xLeafybug =D
Smash Master
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Replace Marathon with Scavenger, and you've got yourself a decent set. But SCAR-H >>>> M4A1 though, IMO.M4A1
Marathon, Lightweight and Stead Aim.
Is that good?
MW2's multi-player is the equivalent of crack cocaine. Once you've tried it, you're hooked for life!My brother just got MW2 as a late Christmas present. He hasn't stopped playing it since! What IS it with this game?
I'd say MW2 is more like Pringles, cuz once you pop you just can't stop.MW2's multi-player is the equivalent of crack cocaine. Once you've tried it, you're hooked for life!
There's no page 117 or 118 for those of us that use 40 posts per page. I'll play that music once I get to page 46.Why is there music playing on page 117 and 118??? >.>
EDIT: @![]()
Is there any way how you could make the music the CoD4 theme instead??? That would be SIIIICK!
EDIT2: Preferably this onehttp://www.youtube.com/watch?v=19Z6jq_oGes
Yeah, don't remind me. I was so disappointed when he bailed on us last time.I actually had a headstart and had 100 headshots. So that's really only 150.
hahaha TRG. You did the same thing last time. See you tomorrow, but I won't hold my breath.
Stopping Power is good if you're going for FMJ kills on core. Penetration lowers the OHK zone to headshots only, I believe. Otherwise, I agree entirely.OK, word of advice to snipers, Stopping power is NOT a good perk for snipers. The M21 is the only sniper that gets a huge benefit (Target jumps from head to include the full body). The Power snipers can kill with a shot to the chest or above already, so the extra area is barely needed (unless you are a terrible shot, then you shouldn't be sniping), and the WA2000 gets NO benefit whatsoever. Cold Blooded IS a good sniper perk. It allows you to stay hidden, gets a slight 1 up against a thermal user, And you don't have to worry about kill streaks. Ensure a OHK, or stay hidden. With so much **** flying around, staying hidden is a good Idea.
I don't see why it's necessary. In close combat, you should pull out your secondary, not try to fight with your Sniper. Also, since you don't believe in running to change spots with a Sniper, you should always be prepared to fight in close quarters rather than running into someone unexpectedly.So, outside cold blooded, which other perks are good?
Sleight of hand:
OK, Reloading is of no concern to a sniper (unless your secondary is a shotgun, then it should). It allows you to scope faster. For the Semi-autos, this is not neccesary, as you can just spam bullets in case of a close combat situation. The Intervention isn't so lucky. Since it's bolt action, it has a slow Rof. Though the scope, this isn't an issue, but in a no-scope situation, you're screwed. Quick scoping is more neccesary for the Intervention.
In short:
Near mandatory on the Intervention, near worthless on semi autos.
Replenishment is godlike for the camping Sniper. Infinite Claymores. Also, the M21 should never run out of ammo. It should be 2 shots to take someone down max. =/Scavenger:
For a sniper, you're using this perk for the extra ammo, not the ability to replenish. Why, Unless you're a scout sniper, you are not going to be near fallen soldiers (except you're buddy who got killed, or that enemy who tried to sneak attack you). Besides, there are other perks. This is best with the M21, which is a weapon that is spammed to empty clips
In short:
The extra ammo is a benefit for all, but the replenishment is near useless to non-scout snipers. Preferred (if not near mandatory) for the M21
I'm not a big fan of Bling, but I can agree with all your points here.Bling:
Well, The intervention is nailed with sleight of hand, and the M21 is desperate for scavenger, so the best snipers for this perk is the Barret and the WA2000. The ability to slap on a Heartbeat sensor and a thermal scope (for example, I typically slap on FMJ and heartbeat [If I had a barret class running]) makes bling extremely formidable.
In short:
Best perk, namely for sniper rifles not locked into a T1 perk
Yesssssssssssssssss.Cold blooded:
I already explained this
In short:
Use it
I don't see why you need increased hipfire with a Sniper Rifle. And you shouldn't have to hold your breath that long anyways.Steady aim:
In CoD4, snipers used a rather standard T1 (claymore) and T2 (Stopping power), and had to choose between 3 T3 perks, Deep impact, which increased penetration, Iron lungs, which increased breath holding time (and scope steadiness), and steady aim (which does what it does now). In MW2, Deep impact became the FMJ attachment, and Iron Lungs was added to the pro version of steady aim. You heard right, It is now possible to have all 3 CoD4 best sniping T3 perks, AT ONCE!!!
In short:
MANDATORY
It's good for the run and gun sniper. And it's VERY useful on Wasteland and Derail.Marathon:
Why it sounds good:
You can run to and from sniping spots
Why it fails in the long run:
If there is one thing a sniper ISN'T going to be doing, it's running. Pretty much all of what marathon makes great, is kinda useless.
Agree except for FMJ and Silencers on core.Stopping power:
Why it sounds good on pen and paper:
It increases the area of kill. That and because some CoD4 snipers were using the M40, which required stopping power:
Why it fails in the long run:
For starters, The intervention is more like the spiritual ancestor of the R700 (and thanks to selection, better traits like clip size and clip reloading) than the M40. It still rocks (I certainly use it), but it isn't the M40. Now that we got the Idea that the Intervention is the M40 out of our heads, we now look at only 1 Sniper rifle that Stopping power benefits from, the M21. Back in CoD4, stopping power is used often, but with the Dragunov, other perks were used. The R700 and Barret could do the same. The M21 is rarely (if ever)treated as a OHK weapon, so we can now conclude that STOPPING POWER IS NO LONGER MANDATORY! JUST GO USE COLD-BLOODED!
This.Hardline:
Why it sounds good:
Faster kill streaks
Why it sucks:
Do you really need this?
If you get caught in a close range battle, Commando should let you knife them within the majority of ranges you'll be confronted at. Very useful. Especially if you don't use Steady Aim, this is probably the next best thing.Commando:
Why it sounds good on pen and paper:
HALO SWORD LUNGE!
Why it fails in practice:
It doesn't exactly fail, but considering that there are better perks, and the opportunities to knife aren't exactly common, this is something you should pass up.
Yep.Ninja:
Why it sounds good:
Invisible to heartbeat sensors, and you don't make a noise.
Why it really sucks:
Unlike cold blodded, which hides you from a whole lotta ****, ninja only hides you from Heartbeat sensors, something that isn't so common. And the silent footsteps, you' aren't going to move much.
People use Scrambler?Scrambler:
Why it sounds good:
It gives you the ability to run, or take on an enemy
Why it sucks:
Unlike ninja, which just hides you, Scrambler pops up a red flag. Red flags when you're hiding is not a great thing, trust me.
People use Sit Rep?Sitrep:
Why it sounds good:
Hear enemy players
Why it sucks:
Hear everything, see equipment that you are nowhere near. yay.
Yep. Last Stand fails.Last stand:
Why it sounds good:
Get back at people
Why it sucks:
Final stand is a good deathstreak for a sniper. If someone nails you in a gunfight you are unfortunate enough to be caught in, you can retaliate. Sniped, snipe back, or wait to get back up. Last stand, however, is flawed, since you can only use a pistol, you can only retaliate against the person who tried to kill you, and you are waiting to die, instead of waiting for a chance to get back up and help your team.
And you look like a ****ing noob.
Search and Destroy is the only use I see for it.Perks that just don't work
one man army:
Sniper rifles are horrid when alone
Maybe on Wasteland and Derail. I use Cold Blooded anyways.Lightweight:
You aren't moving
LOL.Danger close:
???