Shotguns:
USAS 12
Pros:
*Massive sprinting distance
*Full auto (could fall in con category)
*Does damage at distance before ranking up
*Farthest Range matching 1887
Cons:
*Clip ammo goes quick without Emags
*Reloads whole mag but takes his sweet ass time
Proficiency lean:
70/30 Damage/Range
KSG 12
Pros:
*Decent Damage CQC early levels
*Net 5+ kills before needing reload
*Penetrator - more double kills through bodies with this shotty than any other
Cons:
*Pump action
*Weak at max range (Range matches Spas/Striker)
Proficiency lean:
80/20 Damage/Range
Spas 12
Pros:
*Quick pump
*Can go without reloading a few kills
*Makes Sandy jealous
Cons:
* Inconsistent, lag seems to cause vanishing pellets
*Outranged by Model/USAS
Proficiency lean:
60/40 Damage/Range - fewer OHKs or 5-10ft reach is a toss up
AA-12
Pros:
* 3 yr olds can use it
* Sound pin points easy kills
Cons:
* Spraygun
* You can pee farther than max distance
* Ammo will last as long as a submarine with a screen door
Proficiency lean:
who cares
Striker
Pros:
*In preset class
*4 yr olds can use it
*If you shoot an entire clip in someones back and they kill you, you're in a hacked lobby
*Shows who struggles with shotguns
Cons:
*Enemies will switch to this when you kill them with a pump
*Reloads like grandmaw using a keyboard
*Your testicles will pack up and head north until you switch guns
*Falls short to Model/USAS by 10 ft
Proficiency lean:
You can give up Damage for an extra 2-3 trigger mashes
Model 1887
Pros:
*Bitch is boss
*Has power early levels
*Good for 3-4 kills before reload
*Does Damage at farthest distance. Can OHK beyond what others can touch with Range
Cons:
*No attachments
*Slow pump
*Causes self rage from hitmarkers
Proficiency lean:
50/50 Damage/Range - had both set up, would switch according to map size
Secondaries
Pistols are good for quick swaps when you can't reload in time. The cut off animation is screwy and won't stop sometimes, you can't put 1 bullet and fire again. It'll keep trying to reload.
Machine pistols are good but don't use as your primary. You're not shotgunning, you're being a pansy ass.
Stingers if you like free points.
Javs if you like causing WTFs in kill cams.
RPGs and SMAWs are good for 1-2 laughs. And reaching those just out of distance.
Perks
1)
Extreme Conditioning - sounds useless, but the distance helps getting to and escaping from enemies. Jumping objects and out of windows will save you. *Bonus for USAS running half way across most maps* Run Until Shit Happens
Scav- good with throwing knife or Striker/AA12 approach (noob)
SOH - The go to if not ExtCon, reloading and weapon swapping keeps you as an arrow in motion and not one in a spawn.
Recon - Its great for your 2 tac nades but the shotties either kill or get you killed and a teammate cleans up your foe. Found there weren't many getting painted.
Blind Eye- Not a top choice, your routes keep you out of sky view.
2)
QuickDraw- a fave for flash (no stun superstars) throwing knife, and C4 detonation. Not too much ADS going on.
Hardline - Add them assist up, we steal kills, we all know this. Usually have 2 of us shooting at 1 person. Hipfire leaves room for no QD.
Assassin- I'll recommend that when someone takes the F out of WAY. Go to combat training.
BlastShield - Save you from a random nade or rare claymore. Too swift on feet to worry about being blown up constantly.
Overkill - Dafuk you need 2 shotguns for? Screw the other primary, you're not half-assing this approach. Pick one up after shooting your launchers.
3)
Steady Aim - A gotta have for pumps. It increases OHK noticeably. Some have luck without it. My tampon temper fuse lights too fast to have to shoot everyone twice.
With sprayers you could go for the other perks.
Movement and Tactics
You are the front line, you have speed and agility, get your ass in there.
Run at spawns straight out the gate, screw flanking, you're gonna run in their sightlines.
Hug walls and dart in and out of boxes/barrels. (The red ones bite)
Bank stuns/flashes and use explosive smoke to get in closer.
Do the double back move but stop for a second behind the wall so they don't see you right away. Catching them in a sprint allows your shot.
Strafe shoot unless they're running away. If you get a hit marker, the flinch will throw their gun over your head. Going side to side avoids that lucky ass headshot.
Move constantly, you can run circles around the same objects and catch up to their slower movement.
Make them play to your range. Enemies will sit back and wait for you, screw em, go another route and leave him wondering. You don't have to kill everyone you see, some shots may land at max distance and make em turn around. Run off and find someone else.
Know your range, don't shoot if they're heading away and you know you can't hit em. Keep chasing and watch your sides in openings. Most enemies stop to creep corners or look out a window at the birds.
Streaks
Short n sweet
Support helps, doesn't net many kills. But we die alot, gotta be of some use.
Lower Assault streaks will keep you from playing too conservative. 3,5,7 5,7,9 If you die, oh well, 4-5 kills ain't gonna happen every time.
Specialist- Might not get the full bonus everytime but having ExCon and stacking Dead Silence on Sitrep is nice. Get those couple perks from your comfort setups. Not many big streaks come from running right at people and needing to be 10-20 ft away.
A.D.D. kicked in an hour ago. It got rushed. Free to add or critique. It works like an SMG class but with more adrenaline and risk. Plus it'll help you center enemies when you switch back to full auto guns.
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