhoyYT Twitter: http://twitter.com/xboxahoy The F2000 is a fully automatic weapon, unlocked at level 60. It was designed by FN Herstal in Belgium, and can be thought of as a bigger brother of the similarly-styled P90. It was first produced in 2001, and fires the NATO standard 5.56 by 45 millimetre intermediate cartridge. The bullpup layout and compact size make the F2000 a good choice for a Special Forces role, and has so far seen employment in several such units across the globe. In-game, the F2000 is a low-damage assault rifle, on par with the M4A1 and ACR in terms of damage. It boasts the highest fire rate of any of the assault rifles, firing a fearsome 925 rounds per minute. However, its most defining characteristic is the high recoil of the weapon, making staying on target a challenge. Couple the high recoil with the muzzle flash introduced with the high fire rate, and the reason for the F2000's status as the least popular assault rifle is clear; It's a very difficult weapon to use. For your blue perk, I'd recommend Sleight of Hand Pro for both the faster aim and reload. You will burn through your ammunition quickly, but the reload is pretty slow so it pays to be more nimble, particularly as you'll need to get closer to your enemy to be effective. Be sure to pick a decent secondary weapon to serve as a backup - most of the machine pistols will fare better at long range than the F2000. I was using the Glock 18s, as the single machine pistol handles in a similar way to the F2000, with a reasonably quick draw time. You could use akimbo for double the firepower. If you have extended mags available for the F2000, I'd probably favour Scavenger over Sleight of Hand to permit more liberal use of the weapon from the hip. For your red perk, you do have a little room to experiment - I'd recommend you start with Stopping Power, but the fast rate of fire of the F2000 means that once you're used to the

  • S2010E42 AK-47 - Modern Warfare 2 Multiplayer Weapon Guide

    • November 7, 2010

    Facebook: http://facebook.com/AhoyYT Twitter: http://twitter.com/xboxahoy The 'Avtomat Kalashnikova', or 'Kalashnikov Automatic Rifle, Model 1947' is a fully automatic weapon, unlocked at level 70. It dates to post World War Two Soviet Russia, where the introduction of the first true assault rifle, the Sturmgewehr of Nazi Germany, had proven to be a deadly balance of firepower and manageability. Upon the STG's introduction to the battlefield in late 1943, the Soviets were quick to emulate captured examples; Design on the AK-47 began in 1944, with eponymous design lead Mikhail Kalashnikov's team eventually besting other proposed designs in trials and testing. The AK-47 brought with it a new intermediate cartridge heavily influenced by the Sturmgewehr's 'Kurz' intermediate round. The Model 43 7.62 by 39 millimetre cartridge was to be the platform the AK-47 was designed for, and was essentially a smaller version of the Soviet rifle cartridge, the 7.62 by 54 millimetre rimmed, as used in the Mosin Nagant. The tapered walls of the M43 cartridge also lent the AK one of its most distinguishing features - the pronounced curve on the magazine. It's no coincidence that both the Soviet intermediate and rifle cartridges are of the same calibre - it's a testament to industrial efficiency, as the same tools and gauges could be used to produce barrels and parts, for both classes of weapon. It's this utilitarian approach that has led to one of the most enduring and ubiquitous weapons ever made; Its durability, low cost and ease of use have secured its place in history over countless wars over the last six decades; And it will persist for many more conflicts yet to come. In-game, the AK-47 is a high damage assault rifle, in the same class as the SCAR-H and TAR-21. The SCAR-H has the greatest accuracy, and the TAR-21 has the greater rate of fire - the AK lies somewhere in-between. It's ideal for mid-ranged engagements, and suits fully automatic fire

  • S2010E43 MP5K - Black Ops Multiplayer Weapon Guide

    • November 23, 2010

    Facebook: http://facebook.com/AhoyYT Twitter: http://twitter.com/xboxahoy In this episode, we're covering the first available submachine gun - the MP5K. It's a fully automatic weapon, and is available for use in multiplayer right from the start, as it's part of one of the default classes. The MP5K, or 'Maschinenpistole fünf kurz' originated in West Germany, and is manufactured by Oberndorf-based 'Heckler und Koch'. The original MP5 design dates to 1966, and was originally known as the HK54. The shortened MP5K variant was first produced a decade later, in 1976. The version of the weapon in game is presumably an early prototype. The MP5K is a direct derivation of the MP5A2 variant, with the 'Kurz' designation, meaning 'short'. Designed for use in counter-terror and security roles, the MP5K has a shortened barrel, a lighter bolt (resulting in a faster rate of fire) and a foregrip in lieu of a stock. Standard magazine capacity in multiplayer is a healthy 30 rounds, and extended magazines will take that to 45 instead. The version in-game lacks the iconic curved MP5 magazine, instead using a straight box magazine as used in the earlier models - the curved magazine was adopted later to allow more reliable feeding of hollow point rounds. Like the MP5A2, the MP5K fires the NATO standard pistol cartridge: The 9 by 19 millimetre Parabellum. In game, the MP5K is a high-damage weapon, albeit only at close range. It will kill in 3 shots to the body within its effective range, whereas most other SMGs will kill in 4. Long range performance falls a little short - like most of the SMGs, you will need to hit your opponent 5 times to ensure a kill. While the MP5K has the edge in damage over most SMGs, it doesn't compare as far as fire rate is concerned. At 750 rounds per minute, the MP5K is one of the slowest-firing SMGs - although this can work in your favour by conservation of ammunition. The recoil is moderate, although quite unpredictable

  • S2010E44 M16 - Black Ops Multiplayer Weapon Guide

    • December 4, 2010

    Facebook: http://facebook.com/AhoyYT Twitter: http://twitter.com/xboxahoy In this episode, we're covering the first available assault rifle - the M16. It fires a three-round burst, and is available for use in multiplayer right from the start, as part of one of the default classes. The M16 was first developed by American company Armalite, under the guidance of now-famed small arms designer Eugene Stoner. Known as the AR-15 when it was developed, the weapon wasn't known as the M16 until after Colt licensed the design for military production. The first rifles saw service in Vietnam in November 1963, with the experimental XM16E1 models issued to troops in the field by the end of the year. First impressions were not good; A few reliability issues with both rifle and cartridge led to the M16 becoming universally disliked among soldiers; It wasn't until the standardisation of the M16A1 model in 1969 that the issues were largely resolved. The version of the M16 depicted in Black Ops has the outward appearance of the A1 variant; However, these original rifles were semi or fully automatic only - the burst fire trigger group wasn't seen in standard issue rifles until the M16A2. Standard Magazine capacity is 30 rounds; Extended magazines have 50% more, at 45. As with most modern western assault rifles, the M16 fires the NATO intermediate 5.56 by 45 millimetre cartridge. In-game, the damage dealt is relatively high; On par with the other high-damage automatic rifles, needing just three shots to kill to the body within effective range. This means that the M16 is capable of killing in one burst, although all shots have to connect unless two strike the head. Outside effective range, a two burst kill seems more likely - hitting the head three times with a single burst is practically impossible at such range. The M16 is capable of putting about 450 rounds per minute downrange at full tilt - much slower than any of the automatic rifles, although th

  • S2010E45 Olympia - Black Ops Multiplayer Weapon Guide

    • December 12, 2010

    Facebook: http://facebook.com/XboxAhoy Twitter: http://twitter.com/xboxahoy In this episode we're covering the first weapon in the shotgun category - the Olympia. The Olympia is a double-barreled shotgun, and is part of one of the default classes, so you'll be able to use it right from the start. The Olympia was marketed as the Rottweil Olympia '72. Rottweil is a German brand, owned by Dynamit Nobel - but the weapon itself was produced under license by Italian arms manufacturer, Fratelli Gamba Armi. It was made in 1972, with the 'Olympia' moniker likely applying to the Olympic games which took place in Munich that year. The Olympia has two barrels, in an over-and-under configuration - and a bead sight on the bore axis near the muzzle. A thoroughbred sporting shotgun, the Olympia is designed for skeet shooting - and although not intended for use in combat, takes on the role with aplomb in Black Ops. There's no magazine to speak of, but two barrels mean two chambered rounds - reloading is done via a break-barrel and the two spent cartridges are automatically extracted. The weapon fires 12 gauge shotgun cartridges, most likely double-aught buck in-game. The Olympia is a high-damage shotgun, on par with the Stakeout - and the fact that it's double-barreled means you can get the two shots off relatively quickly compared to the pump-action. One hit kills are common, and two will finish off most within your effective range. Be warned that outside of this range your pellets will have no effect - so using a shotgun from middle range out is an entirely fruitless pursuit. Spread is relatively high compared to the other shotguns, and recoil tends upwards - although given the spread and low capacity, recoil isn't a major factor at all as far as accuracy is concerned. Your mobility and aim speed are quick with the shotguns - just 200 milliseconds to aim down the sight, the same as an SMG. The reload is painfully slow, however - taking be

  • S2010E46 HK21 - Black Ops Multiplayer Weapon Guide

    • December 18, 2010

    Facebook: http://facebook.com/XboxAhoy Twitter: http://twitter.com/xboxahoy In this episode we're covering the first weapon in the LMG category, the HK21. It's a fully automatic weapon, and is available as part of a default class from level 2. The HK21 originates from West Germany, manufactured by Heckler und Koch. It's based on the G3 battle rifle, and is ostensibly a general purpose machine gun variant of that weapon. It was introduced two years after the G3, in 1961, intended as a complement to H&Ks earlier offering. Similar in design and maintenance, the HK 21 had a few modifications that made it more suitable for sustained fire. A heavier barrel with quick-change capability, long range adjustable iron sights and detachable bipod comprise the key differences. The HK21 also boasts unique versatility as far as ammunition feeding is concerned; it's capable of accepting both magazines - including standard G3 20-round and larger drum magazines - as well as belt-fed ammunition more typical for a machine gun. Magazine capacity in-game is 30 rounds by default, or 60 rounds with the drum magazine. The HK 21 fires the NATO standard 7.62 by 51 millimetre rifle cartridge, just like the G3 - and most other western battle rifles. Damage dealt is high, and consistent at all ranges - unlike assault rifles or SMGs. The HK21 will be a 3-hit kill at any distance - and there's the potential for a two-hit kill if both are headshots. Rate of fire is moderate for the LMG category - on par with the RPK, the HK21 fires faster than the M60 but slower than the Stoner 63. Recoil is omnidirectional, with an upward bias. When fired in bursts it's very manageable. The only real downsides to the HK21 are its handling characteristics - your movement speed will be much slower, your aim time will be slow at 350 milliseconds, and the reload isn't quick either, taking nearly 4 seconds to complete. It's tempting to try and counter the sluggish nature of the LM

  • S2010E47 Dragunov - Black Ops Multiplayer Weapon Guide

    • December 31, 2010

    Facebook: http://facebook.com/XboxAhoy Twitter: http://twitter.com/xboxahoy This time we're covering the first of the sniper rifles - The Dragunov. It's a semi-automatic rifle, and is unlocked as part of one of the default classes at level 2. The 'Snayperskaya Vintovka Dragunova', or SVD, originates from the Soviet Union. The weapon was introduced in 1963, and has since been manufactured by Izh-evsk Mechanical Works, or 'IZHMASH'. Designed for a designated marksman role, the SVD has seen extensive use by Warsaw Pact nations, normally in a supporting role as part of a squad. Boasting the reliability and ruggedness of the more familiar AK variants, and the accuracy demanded of a marksman's rifle, the Dragunov remains in production today. Magazine capacity is a healthy 10 rounds, making it the highest capacity rifle in its class. The Dragunov fires the venerable Russian service rifle cartridge, as first used in the Mosin Nagant - the 7.62 by 54 millimetre rimmed cartridge. In-game, the Dragunov is capable of dealing one hit kills to the upper chest, neck and head. When silenced, only the head and neck will yield a one hit kill. Rate of fire is capped to 235 rounds per minute, despite being a semi automatic weapon - this is fast enough for most circumstances but prevents rapid fire as a close range defence. Recoil is relatively strong, pulling upward and slightly to the right with a slow recovery. Aim speed is correspondingly sluggish, taking 400 milliseconds to scope in - and cannot be sped up through the use of Sleight of Hand Pro. Along with the decent capacity, reload times are reasonably quick - just 3 seconds to complete, which for a sniper rifle is more than manageable. The Dragunov comes with its very own scope by default - the PSO telescopic sight, or 'Pritsel Snaipersky Optichesky', which has a unique chevron reticle and rangefinder. As far as optics go, it's not a bad scope for the weapon - the default zoom level

Season 2011

  • S2011E01 Homefront Multiplayer Guide - Assault Rifles

    • March 25, 2011

    An overview of the general use of the assault rifles in Homefront multiplayer. Covers basic tactics, shooting, cover and movement - as well as loadouts, abilities, purchase slots and vehicle use. With an assault rifle, you'll be the bread and butter of any team: capable of being effective in both offensive and defensive roles, there are few weapons as versatile. With relatively low recoil, a moderate rate of fire and good damage at range they're the most balanced of all the weapons, not demanding a specific style of play but allowing for a certain degree of adaptability. The assault rifles comprise the lion's share of your total arsenal, and the two starting rifles are good all-round choices - the M4 boasts low recoil, while the ACR has the edge in damage. This makes the M4 a superior weapon for long-range maps, and the ACR excellent at assaulting interior points, while still maintaining the ranged ability of the assault rifles. The later unlocks are less versatile - the SCAR-L is a 3-round burst weapon that boasts considerable power, but demands precision in your shots - and the M16, a semi-automatic high damage weapon that suits a similarly accurate, long-range style of engagement. The two later unlocks are the T3AK rifle, with high damage and recoil with a slower fire rate - and the XM10, a high fire rate weapon blurring the boundaries between the assault rifles and SMGs. When spawning, your insertion onto the battlefield gives you a valuable insight to your enemy's position - your viewpoint will zoom down from the sky, with the red names indicating enemy threats. This is a useful guard against enemies close to your spawn location - take careful note of any enemy close to where you spawn, and use your knowledge of their position to your advantage before they can do too much damage. One thing to note is that you can spawn into the gunner seat of a teammate's vehicle if a slot is open. This is usually a good choice, as a vehicle withou

  • S2011E01 Minecraft Survival Guide - Episode 1: Wooden Sword

    • April 1, 2011

    An overview of the first unlocked edged weapon in Minecraft, the Wooden Sword.

  • S2011E02 Behind The Lines - FN FAL

    • August 27, 2011

    Known as the 'right arm of the free world', it's one of the most widely used rifles in history - and the west's post-war answer to the soviet AK-47. The FAL - or, to give its full name, the 'Fusil Automatique Léger', which translates to 'Light Automatic Rifle' - is a battle rifle, characterised by its selective fire ability and chambering for a full-powered rifle cartridge. Battle Rifles can trace their heritage to the bolt-action rifles wielded in both world wars, such as the Mosin Nagant, Lee-Enfield and M1903 rifles, all of which saw ample use at the start of the 20th century. It was World War 2 that marked a turning point in firearms history, where the power and long-range accuracy of the bolt action was supplanted by the more versatile automatic rifles. With the power of a full-sized cartridge, and the automatic capability of a sub-machine gun, by the middle of the 20th century the battle rifle was king. By modern standards, the FAL is a hefty weapon - modern assault rifles fire smaller cartridges and make extensive use of polymers to reduce weight - while the FAL is a full-size rifle of an entirely steel construction. With a barrel 21 inches long, the overall weapon length is 43 inches - a little over a metre - and some 20% longer than a typical modern assault rifle. The FAL's length is accompanied with commensurate mass - weighing in at 4.3 kilograms unloaded, 50% heavier than the modern M4 carbine. Despite its bulk compared to today's weapons, compared to its bolt-action predecessors, the FAL offered greater firepower with few downsides for the evolving face of infantry combat. The weapon was developed by Belgium-based Fabrique Nationale d'Herstal, or FN. FN were known for their work with American arms designer, John Browning - a man responsible for many key firearm designs of the early 20th century. It was his successor as Head Designer at FN - Dieudonné Saive - who would later finish his Hi-Power handgun design, and go on to design the FN

  • S2011E03 ASP - Black Ops Multiplayer Weapon Guide

    • January 9, 2011

    Facebook: http://facebook.com/XboxAhoy Twitter: http://twitter.com/xboxahoy In this episode, we're covering the first handgun - the ASP. It's a semi automatic pistol, and is available as part of one of the default classes at level 1. It's an American weapon, designed by New York gunsmith Paris Theodore in the early 1970s. It was commercially introduced in 1975, although in no great quantity - only 450 were ever made. Based on the Smith and Wesson Model 39, the ASP was designed from the ground up as a concealable pistol for covert operations. With an extensively modified frame, the ASP takes on a unique appearance - with no unneccesary protrusions and smoothed curves for a fast, snag-free draw. One such innovation was the complete removal of the front sight post - and the addition of a rear 'guttersnipe' sight instead. Although not quite as precise as conventional pistol sights the tapered channel allows for faster target aquisition, and in any case is more than adequate for covert use. The entire weapon was given a teflon coating, and the grips were also replaced with clear Lexan, allowing the operator to know precisely how much ammunition was left in the magazine. The magazine capacity isn't great, largely due to the weapon's compact size - just seven rounds. The ASP fires the NATO standard 9 by 19 millimetre Parabellum cartridge, just like the Smith and Wesson 39 it was based on. Damage is good, at least up close - 3 hits to kill within effective range puts it on par with the more powerful SMGs. Of course, the range of the pistols is limited so at any sort of distance you'll find you'll need 5 hits to kill - and given that there's only 7 rounds in the magazine that can be tricky. The ASP has the highest firecap of all of the pistols - with a potential fire rate of 937.5 rounds per minute, 50 percent higher than any other. Recoil is not a factor unless you have a very quick trigger finger - but in general within effecti

  • S2011E04 M72 LAW - Black Ops Multiplayer Weapon Guide

    • January 9, 2011

    Facebook: http://facebook.com/XboxAhoy Twitter: http://twitter.com/xboxahoy In this episode, we're covering the first weapon in the launcher category - the M72 LAW. It's a single shot weapon unlocked as part of one of the default classes from level 2. An American weapon, the M72 was originally developed by the Hesse Eastern Company and later manufactured by Nammo Raufoss under license. The patent for the weapon was filed in 1963 and was adopted by the US Army as their primary anti-tank weapon the same year. The LAW was designed as a replacement for the earlier Bazooka series of anti-armour weapons, and could tackle correspondingly more modern armoured threats. Designed to be as lightweight as possible without sacrificing penetration power, the M72 used a disposable telescoping tube which came with the rocket pre-loaded for ease of use and rapid deployment, similar to the AT4, which replaced the M72 in recent years. This means that the M72 can't be reloaded, and so with each you only get a single launch. The rocket fired is a 66 millimetre High Explosive, Anti-Tank round, with folding fins that deploy after launch for increased in-flight stability. In-game, the lethal radius is 3.8 metres - although be advised that Flak Jacket will render the missile near useless, requiring a direct impact to kill an uninjured foe. Performance is more consistent against Air Support, with just one rocket impact required to down any target. The Launchers are slow weapons to handle - when equipped you'll move at 80 percent of maximum speed. Aim speed is also slower than any other weapon class, at half a second - although given that you only get one shot it's wise to take the aiming process slowly. Reload - or rather, the discard and draw of a new launcher - is slow too, taking 3 seconds, meaning that the launchers certainly aren't suited to faster-paced enagements. Although deviant from the real-life weapon, the LAW is capable of locking onto a

  • S2011E05 Skorpion - Black Ops Multiplayer Weapon Guide

    • January 16, 2011

    Facebook: http://facebook.com/XboxAhoy Twitter: http://twitter.com/xboxahoy In this episode, we're covering the second SMG - the Skorpion. It's a fully automatic weapon, and is unlocked at level 7. It's a Czechoslovak weapon, manufactured by Česká Zbrojovka (cheska zbroy-of-ka) in what is now the Czech Republic. It was first prototyped in 1959, and was formally adopted into service in 1961. The 'Samo-pal vzorr(a) šedesát jedna (shedestat yidna)', or 'submachine gun model 61' is a compact weapon designed for tank crews and special forces, normally known by its less-formal name, the 'Skorpion'. It can be fired either from the shoulder with the folding wire stock, or like a pistol with just one hand. Chambered for a smaller calibre, it's controllable even with fully automatic fire and can be easily suppressed for covert use. Magazine capacity is a little short, as might be expected for a compact weapon - 20 rounds by default, although extended mags takes this to a more healthy 30. The Skorpion fires the anemic .32 ACP round - not exactly the most powerful cartridge but certainly gets the job done at close range. In-game damage reflects the typical effective distance of this calibre, with the Skorpion having the shortest range of all the SMGs. However, within this effective radius the Skorpion is very effective - capable of two hit kills to the body up close, something no other SMG can do. The damage drops very quickly, though - almost immediately dropping to a five-hit kill outside of close range engagements. The fire rate is on the slower side for its class - 750 rounds per minute, although this at least makes the short magazine last a little longer. Aside from the massive damage at point-blank range, the Skorpion has another key benefit - it boasts the lowest recoil in the SMG category. This means that if you start on target, you'll stay on target - allowing you to tackle enemies at surprising distances, even if you do need

  • S2011E06 Enfield - Black Ops Multiplayer Weapon Guide

    • January 23, 2011

    Facebook: http://facebook.com/XboxAhoy Twitter: http://twitter.com/xboxahoy In this episode we're covering the second assault rifle, the Enfield. It's the first fully automatic weapon in its category, and is unlocked at level 6. Hailing from the United Kingdom, the weapon is manufactured by the Royal Small Arms Factory, situated in the London borough of Enfield - hence the weapon's name in-game. The more formal designation would be the XL64 - Experimental Land Service Designation, from the year 1964. A bullpup weapon, with the magazine and action behind the trigger, the weapon was designed to fire an experimental round based on the then-nascent NATO 5.56 millimetre cartridge. Although the XL64 'Individual Weapon' saw little use outside testing, it did lay the foundation for the later British service rifles. This weapon was the predecessor of what was to be the SA80 series of weapons, which replaced the L1A1 SLR - the British made FAL. Magazine mapacity is 30 rounds, typical for most assault rifles in-game. The cartridge fired is known as the 4.85 millimetre SAA, and uses a smaller diameter bullet in the 5.56 case for lower recoil and improved penetration. Damage is low, but remains relatively consistent at range - you can rely on a 3 or 4 hit kill in almost all situations. The low damage is coupled with a slow rate of fire - 750 rounds per minute, making the Enfield's damage output lower than most. This does make the Enfield more controllable when fired full auto, though, as a slower fire rate gives the weapon more time to settle. There is some recoil, which can be an issue at long range - sustained fire can lead you to shoot above and to the right of your target. One unique trait of the Enfield is its superior aim speed - at 200 milliseconds, this weapon handles like an SMG when aiming. Reload isn't so bad, either - a little over 2 seconds is fairly average, but the low rate of fire will help make your magazines last lo

  • S2011E07 Stakeout - Black Ops Multiplayer Weapon Guide

    • January 30, 2011

    Facebook: http://facebook.com/XboxAhoy Twitter: http://twitter.com/xboxahoy In this episode we're covering the second shotgun, the Stakeout. It's unlocked at level 8, and is a pump-action weapon. The Stakeout is an American firearm, produced by the Ithaca Gun Company of New York. The Stakeout is a variant of the Ithaca Model 37, named for the year it was first produced. Also known as the 'featherweight', the Model 37 is Ithaca's best-selling and most well-known product, with a simple enduring design and rugged pump-action. The Stakeout is the pistol-grip variant of the Model 37, of a more compact size due to its shorter barrel and the lack of a stock. The weapon has a tube magazine, with a capacity of 4 shells. It fires standard 12 gauge cartridges, likely double-aught buck in game. The Stakeout is a high damage shotgun, with each pellet on par with the Olympia. Damage falls off a little sooner than with the Olympia, but the pellets have a slightly longer reach. Due to the pump action your rate of fire is limited - just 92 rounds per minute, or 109 per minute with the grip attachment. It also has the narrowest spread of all the shotguns in game - and, counter to what you may expect, aiming down the sights will narrow the spread further. Thus, the high damage paired with the narrow spread means you're far more likely to see a one hit kill towards the end of your effective range - just as well, given the slow rate of fire. Aim time is as quick as an SMG, and like the other shotguns - 200 milliseconds. Reload times are a little different in that cartridges are inserted individually. The first shell takes a second, with subsequent ones inserted every point 6 seconds. If you keep the weapon topped up, reloads are seldom an issue. Like most of the shotguns, the attachments are few and far between - with just one available there's little in the way of choice. The grip is definitely something you'll want though, as it

  • S2011E08 RPK - Black Ops Multiplayer Weapon Guide

    • February 7, 2011

    Facebook: http://facebook.com/XboxAhoy Twitter: http://twitter.com/xboxahoy In this episode, we're covering the second Light Machine Gun, the RPK. It's fully automatic, as you'd expect - and is unlocked at level 6. The RPK, or 'rooch-noy pul-eh-myot kalashnikova' is a weapon that originates from the former Soviet Union, and is a derivation of Kalashnikov's AK-47 design. The version represented in game is actually the RPK-74, based on the AK-74 rifle, which were both introduced in 1974. Essentially a longer barrelled version of the infantry rifle with an attached bipod, the RPK supplanted the earlier RPD as the Red Army's primary LMG. As both the AK and RPK-74 share a large number of manufactured parts, supply and maintenance of the weapons is more easily managed, and production more efficient. Magazine capacity is 40 rounds, or 80 with extended magazines - giving you an extra 33 percent when compared to the similar HK21. The RPK-74 fires the 5.45 by 39 millimetre M74 round - a smaller, high velocity round designed to yaw in flesh and cause devastating cavitation. Damage in-game is comparable to the other LMGs, consistent at all ranges and high by most other weapon's standards. Like the HK21 and Stoner 63, the RPK will kill in 3 hits at any range - or two hits if both are headshots. Rate of fire is on par with the HK21, too - 750 rounds per minute place it squarely in the middle of the category as far as fire rates are concerned. One major downside to the RPK is its heavy recoil - when fired automatically the RPK will exhibit a severe upwards pull, making staying on target nearly impossible. Outside of close range, the only way to effectively employ the RPK is to fire in short bursts, waiting for the recoil to settle before firing again. This mitigates the effect of the recoil, and has the added benefit of prolonging your ability to provide supporting fire. Aim time is typically slow for an LMG - 350 milliseconds, and des

  • S2011E09 WA2000 - Black Ops Multiplayer Weapon Guide

    • February 13, 2011

    Facebook: http://facebook.com/XboxAhoy Twitter: http://twitter.com/xboxahoy In this episode, we're covering the second sniper rifle, the WA 2000. It's a semi automatic weapon, unlocked at level 10. The Walther WA 2000 originates from West Germany, and was designed in the late 1970s, with the final design entering production in 1982. Made with urban interdiction in mind, the Walther is rapidly deployable and deadly accurate. As expensive as it is finely crafted, only 176 were ever made - its high unit cost of around ten thousand dollars at the time of its introduction discouraged sales to its intended market of counter-terror and police units. Magazine capacity is relatively short, at six rounds - extended magazines doubles that to twelve. The WA 2000 was made in three calibres - the primary being the .300 Winchester Magnum round. Its one-hit kill area is identical to the Dragunov's - a shot to the head, neck or upper chest will result in a kill. When silenced, you'll kill in one shot to just the head or neck. Rate of fire is semi-automatic, and is capped at 235 rounds per minute. Recoil is very manageable - although high compared to other weapon classes, as far as the sniper rifles are concerned the WA2000 is by far the most controllable. Aim speed is the same as the other sniper rifles - 400 milliseconds to bring up the scope. Reload time is a little slower than the Dragunov, but manageable enough at 3.2 seconds. One interesting point about the WA2000 is that the default scope zoom level is a little lower than usual for the class - about 70% when compared to the others. This means you can use the regular scope at a slightly closer range than might be possible with another sniper rifle. Warlord allows us to combine two attachments, and as most of the second tier perks have only marginal benefit for the sniper rifles we can leverage the combination of some of the more useful attachments. The ACOG coupled with extend

  • S2011E10 Ballistic Knife - Black Ops Multiplayer Weapon Guide

    • February 18, 2011

    Facebook: http://facebook.com/XboxAhoy Twitter: http://twitter.com/xboxahoy In this episode we're covering the first special weapon, the ballistic knife. It's a single shot weapon, unlocked at level 15. Originating from the Soviet Union, it was first seen in the hands of Spetznaz forces operating in Afghanistan around the late 1970s. A largely impractical weapon, intended to extend a fighter's reach and capability in close combat, although its exact usage is unknown Although deadly when launched, the weapon is only truly effective within a very short range - a role in which a full-tang fixed blade may have been better suited. The weapon rose to some prominence in the United States, though - its reputation as the Soviet elite's close quarter weapon of choice made them quite the collectible, and in the early 1980s were a popular novelty. As collectable as they were deadly, it's little surprise that the spring-loaded blades were banned outright in 1986. In-game, The Ballistic Knife has a supply of just two blades - one ready to fire with another to spare. The blades have a cutting edge 5 inches long, and the entire assembly with handle measures about ten inches in length. The blades are spring loaded and are fired by pulling the safety pin and pressing the button on the handle, releasing a simple latch and decompressing the spring. This launches the blade at quite some velocity - typically some 60 feet per second, more than enough to embed deeply in flesh should it come into contact with the enemy. In-game, The Ballistic Knife will kill in just one hit, at any range, anywhere to the body. Unfortunately landing a hit is quite tricky, given that the blades follow a parabolic trajectory - this means at a distance you'll need to aim above your target to hit. The travel time of the blade also makes aiming difficult, particularly on a moving target - in many cases you'll need to aim ahead of the enemy, anticipating their movement.

  • S2011E11 Makarov - Black Ops Multiplayer Weapon Guide

    • February 20, 2011

    Facebook: http://facebook.com/XboxAhoy Twitter: http://twitter.com/xboxahoy In this episode we're covering the Makarov. It's a semi automatic pistol, unlocked at level 4. Originating from the Soviet Union, the pistol is named for its designer, Nikolay Makarov. It was introduced as the standard sidearm for the Soviet military in 1951, replacing the earlier Tokarev in service. The PM, or Pistolet Makarova is a compact blowback-operated weapon, loosely based on the earlier German Walther PP design. A simple, reliable weapon - with few moving parts - the Makarov has seen extensive deployment in both military and police roles over much of Eastern Europe. Magazine capacity is 8 rounds - second only to the CZ-75 in-game, and generous enough for most usage. The cartridge fired is the 9 by 18 millimetre Makarov round - analogous to the NATO 9 millimetre round, but in terms of ballistics more comparable to the less-powerful .380 ACP. Damage in-game is identical to all other pistols, except for the Python - typically requiring 3 hits to kill at close range, and 5 at a distance. Rate of fire is capped to 625 rounds per minute - the same as most pistols, with the exception of the ASP. Recoil is again, identical to all other pistols except for the Python - and is not a factor as long as you're close to your target. Aim time is as fast as the other pistols, at just 150 milliseconds - and the reload is fairly average for its class, at a little over 1.6 seconds. The pistols share much in the way of their statistics, so there's not much to choose between them - it's the available attachments and subtler statistics that define each handgun. The Upgraded Iron Sights are one of your attachment choices, but their effect is purely cosmetic - three white dots applied to the front and rear sights giving slightly clearer target indication. They aren't much use - unlike a red dot sight which provides a better view on target, the dots do nothing f

  • S2011E12 MAC11 - Black Ops Multiplayer Weapon Guide

    • February 27, 2011

    Facebook: http://facebook.com/XboxAhoy Twitter: http://twitter.com/xboxahoy In this episode, we're covering the third SMG - the MAC-11. It's a fully automatic weapon, unlocked at level 11. An American Weapon, the MAC-11 was designed by Gordon Ingram. It was first produced in 1972, as a sub-compact variant of the earlier MAC-10. The Military Armament Corporation Model 11, or MAC-11, is a compact blowback-operated weapon. With a fire rate of around twelve hundred rounds per minute, the weapon is difficult to shoot accurately unless fired in short bursts. Designed to be used with a suppressor, the MAC-11 has a threaded barrel for quick conversion to a covert role. Its bigger brother, the Model 10, fired a more powerful cartridge, and saw some use by US forces in the Vietnam War - but the smaller Model 11 was generally regarded as lacking in stopping power, and found fewer practical applications. Magazine capacity in-game is a mere 20 rounds, or 30 with extended mags. The cartridge fired is the compact but low powered .380 Automatic Colt Pistol round - ideal for concealable weapons but otherwise anaemic when compared to the ballistically superior 9mm parabellum or 45 ACP cartridge. In game damage reflects this lack of stopping power - even at close range the MAC-11 requires 4 hits to kill to the body. The damage drop with range is less pronounced than with the higher damage SMGs, at least - granting more consistent performance near the edge of your effective range. The recoil is light too, tied with the Spectre for perhaps the best handling characteristics in the SMG category, outside the Skorpion. The weapon will tend slightly upwards and to the right - but at close to middle range it's relatively easy to remain on target. Aim time is on par with the other SMGs, at 200 milliseconds, and the reload time is favourable too - at just 2 seconds it's one of the fastest SMGs to reload. The key to successfully using the short m

  • S2011E13 M14 - Black Ops Multiplayer Weapon Guide

    • March 6, 2011

    Facebook: http://facebook.com/XboxAhoy Twitter: http://twitter.com/xboxahoy In this episode, we're covering the third weapon in the assault rifle category - the M14. It's a semi-automatic weapon in-game, and is unlocked at level 9. Originating from the United States, the M14 was adopted by the US army in 1957, and was standard issue from 1959 until it was replaced by the M16 in 1970. Essentially a derivation of the M1 Garand, with the introduction of a removable magazine, replacing the earlier en-bloc clip used in the Garand, and with the addition of the capability of fully-automatic fire. This technically makes the M14 a Battle rifle, rather than an assault rifle, as it fires a full-sized cartridge with selective-fire. After a series of prototypes made post World-War 2, the M14 trumped the FN FAL in the US Army's testing and saw its first action in the Vietnam War. Although unwieldy and not ideal for jungle combat, it performed adequately until superceded by the lightweight, more modern design of the M16. The M14 remains in use today, however - although not ideal for general infantry use it's found a niche in the Designated Marksman Role, and as part of the M21 and later M24 Sniper Weapons Systems. Magazine capacity is 20 rounds, identical to the other semi-automatic rifle - the FAL. Extended mags will give you 30 rounds per magazine. The cartridge fired is the NATO standard rifle cartridge - the 7.62 by 51 millimetre. This calibre's roots lie in the earlier, larger 30-aught-6 rifle cartridge, as fired by the earlier M1903 Springfield rifle. Essentially a shortened variant, the new cartridge was to be known commercially as the .308 Winchester before being adopted as the NATO standard in 1954. Damage in-game is the highest of all weapons in the assault rifle category - only the sniper rifles deal more damage per shot. At just two hits to the body at close range - and 3 at a distance, the M14 shares the same damage profi

  • S2011E14 SPAS-12 - Black Ops Multiplayer Weapon Guide

    • March 13, 2011

    Facebook: http://facebook.com/XboxAhoy Twitter: http://twitter.com/xboxahoy In this episode we're covering the third Shotgun - the SPAS-12. It's a semi-automatic weapon, and is unlocked at level 24. The Franchi Special Purpose Automatic Shotgun, or the SPAS-12, hails from Italian arms manufacturer, Luigi Franchi. First produced in 1979, the weapon is unusual in that it can be used in both a semi-automatic and pump-action mode. This means the SPAS-12 can fire cartridges that otherwise might lack the power to cycle a semi-automatic weapon - such as less-than-lethal rounds or tear gas. In spite of this versatility, the dual-mode operation adds weight and complexity to the weapon - adding to its expense and limiting its suitability to niche roles. It was the 'lack of sporting purpose' that led to the weapon being banned from import in the United States, making the SPAS-12 a rare weapon known for its distinctive appearance and prolific presence in cinema. The tube magazine holds 8 rounds, making the SPAS-12 the shotgun with the highest capacity in Black Ops. The cartridge fired is your standard 2 and 3-quarter inch 12-gauge cartridge, as usual for a weapon in this class. Damage in-game is low compared to the Olympia and Stakeout - although the SPAS-12 is entirely capable of killing in one shot, you'll notice it will take 2 or 3 shots to kill towards the end of your effective range. Thankfully the low damage is balanced somewhat with a good rate of fire and healthy magazine - as a semi-auto weapon you can usually rely on getting the shots you need on target in relatively short order. 312 rounds per minute is less than most semi-automatic weapons, but with the close-range power of the SPAS-12, it's more than adequate. Aim time is quick at 200 milliseconds, but the iron sights are very obstructive on the SPAS-12 - so it's fortunate that hipfiring is almost always the way to go, especially if you're using Steady Aim. Reload is done

  • S2011E15 M60 - Black Ops Multiplayer Weapon Guide

    • March 19, 2011

    Facebook: http://facebook.com/XboxAhoy Twitter: http://twitter.com/xboxahoy In this episode, we're covering the third LMG - the M60. It's a fully automatic weapon, unlocked at level 21. Originating from the United States, the M60 has served with every branch of the US military since its introduction in 1957. The M60's roots can be traced in part to the German machine guns of World War 2, such as the MG42 and FG42, and the earlier American Browning Automatic Rifle and M1919A6 Machine Gun. The M60 saw its first major usage in the Vietnam War after its adoption, where it was employed as both a squad automatic weapon and as a medium machine gun, mounted on Patrol Boats, APCs and Helicopters. Informally known as 'the pig', presumably for its hefty weight and insatiable appetite for lead - the M60 remains in use today, although has been supplanted somewhat by the M240. As a general purpose machine gun, the M60 fires the full-size 7.62 by 51 millimetre NATO cartridge, from a distintegrating belt of linked ammunition. Belt length is 100 rounds in-game, or a whopping 200 when paired with the Extended Mags attachment. The M60 deals the most damage per shot of all the light machine guns, although it suffers from a damage drop off to a long-range damage level on par with the others in its class. At close range you'll kill in just two shots anywhere to the body - making this a deadly weapon of defence. You pay for this high damage with a lethargic rate of fire - the slowest of any automatic weapon in the game, tied only with the Full-Auto CZ75. 535 rounds per minute does at least do much to conserve your ammunition under continuous fire, allowing sustained defense without the need to burst fire. Despite the low fire rate, recoil is still substantial - you'll see substantial horizontal and upward spread when employed full-auto. This can be mitigated by firing in bursts, but the HK21 would probably be the superior choice for long-range en

  • S2011E16 L96A1 - Black Ops Multiplayer Weapon Guide

    • March 27, 2011

    Facebook: http://facebook.com/AhoyYT Twitter: http://twitter.com/xboxahoy This time, we're covering the third sniper rifle - the L96A1. It the only bolt-action rifle in the game, and is unlocked at level 27. One of the two British weapons in-game, the L96A1 is the land force's designation for the Accuracy International Precision Marksman, or PM. Adopted in 1982, the L96A1 entered service with the British Armed Forces in 1985. The Precision Marksman went up against a few other potential rifles in trials, including the Parker Hale M85, PSG-1 and Remington 700. The PM eventually came out top, and became the sniper rifle employed by the British force, and was later adopted in a variety of roles by other nations. The original PM design was improved in the Arctic Warfare version of the rifle, named for its ability to operate in a wide variety of climates. Available in large number of different calibres and configurations, such as the Police variant, or AWP - with its shorter barrel and black furniture - and the Magnum or AWM, designed for more powerful cartridges, the Arctic Warfare range is an adaptable family of rifles suited to a large range of roles. Although the AW series of rifles are chambered for a variety of calibres, the L96A1 configuration fires the NATO standard 7.62 by 51 millimetre round. Magazine capacity in-game is on the smaller end, at 5 rounds. Extended mags will take this capacity up to 10. The L96A1 is the most powerful of all the sniper rifles - boasting the largest one-hit kill area, and dealing more effective damage per shot than any other non-explosive weapon in the game. A shot anywhere to the head, neck, chest, stomach - or even the upper arms - will result in a one-shot kill. This means that only a shot to the lower arms or legs will require a follow up shot. Silenced, the damage profile is identical to the other rifles - you'll need a head or neck shot to kill. As a bolt action, you will need to ch

  • S2011E17 M1911 - Black Ops Multiplayer Weapon Guide

    • April 3, 2011

    Facebook: http://facebook.com/XboxAhoy Twitter: http://twitter.com/xboxahoy In this episode we're covering our third handgun - the M1911. It's a semi-automatic weapon, unlocked along with Create-A-Class at level 4. An American design, the M1911 entered service with the US Army in 1911, hence its designation. Designed by John Browning, the 1911 was a composite of various elements from his earlier handgun designs, and would later become the standard in self-loading pistols. It excelled in early tests, and saw its first service in the first world war - leading to some minor improvements to its design in the A1 variant from 1924. From there, the pistol went on as the standard sidearm throughout World War 2, the Korean War and the Vietnam War - and performed admirably, despite showing its age when compared to some modern pistols. It remained the US Army's service pistol of choice until 1985, at which point the Beretta M9 took its place - somewhat controversially. Despite its 100 years of production, the M1911 remains the pistol of choice for many today - including the Marine Corps Special Operations Command, LAPD SWAT teams, and certain departments of the FBI. The M1911 fires the powerful 45 ACP round, with its slow but heavy projectile boasting good man-stopping ability when compared to lighter rounds. Magazine capacity is a little short, at 7 rounds - but extended mags will double this to a much healthier 14. Damage is standard for the pistols, on par with all others apart from the Python - The M1911 needs 3 shots to the body to kill at close range, and 5 at a distance. The firecap is standard, too - the fastest you'll be able to fire is 625 rounds per minute. Recoil is exceedingly average, again identical to all other pistols other than the Python. Given a moderate rate of fire and close proximity to your target, it's not an issue. Aim time is very quick, on par for the pistol class - and the reload is nearly identical to

  • S2011E18 RPG - Black Ops Multiplayer Weapon Guide

    • April 7, 2011

    Facebook: http://facebook.com/XboxAhoy Twitter: http://twitter.com/xboxahoy In this episode, we're covering the second available launcher - the RPG. It's a single-shot weapon, unlocked at level 12. Originating from the Soviet Union, the 'Rooch-noy Protivo-tankovy Granato-meeot Séem', or RPG-7 - is a shoulder-launched anti-tank weapon. First introduced in 1961, it replaced the earlier RPG-2 as the Soviet Army's anti-tank launcher of choice. An inexpensive and rugged weapon, essentially consisting of little more than a tube and simple firing mechanism, the RPG-7 is capable of launching a wide range of ammunition. Anti-tank rounds are the most common, but high explosive, fragmentation, and thermobaric rounds can also be used, meaning that the RPG-7 is a versatile weapon, suited to a wide number of targets. The rockets themselves consist of the warhead at the front, and the rocket motor, which rests in the launch tube. When fired, the booster ignites with quite some force, leaving a sizeable backblast behind the operator. In-flight, the main motor ignites some ten metres past launch, and can propel the rocket to a distance of over a kilometre. Upon colliding with the target, the contact fuze is triggered and the shaped charge detonates, sending a deadly cone of molten metal, capable of penetrating through thick layers of armour. The RPG is a single shot weapon, having no magazine to speak of - and the 40 millimetre launch tube accepts a variety of ammunition, with the most common being the PG-7V 85mm High Explosive, Anti Tank round. In-game, you'll be equipped with 2 such rockets - or 3 should you equip Scavenger Pro. Damage is identical to the RPG's closest comparison, the M72 LAW - you'll see a lethal radius of around 3.8 metres with unprotected opponents. Against a Flak Jacket user at full health, you will need a direct impact to kill. Although unguided the RPG can be employed against air support - a successful hit should do

  • S2011E19 AK74U - Black Ops Multiplayer Weapon Guide

    • April 10, 2011

    Facebook: http://facebook.com/AhoyYT Twitter: http://twitter.com/xboxahoy In this episode we're covering the fourth SMG, the AK74U. It's a fully automatic weapon, unlocked at level 17. Originating from the Soviet Union, the AK-74U is a shortened version of the AK-74 rifle. The AK-74 was named for the year of its introduction - 1974 - but the shortened version wasn't introduced until 1979. Technically the in-game name is incorrect - the proper designation would be the AKS-74U - the S stands for Skladnoy, meaning folding - referring to the folding stock of the weapon. The Avtomat Kalashnikova Ukorochennyĭ (oo-kar-a-chon-ye), or Kalashnikov's shortened automatic rifle, was developed to serve as a compact weapon for tank crews, airmen, and paratroopers. Although compact in size it fires the same cartridge as the full-sized rifle, albeit from a much shorter barrel. This means the muzzle velocity is lower than it might be on a larger weapon, and paired with the smaller sight radius inhibits potential accuracy at longer range. Still, it boasts better penetration than one might otherwise see in a compact, lightweight weapon - and its small size allows the weapon to be carried concealed or in confined spaces. The cartridge fired is the Soviet 5.45 by 39 millimetre round - normally a steel-cored armour piercing variant, granting increased effectiveness against body armour. Magazine capacity is good, at 30 rounds - and extended mags will give you an even better 45. The AK-74U is a high-damage SMG, tied with the MP5K - and will kill in three body shots at close range, or two to the head. Long range damage drops off to the usual 5-bullet kill for SMGs - and the 74U has the same limited range as its peers, losing its damage advantage from middle distance out. Rate of fire is relatively slow, again tied with the MP5K at 750 rounds per minute. A slower rate of fire does ameliorate the recoil somewhat, giving the AK-74U only moderate rec

  • S2011E20 FAMAS - Black Ops Multiplayer Weapon Guide

    • July 17, 2011

    Facebook: http://facebook.com/AhoyYT Twitter: http://twitter.com/xboxahoy In this episode we're covering the fourth assault rifle, the FAMAS. It's a fully automatic weapon, unlocked at level 17. The FAMAS, or Fusil d'Assault de la Manufature d'Armes de Saint-Etienne, is a French weapon currently employed as the service rifle of the french military. The FAMAS project began in 1967, and the first protoype was produced in 1971. Affectionately known as 'le Clairon' by the french soldiers who use it, literally meaning 'the bugle' - presumably for its appearance and report. The FAMAS has been employed by the French Armed Forces since 1979, and first saw service in the Chadian-Libyan conflict in 1983. Since then, the rifle has been revised to the G2 specification in 1994, closer meeting NATO requirements - and is an integral part of the modern french military's 'Felin' combat system. Interestingly, the model depicted in Black Ops, with the absent top carry handle and top rail mount, is this more recent F1 Felin variant - and its appearance is anachronistic, as it dates to the late 1990s with the introduction of the Felin program. Presumably, the weapon is supposed to be an earlier prototype, dating to the earliest days of the FAMAS project. The cartridge fired is the NATO standard 5.56 by 45mm round, as with most modern western assault rifles, and is the first French service rifle to fire a standard cartridge. In-game, magazine capacity is 30 rounds, and can be taken to 45 with extended mags. Technically the FAMAS is a low-damage assault rifle, on par with the AUG and Enfield in this respect - but in practical terms kills in the same number of shots as the higher-damage automatics, such as the commando and galil. While the FAMAS lacks the potential 2 headshot kill of those rifles, it will still kill in 3 rounds otherwise - and in addition, has a key advantage which makes it even more lethal. Rate of Fire is very high indeed, at 93

  • S2011E21 Time To Kill - Damage

    • December 2, 2011

    First episode of 'Time To Kill', a series devoted to the inner workings and mechanics of Call of Duty's multiplayer. Episode one focuses on damage - a critical part of the game, and the factors that can influence the effectiveness of your weapons. At its core, Damage is a simple concept - you have a weapon, and a successful hit with said weapon will deliver damage to your opponent - and should you deal damage sufficient you'll be awarded a kill. The weapon damage mechanics in call of duty do have some trickier points, however - as there are multiple factors that can affect your weapon's performance - and either enhance your lethality, or blunt your weapon's power. For most weapons, the distance from your target is the major factor in determining how much damage you're able to deal with each shot. Generally, the closer you are to your foe the more damage your weapon will deal. Most weapons have two damage figures - a maximum and minimum amount that it is capable of inflicting. These two numbers are paired with two distances, defining the weapon's effective range. From a point blank range to the first distance figure, your weapon will deal its maximum damage. Between the near and far range figures, damage will scale linearly from your weapon's maximum to its minimum. And from this point outwards, you'll deal minimum damage out to any distance. A weapon's category is usually a fairly good indicator of its effective range - while every weapon has its own unique range, each category tends to have similar traits. Shotguns have the shortest range, followed by pistols and SMGs. These weapons deal most damage up close, but lose effectiveness rapidly at a distance. Once shotguns reach their maximum range, they'll deal no damage at all to an opponent further away. LMGs and assault rifles have moderate effective range, hence normally performing best at a middle distance. Note that some weapons don't have any damage drop-off whatsoever - sniper rifles,

  • S2011E22 Time To Kill - Optics

    • December 22, 2011

    Second episode of 'Time To Kill', a series devoted to the inner workings and mechanics of Call of Duty's multiplayer. Episode two focuses on optical attachments - and the effect they'll have on your precision. It was Call of Duty 4 that first introduced weapon attachments to the series, and with it 2 optical options: the Red Dot Sight and ACOG Scope. Modern Warfare 2 expanded this to incorporate both an Eotech holographic sight, and a infra-red thermal scope, that highlights enemies in white. Now, in Modern Warfare 3 there are more options than ever - with the introduction of versatile hybrid scopes for both the assault rifles and SMGs. Of course, these attachments are optional - and most weapons can perform just as well without the addition of an optical attachment. Most come with iron sights, a cruder, more mechanical way of indicating your point of aim - but sufficient nonetheless. Iron sights are innate to the weapon, and usually quite distinctive - they contribute much to a weapon's character, from the occlusive sights of the G36 - to the wide open if slightly-unusual sights seen on the FAD. Aiming down your sight with most weapons will zoom in your view slightly - some more so than others, and naturally the optical attachments will affect this too. When aiming with iron sights, typically your view will zoom to about 1.2x magnification, providing a marginal benefit to your accuracy. This 1.2x magnification applies to SMGs, LMGs, Shotguns and Machine Pistols. Assault Rifles are an exception - they benefit from a slightly elevated zoom level, at about 1.35x magnification. This gives them the edge in precision when used without an optic, but enhanced magnification does come at the cost of reduced peripheral vision when aiming. Pistols are another exception, as they gain no magnification whatsoever when aiming - making long-range precision tricky, and limiting the pistols to close-range engagements only. Unlike most other weapons, sniper rif

Season 2012

  • S2012E01 Ultimate Weapon - BFG 9000

    • April 1, 2012

    http://xboxahoy.com/ultimate-weapon-the-bfg-9000-from-doom ULTIMATE WEAPON - featuring the MOST AWESOME weapons from gaming's MIGHTY ARSENAL. Episode 1 is about the grand-daddy of awesome weapons - the excessively powerful BFG 9000, from Doom. The BFG, or Big Fucking Gun 9000 - is the most powerful weapon in the game, eclipsing even the rocket launcher and plasma rifle in terms of sheer power. Doom in 1993 was the weapon's first appearance - and appropriately enough for such an awesome weapon, you won't be able to find it legitimately until the third level of the third episode in-game - and even then, it's hidden in a secret area. The BFG fires massive green-white balls of plasma, slow-moving but dealing massive damage upon impact. It also deals considerable splash damage - a well-placed shot can obliterate an entire group of enemies. This phenomenal power does take some time to bring to bear, however - as the BFG needs nearly a second to charge before firing. It'll chew through your ammunition supply too, with each shot using 40 energy cells - so reserving use for only the most dangerous situations is perhaps wise. The weapon returned unchanged in Doom 2, identical in performance - but with a whole host of new demonic denizens to turn into a thin red paste. Both Quake 2 and Quake 3 Arena featured a new version of the BFG - The BFG 10K, with streamlined design and explosive plasma projectiles. The original weapon returned in Doom 3, released in 2007 - with a new design, and charging mechanic - but the devastatingly familiar green plasma ball remained. With unparalleled power, and the capability to gib an entire room of grunts - there's no doubting the BFG's status... as an Ultimate Weapon.

  • S2012E02 Time To Kill - Hipfire

    • January 12, 2012

    Third episode of 'Time To Kill', a series devoted to the inner workings and mechanics of Call of Duty's multiplayer. Episode 3 is all about hipfiring your weapon - an inaccurate but immediate and important part of close-range gunfights. Generally speaking, aiming with your weapon is the most sensible option - bringing up your sights will allow for precision shooting, and accurate shots will kill your opponent more quickly. With most weapons though, you don't have to aim in order to fire - and doing so will fire the weapon from the hip - inaccurate, but sometimes critically effective. Your hipfire accuracy is not constant; there are a couple of factors that will decrease its effectiveness. Non-aimed accuracy is determined by two figures; a maximum and minimum radius in which your shots will land. These radii describe a circle on-screen that marks where your shot will land - you can get an idea how large this circle is at any time by the placement of 4 marks, forming your hipfire reticle. Moving will cause your hipfire reticle to bloom to this maximum amount - it's best to remain perfectly still if for some reason you want to take on a longer-ranged target with hipfire. In addition, firing the weapon will also cause your accuracy to decrease with each successive shot - for this reason firing in bursts, allowing your reticle bloom to recover, will result in better accuracy overall. Jumping will add further penalty to your accuracy. Your hipfire spread is also affected by your stance; Firing while crouched is more accurate than when standing, and hipfiring while in a prone position is more accurate still. Steady Aim is an ideal perk for those who wish to maximise their effectiveness while firing from the hip. First introduced in COD4, it's seen a return in every game since - and its function remains largely unchanged since its original form. The perk acts as a straightforward multiplier to the size of your hipfire reticle, decreasing the radius of you

  • S2012E03 Time To Kill - Mobility

    • February 18, 2012

    Fourth episode of 'Time To Kill', a series devoted to the inner workings and mechanics of Call of Duty's multiplayer. Episode four focuses on mobility - an essential part of traversing the battlefield, and part of establishing a positional advantage. Positioning is key in Modern Warfare 3 - whether aggressively rushing or playing with a more conservative approach, your location will do much to determine your success. In this episode, we're covering mobility. Your base movement speed is determined by the weapon you carry - heavier weapons will slow you down, whereas others will let you move unhindered. SMGs and Shotguns are the fastest weapons available - when using these you'll move at maximum speed, prior to any modifiers. Assault Rifles and some of the Sniper Rifles - the L118A, the MSR and Dragunov, grant intermediate mobility - at 0.9x movement speed, a 10 percent penalty when compared to the fastest weapons. The LMGs, Riot Shield, and remainder of the sniper rifle category - the Barrett, RSASS and AS50 - are the slowest weapons available, each decreasing your movement speed to 0.8x the maximum, a 20 percent penalty overall. Secondary weapons adopt the movement speed of your primary, so switching to a pistol while using an LMG will not grant a boost to your mobility, like it did in Black Ops. However, picking up two secondary weapons will grant you maximum mobility. If you're using the Overkill perk, your base movement speed will be that of the slowest weapon you carry - so an SMG paired with a Shotgun will retain 100% mobility, while carrying an LMG with a Riot Shield will not reduce your base movement speed below 80%. Your stance also affects your movement speed - standing up is the fastest means of getting about, with no penalty to your movement. Crouching will slow you down to 65% of your base movement speed, and going prone will reduce your speed further - to a mere 15% of your base speed, a snail's pace. Moving laterally will also sl

  • S2012E04 Weapons of Modern Warfare - Remington MSR

    • March 4, 2012

    In this episode, we're taking a look at the Remington MSR. It's a sniper rifle, making a debut appearance in Modern Warfare 3 - and is one of two bolt-action rifles. It is an American rifle, manufacturered by Remington Arms - and is a design intended for the US SOCOM Precision Sniper Rifle role. Intended to replace all current bolt-action sniper rifles used by US special forces, the role was first established in 2009 - setting an accuracy requirement of 1 arc minute at ranges up to 1500 metres, and a maximum weight of 18 pounds loaded. The Modular Sniper Rifle, or MSR - is Remington's offering for this role, and was submitted for its first trials in 2010. Available in a variety of calibres - .338 Lapua, .338 Norma, .300 Win Mag, and the NATO 7.62x51mm round - the MSR has a quick-change barrel and removable bolt heads to facilitate rapid transition between. The rifle is fed from detachable box magazines, available in 5, 7 or 10 round capacities. With a folding stock and lightweight contruction, the MSR exceeds the requirements for its intended spec - at just 13 pounds, or 5.9 kilograms loaded with a 5-round mag and 22-inch barrel. Other barrel lengths are available, ranging between 20 and 27 inches in every calibre - and with a full complement of Picatinny rails, the MSR lives up to the modular part of its name. Accessories available include a quick-detach suppressor, and an optional folding bipod. The SOCOM trials have yet to come to a conclusion, and so the fate of the MSR remains to be seen - however its presence in Modern Warfare 3 means the rifle won't be too quickly forgotten. With a lightweight, modular design - this bolt-action rifle will disassemble your foe - no matter their configuration.

  • S2012E05 Weapons of Modern Warfare - FAD

    • March 26, 2012

    In this episode, we're taking a look at the FAD. The Fusil Automatico Doble, or Dual Automatic Rifle - makes its debut in Modern Warfare 3, where it's the final unlock in the assault rifle category. It's the first Peruvian weapon ever featured in the series, hailing from state industrial firm SIMA Peru. It was designed by Salomon Braga Lozo, with the intent of producing a modern bullpup military rifle capable of firing a variety of munitions, with conventional rifle and underslung launcher. It entered pre-production in 2008, with a limited quantity produced for testing. The rifle component is chambered for standard 5.56 by 45 millimetre NATO rounds, and the underslung grenade launcher fires 40 millimetre grenades, such as those used in the M203. Rate of fire is far slower than its in-game counterpart, with a cyclic rate of only 550 rounds per minute. The rifle is fed from STANAG-compliant 30 round magazines, interchangeable with most other western military rifles chambered in the NATO intermediate cartridge. Magazines are seated at an usual angle - 12 degrees offset from the vertical - in an effort to improve the ergonomics during the reload process. The rifle's weight is comparable to other bullpup rifles, with the intended design weighing in at 3.6 kilogrammes when unloaded. Barrel length is 20 inches, the same as a full-size M16 rifle - but the FAD is only a little longer than the M4 Carbine, thanks to the bullpup configuration. The weapon exists only in prototype form for the time being, with only 170 produced as of 2008 - and thus far the rifle has not been adopted by any armed forces. Perhaps Peruvian forces will one day wield this unusual-looking rifle, replacing the non-native rifles in service today. Until then, however - this outlandish bullpup's time may be short lived - a FAD both by name, and by nature.

  • S2012E06 Time To Kill - Reloads

    • April 8, 2012

    Fifth episode of 'Time To Kill', a series devoted to the inner workings and mechanics of Call of Duty's multiplayer. No matter how large your magazine - sooner or later, you're gonna run dry. In this episode, we're covering reloads. Reloading is an unfortunate but necessary interruption in your firepower - it's a nod to realism, where guns don't have an unending pool of lead to spew - but also to weapon balance, where magazine size and reload time can be a differentiating factor between weapons. Every gun has slightly different characteristics, but can be broadly categorised into two types : magazine reloads, and per-round ones. Most weapons fall into the former category, having detachable magazines that are switched out during the reload process. These weapons replenish their entire supply in one action, so no matter how many rounds you've expended, you'll have a full supply upon reloading, total supply permitting. Per-round or per-shell reloads work a little differently - these weapons generally have internal magazines that are replenished one round at a time. These weapons can take considerably longer to reload if you need to fully replenish your supply, but do have the advantage in that they can be 'topped-up' at any time, and normally fairly rapidly. In Modern Warfare 3, only the shotguns have this trait - specifically the KSG-12, the SPAS-12, Striker and Model 1887. In previous games some of the sniper rifles exhibited similar behaviour - notably the M40A3 from COD4. For the most part, the main distinguising feature of each weapon's reload is the time it takes - with some weapons reloading in an instant, and others taking a painfully long time. It's the USP .45 that takes first place in the reload time stakes - at a sprightly 1.625 seconds. In fact, most of the secondary handguns and machine pistols are relatively quick to reload, with most semi-auto pistols reloading in under 2 seconds, and the automatic machine pistols within 3. The revol

  • S2012E07 Weapons of Modern Warfare - PP90M1

    • April 15, 2012

    In this episode, we're taking a look at the PP90M1. The PP90M1, or 'Pistolet-pulemet (pis-toh-lyit pol-yeh-myot), 1990, Modernised, Mark 1' is a submachine gun featured in Modern Warfare 3. It's a Russian weapon, designed and manufactured by the KBP Instrument Design Bureau - responsible for a wide variety of other armaments, since being established in Tula (too-la), in 1927. Its designation descends from that of an earlier SMG design - the PP-90, and PP-90M - which were both Russian clones of an American folding SMG, the Ares FMG. However, the PP90M1 is, in fact, an entirely separate weapon from these earlier models, they only share the same designation. The PP90M1 bears a close resemblance to the PP-19 Bizon (bee-zon), which employs a similar configuration - and the PP90M1 can be considered 'a more modern rival' to the Bizon. The weapon was developed in the latter part of the 20th century, and made its first public appearance in 2001. Perhaps its most distinguishing feature is its helical magazine - unlike conventional box magazines, the magazine resembles a large tube underneath the weapon, parallel to the barrel - with 64 rounds packed into a tight spiral. The weapon is capable of utilising 32-round box magazines as well, with the use of an adapter that also serves as a handguard. The weapon is chambered for 9 by 19 millitre Luger Parabellum ammunition, specifically the Russian armour-piercing 7N21 and 7N31 rounds - but will function with any 9mm Luger ammunition. Cocking the weapon is done via an unusual procedure - rather than a charging handle, there's a button at the front of the weapon above the barrel that must be pressed to ready the bolt. Rate of fire is between 500 and 600 rounds per minute, considerably slower than its in-game counterpart. The weapon is of a lightweight design, a mere 1.7 kilogrammes when unloaded - but a fully-loaded 64 round helical magazine will add considerable weight. At just 424 millimetres

  • S2012E08 Time To Kill - Underslung

    • April 22, 2012

    http://xboxahoy.com/time-to-kill-underslung Sixth episode of 'Time To Kill', a series devoted to the inner workings and mechanics of Call of Duty's multiplayer. Sometimes, the best addition to your weapon - is another weapon. In this episode, we're covering the underslung attachments. For much of Call of Duty's history, the underslung grenade launcher has been a... popular attachment choice - much to the chagrin of some. This explosive option was first introduced in COD4, and quickly cemented its place as a popular attachment choice. Modern Warfare 2 also introduced an underbarrel shotgun, to serve as a close-range backup for close quarters combat, enhancing the versatility of some of the assault rifles. Black Ops saw a similar complement, with the addition of a flamethrower for roasting close-range enemies for those fond of fire. In Modern Warfare 3, only the grenade launcher and shotgun make an appearance. Their return is marked with a significant decrease in overall effectiveness - especially in the case of the grenade launcher - but each can still fulfil a supplementary role within your loadout. The underslung grenade launcher extends your reach with a little explosive ordnance - and although the days of deadly Danger Close-level damage have passed, employing a weapon with a blast radius can still be useful in certain cases. There are a number of different variants of the attachment - the specific variant depends on the weapon to which you attach it. The 'classic' grenade launcher is the M203 - this was the default underslung launcher of choice in both Modern Warfare 1 and 2, and makes a return in MW3. However, it is no longer the default launcher - and only makes an appearance on the 2 American assault rifles: the M16A4 and M4A1. The new default is the M320 - a more modern launcher designed by Heckler and Koch, intended to replace the M203. The M320 also makes an appearance as a standalone secondary weapon, in the M320 GLM. It behaves in exa

  • S2012E09 Weapons of Modern Warfare - Type 95

    • April 28, 2012

    In this episode, we're taking a look at the Type 95. The Type 95, or QBZ-95 - which expands and translates as Light weapon, Rifle, Automatic, 1995 - is an assault rifle featured in Modern Warfare 3. It hails from the People's Republic of China, where it's manufactured by the China North Industries Corporation - better known as Norinco. The Type 95 was designed to replace the earlier Soviet-licensed design employed by the People's Liberation Army - the Type 56, and the later Chinese-designed Type 81. The Type 95 design was finalised in 1995, as its designation indicates - but the rifle didn't enter service until two years later. It was first revealed internationally during the transfer of Hong Kong's sovereignty from the UK to China in 1997. The Type 95 is chambered for a Chinese cartridge - the 5.8x42mm DBP87 round. Claimed to be superior to the NATO 5.56 round, the 5.8mm calibre does impart a little more kinetic energy - but otherwise behaves in a similar fashion. In any case, there exists a later variant - the QBZ-97 - chambered for the 5.56mm NATO cartridge. The Type 95 employs a bullpup arrangement, with the magazine behind the trigger, close to the shooter's shoulder. The magazines are of a 30-round box type, although there exists a compatible 75-round drum magazine, as used in the Light Support variant of the weapon - the QBB-95. The rifle is select-fire, capable of firing semi automatically, with a three-round burst, or full automatic - with a rate of fire of around 500 rounds per minute. The rifle weighs in at 3.4kg unloaded, comparable to the M16 platform - and otherwise fairly average for a typical modern military rifle. Overall length is shorter than most, however - thanks to the bullpup configuration. At 745 millimetres with a 463 millimetre barrel, the weapon is some 25% shorter than a conventional rifle of the same barrel length. There exist a number of variants of the QBZ-95 design - including a Carbine and Li

  • S2012E10 Galil - Black Ops Multiplayer Weapon Guide

    • April 29, 2012

    Facebook: http://facebook.com/XboxAhoy Twitter: http://twitter.com/xboxahoy In this episode we're covering the fifth assault rifle, the Galil. It's a fully automatic weapon, unlocked at level 20. The Galil is an Israeli weapon, taking its name from its designer - Yisrael Galil. The weapon was introduced into service with the IDF in 1972, winning in testing against rival designs such as the M16A1, Stoner 63 and AK-47. Its design is based on the earlier Finish Rk 62 rifle, which in turn is derived from the Soviet AK-47 design. The version seen in Black Ops is the ARM variant - or 'Assault Rifle and Machine gun', intended to fill a squad support role. The larger wooden hand guard and carry handle are the characteristic features of this variant. When adopted by the IDF in 1972, the Galil replaced the FN FAL as Israel's service rifle of choice - the FAL not proving particularly reliable in the harsh middle-eastern environment. The Galil would have 29 years of service as Israel's prime service rifle, before being supplanted by the newer TAR-21 in 2001. It did have considerable impact during its era, however - with no fewer than 28 countries adopting the rifle in some capacity. The design lives on in the licensed South African service rifle, the R4 - which entered service in 1982, and remains the rifle used by the South African Defence Force. The Galil is chambered for the NATO standard 5.56mm round, although some later Galil variants also fired the larger 7.62mm calibre. Magazine capacity is a cut above most of the other rifles, at 35 rounds instead of 30 - only the G11 bests it with 48 rounds, and the G11 lacks the extended magazine attachment. With Extended Mags, you'll get an unequaled 50 rounds at your Galil's disposal. Damage is moderately good, being one of the higher damage automatic rifles, on par with the Commando and AK-47. Capable of killing in just 2 headshots, this higher damage will mean the Galil kills in 3 roun

  • S2012E11 Time To Kill - Recoil

    • May 6, 2012

    http://xboxahoy.com/time-to-kill-recoil Seventh episode of 'Time To Kill', a series devoted to the inner workings and mechanics of Call of Duty's multiplayer. Some weapons kick like a mule, and others stay rock steady. In this episode, we're covering recoil. Outside of damage, recoil is one of the key differentiating factors in weapon balance - guns with higher damage, magazine capacity, or rapid handling characteristics are more likely to have a greater degree of kick, in an effort to preserve performance parity across the weapon selection. Recoil manifests itself as a disturbance in your aim when firing your weapon - every shot fired will temporarily alter your point of aim, which may mean successive shots will land away from your intended mark. The amount of recoil a weapon has dictates the overall accuracy of automatic fire - some weapons are able to put an entire magazine in a single target, whereas others might struggle to hit the broad side of a barn at any sort of distance. The recoil mechanics in Call of Duty are relatively complex, with quite a few different statistics governing the amount of weapon kick - and while you can simplify a weapon's performance to a simple statement such as 'low recoil', or 'high recoil' - to truly get an idea of a weapon's characteristics you need to break down the recoil into its component parts. First of all, your shots will always land at precisely the indicated point of your sights - there's no random spread while aiming, nor does any recoil affect alter this. What recoil will do is move the location of your sights when firing - and thus alter the position of any successive shot fired. There are two key elements to this movement - one called ViewKick, and another factor called GunKick. The former has usually been the principal element of recoil's kick in Call of Duty - it's only in MW3 where GunKick has become more of a factor. ViewKick affects your aim by simply moving your viewport - it's a temporary mod

  • S2012E12 Weapons of Modern Warfare - KSG 12

    • May 13, 2012

    In this episode, we're taking a look at the KSG-12. The Kel-Tec KSG is a pump-action shotgun that makes its debut appearance in Call of Duty Modern Warfare 3. It's an American shotgun, manufactured in Florida by Kel-Tec CNC Industries Incorporated. The weapon is intended to fulfil a variety of roles - with two separate magazine tubes giving it enhanced flexibility and capacity for police and security work, and the compact bullpup configuration rendering it ideal for home defense. It superficially resembles the South African Neostead 2000 shotgun, sharing the twin tube mags and bullpup layout. The KSG is a very modern shotgun, having only just entered production recently after being announced in 2011. As such, they've only recently hit the commercial market - and as a result have yet to see any large-scale adoption. The KSG is a 12-gauge shotgun - firing either 3-inch or 2 and three-quarter inch shotgun shells. It has two separate tube magazines, with a manual selector allowing two different types of ammunition to be stored. Capacity is very generous, given that most conventional shotguns only have a single magazine - the KSG holds up to 14 shells total in its twin tubes. Switching between each of the tubes must be performed manually, however - and the KSG's action is similarly manual, with the weapon cycling with a simple pump action. Overall weight is slightly higher than average for a conventional shotgun, given the twin magazines and large shell count - the KSG weighs in at 3.13kg unloaded, and closer to 4kg when fully populated. Overall length is relatively compact, especially considering the KSG sports an 18 and a half inch barrel - the weapon is about 26 inches nose-to-tail - some 40% shorter than a conventional design. It's hard to say how successful the KSG design might be at this stage - it's early days, although initial demand seems healthy enough. No doubt there's a place for a high-capacity shotgun with a short o

  • S2012E13 Uzi - Black Ops Multiplayer Weapon Guide

    • May 20, 2012

    Facebook: http://facebook.com/XboxAhoy Twitter: http://twitter.com/xboxahoy In this episode we're covering the fifth SMG, the Uzi. It's a fully automatic weapon, unlocked at level 23. Like the Galil, it's an Israeli weapon, manufactured by Israel Military Industries, or IMI. The weapon is as old as the State of Israel itself - with the design dating to 1948. The Uzi takes its name from its designer - Major Uziel Gal of the IDF. Largely thanks to the Uzi's simple construction and low production cost, in 1951, the weapon was adopted by the Israeli Defense Force. It found its way into the hands of IDF Special Forces by 1954, where its compact size and automatic firepower made it ideal for clearing bunkers and entrenched positions. The weapon would go on to see a half-decade of reliable service, and a number of variants: such as chamberings for .45 ACP, .41 Action Express - and the scaled-down Mini-Uzi and Micro Uzi models - with their diminutive size enhancing concealability and with an increased cyclic rate of fire when compared to the parent SMG. The Uzi remained in service with the IDF until late 2003, when its role was ultimately replaced by the Micro Tavor, or MTAR-21. The Uzi fires the 9-by-19 millimetre Parabellum cartridge - fairly typical for an SMG of its era. Magazines are of a standard box type, manufactured in capacities between 20 and 50 rounds - in Black Ops default magazines are of a 32-round capacity. The Uzi is a low damage SMG, typically needing 4 shots to kill at a close range, and 5 at a distance. Mercifully, rate of fire is high - at 937.5 rounds per minute, on par with most of the low-damage SMGs. Perhaps the most notable feature of the Uzi is its heavy recoil - it suffers from the highest degree of kick in the SMG category by quite some margin. Paired with its rather obtrusive iron sights, the Uzi has a reputation of being tough to handle that serves to make it an unpopular choice. Aim time is qu

  • S2012E14 Weapons of Modern Warfare - PM-9

    • May 27, 2012

    In this episode, we're taking a look at the PM-9. The Minebea PM-9 Submachine Gun, also known as the M9, is a new weapon to the Call of Duty series, making its debut appearance in Modern Warfare 3. It's a Japanese weapon, currently the machine pistol of choice for the Japan Self Defense Forces. The weapon is manufactured by the Nippon Miniature Bearing Company - otherwise known by the contracted moniker: Minebea. It replaced the aging US M3 'grease gun' SMG that dates to World War 2, and is intended to fill a typical role for such a diminutive weapon - its compact size is ideal for tank and vehicle crews, and paratroopers. The PM-9's design is based entirely on that of the familiar and well-tested Israeli Uzi design - although much of the exterior and ergonomics have been altered, with integral foregrip lending to the weapon's distinctive silhouette. The Uzi design dates to 1948 - although the PM-9 itself only entered production in 1990. The Minebea entered service in 1999 with non-frontline forces, for those roles where the JSDF's assault rifle - the Howa Type 89 - is unnecessary or otherwise too unwieldy. The PM-9 fires the 9x19mm Parabellum cartridge - just like the Uzi. Magazines are of a standard box type, typically with a 25 round capacity, and are inserted into the grip - again, identical to the Uzi's operation. The fire selector at the top of the grip allows for both single shots and full-auto operation, and will fire at 1100 rounds per minute during the latter - somewhere in the middle of the Micro-Uzi and Mini-Uzi's fire rates. The weapon is relatively lightweight, at just 2.8kg unloaded - and is correspondingly compact, with an overall length of just 399 millimetres, a little under 16 inches. Barrel length mirrors that in the Micro-Uzi design, at 120 millimetres - perhaps limiting the weapon's effectiveness at a longer range, but generally sufficient for the weapon's intended role. Despite its relatively recent adopt

  • S2012E15 AUG - Black Ops Multiplayer Weapon Guide

    • June 3, 2012

    Facebook: http://facebook.com/XboxAhoy Twitter: http://twitter.com/xboxahoy In this episode we're covering the AUG. It's a fully automatic weapon, unlocked at level 26. The AUG - or Armee-Universal-Gewehr - translating as 'Universal Army Rifle' - is of Austrian origin, developed and manufactured by Steyr Mannlicher. The design dates to 1977, and was intended as a replacement for the earlier FN FAL design, then in service with the Austrian military as the Sturmgewehr 58. The AUG entered service in 1979 with the Austrian Bundesheer, and since then has been adopted by many others: The Australian Defense Force, Irish Army, Polish GROM special forces, to name but a few. The weapon is of a bullpup configuration, with the magazine behind the trigger for a longer barrel with any given overall length. The weapon is best known for its futuristic appearance, with all-polymer olive green furniture and rakishly angled handguard and integrated scope. Functionally, the weapon is similar to any other NATO assault rifle - perhaps most closely resembling the FAMAS, a similarly bullpup weapon that was introduced at around the same time. The AUG fires the NATO standard intermediate cartridge, the 5.56×45mm. Magazines are of a translucent polymer construction, and are manufactured in both 30 and 42-round capacities. The weapon is depicted in-game with 30-round magazines by default. The AUG is a low damage assault rifle, on par with the FAMAS and Enfield, requiring up to 4 shots to kill. Its low damage is made up for with a tremendous rate of fire - 937.5 rounds per minute, equal to that of the FAMAS. The AUG's performance is very similar to its French peer, then - but there are some differences in handling. Recoil performance is one key differentiating factor: while the FAMAS tends upwards and to the right, the AUG has much less predictable, omni-directional kick, with a slightly slower rate of recovery. This means you can generally expec

  • S2012E16 Weapons of Modern Warfare - AS50

    • June 10, 2012

    In this episode, we're taking a look at the AS50. The AS50 is a British rifle, manufactured by Portsmouth-based Accuracy International. The weapon is intended to fill a long-range, anti-materiel role - firing a powerful round with a very high degree of accuracy. The AS50's roots lie in the British sniper rifles of the 20th century, such as the L42A1: A conversion of the Lee-Enfield rifle to a NATO calibre. The L42A1 was the sniper rifle of choice of the British Army from 1970 until 1982, at which point it was used alongside the Accuracy International Precision Marksman - designated as the L96A1. By the early 90s, this rifle was refined, and eventually evolved into the Arctic Warfare series of rifles - with the improved design given the L118A designation. In the year 2000, the bolt-action AW50 was introduced - expanding the Arctic Warfare family to fill an anti-materiel role. The AS50 was introduced in 2007, with a semi-automatic fire mode and improved muzzle brake to permit much faster follow-up shots than its bolt-action predecessors. In this sense, the AS50 is similar to the Barrett M82 - as both fill a high-caliber role with a semi-automatic action. Like the Barrett, the AS50 is chambered for the .50 Browning Machine Gun cartridge - a devastating round with impressive long-range ballistic characteristics. Magazines are of a 5-round detachable box type, and the semi-automatic operation of the AS50 means these 5 rounds are available in quick succession, if needs be. The sizeable muzzle brake reigns in the massive recoil of the .50 caliber round, making this rifle ideal for situations that require multiple shots in a short space of time. It's by no means a lightweight weapon, its role reliant on planning and positioning rather than manoeverability - at 14.1kg unloaded, this is a sizeable weapon. Its 1.4m length contains a free-floated barrel nearly 70 centimetres long - this length being needed to ensure accuracy in the powerfu

  • S2012E17 PM63 - Black Ops Multiplayer Weapon Guide

    • June 17, 2012

    Facebook: http://facebook.com/XboxAhoy Twitter: http://twitter.com/xboxahoy In this episode we're covering the PM-63. It's a fully automatic weapon, unlocked at level 29. The PM-63 RAK: 'Ręczny Automat Komandosów' - translating as 'hand-held automatic commando firearm' - is a weapon that originates from Poland. Its development started in the late 1950s, with the design finalised in 1963 by the state-operated Łucznik Arms Factory. Production of the RAK began in 1964, and approximately 70,000 were produced over the next decade. The weapon was originally developed at the Warsaw University of Technology as a compact weapon for use by drivers and gun crews. It entered service with the People's Army of Poland in 1965, and would also see limited use in East Germany, Vietnam, and a number of Arab countries. In 1971, The PM-70 was produced in the NATO 9mm Parabellum cartridge - but didn't progress beyond its prototype stage. Similarly unsuccessful was the PM-73, chambered in .380 ACP. The original PM-63 design is chambered for the Russian 9mm cartridge, the 9-by-18 millimetre Makarov, as used in its namesake pistol. In real-life, magazines were either 15 or 25 rounds in capacity, but in-game they are 20 rounds by default. The PM-63 is a low damage SMG, requiring at least 4 body shots to kill, and up to 5 at a distance. This lack of lethality is made up for by a higher rate of fire - at 937.5 rounds per minute, like most of the low-damage SMGs. The PM-63's handling traits are generally pretty good - the weapon handles in a rapid, consistent fashion that suits a typical aggressive playstyle. Its recoil is moderate, but quite controllable if you burst fire at distant targets - this helps to eke out more firepower from the short magazine, ensuring fewer shots are wasted. Aim time is as quick as any other SMG, at a sprightly 200 milliseconds. Reloads are similarly quick, being the second fastest in the SMG category, behind the Mac-

  • S2012E18 Weapons of Modern Warfare - PKP Pecheneg

    • June 24, 2012

    In this episode, we're taking a look at the PKP Pecheneg. The Pecheneg is one of the available light machine guns in Modern Warfare 3, and is a new weapon to the series. It's Russian in origin, hailing from TsNII Toch Mash: a Russian design bureau responsible for many small arms designs of the Russian military. The Pecheneg is a modern LMG design, based on Kalashnikov's earlier PK machine gun. The PK was first introduced in 1961, replacing the earlier RPD light machine gun and SG-43 Goryunov medium machine gun in service. The PK design was modernised in the 1969 PKM variant: a more lightweight, generally improved version. The Pecheneg is a further evolution of the design: rather than a replaceable barrel common to many machine gun designs, the Pecheneg instead opts for a heavier barrel better designed for heat dispersion via air-cooling. In addition, the flash suppressor is improved - and the bipod is positioned much closer to the muzzle, improving the stability of the weapon. Similar to the Pecheneg is the AEK-999 - a slightly less conventional design with integral suppressor: reducing noise levels, and eliminating muzzle flash, making the weapon ideally suited for nighttime combat. The Pecheneg enetered service in 1999 with Russian military units, notably Spetznatz units operating in Chechnya. It fires the venerable 7.62 by 54mm rimmed cartridge - the oldest cartridge still in regular service, originally developed for the Mosin-Nagant rifle in 1891. The Pecheneg is a belt-fed weapon, and is typically fed from a detachable box containing 100, 200 or 250 rounds. Under fully automatic fire, it will dispense these at a rate of around 650 rounds per minute, and will do so for a considerable amount of sustained fire. The Pecheneg design is heavier than the earlier PKM due to its heavier barrel, weighing in at 8.7 kilograms with bipod configuration - some 1.2 kilos difference. Overall length is a little over 1.1m, with the barrel

  • S2012E19 Crossbow - Black Ops Multiplayer Weapon Guide

    • July 1, 2012

    Facebook: http://facebook.com/XboxAhoy Twitter: http://twitter.com/xboxahoy In this episode we're covering the Crossbow. It's a single shot weapon, unlocked at level 33. The Crossbow is an ancient weapon, originating in its most basic form in South East Asia, today part of China. The earliest examples date to around 600 BC. The Chinese crossbows, or nu, were an important part of early warfare - with advanced designs such as the repeating crossbow, or 'chu-ko-nu' providing the ability to fire multiple bolts in a quick succession. The crossbow's history in Europe can be traced to ancient Greece: the 'Gastraphetes', translating as 'belly-releaser' first appeared in the 5th century BC. Perhaps the most prolific use of crossbows in combat was during the Medieval era - while longbows were the ranged mainstay of many armies, the ease of use and devastating power of the crossbow earned quite a reputation. The introduction of the firearm saw the crossbow's demise: ultimately easier to use, faster to reload, and providing a higher degree of lethality at longer ranges. Crossbows do retain some usefulness in modern warfare, however - the near-silent twang of a launched bolt useful for covert roles and assassinations. Their ability to carry unusual payloads also makes them valuable - whether zip-lines or poison tips, the humble crossbow can do many things a conventional weapon cannot. The Crossbow in Black Ops fires explosive bolts, with the weapon holding only a single bolt before requiring a reload. By default, you'll spawn with 2 bolts - one ready to fire, and one in reserve. Scavenger Pro will extend your initial supply to the maximum of 5 bolts total. The crossbow can deal damage in two ways - upon impact, or through its explosive blast radius. Impact damage is insufficient to kill outright in Core - you would need to strike your opponent with 2 bolts in order to kill them. However, thanks to the explosive element, a single s

  • S2012E20 Weapons of Modern Warfare - MP7

    • July 8, 2012

    In this episode, we're taking a look at the MP7. The MP7, or 'Maschinenpistole Sieben' is a weapon that makes its debut appearance in Modern Warfare 3. It's a German weapon, manufactured by Heckler und Koch - and while designated as an SMG in-game, can be better described in real-life as a 'Personal Defence Weapon', or PDW. Personal Defence Weapons have largely displaced the submachine gun and machine pistol in their roles with rear echelon troops - with their ability to better penetrate body armour, they retain effectiveness where standard pistol calibres might prove ineffective. They have has found a place in the hands of special forces units, as well - replacing weapons such as the M4 carbine on missions that require manoeuvrable close-range power. The MP7 can trace its design roots to the H&K G36 - as both weapons share the same gas-operated action. The short-stroke piston replaced H&K's trademark roller-delayed blowback system, as employed in the G3 rifle, and MP5 submachine gun. H&K's first attempt at a Personal Defence Weapon was a modification of the MP5 - in 1991 the MP5K-PDW variant was introduced, in an attempt to fulfil a NATO requirements for such a weapon. Lacking the ability to pierce body armour, however, the MP5K-PDW saw limited success. The Belgian FN P90, introduced in the same year as the MP5K-PDW, performed slightly better. Similar to the MP7, it uses a higher-velocity, smaller calibre cartridge for effectiveness against armoured targets - and an unusual top-loading magazine configuration. Other Personal Defence Weapons include the Russian PP-2000: chambered for 9mm Parabellum rounds but taking advantage of specially-designed ammunition; The Knight's Armament Company PDW - designed to be familiar to those trained on the M4 platform; and the Magpul PDR: a futuristic compact bullpup that fires NATO 5.56 ammo and takes standard mags. These weapons, including the MP7, all share similar characteristics: thei

  • S2012E21 FN FAL - Black Ops Multiplayer Weapon Guide

    • July 15, 2012

    Facebook: http://facebook.com/XboxAhoy Twitter: http://twitter.com/xboxahoy In this episode we're covering the FN FAL. It's a semi-automatic weapon, unlocked at level 32. The FN FAL, or 'Fusil Automatique Léger' - which translates as Light Automatic Rifle - is a Belgian weapon, manufactured by Fabrique Nationale d'Herstal. It was first produced in 1953, and would become a definitive example of a post-war battle rifle, and the western counterpoint to the Soviet AKM. The development of the FAL began in 1947, in the wake of World War 2 - with the increasing inadequacy of traditional bolt-action service rifles for infantry combat, and the advent of effective automatic rifles, such as the German Sturmgewehr 44 and Russian AK-47. The era of the select-fire battle rifle had begun - a politically charged time, with former allied forces dividing Europe in two - North America and Western Europe forming the NATO alliance, and the Soviet Union and Eastern European states uniting under the Warsaw pact. The FAL would be the cold war service rifle of choice for many NATO states - and would eventually be adopted by over 90 countries total, with 2 million units produced. Such was its ubiquity, the FAL was nicknamed 'the right arm of the free world'. The FN FAL fires the NATO standard rifle cartridge - the 7.62x51mm. Magazines are of a standard box type, and in Black Ops are available in both 20 and 30 round capacities. Damage is high, similar to the M14 in that the FAL will kill in 2 bodyshots out to middle range - but lacking the slightly elevated headshot multiplier. Rate of fire is semi-automatic, but is capped at 625 rounds per minute - faster fingers may hit this rate, but your shots will prove more effective if you fire more slowly, and allow the recoil to settle. Recoil is moderate, with the weapon generally kicking upwards and - somewhat unusually - to the left. Fire too quickly and the recoil is enough to foul your aim at a distanc

  • S2012E22 Weapons of Modern Warfare - G36C / MG36

    • July 22, 2012

    In this episode, we're taking a look at the G36 platform - namely, the G36C and MG36. The G36, or 'Gewehr sechs-und-dreißig' hails from Germany - designed and manufactured by Heckler und Koch. The G36 platform was designed in the early 1990s, entered production in 1996 - and in 1997, was adopted by the Bundeswehr. The G36C made its first appearance in Call of Duty 4: Modern Warfare, and returned in Modern Warfare 3. The C stands for Compact - as it's a subcarbine-length variant of the G36 rifle. The MG36 is the Light Support Weapon variant, with a heavier barrel and bipod making it more suitable for sustained fire. It made its debut appearance in Modern Warfare 3. The G36 platform replaced the G3 rifle in service with the Bundeswehr, which was introduced in 1959. The G3 was originally a Spanish design, namely the CETME rifle, named for the establishment who designed the weapon - the 'Centro de Estudios Técnicos de Materiales Especiales', or Centre for Technical Studies of Special Materials. The CETME and later G3 rifles both fire 7.62mm NATO rounds - and as such are classified as battle rifles, in the same category as the FN FAL. The 1970s saw a transition towards intermediate calibres, and so there was a growing desire to replace the G3. The G11 was intended to be West Germany's new service rifle - a unique design using caseless 4.73mm ammunition. Sadly, the project was scuppered during the political changes during the German reunification, and the G11 didn't see widespread adoption. During this time, H&K offered a couple of rifles in the NATO intermediate calibre - the HK33, developed in the 1960s, was essentially a smaller version of the G3 rifle intended for export. The G41 was a more modern version, introduced in 1981 - but neither this nor the HK33 were deemed suitable replacements for the G3, and instead were bound solely for export. The newly united Germany had a desperate need for a new 5.56mm assault rifle, and in 1990 H&K would embark

  • S2012E23 MPL - Black Ops Multiplayer Weapon Guide

    • July 29, 2012

    Facebook: http://facebook.com/XboxAhoy Twitter: http://twitter.com/xboxahoy In this episode we're covering the MPL. It's a fully automatic weapon, unlocked at level 35. The MPL, or 'Maschinenpistol Lang', originates from West Germany, where the weapon was designed and produced between 1963 and 1985. The weapon was produced by Walther arms, a company perhaps best known for their handguns - notably the P38, as used by Germany in the Second World War - and James Bond's iconic Walther PPK. The MPL was Walther's only attempt at a sub-machine gun - along with the MPK variant, with a shorter barrel. The Walther MP variants saw some use in their native German market, principally by police forces and some naval units. The Mexican Navy would also adopt the weapon, although beyond this the MPL and MPK would see little commercial success. The MPL fires the NATO standard 9-by-19 millimetre cartridge, like most western sub-machine guns of its era. Magazines are of a standard box-type configuration, with the standard capacity being 32 rounds. The MPL is a low damage SMG, typically killing in 4 shots up close, and 5 at a distance. Like most of the low-damage SMGs, it makes up for this through an elevated rate of fire - at 937.5 rounds per minute. Recoil is moderate - not as severe as weapons such as the Uzi, but is slightly less controllable than say, the Spectre or MAC-11. For the ranges SMGs are typically effective at, however - the MPL is very controllable. Aim time is a little slower than most SMGs, with the MPL aiming as slowly as an assault rifle, at 250 milliseconds. Reloads are pretty quick however, at 2.25 seconds - faster than most weapons in its class. The MPL excels on offence, with lightweight handling characteristics, high capacity magazines - and a devastating rate of fire. In closer quarters, few weapons are as flexible - and the MPL remains effective at middle distances, too. At a longer range you will find yo

  • S2012E24 Python - Black Ops Multiplayer Weapon Guide

    • August 5, 2012

    Facebook: http://facebook.com/XboxAhoy Twitter: http://twitter.com/xboxahoy In this episode we're covering the Python. It's a revolver, unlocked at level 18. The Colt Python is an American weapon, manufactured by the famed Colt Manufacturing Company and named for a family of nonvenomous snakes. It was introduced in 1955, and was produced until quite recently, until 1996. Originally intended to be a large-frame target revolver chambered for .38 Special, the Python would ultimately fire the more powerful .357 Magnum round - but retained its target handgun features. With precision adjustable sights, smooth trigger, ventilated top rib and solid underlug, the Python is a finely constructed revolver manufactured to a tight tolerance. The snake theme persists throughout Colt's range, with the larger .44 Magnum Anaconda, and .22 Long Rifle Diamondback sharing a similar design to the Python, in a different chambering. The Python saw some adoption by law enforcement in the US, but in recent years revolvers have fallen out of favour, with semi-automatic weapons taking their place. The Python, however, remains a desirable handgun - with attractive aesthetics and its powerful magnum round making for an impressive weapon with a formidable reputation. The Colt Python fires the .357 Magnum cartridge - a large-load revolver cartridge known for its keen stopping power. As a revolver, the Python's capacity is limited - with its cylinder holding just 6 rounds. You trade capacity for damage, however - as the Python's damage per shot is unequalled within the handgun category. You'll kill in two shots up close, and four at a distance - one shot fewer than any of the semi-automatic pistols. Rate of fire is as fast as you can pull the trigger, but is capped to a fairly generous 625 rounds per minute. Given the low capacity, it's probably wise to pace your shots to ensure accuracy. Recoil is moderate - higher than the other weapons in the Pyth

  • S2012E25 Strela-3 - Black Ops Multiplayer Weapon Guide

    • August 12, 2012

    Facebook: http://facebook.com/XboxAhoy Twitter: http://twitter.com/xboxahoy In this episode we're covering the Strela-3. It's a single-shot weapon, unlocked at level 30. The 9K34 Strela-3, also known by its NATO reporting name SA-14 Gremlin - is a Man-portable Air Defense System that originates from the Soviet Union. The Russian name, 'Strela', translates as 'arrow'. The Strela-3 was first introduced in 1974, superceding the earlier Strela-2M. The development of anti-air launchers mirrors the development of countermeasures to defeat such homing missiles, and the Strela-3's design intent was no different. With improved thermal tracking hardware, the missile was designed to be more resistant to countermeasures such as flares and infrared jammers used by aircraft of the era. The Strela-3 was ultimately replaced in 1983 by the 9K38 Igla - or 'Needle' - a separate design to the Strela series that offered an 'Identification friend-or-foe' system, increased effective range, and improved lethality on target. The Strela-3 was exported to over 30 countries, and has seen successful operational use in combat situations. It launches a 75 millimetre diameter missile, bearing a 1.17 kilogram warhead with infra-red homing seeker head. By default, you'll be equipped with two such missiles upon spawn - or three total should you have Scavenger Pro equipped. As a lock-on launcher, you cannot employ the Strela in an anti-personnel role. When used against air support, however - it is very effective. A successful missile strike will destroy any aerial target. Enemy helicopters do have countermeasures, however - your first missile launched will be diverted by flares, which will lead the heat-seeking missile the Strela fires off course, resulting in a miss. Fire again, however - and the helicopter will be vulnerable to a single missile. Handling is universally slow with this weapon - the Strela is sluggish to bring to bear, and will hamper yo

  • S2012E26 AK47 - Black Ops Multiplayer Weapon Guide

    • August 19, 2012

    Facebook: http://facebook.com/XboxAhoy Twitter: http://twitter.com/xboxahoy In this episode we're covering the AK-47. It's an automatic weapon, unlocked at level 38. The AK-47, or Avtomat Kalashnikova, is a weapon that originates from the former Soviet Union. As its designation implies, its design was finalised in the year 1947. It was World War 2 that spurred small arms development in the 1940s, and the introduction of the first assault rifle - the German Sturmgewehr 44 - forged a new niche between rifle and submachine gun. Mikhail Kalashnikov, then a tank driver and mechanic in the Red Army, would come up with the now-infamous AK assault rifle design while recuperating in hospital after being wounded during the Battle of Bryansk. His combat experience led to his rifle design being extremely soldier-focussed: rugged, as lightweight as possible and simple to use and maintain. In 1949, Kalashnikov's Avtomat was officially adopted by the Red Army - its simple design ideal for mass production, an important consideration for any large-scale military force. The design was further improved in the later AKM design - with a stamped receiver rather than a milled one, improved muzzle brake and other small mechanical improvements, what most people regard as an AK-47 is, in fact the AKM design. With approximately 75 million such rifles manufactured, no other rifle is as ubiquitous, nor as recognisable: and the AK is unlikely to disappear anytime soon. Even today, the AK serves as the basis for many modern military rifles - albeit in a derivative form. The AK-74 is a notable iteration, designed to fire a smaller, higher-velocity round, with improved terminal ballistics. The AK-100 series, and the new AK-12, are the most modern variants - making use of modern manufacturing techniques, but with a solid grounding in Kalashnikov's original design. The AK fires the M43 cartridge - first used in the RPD light machine gun, 7.62-by-39 millimet

  • S2012E27 Spectre - Black Ops Multiplayer Weapon Guide

    • August 26, 2012

    Facebook: http://facebook.com/XboxAhoy Twitter: http://twitter.com/xboxahoy In this episode we're covering the Spectre. It's a fully automatic weapon, unlocked at level 41. The Spectre M4 is an Italian weapon, manufactured by SITES, or: 'Società Italiana Tecnologie Speciali'. It was designed in the mid 1980s, with production starting circa 1984. A simple, robust design - the Spectre is a compact weapon offered as a cheaper alternative for weapons such as the MP5. To this end, it was only moderately successful - finding some use with the Swiss army, and Italian special forces. Its most innovative feature was its high-capacity magazine boasting higher ammunition density than a conventional dual-stack box magazine. In addition to the military models, there were also semi-automatic, civilian models manufactured: the SITES 'Falcon' or 'Spectre-HC' in a pistol configuration, and the SITES 'Ranger': a sub-carbine model. The Spectre fires the NATO standard 9-by-19 millimetre cartridge - but more interesting are the magazines: an unusual quad-stacked casket design, allowing for capacities up to 50 rounds in a relatively compact - if heavy - design. The magazines used in Black Ops are of a 30 round capacity - or 45 rounds with extended mags. The Spectre is a low damage SMG, killing in 4 shots even at close range. At a distance, you'll need up to 5 shots to kill. Like most of the low-damage SMGs, rate of fire is high: dispensing a hefty 937.5 rounds per minute towards your opponent. Unlike some of the weapons in its class, however - the Spectre has very controllable recoil: it is perhaps the best-handling SMG, tied with the MAC-11, and with the exception of the Skorpion. Aim time is quick, like most of the SMGs: at 200 milliseconds - and the reloads, while not the quickest in class, are reasonably nippy at 2.3 seconds. The Spectre is arguably the most effective low damage SMG, given that it has a fast fire rate, 30 rounds in its

  • S2012E28 Commando - Black Ops Multiplayer Weapon Guide

    • September 2, 2012

    Facebook: http://facebook.com/XboxAhoy Twitter: http://twitter.com/xboxahoy In this episode we're covering the Commando. It's a fully automatic weapon, unlocked at level 44. The Colt Commando is a US weapon, a shortened variant of the M16 platform and a precursor to the M4 Carbine. The specific model that most closely resembles the one seen in Black Ops - the Colt Model 733 - was introduced after 1982, although there did exist similar weapons during the Vietnam conflict. The Commando has its roots in the AR-15 platform designed by Eugene Stoner for Armalite in 1957: In 1959 the rights to the design were sold to Colt, and they developed the design as the CAR-15 series. The platform was broadened to fit different roles - and a short-barrelled carbine variant was designed to fit an intermediate niche between full-sized rifle and SMG. The first such shortened CAR-15 emerged as early as 1962, and by 1966 Colt introduced the 'Commando' appellation to their carbine designs. One such Commando design - the model 610 - was designated as the XM177 by the US Army, and the designs that followed would lay the basis for the XM4 in 1988 - the very carbine that would eventually become the M4. The Commando fires the NATO-standard 5.56mm intermediate cartridge, the same as the M16. Magazines are, again, the same as used by M16 rifles - and although modelled after a 20-round mag will hold 30 rounds in-game. Extended mags will give you 45 rounds instead. The Commando is a moderate-high damage weapon, on par with both the AK-47 and the Galil. You'll kill in 3 shots to the body up close, or two to the head - and at a distance you may need up to 4 shots to kill. Like the other high-damage automatic rifles, rate of fire is moderate - 750 rounds per minute. Because of this slower rate of fire, and a generally low level of kick: recoil is fairly mild on the Commando. Its actual performance is identical to the AK-47 - but the AK's visual recoil

  • S2012E29 China Lake - Black Ops Multiplayer Weapon Guide

    • September 9, 2012

    Facebook: http://facebook.com/XboxAhoy Twitter: http://twitter.com/xboxahoy In this episode we're covering the China Lake. It's a pump-action weapon, unlocked at level 48. The 'China Lake Pump Action Grenade Launcher' is a US weapon, named for the China Lake Naval Weapons Center, where it was developed. Designed in 1967, the weapon first saw limited service the following year, in 1968. The design has its roots in the M79 'Thumper' - a break-barrel grenade launcher that saw use during the Vietnam Conflict. The China Lake's pump-action, magazine fed design was an attempt to increase the readily available firepower to the user - and, thanks to its aluminium construction, it was a relatively lightweight design. Even when loaded with its full complement of 4 grenades, it weighed in at only half a pound heavier than the traditional M79 design. However, the China Lake had issues feeding certain 40mm grenades, and never progressed beyond the prototype stage - with as few as 16 units produced. It was the underbarrel grenade launchers that would eventually displace the M79, such as the M203: and while such designs wouldn't boast the rate of fire of the China Lake, they would prove altogether more versatile. The China Lake fires 40-by-46 millimetre grenades, the very same as used in the Thumper and underbarrel M203. The real-life weapon is able to hold 3 grenades in its tubular magazine, and another in the chamber, for 4 total - in game, however, the China Lake will only hold 2 grenades at once. The China Lake's damage is equal to that of the underbarrel grenade launcher - with a relatively small lethal radius when compared to the other weapons in its class. And while the China Lake can be employed against air support, it's not exactly well suited to this role, dealing little damage to helicopters. Rate of fire tops out at about 30 rounds per minute, although this doesn't factor in reloads, nor the time required to aim. The China L

  • S2012E30 Stoner 63 - Black Ops Multiplayer Weapon Guide

    • September 16, 2012

    Facebook: http://facebook.com/XboxAhoy Twitter: http://twitter.com/xboxahoy In this episode we're covering the Stoner63. It's a fully automatic weapon, unlocked once you've purchased all of the other LMGs. The Stoner 63 is an American weapon - named for its lead designer, Eugene Stoner: the mind behind the M16 rifle. The Stoner 63 was one of his later designs, with the first models produced in 1963. The concept was for a flexible weapon platform that could be used in a number of configurations - from carbine, through assault rifle to machine gun, and everything in-between. After leaving Armalite and instead working with Cadillac Gage, Stoner produced his first prototype: originally chambered for the 7.62mm NATO round, and known as the Stoner M69W. This name was chosen as it is an ambigram, reflecting Stoner's vision of a fully invertible reciever. The follow-up design to this prototype was called the Stoner 62 - but the smaller 5.56mm intermediate cartridge was eventually chosen for mass production, leading to the Stoner 63 design. In 1963, the rifle was submitted to DARPA - the Defense Advanced Research Projects Agency - for trials. Although praised for its flexibilty, potential ammunition capacity and light weight, the design fell short on the reliability front - leading to the improved Stoner 63A design. This design saw use with the US Navy Seals, and with a company of US Marines, designated as the XM22E1. In 1970, the US Army issued the Stoner as the XM207 to Army Special Forces units for evaluation - however by this point the Stoner was losing ground to Colt's improved M16 rifle designs, and in 1971 the design was dropped entirely. Ultimately, the role Stoner hoped to fill was satisfied by the M249 in 1984 - the Squad Automatic Weapon, or SAW. The Stoner fires the NATO standard intermediate cartridge, the 5.56-by-45 millimetre. Some variants were designed to fire a disintegrating belt of ammunition, but the assault rif

  • S2012E31 HS10 - Black Ops Multiplayer Weapon Guide

    • September 23, 2012

    Facebook: http://facebook.com/XboxAhoy Twitter: http://twitter.com/xboxahoy In this episode we're covering the HS10. It's a semi-automatic weapon, unlocked once you've purchased all of the other shotguns. The HS10, or High Standard Model 10, is a US weapon, manufactured by the High Standard Manufacturing Company. It was designed in the mid 1950s, sold to High Standard in the mid 1960s - and the first units were produced in 1967. An unusual design, the HS10 has a bullpup configuration, with the trigger some distance ahead of the action. This means the weapon is of shorter overall length than a conventional shotgun - a useful trait when it comes to close-quarter interior use. Other bullpup shotguns include the South African NeoStead 2000, and the more recent Kel-Tec KSG. The HS10's short, balanced design meant that it was suitable for firing one-handed: ideal for situations where you need a manoeuvrable weapon. The weapon was designed by police sergeant Alferd Crouch for law enforcement, SWAT, and other tactical units. The weapon's favourable handling, paired with the versatility and power of a 12 gauge shotgun, made for an ideal entry weapon: and upon the weapon's introduction it was adopted by some police agencies. However, it was found to have reliability issues - the semi-automatic action failing to cycle reliably, amongst a few other ergonomic faults. In 1970 there was an updated model manufactured - the High Standard Model 10B - but many of the original issues remained. The HS10 fires 12 gauge cartridges, 2 and 3-quarter inches in length. It feeds from a 4-round capacity tube magazine underneath the barrel, and this capacity is reflected in Black Ops. The HS10 is a low damage shotgun, dealing as much damage per shot as the SPAS-12. Like the SPAS, the HS10 makes up for this lower than average damage with a higher rate of fire - up to 341 rounds per minute, meaning you can empty the magazine very quickly. This m

  • S2012E32 PSG1 - Black Ops Multiplayer Weapon Guide

    • September 30, 2012

    Facebook: http://facebook.com/XboxAhoy Twitter: http://twitter.com/xboxahoy In this episode we're covering the PSG1. It's a semi-automatic weapon, unlocked once you've purchased the other three sniper rifles. The Präzisionsschützengewehr, or 'Precision-shooter rifle', is a German sniper rifle manufactured by Heckler und Koch. The rifle was first produced in 1972. It was the Munich massacre at the 1972 Summer Olympics that sparked German rifle development - the inadequacy of the equipment available to German police at the time would be subject to much criticism. Both the HK PSG1 and Walther WA2000 were introduced in the wake of the event - and the elite counter-terrorist unit, GSG 9, was formed in 1973. The PSG's design is based on that of the G3 battle rifle - the German service rifle since 1959. Although accurate enough for infantry needs, the PSG-1 pushed the limits of the platform - making for what was then 'the most accurate semi-automatic rifle in the world.' With added telescopic scope, heavier free-floating barrel, and adjustable stock - the PSG-1 design is indeed designed for accuracy, although it came with a correspondingly high price tag. The PSG1 fires the 7.62-by-51 millimetre NATO cartridge, as does the parent G3 design. Magazines are 5 rounds in capacity, or 10 with extended mags. The real-steel rifle will also accept 20 round mags - or even a 50-round drum. Damage-wise, the PSG falls between the two low damage rifles - the Dragunov and WA2000 - and the high damage bolt-action rifle, the L96A1. It will kill in one shot to the head, neck, chest, or stomach - but when silenced, only a hit to the head or neck will be a one-shot kill. Rate of fire is semi-automatic, and is capped at a fairly generous 235 rounds per minute. This can be useful as a last-ditch defense at a close range - although hipfire performance is poor, sometimes one lucky bullet can save you from a close-range assailant. Under normal us

  • S2012E33 CZ75 - Black Ops Multiplayer Weapon Guide

    • October 7, 2012

    Facebook: http://facebook.com/XboxAhoy Twitter: http://twitter.com/xboxahoy In this episode we're covering the CZ75. It's a semi automatic weapon, unlocked once you've purchased all of the other handguns. The CZ75 originates from Czechoslovakia, now the modern-day Czech Republic. It's manufactured by Česká zbrojovka, and the design was first introduced in 1975. This all steel construction semi-auto pistol was originally designed for export, and wasn't sold in its domestic market until 1985. On the international market, it proved popular - and would become one of the original 'wonder nines'. This appellation was a somewhat derogatory term applied to the initial wave of double-action, 9mm semi automatic pistols, that threatened the revolvers normally used by American law enforcement. By the 1990s, semi-automatic pistols were the norm, with weapons such as the CZ-75, Sig Sauer P226, and Beretta 92 paving the way in terms of capacity and reliability. The CZ's popularity persists today, known for its reliability and versatility at a reasonable price. The CZ75 fires the 9-by-19 millimetre Parabellum cartridge, the standard NATO pistol calibre. Magazines are 12 rounds in capacity, or 18 with extended mags. The CZ75 is a low damage pistol, dealing the same damage per shot as the ASP, Makarov and M1911. It will kill in 3 shots up close, or with two headshots - and outside of the weapon's fairly short effective range, you'll need up to 5 shots to kill. Rate of fire is capped to 625 rounds per minute, assuming you can pull the trigger quickly enough: this is generous enough for most. Recoil is generally low, especially if you fire at a slower rate: in general, the CZ's recoil is simply not a factor for a typical pistol engagement. Aim time is very quick, on par with the other pistols at 150 milliseconds. Reloads are quick by any usual standards, but fairly typical for the pistol class, at 1.63 seconds. The Full-Auto Upgrad

  • S2012E34 Kiparis - Black Ops Multiplayer Weapon Guide

    • October 14, 2012

    Facebook: http://facebook.com/XboxAhoy Twitter: http://twitter.com/xboxahoy In this episode we're covering the Kiparis. It's a fully automatic weapon, unlocked once you've purchased all of the other SMGs. The OTs-02 Kiparis is a Russian weapon, originating from the former Soviet Union. Its name translates from Russian as 'Cypress', in reference to the coniferous tree. The weapon's design was first drafted in the early 1970s, but the first units did not enter service until 1991. It was likely the carbine variants of the AK74 rifle that led to a reduced need for a new submachine gun - and it was only the fall of the Soviet Union that sparked a demand for compact police weapons in the 1990s. It was for this reason that the Kiparis was resurrected, and saw introduction with the Russian police and Ministry of Internal Affairs in 1995. A basic blowback design, the Kiparis is a simple yet efficient weapon: mainly a steel construction, with some plastic furniture, the weapon was also supplied with its own proprietary suppressor. Eventually the weapon was displaced in favour of newer designs, such as the PP-2000: with greater use of synthetic materials and leanings toward a modern personal defense weapon design. The Kiparis fires the squat Soviet 9mm cartridge, the 9-by-18 millimetre Makarov round. Magazines are 20 rounds in capacity, or 30 with extended mags. The Kiparis is a low damage SMG, dealing the same damage per shot as most of its peers, bar the MP5K, AK74u, and Skorpion. That means it'll kill in 4 shots up close - or 5 at a distance. One interesting trait of the Kiparis is its enhanced ability to penetrate cover: while most SMGs struggle to shoot through walls, the Kiparis will perform as well as an assault rifle, better cutting through concealment to meet your target. Rate of fire is high - on par with most of the low-damage SMGs or the FAMAS, at 937.5 rounds per minute. Recoil is moderately high however, thanks in

  • S2012E35 G11 - Black Ops Multiplayer Weapon Guide

    • October 21, 2012

    Facebook: http://facebook.com/XboxAhoy Twitter: http://twitter.com/xboxahoy Hello, this is XboxAhoy and this is the final episode of my Black In this episode we're covering the G11. It fires a 3-round burst, and is unlocked once you've purchased all of the other assault rifles. The G11 is a prototype German weapon, designed by Heckler und Koch. Development started in the late 1960s, and the first prototypes emerged in 1970. Later designs entered field testing in the 1980s, and the design was finalised in 1990. The G11 was intended to be a highly-engineered, modern replacement for the G3 battle rifle: a high-tech weapon fitting for a space age era. Perhaps the most notable feature of the G11 is its use of caseless ammunition: rather than using a brass cartridge to contain the charge, the propellant is instead moulded around the bullet, eliminating the need for case ejection. Such a change is fraught with engineering difficulty, however - the least of which is heat dissipation, as the traditional brass cartridge acts as a heatsink for thermal energy generated upon firing. Early models were prone to ammunition cook-off: the chamber would heat up to a temperature that would spontaneously ignite a round, resulting in uncontrollable automatic fire. Nevertheless, the caseless concept was perfected with help from Dynamit Nobel, and after a series of prototypes and field testing, the improved G11K2 variant went into limited production in 1990, with 1000 units produced. With this weapon proving significantly more effective than the now-venerable G3 in testing, it seemed as though the G11 would be the first service rifle to use caseless ammunition. However, the project was scuppered by the reunification of East and West Germany in 1991 - political reorganisation and a lack of funding would be the weapon's downfall. Since the scrapping of the project, others have flirted with caseless designs: but none have come to fruition. Ultimately,

  • S2012E36 MTAR - Black Ops 2 Weapon Guide

    • November 23, 2012

    Facebook: http://facebook.com/AhoyYT Twitter: http://twitter.com/xboxahoy In this episode we're covering the MTAR Assault Rifle. A smaller brother to Modern Warfare 2's TAR-21, the fully-automatic MTAR returns in its diminutive form and is the first assault rifle unlocked in create-a-class. The 'Tavor Assault Rifle for the 21st century', or TAR-21, is an Israeli weapon that was introduced in 2001. The Micro Tavor, or MTAR, is a subcarbine variant with a shorter barrel. The version depicted in-game fires the NATO standard assault rifle cartridge, the 5.56x45mm round - although the MTAR can be converted to an SMG, instead firing 9mm pistol rounds. The Tavor is a bullpup weapon, with the magazine located behind the trigger - this allows for a shorter overall length, making it ideal for urban close-quarter use. In-game, The MTAR is a mid-damage assault rifle; It requires at least 3 shots to kill, even if all 3 are headshots. At a distance you may need up to 5 shots to kill, although with a single headshot you won't need more than 4. Range dropoff is moderate, with the MTAR losing its 3-shot kill potential outside of a close range. For most mid-ranged engagements you can expect to kill in 4 shots. Like most of the assault rifles, the MTAR offers standard penetration ability: this means thin cover won't pose too much of an issue should your target lie behind. Rate of fire is 750 rounds per minute: reasonably high for the assault rifle class, and offering a blend of controllability and lead output. Hipfire spread is standard for the assault rifles - not as good as an SMG, but far better than an LMG or Sniper Rifle. Because of the automatic fire, potential 3-shot kill, and reasonable rate of fire - the MTAR is probably one of the more reliable assault rifles when fired from the hip. Select Fire will turn the MTAR into a three-round burst rifle - this will help enforce good fire control, and conserve ammunition - but this attachment

  • S2012E37 MP7 - Black Ops 2 Weapon Guide

    • November 30, 2012

    Facebook: http://facebook.com/XboxAhoy Twitter: http://twitter.com/xboxahoy In this episode we're covering the MP7. This fully-automatic SMG built quite a reputation in its MW3 incarnation, where its low recoil and high rate of fire made for a potent combination. It returns as the first SMG unlock in Black Ops 2 - and while it remains a formidable close-range option, this MP7 lies firmly within its intended niche. The MP7, or 'Maschinenpistole 7' is a German weapon, first introduced in 2001 by Heckler und Koch. Technically a Personal Defence Weapon, or PDW, rather than a traditional SMG - the MP7 fires a smaller, higher velocity cartridge - the 4.6 by 30 millimetre round. This round relies on speed rather than mass for its kinetic energy, and as such offers enhanced performance against body armour and lower recoil than standard pistol calibres. All this in a compact package, with ample magazine capacity - the MP7 is an ideal weapon for modern close-quarters battle. In-game, the MP7 is a low damage weapon: it requires 3 to 4 shots at close range to kill, and up to 6 outside of the weapon's relatively short range. This means the MP7 is very much specialised for close-quarters combat: keeping the enemy within your 4-hit kill zone should be your priority. In addition, like the rest of the SMGs, the MP7's ability to penetrate cover is poor: for the most part, you will want to land shots directly upon your opponent. The MP7 makes up for these shortcomings with its rate of fire: at approximately 940 rounds per minute, you will outperform most other weapons in this regard. The rapid fire attachment will boost this rate of fire to the incredibly high 1250 rounds per minute - but be warned, this will halve the weapon's effective range, severely limiting your mid-range capability. This innately high rate of fire is paired with a narrow hipfire spread, like all of the SMGs: this means the MP7 is amongst the most effective weapons when fir

  • S2012E38 Mk 48 - Black Ops 2 Weapon Guide

    • December 7, 2012

    Facebook: http://facebook.com/XboxAhoy Twitter: http://twitter.com/xboxahoy This time, we're covering the Mk 48. The bigger brother to MW3's Mk 46, this fully-automatic LMG is a higher-calibre variant, and is the first LMG unlocked. The Mk 48 is a Belgian weapon, manufactured by FN Herstal. It is a derivative of the FN Minimi design - also known by its US Army name, the M249 SAW, and its USSOCOM designation: the Mk 46. The Mk 48 is a scaled-up variant of the Minimi design, firing the full-power 7.62x51mm NATO cartridge instead of an intermediate one. This means the Mk 48 is similar in role to FN's other offering in this calibre - the FN MAG, or M240. However, a high degree of part commonality between the M249 SAW, Mk 46, and Mk 48 means that maintenance and repair is simplified for those who employ only the Minimi-derived designs. In-game, damage is high, amongst the highest of all automatic weapons: you can expect to kill in 3 shots at almost any range, with 4 shots needed only at a very extreme distance, beyond most sightlines in-game. One headshot up close will deal damage sufficient to secure a two-shot kill, although it is generally better to keep your enemy at an arm's reach with the LMGs. Penetration ability is innately high, and the generous damage and large magazine makes the Mk 48 particularly well suited to finding targets behind cover. Rate of fire is slow, at 625 rounds per minute: this does make the weapon easier to control, but harms close-range potential. Rapid fire will improve this output to 750 rounds per minute, but will mandate more frequent reloads, and greatly increase recoil. Hipfire spread is relatively high: and while you have plenty of fire-power on tap, the slower fire rate will make for unreliable hipfire performance. Handling is generally slow, as you'd expect for an LMG - but the recoil is mild, permitting accurate automatic fire out to quite some distance. Everything about this weapon favours

  • S2012E39 Reflex Sight - Black Ops 2 Attachment Guide

    • December 9, 2012

    Facebook: http://facebook.com/XboxAhoy Twitter: http://twitter.com/xboxahoy In this episode we're covering the Reflex Sight. The Reflex sight takes its name from the Aimpoint-style sight seen in Black Ops, but in appearance and in function it is the same as the Red Dot Sight attachment, first seen in COD4. This attachment is available for most weapons - the SMGs, Assault Rifles, LMGs, Shotguns, Pistols, and the Crossbow all have this optic as an option. Its appearance is the same on most weapons - with the rounded rectangle lens shape first seen in COD4 - but on the handguns the design is slightly different, closer to the MW2 red dot sight design. The sight's effect is principally a visual one: it will replace your weapon's default iron sights with the reflex sight model, marking your point of aim with a red dot - and giving you a better view on target. It is a universal upgrade to your precision - the transparent reflex lens gives you a much better all-round view on your target when compared to the iron sights. Of course, this comes at the cost of an attachment slot, and one of your pick-ten points: so some will prefer to use the iron sights and invest their points elsewhere. Other than the purely visual differences, the reflex sight can have an effect on a weapon's level of zoom while aiming: with the reflex sight equipped, you will always have a 1.35x magnification level while aiming. This is the default zoom level for an assault rifle, so no change there - but other weapon classes will see a different zoom level when compared to their iron sights. The SMGs, Shotguns, Pistols and Crossbow all have a lower default zoom - 1.2x for all except for the pistols, which have an even lower default 1.1x zoom. With the reflex sight equipped, you'll gain a slight zoom advantage with these weapons, to the reflex's default zoom level of 1.35x. The LMGs are slightly different - they have an innate zoom of 1.5x with iron sights, and using the

  • S2012E40 SVU-AS - Black Ops 2 Weapon Guide

    • December 14, 2012

    Facebook: http://facebook.com/XboxAhoy Twitter: http://twitter.com/xboxahoy This time, we're covering the SVU-AS. A shortened version of the Dragunov - the SVU makes its Call of Duty debut in Black Ops 2, but the longer parent design was first seen in COD4. The Dragunov SVU - or 'Snayperskaya Vintovka Ukorochennaya', translating as 'short sniper rifle' - is a Russian rifle first introduced in 1994. It is a bullpup reconfiguration of the Dragunov SVD, with its magazine behind the trigger, and a recoil-reducing muzzle brake to combat the heavy recoil from the full-power rifle cartridge the SVU fires: the 7.62-by-54 millimetre Rimmed. The -AS suffix refers to a later variant of the SVU rifle design: the A stands for automatic, referring to a select-fire ability: and the S refers to the attached bipod. This specific variant was designed for Special Forces requiring an adaptable weapon, where the select-fire ability transforms a marksman's rifle into a fully-automatic battle rifle when circumstances demand. Of course, in-game the weapon is essentially a semi-automatic weapon only: select fire is not available. And, while the bipod is present on the weapon: it is non-functional. Damage-wise, the SVU has the potential to kill in just one-shot, but as far as the sniper rifles are concerned, it is the lowest damage weapon in its tier. In order to attain a single-shot kill, you will need to strike your opponent directly in the head: in all other cases, you'll need two shots to kill. When equipped with the suppressor, even a headshot will be insufficient - the suppressed SVU is always a two-shot kill. The sniper rifles have no range penalty - no matter your distance from your target, you can expect to deal the same amount of damage. Penetration ability is also high, but unlike the LMGs, the sniper rifle's slower rate of fire and limited magazine capacity mean you generally fare better when you can shoot your target directly. Rate of fire

  • S2012E41 Quickdraw Handle - Black Ops 2 Attachment Guide

    • December 16, 2012

    Facebook: http://facebook.com/XboxAhoy Twitter: http://twitter.com/xboxahoy In this episode we're covering the Quickdraw Handle. This attachment's benefit started life as a perk: namely, the Pro benefit of Sleight of Hand in Modern Warfare 2. Since then, it has returned in every title - split into its own perk, Quickdraw, in MW3: and returning instead as an attachment in Black Ops 2. The Quickdraw Handle is available for the Assault Rifles, SMGs, LMGs and Shotguns. It is unavailable for secondary weapons, and is notably absent within the sniper rifle category. If you seek a faster-scoping sniper, the Ballista is your only option, with its slightly speedier aim time than its peers. For those weapons that have it, the Quickdraw Handle's effect is relatively straightforward: it reduces the time needed for your weapon to transition from its idle stance, to aiming down sights. This ability to aim more quickly means you can direct accurate fire onto your opponent sooner - potentially skewing gunfights in your favour. In previous titles, this effect was uniform across all weapons: the perk would universally halve aim time. This is not entirely the case with Black Ops 2: the attachment's effect varies depending on weapon class. Assault Rifles, SMGs and Shotguns do gain a 50% reduction in aim time: the assault rifle and shotgun's 250 millisecond aim time becomes 125 milliseconds; and the SMGs 220 milliseconds becomes 110. LMGs are slightly different, however - receiving only a 25% reduction in aim time. This takes the typical 480 millisecond LMG aim time to 360 milliseconds instead. This works out at roughly the same absolute benefit, with an aim time reduction of around 120 milliseconds across the board. SMGs can snap instantly onto targets, Assault Rifles can hang with SMGs up close, Shotgun users can ADS more frequently to take advantage of more consistent one-shot-kills: and while the LMGs still lumber behind somewhat, they

  • S2012E42 Remington 870 MCS - Black Ops 2 Weapon Guide

    • December 21, 2012

    Facebook: http://facebook.com/XboxAhoy Twitter: http://twitter.com/xboxahoy This time, we're covering the Remington 870 MCS. Black Ops 2 marks the Remington's debut in Call of Duty - a pump-action weapon similar in role to the Stakeout in Black Ops. The Remington 870 MCS - or Modular Combat Shotgun - is an American weapon, with the original 870 design dating to 1951. It is Remington's flagship shotgun, and holds the record for the best-selling shotgun in history. The MCS configuration is a more recent introduction, with the first such systems delivered in 2004. Intended for military use, the MCS has the basic 870 action at its core - but comes with number of configuration options to help fit any role. With the option of 3 barrel lengths, a pistol grip, fixed or adjustable stock, amongst a whole host of other options - the MCS is a versatile platform, capable of firing a wide variety of 12 gauge cartridges. In-game, the Remington is a high damage shotgun - easily capable of one-shot kills at a close range. This damage quickly falls off, however - after just a few metres you'll find opponents need multiple shots to kill, and beyond that your pellets will fail to find their mark altogether. Shotguns trade long range utility for one-shot power, so you should seek to engage enemies at a close a range as possible. This one-shot potential is particularly important considering the Remington's very slow rate of fire - the pump-action requires a new round to be manually rechambered for every shot fired, limiting your output to just 80 rounds per minute. Hipfire spread is moderate - and with greater divergence than in previous titles, resulting in somewhat inconsistent performance from the hip. Aiming down your sights now confers a significant narrowing of pellet spread: so for consistent kills towards the edge of your effective range, it is definitely best to aim. Thanks to the slow rate of fire, recoil isn't a factor: your aim will

  • S2012E43 Type 25 - Black Ops 2 Weapon Guide

    • December 28, 2012

    Facebook: http://facebook.com/XboxAhoy Twitter: http://twitter.com/xboxahoy This time, we're covering the Type 25. The first fictional weapon we're covering, the Type 25 is a descendant of the Type 95 seen in Modern Warfare 3. It's a fully automatic weapon this time around, lacking the deadly 3-round burst of its previous incarnation. The Type 25 is a Chinese weapon, and as its designation implies - was likely introduced in the year 2025. Save for a few aesthetic differences, the Type 25 is of the same configuration as the QBZ-95: a bullpup design, with the magazine behind the trigger. It fires a Chinese cartridge similar to the 5.56mm NATO round: the 5.8-by-42 millimetre DBP 87 round. Presumably in the 30 years between the QBZ-95 and Type 25, there would be some iterative improvements: the QBZ had a few ergonomic issues, so it's fair to assume in the later rifle design these may have been ironed out. Any other suggestion of technical changes would, of course, be entirely speculative. The Type 25 is a low damage weapon: It requires 4 shots to the body to kill, or 3 shots where one is a headshot. Ranged damage is relatively consistent, with the weapon never needing more than 5 shots to kill at a distance. The Type 25's key strength is its rate of fire: at approximately 940 rounds per minute, the Type 25's fire rate is higher than all other automatic assault rifles - and is on par with some of the SMGs. This makes the weapon better suited to close-range combat, with the higher rate of fire making for more forgiving performance. Hipfire spread is on par with most other assault rifles - slightly better when prone, in fact. The higher rate of output also helps make for perhaps the most consistent performance from the hip within the assault rifle category. Recoil is moderate, exacerbated by this higher rate of fire - to retain accuracy at longer distances you should burst-fire your weapon. Such fire control is essential for ef

Season 2013

  • S2013E01 TRUCKING HANDBOOK (Euro Truck Simulator 2)

    • April 1, 2013

    Euro Truck Simulator 2 is awesome, and you should play it. There's a demo on the ETS2 website: http://www.eurotrucksimulator2.com/ Or just cut to the chase and buy it on Steam: http://store.steampowered.com/app/227300/ On the face of it, trucking seems like a simple enough career - driving from point A to point B, with trailer in tow. As ever, the devil is in the details - and there are a whole host of impediments, hazards and other risk factors than can conspire to delay your delivery. And as a trucker, deliveries are your business - while you can drive aimlessly about the roads of Europe, in order to make any money you will need to find some source of employment. There are two different job types available: Quick Jobs and the Freight Market. The latter requires you to own your own truck, so for new drivers Quick Jobs are the way to go. As a driver-for-hire, you'll find yourself already at the pickup point, with trailer attached - which neatly sidesteps the need to carefully back-up and hitch your cargo. On the other hand, the Freight Market will yield better paying jobs, as an owner-operator takes on the risk of vehicle management: but you will first have to make your way to the consigner, and collect the trailer yourself. Attaching a trailer is relatively simple, but might take a little practice to master. You'll need to reverse your truck onto the trailer coupling, so the first step is to take up position, facing the right direction, some distance ahead of the trailer. Then, carefully making any adjustments as you go, slowly reverse towards your trailer until you're prompted to make the attachment. Once connected, you're free to get into first gear and begin hauling your load to your destination. Now, driving with a trailer attached poses a number of challenges - as a long vehicle you need to keep a keen eye on your mirrors as to avoid potential collision. Even negotiating the goods yard can be fraught with risk - take ca

  • S2013E02 WORST XBOX 360 GAMES EVER!

    • May 1, 2013

    Facebook: http://facebook.com/AhoyYT Twitter: http://twitter.com/xboxahoy So, this generation has had a pretty good run - we've had some cracking titles over the last 7 years or so. But, perhaps more interesting than the highlights of this gen's interactive entertainment is the dark nadir of games best left forgotten. Kicking off our shameful selection, and with the dubious virtue of being the least-worst of our selection, Shellshock 2: Blood Trails scored an impressively low thirty percent, putting it at number ten on our list. Next up, at number nine it's lacklustre offroad racer Score International Baja 1000, taking the dubious honour of being the worst racing game available for the Xbox, by virtue of its Metacritic score of just 29 percent. At number 8, Jumper: Griffin's story escapes the label of 'worst movie tie-in ever' by a hair, with a less-than-enviable Metacritic score of 29. At number seven on our list is Truth or Lies, scoring a paltry 28 percent. A microphone-driven party game that styles itself on a polygraph machine - a lie detector, in which you answer a sequence of questions intended to provoke, embarrass or reveal your inner secrets. At number 6, Rebellion's second entry to our list - Rogue Warrior - has a layer more polish than their other offering - but falls even further from grace, with a rating of just 28 percent: earning it the hotly contested title of 'worst FPS this generation'. Next is the first of a string of Kinect games: Deca Sports Freedom is our fifth worst game, with average reviews of 26 percent - making the lukewarm Kinect Sports looks like game of the year by comparison. While not every game for the xbox's motion control camera is necessarily bad - they do seem to have a solid representation at the bottom of the pile. At number 4 is another Kinect title: Hulk Hogan's Main Event is a cartoon-esque wrestling game that attained a Metacritic score of just 26. Number 3 is a painful revisit to an ot

  • S2013E03 Which Video Game Introduced Dual Wielding?

    • August 31, 2013

    Audio commentary: http://www.youtube.com/watch?v=o0f18C-y1Xs Twitter: http://twitter.com/xboxahoy Facebook: http://facebook.com/XboxAhoy Using two guns at once is impractical, unrealistic, and generally a liability - and yet we see pistols akimbo in many action-oriented games. So how did such a reckless regard for accuracy originate? What was the first video game that introduced two-pistol gun-play? And how on earth do you reload when both your hands are full? Carrying multiple weapons was once an issue of practicality - with early flintlock pistols taking quite some time to reload, pirates such as Blackbeard would not be seen with a brace of fewer than 6 such sidearms ready-to-fire. By the time of the Old West, revolvers were the norm: and some cowboys will have carried more than one, for those situations where a single six-shooter simply won't do. Such backup weapons were used singly to avert a lengthy reload, however - firing a weapon from each hand with wild abandon probably reserved for desperados with nothing to lose. The blame for Dual Wield's popularity today lies squarely at the feet of cinema: with the popularity of Westerns aligned with the rise of the Action film in the 1970s, it was only a matter of time. Action films are not noted for their subtlety, and firepower was one trait not often spared. Dirty Harry's .44 Magnum was described as 'the most powerful handgun in the world' - and so what better way to up the ante than to double down on a second pistol. In the 1969 film, Butch Cassidy and the Sundance Kid each employ a pair of Colt Single-Action Army revolvers in a daring shootout while fleeing from the Bolivian police. Another more prominent use of dual wielding in a Western film is 'The Outlaw Josey Wales', from 1976. Featuring Clint Eastwood as the titular character, a wanted man driven by vengeance and a need for firepower that only pistols akimbo might provide. The 1970s also marks the earliest days of elect

  • S2013E04 What Did We Learn This Generation?

    • September 6, 2013

    Facebook: http://facebook.com/XboxAhoy Twitter: http://twitter.com/xboxahoy This next console gen has been a long time coming. The Xbox 360, PS3 and Wii - collectively known as the seventh generation - have steered the course of the industry since 2005. Much has changed over the last eight years in gaming - and as we perch on the precipice of a new era, perhaps it's a time for retrospection. So, what did we learn from this generation? The most obvious change with the advent of new hardware is in the technical specification - each generation is faster and more capable than the last. At the time of the current gen's introduction, HDTVs were starting to become widely available - and the Xbox 360 and PS3 both took advantage of this by supporting HD video formats. This wasn't without issue - in 2005 standard-def CRTs were still very common, and some games ran into issues when running at the lower resolution - many complained about the small text in Dead Rising, for instance. However, with HDTVs dropping in price over the console's lifespan, many made the switch to such displays, and the next generation is all set to embrace an HD-only approach. We also saw a good old format war in the early-gen: Sony's Blu Ray versus Toshiba's ill-fated HD-DVD. The PS3's Blu Ray drive made it an attractive offering for those looking for an entry-level HD player, with even the exorbitant launch price proving competitive. Microsoft released the half-hearted add-on HD-DVD player for the 360, although after a brief flounder Blu-Ray became the dominant format, and will indeed be the optical media of choice for both the Xbox One and PS4. Quite how long physical media will remain relevant is another matter - digital downloads and streaming services such as Netflix are unburdened by such concerns. It seems as though redundant hardware is a recurring trend in Gen7, with games such as Guitar Hero and Rock Band clogging up homes with fake plastic guitars.

  • S2013E05 101 Things To Do in Grand Theft Auto V

    • September 22, 2013

  • S2013E06 PDW-57 - Black Ops 2 Weapon Guide

    • January 4, 2013

    Facebook: http://facebook.com/XboxAhoy Twitter: http://twitter.com/xboxahoy This time, we're covering the PDW-57. Another fictional weapon, the PDW is a futuristic derivative of the P90: this weapon previously present in all of the Modern Warfare titles. The PDW-57 - or Personal Defence Weapon, 5.7mm calibre - is relatively similar to its parent design, with a few minor cosmetic changes when compared to the Belgian P90. Outlandish in appearance, the P90 and PDW designs share the same top-loading magazine - an unconventional feed mechanism, but one capable of holding 50 rounds of the unusual 5.7 by 28 millimetre cartridge. This cartridge fires a smaller bullet at higher velocity, for a similar kinetic energy to a typical SMG: but with far better penetration characteristics against modern military body armour. The PDW-57 is a high damage SMG, capable of killing in just 3 shots to the body at a close range. The MSMC has a slight edge in damage, but in practical terms the PDW is similarly powerful. Outside the weapon's short range you'll need 6 shots to kill: a hefty differential, making close-range engagements a necessity to make the most of this SMG. Rate of fire is a moderate 750 rounds per minute - slow by typical SMG standards, but part of the price you pay for a higher damage weapon. With Rapid Fire this will be elevated to 940 rounds per minute, on par with the MP7 - but you lose much of your damage potential through a loss of much of your effective range. Hipfire performance is good - on par with all other SMGs, although you may see less consistent performance than those weapons with a higher fire rate. Recoil is moderate - burst firing is essential at a longer range, although given the lower damage it may be best to avoid such gunfights altogether. Aim time is 200 milliseconds, standard for the SMG class: as is your movement speed, at 100% base. Magazine capacity is excellent, holding true to the P90's tradition: the t

  • S2013E07 Laser Sight - Black Ops 2 Attachment Guide

    • January 6, 2013

    Facebook: http://facebook.com/XboxAhoy Twitter: http://twitter.com/xboxahoy In this episode we're covering the Laser Sight. Essentially just a visual representation of Steady Aim, in the original perk form the hipfire-tightening effect was first introduced in COD4. With Black Ops 2, we see the replacement of Steady Aim with the laser sight attachment, so the effect is now limited to weapons with the attachment equipped. It manifests as a red laser emitted from a module attached to your weapon: and while in the first person view the laser extends some distance away from you, your enemies will not receive any meaningful degree of notice while you have the laser equipped. The Laser Sight is available for the SMGs, LMGs, Shotguns, Sniper Rifles, Assault Rifles and the Pistols - a comprehensive section of the arsenal available. Its effect is relatively straightfoward: the laser sight will improve your hipfire performance with any given weapon - any shots fired while not aiming down your sights will strike within a smaller area than without the attachment. Hipfire falls within a random area of a certain radius - so a smaller cone of fire means more consistent performance from the hip. The magnitude of the laser sight's benefit varies with weapon class: some boast better gains than others. It is the LMGs that see that greatest increase in hipfire accuracy with the laser: a 45% linear reduction in hip spread radius, amounting to a whopping 3.3x improvement in terms of spread area. With their impressive magazines and considerable stance benefits, an LMG with the laser sight can be a formidable close-quarter weapon. Next up, the handguns and shotguns see a 37.5% linear reduction, equating to around a 2.6x performance increase from the hip. Assault rifles see similar benefit, with 35% reduction granting a 2.4x benefit. In a recent patch, some figures were changed - both the Snipers and SMGs receiving less benefit with the laser. Post-

  • S2013E08 M8A1 - Black Ops 2 Weapon Guide

    • July 12, 2013

    Facebook: http://facebook.com/XboxAhoy Twitter: http://twitter.com/xboxahoy This time, we're covering the M8A1. A new addition to the Call of Duty arsenal, this weapon is unusual in that it fires a four-round burst by default - and is unlocked at level 49. The M8A1 is a fictional derivative of the German XM8 rifle design, first seen in 2002. The rifle was produced by Heckler and Koch at the behest of the US Army, seeking a potential future replacement for the AR-15 platform currently in service. The XM8 designation was assigned in the wake of the Objective Individual Combat Weapon (OICW) contract, a project which sought a futuristic all-in-one infantry rifle. The project fell through, but the XM8 design was brought about as a result - a modular derivative of the German G36 rifle design, making extensive use of modern composite materials. Ultimately, the XM8 project was discontinued in 2005 - the performance gains over the existing platforms in service not deemed worth the investment cost for replacement. Presumably, in Black Ops 2 the project resurfaced: the M8A1 designation indicating a derivative weapon that has entered into service. In-game, damage is moderate: you do have the ability to kill a close-range enemy with just 3 shots, but this is only within a very short distance. In most cases, you can expect to kill in four or five shots: and it's worth noting that the M8A1 has no bonus headshot multiplier, so it's best to aim for centre mass. Penetration ability is on-par with most other assault rifles. The M8A1's rate of fire is incredibly high within its four-round burst: 1250 rounds per minute. As such you are able to down a mid-ranged target very quickly indeed with a well-placed shot. There is a mandatory delay between bursts, however - but this is relatively short: your sustainable rate of fire is a still-respectable 789 rounds per minute. Equipping select fire will turn the M8A1 into a fully-automatic weapon, but t

  • S2013E09 Variable Zoom - Black Ops 2 Attachment Guide

    • July 12, 2013

    Facebook: http://facebook.com/XboxAhoy Twitter: http://twitter.com/xboxahoy In this episode we're covering Variable Zoom. We first saw optical options with multiple zoom levels in the first Black Ops, with a three magnification level option available for the sniper rifles. Such an attachment made a return in Modern Warfare 3, and once again in Black Ops 2. In real-life, rifle scopes can indeed offer multiple magnification levels within a single optical unit: such variable power scopes a boon when hunting or otherwise shooting at a non-fixed distance. The different zoom levels are implemented through mechanical movement or superposition of different optical elements: operating in a similar fashion to a camera lens. Such options tend to have greater internal complexity than a fixed-power scope, and as such tend to be more expensive - but they do offer a greater degree of flexibility. In Black Ops 2, Variable Zoom is available for the LMGs, Sniper Rifles, and the Crossbow. It is only incompatible with other optical options, with the exception of the Dual Band scope, which when combined with the variable zoom gives you a flexible thermal option. The Vari Zoom's primary effect is to grant you a magnification level switchable between two distinct settings. In the case of the sniper rifles, you'll see a 2.0 times magnification with the low option, and 4.8 times with the high option. LMGs see a slightly higher level of magnification, 2.4 times with the low option, and 5.8 times when zoomed in. These two option give you the ability to dynamically adjust to your firing position, giving you the perfect compromise between view on target and peripheral vision. Beyond this selectable magnification level, there are some other fringe benefits too: your weapon's idle sway will be reduced by 5 percent, granting a slight advantage at longer ranges. In addition, for the LMGs the gunkick factor of recoil is removed, making such weapons easier t

  • S2013E10 Ballistic Knife - Black Ops 2 Weapon Guide

    • July 18, 2013

    Facebook: http://facebook.com/XboxAhoy Twitter: http://twitter.com/xboxahoy This time, we're covering the Ballistic Knife. Returning from the first Black Ops, this spring-loaded blade rounds out the special weapons on offer, and is unlocked at level 49. The Ballistic Knife is a futuristic interpretation of earlier Soviet designs, where spring-loaded blades or 'Pilum knives' emerged in the late 1970s. Not much more than a knife blade latched in a spring loaded tube, the real-life effectiveness of such a weapon is questionable. They were supposedly employed by elite Speztnaz troops, but there is some doubt as to whether this is actually the case: most examples seen were manufactured as rather dangerous novelty weapons within the United States. Soviet forces did make limited use of a survival knife capable of firing a single pistol cartridge, however: the NRS-2 Special Scout Knife. No doubt more effective than anything launched with springs, the blade on such weapons was fixed - and aside from the shooting mechanism in the handle, functioned in the same fashion as any other fixed blade. In-game, the Ballistic Knife's damage is uncompromising: a successful hit with a launched blade will always result in a one-shot kill. Your accuracy with the weapon is challenged by the non-linear trajectory your blade will take: dropping over time to carve a graceful parabolic arc. This, coupled with the fact that the projectile has a non-zero travel time, will mean that longer distance shots require a touch of adjustment: you must aim above and ahead of your intended mark. The further away the enemy, the higher you'll need to aim - and in the case of moving targets you must predict their path and aim to strike ahead. These factors make aiming difficult - and luck is a huge factor, no doubt - but it's worth bearing in mind in cases where you're going for distant targets. Rate of fire is low - the need to reload after every single shot is the majo

  • S2013E11 Tactical Knife - Black Ops 2 Attachment Guide

    • July 19, 2013

    Facebook: http://facebook.com/XboxAhoy Twitter: http://twitter.com/xboxahoy In this episode we're covering the Tactical Knife. This option was first seen in Modern Warfare 2, where you could run riot with a pistol in one hand and a knife in another in tandem with the Commando perk. The attachment returned in Modern Warfare 3, and once again we see this mêlée-boosting option in Black Ops 2. In real life, such a pairing of pistol and blade would be a less-than-conventional tactic: in most cases, a two-handed shooting stance would grant the most stable firing platform. Knife fighting remains an important part of military training, however - particularly for special forces units. There exist a number of schools of thought on optimum grip, with tradeoffs made between finesse, reach, and sheer stabbing power. In general, knife fighting is left as a last-ditch pursuit - a readied firearm a far less risky defence than any mêlée option. In-game, the Tactical Knife is available exclusively for the pistol category - no other type of weapon may equip it. It is entirely compatible with all other attachments, with the obvious exception of Dual Wield. The Tactical Knife's effect is universally beneficial: you'll gain a faster mêlée attack. Specifically, your standard stab will take just 0.5 seconds instead of 0.8 - a 37.5 percent reduction. The knife lunge sees an even further reduction, from 1.16 seconds to just half a second again - this significant reduction reflecting the two-point cost of the Tactical Knife and pistol combo. In addition, you won't need to raise your weapon after a knife attack - further cutting time off the delay before you'll be able to knife again. The Tactical Knife is a good way to enhance your knife's ability when using a pistol, whether as a standalone secondary build or as a close-range backup. The rapid ability to knife opponents at a close range proves particularly useful with a backup weapon with a shor

  • S2013E12 M1216 - Black Ops 2 Weapon Guide

    • July 26, 2013

    Facebook: http://facebook.com/XboxAhoy Twitter: http://twitter.com/xboxahoy This time, we're covering the M1216. Black Ops 2 marks this unusual automatic shotgun's first appearance in the Call of Duty series, and it is unlocked at level 52. The SRM Arms M1216 is a relatively new weapon, having only seen introduction in 2012. Of US origin, the design is unusual for its rotary magazine design: instead of a conventional fixed tube, it has four fixed together in a rotating group. This extends the weapon's capacity tetrafold, and allows the real variant to quickly switch between four different types of 12 gauge ammunition, as the situation dictates. While this does increase weight, it does grant four tubes of four rounds in a single weapon, for 16 rounds in total. Such high capacity and flexibility in ammunition types holds appeal for police units and tactical use: similar to the KSG, with its 14 rounds spread across switchable twin tube mags. In-game, per-shot damage is high by most standards but the lowest for the shotgun class: while the M1216 is certainly capable of one-shot kills, it's not wise to rely on them. Range is particularly limited: with the weapon's reach identical to the S12's, at joint bottom of the shotgun league. This means the M1216 is very much a close-range weapon, as one might expect from a shotgun: and like most others in its class, its penetration ability is very poor. The M1216's key strength is in its output - as the only fully-automatic shotgun, it spews shells at a rate of 468 rounds per minute, Due to the unique nature of the weapon's magazine, however - you may only fire four shots at this rate, before the weapon requires rechambering. The process takes a little over half a second, leaving you unable to fire and thus vulnerable: so it's worth firing a full salvo of four shots every time, to ensure maximum lethality and to otherwise prepare for another full set of shots. With the rechamber, your tot

  • S2013E13 Dual Band - Black Ops 2 Attachment Guide

    • July 27, 2013

    Facebook: http://facebook.com/XboxAhoy Twitter: http://twitter.com/xboxahoy In this episode we're covering the Dual Band scope. We first saw a infra-red optic in Modern Warfare 2, where the thermal scope marked targets white-hot. Black Op's IR Scope was similar, and we saw the Thermal Scope return in Modern Warfare 3 as well. In real-life, thermal optical weapon sights do exist: essentially compact digital imagining devices which operate in the infra-red band. Such optics translate the emissive radiation given off by warmer objects into the visible spectrum, and as such will even function in pitch black conditions. This makes such optics valuable for night-time operations, although infrared optics are expensive and do require a power source to function. In-game, the Dual Band Scope is available for the LMGs, Sniper Rifles, and the Crossbow. It is compatible with all other non-optical attachments, and can even be paired with the Variable Zoom for greater flexibility. In terms of effect, the Dual Band offers an enhanced view of the battlefield while aiming - one unfettered by obscurant. Enemies will be highlighted yellow within your scope, even through smoke or areas of poor visibility. The 'Dual Band' term refers to the fact that this yellow-hot infra red view is overlaid on a non-thermal monochrome green view - so you retain the ability to see terrain detail, along with anything else that doesn't show up hot. This is useful when tackling enemies with the Cold Blooded perk equipped, as they won't be highlighted in yellow - so it's important to remain aware of non-highlighted threats. Aside from this thermal overlay this scope provides, there are a few other ancillary effects. LMGs see the benefit of a removal of the gunkick component of recoil, although this is tempered with a 10 percent centerspeed penalty. This will alter the LMG's recoil profile slightly, granting more predictable performance but potentially higher re

  • S2013E14 XPR-50 - Black Ops 2 Weapon Guide

    • August 2, 2013

    Facebook: http://facebook.com/XboxAhoy Twitter: http://twitter.com/xboxahoy This time, we're covering the XPR-50. This new semi-automatic sniper rifle rounds out the precision options on offer, and is unlocked for use at level 52. The XPR-50 is a fictional semi-automatic sniper rifle system that fires the powerful .50 BMG anti-materiel round. Its closest real-life match is in a prototype Barrett Model 98 Bravo: visually similar but bolt-action instead, and chambered for .338 Lapua. The M98B was introduced in 2008, and so the XPR-50 - which presumably stands for 'Experimental Purpose Rifle, .50 Calibre' - can be deemed a potential future derivative of this Barrett design. In-game, damage is high: the XPR is capable of a one shot kill anywhere to the head, neck, arms, upper torso and mid torso. When suppressed, this one-hit area is reduced to just the head, neck, upper arms and upper torso. Like all of the sniper rifles, there's no drop-off in damage over range - so you can quickly eliminate opponents at any distance with a well placed shot: and again, like its peers - the XPR's ability to pierce cover is very good. Fire cap is moderate, limiting your maximum fire rate to 375 rounds per minute. This is a little lower than the SVU-AS, but considerably faster than the other two bolt-action rifles. Hipfire performance is poor, and so despite the potent one-shot ability and semi-automatic firemode, you should seek to avoid close-range encounters. Rapid fire can work as a last-ditch defense, but it's not entirely reliable. Recoil is moderate, and can prove troublesome should you fire the weapon too quickly. Instead, it pays to take a slower pace, waiting for the recoil to settle before firing again: this will help ensure maximum effectiveness, and prevent you from wasting too much ammunition. Aim time is slow, on par with all other sniper rifles except the faster-handling Ballista, at 400 milliseconds. Your mobility is fairl

  • S2013E15 Ballistics CPU - Black Ops 2 Attachment Guide

    • August 4, 2013

    Facebook: http://facebook.com/XboxAhoy Twitter: http://twitter.com/xboxahoy In this episode we're covering the Ballistics CPU. Black Ops 2 marks this attachment's first entry to the Call of Duty series - although its effects are similar to Modern Warfare 3's Stability weapon proficiency. In-real life, bullets can be unpredictable things: once they leave a weapon's barrel, they're subject to gravity, altitude, wind speed and drag - and the longer the shot, the more variables that will prove significant. In recent years, military snipers have started to make use of handheld PDA ballistic units to provide some assistance on the targeting front: automatically accounting for atmospheric conditions and the local windspeed to help nail a very long range shot the very first time. As snipers often rely on first-shot precision, this enhancement to accuracy is often worth the investment: and it's likely that in the future we'll see such electronics fully integrated into a sniper rifle system. The Ballistics CPU is available exclusively to the Sniper Rifle category - no other weapon class may equip it. It is incompatible with the close-range optics available for the sniper rifles: you cannot pair the CPU with either the ACOG scope, nor the Ballista's Iron Sight. The attachment's effect is very straightforward, with no downsides whatsoever: your rifle's idle sway while scoped in will be reduced by 30%. This will make it easier to wrest your crosshairs onto target without the need to hold your breath, and as such can prove useful for uninterrupted coverage of a sightline with your one-shot rifle. One nice touch is the LCD display on the CPU - it shows not only the calibre of the weapon you're currently using, but also comes equipped with a digital rangefinder, indicating the distance in feet to the target ahead. The Ballistics CPU is a universally beneficial attachment that will make your sniper rifle easier to handle. Its sway-reducing effect

  • S2013E16 AN-94 - Black Ops 2 Weapon Guide

    • August 9, 2013

    Facebook: http://facebook.com/XboxAhoy Twitter: http://twitter.com/xboxahoy This time, we're covering the AN-94. We round out this series with this automatic assault rifle' first sighting in the main Call of Duty series - where it's unlocked at the final level, 55. The AN-94, or 'Avtomat Nikonova, 1994' is a Russian weapon design intended as a potential replacement for the AK-74 as a part of Project Abakan. The weapon takes its name from its chief designer, Gennadiy Nikonov - and boasts a unique delayed recoil action that is able to fire two shots before the recoil of the first is felt. This increases the probability of multiple target hits, and with the initial two-round burst fired at 1800 rounds per minute, such a flurry of fire has proven very effective when tackling enemies wearing modern body armour. The rifle fires the same Russian intermediate cartridge as the AK-74, the high velocity 5.45 by 39 millimetre round. While the design's increased complexity and cost means that it is unlikely to ever replace the more simple Kalashnikov design currently in service, the AN-94 has seen limited use by some units, and the unique mode of operation may influence a future design. In-game, damage is moderate, with the AN-94 offering a reasonable 3-hit kill range - impressive by most automatic weapon standards, and only bested by the SCAR-H. At a distance, you may need up to five shots to kill - but a single headshot will guarantee a 4-shot kill at any distance, which means you should experience quite consistent damage performance across a wide variety of ranges. Penetration ability is average, the same as the majority of the other assault rifles. Rate of fire is particularly unusual - in a similar fashion to the HAMR, the AN-94 has a dual fire rate: with the first two rounds fired more quickly than the remainder. The initial two-round burst is fired at 940 rounds per minute - a very impressive rate given the weapon's higher damage - and

  • S2013E17 PUNTAGE: Black Ops 2

    • August 10, 2013

    Like a cake made entirely of icing, don't blame me if you get sick. Facebook: http://facebook.com/XboxAhoy Twitter: http://twitter.com/xboxahoy

  • S2013E18 A Brief History of Video Games

    • September 15, 2013

    Facebook: http://facebook.com/XboxAhoy Twitter: http://twitter.com/xboxahoy The entire history of video games, from their earliest origins all the way up to the end of the seventh generation, in 2013. Emerging from engineering experimentation, the earliest titles such as Tennis for Two, Space War! and Pong helped to establish the roots of the industry. Early arcade classics built on this, with titles like Breakout, Space Invaders, Asteroids and Pac-Man breaking into the mainstream and remaining legendary today. Early PC titles such as Maze War, Zork and Rogue helped define new genres: and while Atari 2600 version of E.T. The Extra Terrestrial might have been disappointing, hobbyist coders continued with aplomb - giving rise to titles like Elite, Exile and Tetris. The video game crash of 1983 dampened the home market, but arcades remained strong: Donkey Kong, Dig-Dug, Pole-Position, Q*Bert and Mario Bros. all successfully sucking quarters from people's pockets. The mid-80s saw the rise of the Nintendo home console, starting with Super Mario Brothers and continuing with games like The Legend of Zelda, Castlevania, Metroid, Mega-Man, Metal Gear and Final Fantasy. Dragon's Lair use of laserdisc technology gave the arcade unit graphics like none other - but a new wave of 16-bit machines would wow home users, with games such as Dungeon Master, Sim City, Shadow of The Beast and The Secret of Monkey Island. The 1990s saw the 16-bit machines come into their own, with colourful sprites of a scale not seen before: Sonic The Hedgehog, Street Fighter 2, and Lemmings. Strategy games did well in this era, with the first instalment of Sid Meier's Civilization and the XCOM turn-based alien tactics of UFO: Enemy Unknown. Dune 2 saw the dawn of the RTS genre, and Wolfenstein 3D did something similar for first person shooters, and marks id's genre-defining path through Doom and Quake. Myst was a mite more sedate, Tekken was a 3D rival to Street Fighter

  • S2013E19 101 Things To Do in Grand Theft Auto V

    • September 22, 2013

    Twitter: http://twitter.com/xboxahoy Facebook: http://facebook.com/AhoyYT Los Santos and the San Andreas area are a great place to visit - and whether you're interested in the beautiful coastline, serene countryside, or the glamour of Vinewood - there's plenty on offer. If it's leisure you're after, we have it in spades - with miles of glorious beach to enjoy. To cool off, you could go for a swim, help out the lifeguards, go scuba diving, or indulge in some other water sports - you're in for a good time! Back on dry land, there's a host of other activities - you could go for a leisurely jog. If you're feeling more active, you could go for a bike ride - and if things get too hot, don't be afraid to take your top off either! Find your inner centre with Yoga, or the perfect swing with a round of golf. Work on your backhand with a game or two of tennis, or stay indoors and play some darts instead. Take a more leisurely pace by walking your dog, play fetch with a ball, or teach him some new tricks. Take a trip down to the Del Perro pier to see the sights atop the ferris wheel - although thrillseekers might prefer the more frantic action found on the roller coaster alongside. Take the action off the rails by riding a mountain bike on the terrain that suits them best, or go for the two-stroke option and power down on a dirtbike instead. If you'd rather be swept off your feet, there's no bigger thrill than parachuting down that same mountain - or perhaps keep yourself tethered with a spot of abseiling instead. If you'd really like to learn how to fly, fear not - lessons are readily available. After a busy day, you'll be sure to desire some refreshment - whether it's the infectious taste of e Cola, or a freshly-blended healthy dose of juice. If intoxication is more your scene, there's nothing quite like sucking down an ice-cold Pißwasser - or if you prefer hard liquor there's always a fine whiskey. If smokeables are more your scene,

  • S2013E20 GTAV: TOP SPROCKET (A Top Gear Parody)

    • September 27, 2013

    So I was thinking: 'What would Top Gear be like if it were set in the GTA V universe?' - and several hours later, this was rendered. Facebook: http://facebook.com/XboxAhoy Twitter: http://twitter.com/xboxahoy

  • S2013E21 SC-2010 - Call of Duty Ghosts Weapon Guide

    • November 28, 2013

    Twitter: http://twitter.com/xboxahoy Reddit: http://www.reddit.com/r/xboxahoy Facebook: http://facebook.com/XboxAhoy The SC-2010 is a low damage weapon, at least compared to its peers within the assault rifle class. Nevertheless, most weapons within the category share similar damage profiles: you'll need no more than three bullets to kill in close quarters, or two headshots courtesy of the higher than average headshot multiplier. At a distance, damage drops steadily to a 5 shot kill, or four headshots. Rate of fire is moderate, at 759 rounds per minute: this is average for the assault rifles, so you might find the output of enemy SMGs overwhelming. Hipfire performance is adequate, at the assault rifle standard: a serviceable close-range defence but not the most consistent way of using this weapon. Recoil is low, with automatic fire remaining accurate out to quite some range, particularly with the grip attached. Aim time is standard for the assault rifle class, at 300 milliseconds - and you'll move at 90 percent of the base speed. Magazine capacity is at the standard 30 rounds, with extended mags granting you 45 rounds instead. The reload time is, again, thoroughly average - taking 2.8 seconds to complete. The SC-2010 is a versatile and easy to handle assault rifle, capable of proving competitive across a wide range of engagements. Its low recoil means it can be fired fully automatically out to quite some range, and when paired with the grip its ability to land successive shots is unrivalled. Paired with a healthy rate of fire, you won't be left too vulnerable at a close range, either - with hipfire a viable defence against many opponents. Unfortunately, as you might expect from such a versatile weapon, this lack of specialisation can mean you'll sometimes be left outclassed: SMGs and shotguns will have a clear advantage at a short range, and sniper rifles will easily take you out in one shot at a distance. The lower damag

  • S2013E22 Bizon - Call of Duty Ghosts Weapon Guide

    • November 28, 2013

    Twitter: http://twitter.com/xboxahoy Reddit: http://www.reddit.com/r/xboxahoy Facebook: http://facebook.com/XboxAhoy The Bizon's damage is relatively high compared to its peers, although its effective range is short. You'll kill in three shots to the body up close, or two where one is a headshot. This quickly drops off at a middle range, however: and outside of close quarters you might find you'll need up to 6 shots to kill instead. Rate of fire is good, streets ahead of any weapon outside of the SMG category and bested only by the CBJ-MS within. 937 rounds per minute will provide a lightning-quick time to kill in close quarter gunfights, and will allow you to rapidly saturate an area with bullets simply by firing from the hip. Hipfire performance is very good, as with all of the SMGs - unaimed fire will prove a very effective tactic in close quarters battle. Recoil is moderately heavy, with the weapon pulling upwards and to the right under sustained fire. Coupled with the lower ranged damage, tackling distant targets is an act of folly: you should seek to flee from gunfights outside your comfort zone. Aim time is rapid, at just 200 milliseconds, and your movement speed is quick too, at 100 percent of the base speed. Magazine capacity is above average for the SMG class, at 36 rounds - or 54 with extended mags. The Bizon is a good all-round SMG: mobile, rapid handling, and devastating in close-quarters combat. Few weapons can match its rate of fire, and paired with excellent hipfire performance and a sizeable magazine, it's the perfect spray and pray weapon. Slower-firing guns simply wont stand a chance up close, and you have the reactive ability to tackle any enemy you might encounter unexpectedly. Of course, such close quarter specialisation comes at the cost of ranged performance: and it doesn't take much distance between you and your opponent before your damage drops and your odds of survival diminish. The trick to usin

  • S2013E23 SA-805 - Call of Duty Ghosts Weapon Guide

    • December 1, 2013

    Twitter: http://twitter.com/xboxahoy Reddit: http://www.reddit.com/r/xboxahoy Facebook: http://facebook.com/XboxAhoy The SA's damage is moderate, and quite consistent - you'll kill in three shots up close, or just 2 headshots courtesy of a slightly higher than average multiplier. At a distance you'll never need more than four shots, and this higher ranged damage makes the SA-805 an ideal candidate for silenced use. Rate of fire is moderate, similar to the SC-2010 and on the high side of average for the assault rifle class, at 769 rounds per minute. Hipfire performance is at the assault rifle default, capable enough but otherwise bested up close by SMGs. Recoil is moderate, with the weapon tending up and to the right. This may negatively impact your performance at a longer range, but burst firing will always prove effective against an unaware target. Aim time is on par with the rest of the assault rifle class, at 300 milliseconds, and your movement speed is similarly average, at 90% of the base speed. Magazine capacity is at the assault rifle default of 30 rounds, and extended mags will take this to 45 rounds instead. Reloads are average for the SA's class too, at 2.76 seconds to complete a tactical reload. The SA-805 is a strong contender within the assault rifle category, with a blend of higher-than average damage with a favourable rate of fire. Few weapons perform as well at an arm's reach, and while the recoil might limit your performance at a longer range, you'll benefit from consistent damage at any distance. A healthy rate of fire lets you put this performance to task - and helps ensure you won't be left vulnerable up close, either. Of course, SMGs will be able to outperform you in this regard - their faster handling might be your undoing if you are too aggressive. Other rifles will start to gain an advantage at a distance, too - the recoil of this weapon will start to prove troublesome at range. Still, every weapon

  • S2013E24 CBJ-MS - Call of Duty Ghosts Weapon Guide

    • December 4, 2013

    Twitter: http://twitter.com/xboxahoy Reddit: http://www.reddit.com/r/xboxahoy Facebook: http://facebook.com/XboxAhoy In this episode: the CBJ-MS - a Swedish personal defence weapon resembling the Uzi which fires a high-tech armour piercing round. The CBJ's damage is low: in fact, it has the lowest effective range of all the SMGs. At a close range, you'll kill in 3 shots - or two headshots - but very quickly you'll find this evaporates to the point where you'll need up to 6 shots to kill. The CBJ does prove effective against enemy equipment and killstreaks, however - courtesy of its unique armour-piercing tungsten rounds: this makes the weapon ideal for a sapper class, designed to disable enemy defenses and thwart their support. Rate of fire is another area where the CBJ-MS shines: at 1000 rounds per minute, no other weapon can best such potential output of lead. This high output makes hipfire a particularly viable tactic as well, and as an SMG the CBJ enjoys very good hipfire performance. Recoil is quite severe, unfortunately - this generally isn't an issue at a close range, but does mean you should avoid combat over longer distances. Aim time is very quick, at just 200 milliseconds - and you'll also be particularly fleet of foot, moving at 100 percent of the base speed. Magazine capacity is fairly average, at 34 rounds, or 51 with extended mags: paired with the rapid consumption this does mean reloads are a frequent inconvenience. At 2.97 seconds for each resupply, it may be worth investing in a means to either extend your supply or to hasten the mag change. The CBJ-MS is a potent close range weapon, with a fire rate higher than that of any other weapon in the game. This makes for uncompromised close-range performance, with few weapons able to keep pace. Paired with rapid handling, the CBJ is an ideal weapon for aggressive use - and can be used to some effect when flanking or in a stealth role. Unfortunately the ranged pe

  • S2013E25 AK-12 - Call of Duty Ghosts Weapon Guide

    • December 5, 2013

    Twitter: http://twitter.com/xboxahoy Reddit: http://www.reddit.com/r/xboxahoy Facebook: http://facebook.com/XboxAhoy In this episode: the AK-12 - the latest in a long line of reliable Kalashnikov rifles, hailing from Russia. The AK's damage is higher than most other assault rifles - killing in 3 shots up close, or 2 where one is a headshot. It retains this damage over quite some distance, and ultimately falls to a 4 shot kill at range, or 3 headshots. Rate of fire is moderately low, at 697 rounds per minute: this means it's quite important to land aimed shots to ensure reliable kills, and depending on hipfire may leave you vulnerable to faster firing weapons. Hipfire spread is standard for the assault rifle class, at least - so per-shot hit probability is as good as most other weapons within its class - although the slower output gives the enemy a greater chance to fight back. Recoil is moderate, with high per-shot deflection reigned in by the slower fire rate: in most cases, automatic fire is OK - but burst firing at long range will do much to preserve ammunition and enhance accuracy. Aim time is standard for the assault rifle class, at 300 milliseconds: and your movement speed is at the class-default too, at 90 percent of the base speed. Magazine capacity is the standard 30 rounds, or 45 rounds with extended mags: as with most assault rifles. Reloads are the slowest in class, however: taking 3.27 seconds to complete. Although a far cry from an LMG-grade reload, the extra half second or so could prove deleterious to your safety in certain circumstances. The AK-12 is a powerful assault rifle that remains relatively easy to handle. No other automatic assault rifle deals as much damage, and paired with its mild to moderate recoil, the AK will kill in very few shots at all ranges. Unfortunately, the key area where the weapon fails is in its rate of fire: only the Remington R5 shoots more slowly within the class. This means yo

  • S2013E26 Vector CRB - Call of Duty Ghosts Weapon Guide

    • December 7, 2013

    Twitter: http://twitter.com/xboxahoy Reddit: http://www.reddit.com/r/xboxahoy Facebook: http://facebook.com/XboxAhoy In this episode: the Vector CRB - a high-calibre carbine with a unique recoil reducing action taming the powerful .45 ACP round. The Vector's damage is good, with this weapon taking the trophy for highest per-shot damage within the SMG class. Up close, you'll need 3 shots to kill - or 2 shots where one is a headshot. At a distance, you may need up to 5 shots to kill. In addition, the Vector also enjoys assault rifle grade penetration, which means your bullets will have a much easier time cutting through thin cover to find their mark. Rate of fire is the lowest in tier, however: at 759 rounds per minute. This means accurately directing your shots onto target is critical, as spraying from the hip and hoping for the best may not provide consistent results. Hipfire spread is more than adequate however, as the Vector is on par in this regard with all other SMGs - but faster-firing weapons will have an advantage. Recoil is mild to moderate, potentially hampering your effectiveness at a long range - but combat within closer quarters should be unaffected. Aim time is very quick, at 200 milliseconds - and you'll move at full speed, as with all other SMGs. Magazine capacity is adequate, at 32 rounds, or 48 with extended mags - but this is joint lowest within the SMG category. The Vector's lower rate of fire makes this less of an issue, of course - and in any case, reloads are quick enough at 2.53 seconds. The Vector CRB is an SMG with rock-steady handling that moves fast and hits hard. It boasts the highest damage per shot up close of all weapons in its class, and is only bested by the MTAR-X at a distance. Paired with an elevated level of penetration, no other SMG can match the Vector's punch - and despite this, the weapon is remarkably easy to handle. With mild recoil, you can easily strike targets at a middle

  • S2013E27 FAD - Call of Duty Ghosts Weapon Guide

    • December 8, 2013

    Twitter: http://twitter.com/xboxahoy Reddit: http://www.reddit.com/r/xboxahoy Facebook: http://facebook.com/XboxAhoy In this episode: the FAD - returning from MW3, a Peruvian bullpup with ergonomical design and canted magazine. The FAD's damage is the lowest in the assault rifle class at a close range, where you'll always need 3 shots to kill, regardless of any headshots. Mercifully, damage drop is low over distance - and for the majority of engagements you can expect to kill with four shots. Rate of fire is the highest within the assault rifle class, at 882 rounds per minute: this permits better competition with SMGs at a close range, and means that despite average spread, hipfire can be a particularly potent defense, especially when paired with Steady Aim. Recoil is moderately high, which may give you trouble at a longer distance: care must be taken to fire in short bursts to ensure you don't waste too much of your ammunition. The FAD performs best at a close to middle range - so it may be prudent to avoid conflict outside of its comfort zone. Aim time is standard for the assault rifle class, at 300 milliseconds - and your movement speed is on-par too, at 90 percent of the base speed. Magazine capacity is very good, at 42 rounds - or 63 with extended mags. However, with the higher rate of fire you can deplete your supply quite rapidly, so it's wise to stay on top of your reloads. Beware, as the reload process is on the slower end of the scale for the FAD's class - at 3.23 seconds to complete, you might be left vulnerable during the procedure. The FAD leads its class in terms of output, and without sacrificing much in the way of damage: no other automatic assault rifle is capable of killing as quickly with shots to centre mass. Even with the SMG-grade output, the long range damage is as high as any other assault rifle - so with care you can use the FAD effectively at any distance. Close range damage is less spectacular, howe

  • S2013E28 Vepr - Call of Duty Ghosts Weapon Guide

    • December 11, 2013

    Twitter: http://twitter.com/xboxahoy Reddit: http://www.reddit.com/r/xboxahoy Facebook: http://facebook.com/XboxAhoy In this episode: the Vepr - a Ukrainian adaptation of the AK-74 design into a compact bullpup configuration. Its name translates as 'wild boar'. The Vepr's Per-shot damage is low, although like all other SMGs you will kill in three shots to the body up close - or two headshots. Effective range is about average for the SMG class, and the Vepr's minimum damage is quite good, meaning you'll never need more than 5 shots to kill at any distance. Rate of fire is average for the class, at 869 rounds per minute: and while other SMGs might outperform you in this regard, you'll barely break a sweat when facing off against assault rifles at a close range. Hipfire performance is good too, with spread identical to all other SMGs. Recoil is quite mild, with the Vepr proving very controllable under automatic fire - enough to compete with some assault rifles at a middle range. This hybrid performance is reflected in the Vepr's handing, unfortunately - as aim time is a little slower than average, at 250 milliseconds: exactly halfway between an SMG and assault rifle. Mobility is uncompromised, however - as you'll move at 100 percent of the base speed. Magazine capacity is the highest in class, at 42 rounds - with extended mags taking this to an even loftier 63. The Vepr is an easy to handle SMG that has a blend of high output with generous magazine capacity. No other SMG can match its default magazine capacity of 42 rounds, and this means you can more liberally dispense your supply and still retain enough for multiple opponents per reload. The low recoil is a boon, too - while damage is relatively low it remains simple to direct fire even onto targets outside typical SMG ranges. However, like all SMGs you will struggle to directly compete against other weapons at a mid to long range - and in many cases you might be better of

  • S2013E29 Remington R5 - Call of Duty Ghosts Weapon Guide

    • December 13, 2013

    Twitter: http://twitter.com/xboxahoy Reddit: http://www.reddit.com/r/xboxahoy Facebook: http://facebook.com/XboxAhoy In this episode: the Remington R5 - an American rifle with an advanced gas-piston operated internal action. The Remington's damage is high, in a similar tier to the AK-12: you'll kill in 3 shots up close, or 2 where one is a headshot. At a distance you may need up to 5 shots to kill, however - although this is only at an extreme range. Although unlikely, landing headshots at this distance will yield a 4 shot kill instead. Rate of fire is the lowest of all automatic weapons in the assault rifle category, at just 638 rounds per minute: this does help the stability of long-ranged automatic fire, but can make consistent close range performance troublesome. Hipfire spread is on par with most of the other assault rifles, but the slow rate of fire may mean your enemy will be afforded sufficient time to retaliate during your attempts at unaimed fire. Recoil is rather mild, courtesy of the slower rate of fire: even fully automatic fire can be used to some effect across the longer sightlines. Aim time is standard for the Remington's class, at 300 milliseconds - and you'll move at 90 percent of the base speed. However, magazine capacity is unusually low for an assault rifle, at just 24 rounds between reloads: extended mags will take this to 36 rounds instead. Although the slower rate of fire helps ameliorate this issue, reloads may still be frequent: although the good news is that the Remington boasts the fastest resupplies in class, at just 2.46 seconds. The Remington R5 is a stable and powerful platform that is capable of effectively eliminating your opponents with accurate automatic fire. Its low recoil means you can accurately place shot after shot on your intended mark, even across the longer sightlines. Paired with its high damage, you can cut through cover more easily and otherwise quickly despatch any enemy with well

  • S2013E30 K7 - Call of Duty Ghosts Weapon Guide

    • December 14, 2013

    Twitter: http://twitter.com/xboxahoy Reddit: http://www.reddit.com/r/xboxahoy Facebook: http://facebook.com/XboxAhoy In this episode: the K7 - a South Korean SMG with permanently attached suppressor, manufactured by Daewoo. The K7's damage is very low: no other weapon deals as little per shot. Nevertheless, the K7 will still kill in 3 shots in close quarters, although headshots yield no improvement to this performance. Effective range is surprisingly long too, with the 3 hit kill retained until a middle range. At longer distances damage drops to a very low level, meaning you may need up to 7 shots to kill. Needless to say, you should avoid any conflict at such ranges. Rate of fire is healthy, at 895 rounds per minute: this helps to ensure rapid kills up close, as well as consistent performance from the hip - as befits an SMG. Recoil is moderate, which conspires with the low ranged damage to severely impact your ability to tackle distant targets. Stick to close quarters engagments only and the weapon's kick won't be too much of a factor. Aim time is very quick, at 200 milliseconds - and you'll move at the brisk pace of the SMG default, at 100 percent of the base speed. Magazine capacity is OK: 32 rounds is certainly sufficient for most engagements, but this is the joint lowest capacity within the SMG category. Pleasingly, reloads are the fastest in class: at 2.5 seconds, you can top up frequently without the risk of too much downtime. The K7 is an excellent weapon for use in close-quarters that comes pre-loaded with an intrinsic stealth benefit. No other silenced SMG matches the K7's range, with a substantial 3-hit kill zone at your disposal. With a higher-than average rate of fire, and only moderate recoil - if you can get close with the K7 you can do much damage, and very quickly. However, the K7 is simply not competitive at a distance: with the lowest per-shot damage of any weapon, tackling opponents at range is an op

  • S2013E31 MSBS - Call of Duty Ghosts Weapon Guide

    • December 14, 2013

    Twitter: http://twitter.com/xboxahoy Reddit: http://www.reddit.com/r/xboxahoy Facebook: http://facebook.com/XboxAhoy In this episode: the MSBS - a modular Polish assault rifle design capable of filling a wide range of roles. The MSBS's damage is the highest within the assault rifle class, and is the only such weapon capable of killing with two shots to the body at a close range. One burst kills are the norm out to a middle range, where damage quickly drops to a much less appealing 5 shot kill, for a minimum of two bursts. As a burst fire weapon, your overall sustained rate of fire will be lower than that of an automatic: your maximum possible output equates to around 450 rounds per minute. Within the burst, cyclic rate is very high, however: close to 900 rounds per minute. Paired with the high damage up close, hipfire can sometime prove very effective as a last-ditch defence. However, it is worth noting that the MSBS's hipfire spread is slightly worse than a typical assault rifle - so you may want to equip steady aim, or ensure you're at a point blank range before firing. Recoil is quite high, deflecting rapidly upwards: although the burst fire mode does much to ensure good fire control. Nevertheless, the latter portion of your burst may miss your intended mark at a distance, and as such you may often find you'll need multiple bursts to ensure a reliable kill. Aim time is standard for the assault rifle class, at 300 milliseconds: and movement speed is standard too, at 90 percent of the base speed. Magazine capacity is the usual 30 rounds for an assault rifle, or 45 with extended mags: given that the burst fire mode of the MSBS will help moderate your consumption, reloads are seldom a problem. In any case, resupplies are relatively quick - taking 2.63 seconds to complete. The MSBS is a deadly 3-shot burst weapon, capable of quenching your enemy's hopes faster than they can react. It deals the highest per-shot damage in its

  • S2013E32 MTAR-X - Call of Duty Ghosts Weapon Guide

    • December 18, 2013

    Twitter: http://twitter.com/xboxahoy Reddit: http://www.reddit.com/r/xboxahoy Facebook: http://facebook.com/XboxAhoy In this episode: the MTAR-X - an SMG variant of the Israeli TAR-21 bullpup design. The MTAR's damage is good: a blend of high power up close with a surprising retention of potency at range. Up close, you'll need just 3 shots to kill - or two shots where one is a headshot. From a mid-range out, damage drops to a 4 shot kill - more in line with the assault rifle category than an SMG, and positioning the MTAR as a hybrid weapon between the two classes. Rate of fire is not bad, either - 810 rounds per minute is below average for an SMG, but more than enough to remain competitive in close quarters. Hipfire performance is good, as with the other weapons within the SMG category: unaimed fire can be used to great effect. Recoil is moderate, with the weapon pulling upwards and to the left under sustained fire. While the MTAR boasts great ranged damage, it does take a degree of careful trigger control to ensure you stay on target: burst firing will maximise your odds of a long ranged kill, but this can invite swifter retribution from snipers or marksman rifles. Magazine capacity is good, at 38 rounds: or a whopping 57 with extended mags. With care, such capacity can be put to task, tackling multiple opponents in succession without pause. Habitual reloaders might want to break out of the habit however, as reloads are the slowest within the SMG category at 3.2 seconds to complete. The MTAR-X is a versatile SMG that bridges the gap between the assault rifle category. It boasts a blend of high damage with remarkable controllability, and is able to quickly despatch enemies at both a close and middle range. Its long-range damage is particularly notable: higher than any other SMG, and on par with the hardest-hitting assault rifles. This means you can be less timid when it comes to facing off against mid-ranged opponents

  • S2013E33 Honey Badger - Call of Duty Ghosts Weapon Guide

    • December 19, 2013

    Twitter: http://twitter.com/xboxahoy Reddit: http://www.reddit.com/r/xboxahoy Facebook: http://facebook.com/XboxAhoy In this episode: the Honey Badger - an American Personal Defence Weapon with integral suppressor: named for a particularly ferocious species of mustelid. The Honey Badger's damage is moderate, with the weapon performing well in close quarters: three body shots to kill, or two shots where one is a headshot. At a distance, you may need up to five shots to kill, unless you're fortunate enough to land four headshots upon a distant target. Rate of fire is a healthy 800 rounds per minute, very good for the assault rifle category and certainly enough to hang in most close-quarters gunfights. Hipfire performance is at the assault rifle default, but the intrinsic stealth benefits paired with the higher than average rate of fire means that hipfiring should generally yield good results. Recoil is high, with your shots quickly dispersing in an omnidirectional manner. The Honey Badger is very much suited to close range engagements, so you should seek to avoid longer range combat where possible. Aim time is the same as any other assault rifle, at 300 milliseconds - and your movement speed is identical to the Honey Badger's peers too, at 90% of the base. Magazine capacity is 30 rounds, or 45 rounds with extended mags: the standard for the assault rifle class. Reloads are reasonably quick, taking 2.63 seconds to complete: sometimes inconvenient for a close-quarters weapon, but the default silencer will often buy you time sufficient to change mags. The Honey Badger is an effective assault rifle for close quarters combat that comes pre-loaded with a free silencer. Its damage is more than sufficient compared to the alternatives, and few other assault rifles can compare to the Honey Badger's rate of fire. When used in a stealth role, the weapon is both versatile and deadly - more than able to quickly take down enemies out to a mid

  • S2013E34 USR - Call of Duty Ghosts Weapon Guide

    • December 21, 2013

    Twitter: http://twitter.com/xboxahoy Reddit: http://www.reddit.com/r/xboxahoy Facebook: http://facebook.com/XboxAhoy In this episode: the Urban Sniper Rifle, an adaptation of Remington's tried-and-tested Model 700 bolt-action rifle design. The USR's damage is very good - as you'd expect from a sniper rifle, one-shot kills are possible at any range. You'll kill with a single shot to the head, neck, or torso: so as long as you aim high centre-mass you can expect consistent performance. This applies at any range, as well - there's no damage drop-off whatsoever: the only issue at an extreme range is spotting and accurately hitting your mark. As a bolt-action weapon, rate of fire is very low: 51 rounds per minute mandates first-shot precision to be effective, else you'll face retaliation whilst operating the bolt. This lethargic rate of fire means aimed accuracy is paramount: and given that hipfire performance is abysmal, you'll want to steer well clear of unexpected close-range encounters. Recoil is substantial, but simply not a factor in shot accuracy given your slow fire rate: by the time the bolt is operated, your crosshairs should be back on target. The USR does have a built in recoil compensator, which decreases weapon kick as your killstreak grows: a convenience that will allow you to retain a better view of your next target when firing. Aim time is slow, although faster than some in the sniper rifle class: you'll need 400 milliseconds to scope in fully. The USR is one of the better handling sniper rifles, and this is reflected with a higher movement speed: you'll move as quickly as an assault rifle, at 90 percent of the base speed. Magazine capacity is low, at just 6 rounds - although to a skilled sniper that might equate to 6 kills. The USR is a deadly one-shot weapon that will quench an opponent's streak in a single swift strike. No other sniper rifle handles better, and you also have superior mobility: a valuable trait

  • S2013E35 ARX-160 - Call of Duty Ghosts Weapon Guide

    • December 21, 2013

    Twitter: http://twitter.com/xboxahoy Reddit: http://www.reddit.com/r/xboxahoy Facebook: http://facebook.com/XboxAhoy The ARX's damage is moderate up close, but poor at a distance: with your effectiveness evaporating quickly at a middle range. Up close, you'll kill in three shots, or two where one shot is a headshot: in fact, headshots are particularly worthwhile with the ARX as it boasts the highest multiplier in its class, at 1.56x damage. At a distance you may need up to 6 shots to kill: although it may be worthwhile avoiding such conflicts altogether, as many other weapons are better suited for combat over longer sightlines. Rate of fire is very high, bested only by the FAD - at 857 rounds per minute. The integrated laser sight tightens up the hipfire spread of the weapon to some level above a typical assault rifle, on par with the SMG default instead. Given the elevated hipfire performance and rate of fire, combined with the low ranged damage, it may be best to think of the ARX as better fitting a hybrid SMG role. Recoil is moderate, with the ARX-160 rapidly pulling upwards away from your target. Because of this, you should be careful in ranged combat - but in the cases where it's a must, ensure that you only fire in short bursts to allow the recoil to settle. Aim time is identical to its peers, at 300 milliseconds - and you'll move at the assault rifle default, at 90% of the base speed. Magazine capacity is standard for the assault rifle class, at 30 rounds - or 45 with extended mags. Reloads are frequent courtesy of the higher rate of fire - and are fairly average for the ARX's class, taking 2.87 seconds to complete. The ARX-160 is a well-balanced weapon that brings many of the traits of an SMG to the assault rifle category. With high damage up close paired with a high rate of fire, the weapon is capable of killing very quickly - and the integrated laser sight means you can more effectively use the weapon in closer quar

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