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!
I am sure many of you have read what is possibly my most popular blog about the Stopping Power Perk, for this post, I would like to discuss the other four existing Tier 2 Perks: Lightweight, Hardline, Cold-Blooded, and Danger Close. Without a doubt, this Tier of Perks is probably the most talked about in terms of which is better than which. For this two-part post I decided to pair up Perks that rival each other. First up, Lightweight and Cold-Blooded.
Lightweight- Lightweight is one of 2 Red Perks that are available to players at the start of the game. This perk grants the user the ability of increased movement speed. The increase in speed is a simple 7% boost, which at first may not seem like a lot, but when coupled with Marathon, the deadly Running/Knifing Class. In order to gain the Pro version of this Perk, players have to sprint 30 miles while having Lightweight as their Tier 2 Perk. The Pro version of the perk allows players to fire their weapon faster after they sprint. The Sprint-Shoot delay is cut in half, and the effect of the Pro version stacks with Sleight of Hand, essential making the user a guaranteed winner of one on one battles.
Cold-Blooded– A bitter rival to running class, and arguably the best Tier 2 Perk, Cold-Blooded is all about stealth. This Perk is unlocked at level 25 and when equipped removes the players white silhouette when viewed by thermal optics. In addition, it hides the user from all Killstreak rewards from UAV to AC-130s. The pro version of the perk is unlocked by destroying 40 enemy Killstreak Rewards or stealing an enemy’s care package. There’s a glitch in the game to get the Pro version sooner and it is illustrated in the video below. The Pro version of CB prevents the red name and crosshairs from appearing on an enemy’s screen when they are looking at the user. This is useful for hiding in shadows and playing dead while in an open area of the map.
In my opinion, both of these Perks have their applications, but if I had to choose one over the other, Lightweight wins hands down, especially if it’s couple with Marathon or Sleight of Hand.
For my third Debate post I decided to compare two Killstreak Rewards, one of which is relatively new to the Modern Warfare multiplayer experience.
The two Killstreak rewards up for debate are the Harrier Strike, and the Attack Helicopter. First off, both of the Killstreaks require 7 consecutive kills (6 with Hardline equipped) in a row to be acquired by a player. However, once activated, they each have properties that are unique to themselves.
Attack Helicopter: The attack helicopter is a classic Reward that existed in previous Modern Warfare games. Once called, the Helicopter takes about 15 seconds to arrive, and last for about one minute on the map. In addition to this, the AH uses FMJ rounds on its targets and has the ability to return fire at players who are attempting to shoot it down. In terms of mobility, the Helicopter can fly around the entire map, making it harder to hit with lock-on missiles.
Harrier Strike: On the other hand, the Harrier has the perk of first attacking the map with an airstrike over the map and arriving 4 seconds after activation. Harriers only last for 45 seconds and once the jet arrives, it is confined only to the area of the map in which it was called to, making it an easy target to take down. The Harrier attack enemies with an undermounted turret that only shoots when it is facing its target, unlike AH that can attack in all directions. This makes avoiding a Harrier somewhat of a simple task.
When choosing either of these Killstreaks it really comes down to a matter of preference and maybe even the map that the match is being held on. Personally, I prefer the Harrier Strike over the Helicopter any day.
Hello faithful readers today I decided that I would blog about another Killstreak Reward, seeing as how the only other Killstreak blog I’ve written was about the EMP. The Killstreak reward that I have chosen to write about today is the commonly chosen Care Package. The Care Package requires 4 consecutive kills (3 with Hardline) on the user’s part in order to be activated. This Killstreak is commonly chosen by players most likely because it gives them the chance to have a really powerful Killstreak Reward, without having to do a lot of work. One of the most commonly asked questions about the Care Package is the probability of obtaining each Killstreak, and I have the numbers listed below.
- 14.78% – UAV
- 14.78% – Ammo
- 13.04% – Counter-UAV
- 10.43% – Sentry Gun
- 10.43% – Predator Missile
- 9.57% – Precision Airstrike
- 6.09% – Harrier Airstrike
- 6.09% – Attack Helicopter
- 4.35% – Pave Low
- 4.35% – Stealth Bomber
- 2.61% – Chopper Gunner
- 2.61% – AC-130
- 0.87% – EMP
- 0% – Tactical Nuke
- 0% – Care Package
- 0% – Emergency Airdrop
As you can see, the higher the Killstreak Reward, the lower the chances of actually getting said Reward. However, the sum of the percentages of all the 5+ Killstreaks (Sentry Gun and above) totals to about 57% which surpasses the sum of the other 3 Care Package possibilities.
A common misunderstanding about the Care Packages is that the Reward inside of the Package adds to the Killstreak that the player already has going (with the exception of Pave Lows). For example, if a player gets a 4 Killstreak, calls in a Care Package, and gets an Attack Helicopter, if the Attack Helicopter manages to kill a bunch of enemies, the players “Killstreak Count” will still remain at 4, even though their overall ratio will reflect the helicopter’s kills.
Now check this vid of the Care Package in action, as well as a little EMP lovin’ as a bonus!
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.