Tag Archive: perks


Red is Dead: Part 2

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!

Red is Dead: Tier 2 Perks, Part 1

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.

Special Topic: Homemade Tactics

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.

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!

Secondary Weapons: Handguns

One of the most unique features about Modern Warfare 2 is the variety of choices that are available to each player.  Included in these choices is the secondary weapons selection. In MW2 players have the option of choosing Machine Pistols, Shotguns, Launchers, the One Man Army Perk, and last but not least, the Hanguns. Now I must admit, up until a little while ago I was sure that the Hanguns were the most useless option. However, if used properly the common Handgun can prove rather useful.

The Handguns offered to players are the USP .45, .44 Magnum, M9, and the Desert Eagle; all of which can be FMJ’ed, Akimbo’ed, and Tac Knifed (the Silencer and Extended Mags are exclusive to the USP and M9). Surprisingly, the Handguns are one of the rare weapons that can actually benefit greatly from the Stopping Power Perk. If this isn’t reason enough to use the Hanguns, they each come with an ability that is unique only to them. In term of swapping from Primary to Secondary weapons, the Handguns are able to perform this maneuver the fastest. This can often prove detrimental in the heat of battle once a primary weapon’s magazine is empty. In addition to this, the attachments that are probably the most useful on Hanguns in my opinion are the Tactical Knife, and dare I say it… Akimbo.

Below is a montage of my favorite Handgun, the USP. 45: