I know my last Tier 2 Perk blog was a written a while back, but I’ve been very busy lately and I havent had a chance to write the conclusion. However today I am wrapping up this two-part blog by writing about two perks that are near and dear to my heart, Hardline and Danger Close.
Hardline– Hardline is one of the newest perks to be introduced to the Modern Warfare series. Once chosen, this perk allows the user to obtain killstreak rewards with one less kill. For example, a UAV would only require two consecutive kills while an EMP would require fourteen consecutive kills. Hardline’s usefulness is often debated in that when used offers a 33% decrease in kills to obtain certain Rewards like the UAV, while other Rewards like the Nuke only receive a 4% decrease. Personally I feel that Hardline is best used in 2 situations: The first being classes who’s Killstreaks Rewards are between three and seven consecutive kills, this way, rewards like UAV, Counter-UAV, and Care Packages will almost always be active and available to a team. The second way is to have a class equipped with One Man Army and a Perk like Danger close or Stopping Power, once you get say 7 kills in a row, One Man Army into a class with Hardline and your next kill will grant you a Pave Low or Stealth Bomber.
Danger Close– This probably my absolute favorite Perk in all of Modern Warfare. Aside from having a cool name, Danger Close increases explosive weapon damage by 40%. The Perk is unlocked at level 33 and is the last Tier 2 Perk to be unlocked, and for good reason. Even though it may not seem like much the 40% damage boost is applied to all Launchers, Grenades, The Noob Tube, C4, and Claymores. If a player has a class that is built with a combination of these items and the Scavenger or One Man Army Perks, and the Martyrdom Deathstreak, they immediately become a force to be reckoned with. In addition to this, the Pro version of Danger Close increases Killstreak reward damage by 40% making it even more lethal especially when switched (One Man Army ftw) between a class that has Hardline equipped. My favorite strategy is using a Claymore or C4 in conjunction with One Man Army and switching into my “Danger Close” class, thus increasing my placed equipment’s damage and giving myself a hefty loud-out of offensive explosives. All in all, I LOVE THIS PERK!
Please enjoy the Danger Close awesome and the Hardline “glitch” videos I posted below!
A lot of times while playing Modern Warfare 2 online, I find myself torn between certain choices in Perks, Deathstreaks, etc. Luckily, while playing this I have devised a few ways in which I can implement a few of the well-known Perks and Deathstreaks into my strategy, without actually having them equipped. I have named these, The Homemade Tactics. These are tactics that most any player can execute with ease, and they may even help you in the decision-making process when creating your custom class.
The 4 Homemade Tactics that I currently use are as follows, and the list is still growing:
Homemade Scavenger: A commonly chosen Blue Perk, to use the homemade version of this perk, all the user needs to do is kill an enemy who is using the same class of weapon as you (i.e Using a Mini-Uzi, kill an enemy who has a P90 or other Sub Machine Gun equipped). After killing them, running over their corpse quickly enough will give you extra ammo for your main weapon. Not as good as the original but some may find this useful.
Homemade Sleight of Hand: My soon to be favorite Blue Perk, this speeds up the reload time for the user’s weapon. To add a homemade little twist, start reloading a weapon and hit the Aim Down Sight button. This only works for certain weapons though. An alternate option for Light Machine Gun users is using the One Man Army Pro Perk to switch into the same class since some LMG’s take longer than 3 seconds to reload.
Homemade Martyrdom: Probably my most frequented Homemade Tactic, simply ready or “cook” either a Frag or Semtex grenade (or Claymore in some rare cases) when entering a room full of enemy personnel or in cases in which you are sure you will lose a fight. Upon death your character will drop the grenade, just as he would if the Martyrdom Deathstreak we’re active.
Homemade Overkill: This is definitely the simplest HMT to perform and is a classic Perk from MW1. While n the heat of battle or in between battles, simply pick up a fallen enemy or comrade’s weapon and swap it out for the weapon you are currently holding. This is perfect for when your run out of bullets or if you are unsatisfied with you secondary weapon.
I know it’s been a while since my last Great Debate blog and apologize for that. Therefore today I decided to get back into the swings of things because I really enjoy my debate posts. For today I decided to have the Semtex Grenade face off against the classic Frag Grenade. In the first Modern Warfare, the only forms of grenade available to players were the Frag Grenade and my arch nemesis, the Noob Tube. However, in MW2 Infinity Ward has introduced the Semtex grenade, which I really do like.
The Frag Grenade as many of you may know has the ability to be “cooked” which many players find advantageous in the heat of battle. Because of this ability, Frags can be hurled into a crowded room and explode almost instantaneously as opposed to Semtex grenade which has a timed fuse and doesn’t activate until the user releases it. This can be useful because once drawn, players have the option of putting the grenade away, while Frags have to eventually be thrown once drawn. In addition to infinite holding, Semtex grenades have the ability to stick to whatever surfaces they touch. The stickable surfaces include both enemy and friendly personnel. This is perfect for times where a frag grenade would normally roll or bounce back, not that this can’t also be a useful tool.
To close, Frags can be thrown back at the user if not properly cooked. Also, even though they are electronic, Semtex Grenades are not effected by the EMP Deathstreak, but the throwing kinfe strangely is. When choosing a Frag or Semtex Grenade it pretty much depends on the user’s preference. Personally I prefer the Semtex, but I plan on trying to work the Frag Grenade into a few of my classes.
To round-up my trio of Special Grenades blogs is the Flash Grenade, also known as the flashbang. Out of each of the Special Grenades, I would definitely say that the flashbang is my least favorite. For starters, when compared to Stun Grenades, flashbangs take about a year to throw and once thrown, they do not even give a hit indicator when they hit an enemy. This I find to be a huge problem. In addition to this, out of all 3 of the Special Grenades featured in the game, flashbang are without a doubt the most likely to cause harm to the user as well as the target. There have been countless numbers of times when I have tossed a flashbang and the only person to be killed is me.
On a more positive note, whenever a flashbang is properly thrown and effects a large group of enemy’s the amount of kills that an individual can get is phenomenal. Personally, I am not sure whether or not using a flashbang is worth the risk simply because of what was stated above. What it comes down to when using smoke, stun, or flash grenades is pretty much what the user’s personal preference is.
For a while, the only type of Special Grenades that would use while playing Modern Warfare 2 was the Smoke grenades. However, recently I have discovered a new type of special grenade: the Stun Grenade.
The Stun grenade can be effectively used on a defended location or around a corner. It is typically used in close quarters combat to kill dazed enemies easily. Affected targets move and turn considerably slower than normal, so if a player throws a grenade immediately afterward it is almost impossible to escape. There is an initial flash but vision is quickly returned. This grenade will affect the player throwing it, but not his teammates (unless friendly fire is turned on). The effect radius is smaller than the Flash grenade but makes all targets in the radius extremely vulnerable. Players with 3 may throw them all at the single location, allowing them to travel a moderate distance before the stun effects wear off. This grenade actually possesses elements of a flash, frag and smoke grenade together; the grenade creates a small flash, does a little damage, and creates a negligible amount of smoke (although the flash grenade does so too). The slowing effect is its own unique property. Out of all the thrown objects in the game, the stun grenade is the fastest thrown object next to the the Throwing Knife.