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.
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.
It’s very well known that Modern Warfare is infamous for the massive amount of Killstreak rewards that are available to players. One of the most underrated Killstreaks is definitely the Electro-Magnetic Pulse a.k.a, the EMP. Once activated, the EMP disables all enemy electronics, rendering them useless for the duration of 60 seconds. I have to admit, at first this does not seem like that impressive of a killstreak reward, but when used properly and in the right situations, the EMP can prove devastating for the opposing team.
The EMP has the ability to disable everything that a player has on their screen like their HUD and ammo count. In addtion, the EMP temporarily destroys Red Dot and Holographic sights, ACOG and Themal Scopes, and my personal favorite, the evil that is the Heartbeat Sensor. Also, EMPs can disable enemy equipment such as Claymores and C4s, and for some reason the Throwing Knife. However, the Semtex, though electronic remains unaffected.
Probably the best thing about the EMP is that it destroys any of the airborne enemy killstreak rewards and restricts the opposing team from activating anymore. Probably the worst thing about the EMP is the fact it takes 15 consecutive kills to obtain (14 with Hardline), because of this, it is a very seldom seen Killstreak reward.