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Call of Duty 4 Sub Machine Guns


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#1 d4m1ty

 
d4m1ty
  • 1,440 posts
 

Posted 21 February 2014 - 01:19 PM

Call of Duty 4 Sub Machine Guns

In depth stats on the Call of Duty 4 Sub Machine Guns.

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Weapon: MP5
Accuracy: 10 / 12
Damage: 9 / 12
Range: 5+ / 12
Fire Rate: 8 / 12
Mobility: 12 / 12
Clip Size/Reserve Ammo: 30/60
Recoil: low/moderate horizontal/cluster
Reload Time: 2.3 seconds / 3.3 empty
Good Perks/Attachments: Stopping Power, Steady Aim, Silencer

About the MP5

Another one of the most recognizable guns in video gaming. Very popular worldwide among militaries, law enforcement agencies, and special forces. Like all SMGs, it fires in full auto. The combination of stopping power, fire rate, and accuracy makes this gun another all-purpose weapon in CoD4. Not as good at long range as the M4, it makes up for it in added effectiveness in close quarters. If you like to run around a lot and never spend much time taking long-distance shots, this gun is for you.

The MP5 is an excellent sub-machine gun to choose, not only for beginners, but also for experienced players. Unlocked at level 1, you can start using this gun right away. With great power and accuracy, the MP5 is one of the best close-to-medium ranged guns in the whole game. A lot of people use this gun until they unlock the P90, and then they give it up. In my opinion, this gun is far superior to the P90.

General Tips: The MP5, although easy to use, needs to be played with correctly. For example, when shooting at a long-range target, shoot in short bursts to minimize recoil. Also, fire from the hip when facing enemies in close range. Once you get good at firing from the hip, you can do so when targets are farther away. Also, use the M9 as the sidearm with this gun! The M9 and MP5 share the same bullets, so using the M9 will give you 30 extra bullets. This will help you a lot, since you won’t need bandolier any more.

The Bad: Like all guns, the MP5 has its drawbacks. First of all, the gun may only be shooting pistol bullets, but it shoots them fast and hard. Therefore, this gun has recoil that makes the gun move upward and wiggle essentially. Because of this bad recoil, the gun is restricted to closer-ranged targets. Also, although boasting a good clip size, this gun does not have much reserve ammo. You may find yourself running out very quickly. Also, the range is not too good.

MP5 Challenges

Challenge - Description - Reward
Marksman 1 - Get 25 kills with this weapon - 100XP/Red Dot Sight
Marksman 2 - Get 75 kills with this weapon - 500XP/Silencer
Marksman 3 - Get 150 kills with this weapon - 1000XP/ACOG Scope
Expert 1 - Get 25 headshots with this weapon - 100XP/Digital
Expert 2 - Get 75 headshots with this weapon - 500XP/Blue Tiger
Expert 3 - Get 150 headshots with this weapon - 1000XP/Red Tiger Camo

MP5 Perks

The MP5 is a great weapon for close to medium range fighting, and ninja run and gunning through maps, therefore, many different perk combination's work for this gun. But here are our recommended perks, of course feel free to experiment and try other perks as well. And if you develop a great strategy with a certain combination, please submit it and it will be added here with credit to your name.

Bandolier - Once again we recommend this as perk 1, like a lot of the other weapons. The reason is the default starting ammo is just not enough to keep you going if you want to keep using the same weapon without having to find another one to pick up. This is especially a great perk for the MP5 because it reloads pretty fast, and uses a lot of ammo quickly. An additional 120 bullets really helps.

Special Grenade x3 - The MP5 has a weakness—long-ranged targets. Therefore, if you use special x3, you can lob stuns at enemies that are out of range, and then run in range and go for the kill. Also, in close quarters special grenades are very helpful at killing many enemies at once.

Stopping Power - The gun already kills very fast, and with stopping power, you can kill in a split second up close. Also, this will increase the damage against longer ranged targets. This is tied as our most recommended perk! When you combine a great accuracy with increased damage, you get a very deadly combination.

UAV Jammer - You can use the silencer by itself, but I do not recommend using this perk without a silencer. This will allow you to be as stealthy as can be. You can infiltrate the enemy bases secretly, crawl through the grasses without anyone noticing, and flank with supreme ease.

Steady Aim - I recommend this perk for helping you fire from the hip. (Which is something you should be doing more than 75% of the time with the MP5) It increases from the hip accuracy and makes the crosshairs closer together. This is another very highly recommended perk for the MP5. Combined with a silencer, and UAV jammer, it makes for a very deadly ninja class.

Sleight of Hand - Since the MP5 already has a very quick reload speed, this might not be needed, but if you do use it, you will pretty much never have to really reload, since it will take a split second to reload the MP5. Combine with bandolier for the maximum effect.

Extreme Conditioning - Flanking usually can take a lot of running. With extreme conditioning, you can stealthily flank the enemy team quicker and therefore get more kills. Also, this will help you run to long-ranged targets after throwing a stun.

MP5 Maps

The MP5 has the potential to do well on any map, if played according to the perks and attachments you are using. If you plan on using the ACOG scope, you can venture outside into the open. If you are not using the ACOG, remain inside or outside in areas that are not open. But really, the MP5 played right can go anywhere. But, here are some recommended maps to test out this gun:

Ambush - Great for some flanking action.

Backlot - Stick in areas that are more closed off and avoid the two long alleys.

Broadcast - If you stay inside or on the edge of the map, you will dominate.

Bloc - Great map if you stay inside.

Bog - Run through the middle tossing stun and flash grenades while ninjaing with the MP5 and you will do well.

Countdown - Run quickly and push before the snipers have a chance to pick you off.

Crash - Avoid the one long alley, but otherwise, go ahead. post-45-1298327811.gif Great map for the MP5.

Crossfire - More of a sniping map.

District - Can’t go wrong here for stealth and flanking.

Downpour - A great map for the MP5. Use steady aim, and fire from the hip, watch for the mounted machine guns, and try to go through the buildings to get to the enemy.

Overgrown - Another great map for the MP5. Try to stay in the middle section (with the bridges) running around and watching out for snipers which like to stay on opposite ends, near both bridges.

Pipeline - Be wary on this map, and stay inside! If you stay inside, you will do great.

Shipment - Try frag x3 with your MP5 for great results. If there aren't too many players of course...

Showdown - Another great flanking map or stealth. I recommend staying out of the central courtyard and the balconies. Stick to the edges of the map.

Strike - Not bad, but a great sniping map, so you have to move quickly.

Vacant - Can't go wrong with an MP5 here.

Wet Work - Pretty good for the MP5, recommended x3 special grenades (flash or stun), toss them then run towards the red dots. Enemies are clumped up on this map a lot, and with the MP5 quickness, you should be able to get a bunch of kills.

MP5 Custom Classes

Note - For stealth classes, I recommend the M9 with a silencer. For non-stealth, of course the Desert Eagle.

Class Name: General Run and Gun
Primary Weapon: MP5
Attachment: Red Dot Sight
Side Arm: Desert Eagle
Perk 1: Bandolier
Perk 2: Stopping Power
Perk 3: Steady Aim


Class Name: General Soldier
Primary Weapon: MP5
Attachment: Silencer
Side Arm: M9 w/Silencer
Perk 1: C4 x2
Perk 2: Stopping Power
Perk 3: Steady Aim


Class Name: Messenger (Grenade Delivery)
Primary Weapon: MP5
Attachment: Red Dot Sight
Side Arm: Desert Eagle
Perk 1: Frag x3
Perk 2: Sonic Boom
Perk 3: Extreme Conditioning


Class Name: Covert Ops
Primary Weapon: MP5
Attachment: Silencer
Side Arm: M9 w/Silencer
Perk 1: Special x3
Perk 2: UAV Jammer
Perk 3: Steady Aim


Class Name: Overkill
Primary Weapon: M40A3
Secondary Weapon: MP5
Attachment: Silencer
Perk 1: Claymore x2
Perk 3: Steady Aim or Iron Lungs
(Steady aim for a more mobile sniper, iron lungs for a more stationed.)


Class Name: The Deadly Assassin
Primary Weapon: MP5
Attachment: Silencer
Perk 1: Bandolier
Perk 1: UAV Jammer or Stopping power if your not going into hardcore mode
Perk 3: Dead Silence


Class Name: The MPG Series
Primary Weapon: MP5
Attachment: Red Dot Sight
Secondary Weapon: G3KA4 - Acog Scope
Perk 2: Overkill
Perk 3: Deep Impact


Class Name: The Angel of Death
Primary Weapon: MP5
Attachment: Silencer
Secondary Weapon: G36C - M203 Attachment or M4 - M203 Attachment
Perk 2: Overkill
Perk 3: Steady Aim or Deep Impact

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Weapon: Skorpion vz. 61
Accuracy: 11 / 12
Damage: 9 / 12
Range: 3+ / 12
Fire Rate: 9 / 12
Mobility: 12 / 12
Clip Size/Reserve Ammo: 20/60
Recoil: low horizontal
Reload Time: 2.4 seconds / 2.67 empty
Good Perks/Attachments: Stopping Power, Steady Aim, Bandolier, Red Dot Sight

About the Skorpion

You may have tried out the Skorpion once or twice, laughed at its ridiculously small clip size and its weak medium and long range damage, and then switched back to a submachine gun that everyone loves, such as the P90 or the MP5. What most people don't realize is that, when used correctly, the Skorpion is actually one of the most lethal weapons in the entire game, in almost any situation, and at any range from point blank to extreme distances. It's one of the most versatile weapons, and can be utilized as the primary weapon for Spec Ops, Assault, and Stealth classes, as well as an excellent secondary weapon for a Sniper class with the Overkill perk.

Skorpion Challenges

Challenge - Description - Reward
Marksman 1 - Get 25 kills with this weapon - 100XP/Red Dot Sight
Marksman 2 - Get 75 kills with this weapon - 500XP/Silencer
Marksman 3 - Get 150 kills with this weapon - 1000XP/ACOG Scope
Expert 1 - Get 25 headshots with this weapon - 100XP/Digital
Expert 2 - Get 75 headshots with this weapon - 500XP/Blue Tiger
Expert 3 - Get 150 headshots with this weapon - 1000XP/Red Tiger Camo

Skorpion Perks

Bandolier

This is the most frequently recommended Tier 1 perk for this gun, and not without reason; having extra ammo can be highly valuable. If you're not sure which Tier 1 perk to pick, go with Bandolier. However, if you never spray-and-pray or lay down suppressing fire, and instead choose to go for precision kills and conserve your ammunition, you can choose another perk that's more interesting.

Bomb Squad

As with most submachine gun classes, you'll probably be using your high mobility to quickly dart around the map. Since you're almost never standing still, it's quite handy to be able to easily see the claymores and C4 that you'll likely encounter.

Sleight of Hand

It can sometimes be frustrating to have to constantly reload your Skorpion, but this perk actually makes it fun! Plus, it can save your life if your current clip runs out and you need another one in fast, which will probably be a common occurrence. Highly recommended.

UAV Jammer

If you're playing a Stealth class, the UAV Jammer perk is essential for remaining hidden. It's usually best not to bother with it for classes that aren't stealth-oriented.

Stopping Power

This perk is highly recommended for almost every gun in the game. If you don't mind sacrificing Sleight of Hand, go with Stopping Power. (Note that this perk isn't really worth it in Hardcore mode.)

Double Tap

With Double Tap, you'll have to reload so often that it's painful, and you won't have Sleight of Hand to help you out. Still, it can be fun using Double Tap with the Skorpion, so it's worth trying out. Make sure to use Bandolier with this perk. (Again, not really worth it in Hardcore mode.)

Overkill

Use this perk if you want to play as a Sniper class, and use the Skorpion as your secondary weapon. More stealth-oriented snipers should probably choose the UAV Jammer, and not bother with the Skorpion. Note that this guide mainly focuses on classes that use the Skorpion as their primary weapon, so you should probably view a different guide for more details about Sniper classes.

Steady Aim

A standard perk commonly used with all submachine guns, Steady Aim will greatly increase your effectiveness at close range. Highly recommended.

Dead Silence

This perk is usually overlooked by many players, but when combined with the UAV Jammer, you can take out enemies without them even knowing you're coming. Perfect for any Stealth class you may want to make.

Extreme Conditioning

This perk increases your sprint time by 200%. Since you're multiplying an already large sprint time by a large percentage, you can run for extremely long distances with this perk. This is a fairly good perk to choose for an Assault or Spec Ops class, but is particularly nice for a Stealth class, especially if you love knifing people.

Martyrdom

If you're playing a Spec Ops class, you're probably going to spend most of your time in enclosed spaces, engaging the enemy at close range. This gives Martyrdom a higher chance of getting kills. Be aware, however, that you may frequently be called a noob for using this perk, and using Martyrdom is actually against the rules on some servers!

Skorpion Maps

Backlot
Bog
Crash
Crossfire
Downpour
Pipeline
Shipment
Showdown
Vacant
Wet Work
Winter Crash
Broadcast
Chinatown
Killhouse

Skorpion Custom Classes

As special grenades i prefer stun/smoke grenades.

Stun: If i throw it kinda random and i hit someone i know they are there and wont move for some secs. Else just good for many situations.

Smoke: So i can get close to an enemy without they see me. Throw grenade then run through smoke to the other side

Class Name: Damage
Primary Weapon: Mini-Uzi
Attachment: RDS
Side Arm: Desert Eagle/M9
Perk 1: Bandolier
Perk 2: Stopping Power
Perk 3: Steady Aim


Class Name: Stealth
Primary Weapon: Mini-Uzi
Attachment: Silencer
Side Arm: Usp .45 Silencer
Perk 1: Bandolier/Bomb Squad
Perk 2: UAV Jammer
Perk 3: Dead Silence


Class Name: Close Combat
Primary Weapon: Mini-Uzi
Attachment:
Side Arm: Desert Eagle/M9
Perk 1: Bandolier
Perk 2: Double Tap
Perk 3: Last Stand


Class Name: Survivor
Primary Weapon: Mini-Uzi
Attachment: Silencer
Side Arm: M9
Perk 1: Bandolier/Claymore
Perk 2: Sleight of Hands
Perk 3: Extreme Conditioning


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Weapon: Mini-Uzi
Accuracy: 9+ / 12
Damage: 9 / 12
Range: 5 / 12
Fire Rate: 10 / 12
Mobility: 12 / 12
Clip Size/Reserve Ammo: 32/64
Recoil: low/moderate vertical
Reload Time: 2.4 seconds / 3.5 empty
Good Perks/Attachments: Stopping Power, Steady Aim, Bandolier

About the Mini-Uzi

In multiplayer, the Mini-Uzi is unlocked at Level 13. It can be modified with a Red Dot Sight, Silencer or an ACOG Scope. It has a high rate of fire, but lacks stopping power and range. High recoil and an exceptionally large muzzle flash make it difficult to use in mid-range combat, but it is extremely effective in close quarters combat.

Mini-Uzi Challenges

Marksman 1 - Get 25 kills with this weapon - 100XP/Red Dot Sight
Marksman 2 - Get 75 kills with this weapon - 500XP/Silencer
Marksman 3 - Get 150 kills with this weapon - 1000XP/ACOG Scope
Expert 1 - Get 25 headshots with this weapon - 100XP/Digital
Expert 2 - Get 75 headshots with this weapon - 500XP/Blue Tiger
Expert 3 - Get 150 headshots with this weapon - 1000XP/Red Tiger Camo

Mini-Uzi Perks

Stopping Power - Kill people with less bullets.

Steady Aim - Use this to increase your hip fire accuracy.

Bandolier - Since you might run out of ammo a lot, Bandolier will prevent this and give you extra ammo. What’s not to like?

Bomb Squad - Detect C4, Claymores or other explosive's with this perk.

UAV Jammer - Makes you undetectable when enemy UAV is up.

Dead Silence - Walk around with out making sounds.

Double Tap - Increase your fire with this perk.

Last Stand - I would not recommend this perk, But if you want to try and get the extra kill than use it.

Claymore - If you camp with this gun, Than make sure you protect your back side!

Sleight of Hands - This is not really needed for this gun, But it does help.

Extreme Conditioning - Sprint for a longer period of time.


Mini-Uzi Maps

Backlot
Bog
Crash
Crossfire
Downpour
Pipeline
Shipment
Showdown
Vacant
Wet Work
Winter Crash
Broadcast
Chinatown

Mini-Uzi Custom Classes

Class Name: Damage
Primary Weapon: Mini-Uzi
Attachment: RDS
Side Arm: Desert Eagle/M9
Perk 1: Bandolier
Perk 2: Stopping Power
Perk 3: Steady Aim


Class Name: Stealth
Primary Weapon: Mini-Uzi
Attachment: Silencer
Side Arm: Usp .45 Silencer
Perk 1: Bandolier/Bomb Squad
Perk 2: UAV Jammer
Perk 3: Dead Silence


Class Name: Close Combat
Primary Weapon: Mini-Uzi
Attachment:
Side Arm: Desert Eagle/M9
Perk 1: Bandolier
Perk 2: Double Tap
Perk 3: Last Stand


Class Name: Survivor
Primary Weapon: Mini-Uzi
Attachment: Silencer
Side Arm: M9
Perk 1: Bandolier/Claymore
Perk 2: Sleight of Hands
Perk 3: Extreme Conditioning


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Weapon: AK-74u
Accuracy: 8 / 12
Damage: 10 / 12
Range: 5 / 12
Fire Rate: 7 / 12
Mobility: 12 / 12
Clip Size/Reserve Ammo: 30/60
Recoil: low/moderate cluster
Reload Time: 2.4 seconds / 3.5 empty
Good Perks/Attachments: Double Tap, Steady Aim, Bandolier

About the AK-74u

An SMG version of the AK-74, the AK-47's successor. As the most powerful SMG in the game, this gun is good for pretty much the same function as the Mini-Uzi, with more attention needed for lining up your shots to compensate for the slower fire rate.

AK-74u Challenges

Challenge - Description - Reward

Marksman 1 - Get 25 kills with this weapon - 100XP/ rds
Marksman 2 - Get 75 kills with this weapon - 500XP/silencer
Marksman 3 - Get 150 kills with this weapon - 1000XP/ ACOG
Expert 1 - Get 25 headshots with this weapon - 100XP/Digital
Expert 2 - Get 75 headshots with this weapon - 500XP/Blue Tiger
Expert 3 - Get 150 headshots with this weapon - 1000XP/Red Tiger

AK-74u Perks

Bandolier - This is a good perk to use if you are going to use the Double Tap perk. Because when you use Double Tap you go through your ammo a lot quicker so you will need more of it.

Double Tap - This perk will have your gun put more rounds down range faster. Now I would use this with the Bandolier perk and Steady Aim. This perk would most likely help in an indoor/close range fighting, because the more rounds down range the more likely to get a kill.

Steady Aim - This perk will increases you hip fire accuracy. I would use this perk with the Double Tap so that when you fire your weapon the rounds land on target and not somewhere down range when you need it most in close combat. Always remember to burst, especailly when steady aiming at medium - close range. At very close range of course you should just hold down the trigger and point at the enemy, the AK74u is great up close.

AK-74u Maps

Shipment - A good map for the AK7u. The smallest map in the game, the AK74u being good for close range combat fits well here. Hide in a container with an AK74u, and rack up your kills. Or if you're brave, ninja your way around the middle, and the outside areas. If you need to reload, remember to go prone in some grass.

Showdown - Another good map for the AK74u, lots of corners here, so go prone and lean a little bit and fire away. The AK74u preforms especially well on this map if you are defending an objective.

Vacant - This map has a lot of indoor fighting. For this map you will want to be able to get where you need to go fast but with out reducing the ability of your weapon. Here you will want to watch those corners and dark spots because someone will more then likely be wating for you. When you encounter this you want to make sure that since they had the element of surprise you will be able to put them down in a shorter amount of time then they will get you. So double tap is especially useful on this map for this reason.

AK-74u Custom Classes

Class Name: Standard AK-74u Class
Primary Weapon: AK-74u
Side Arm: Desert Eagle
Attachment: Red Dot Sight
Perk 1: Bandolier
Perk 2: Stopping Power (Or Double tap)
Perk 3: Steady Aim


Class Name: Run & Gun
Primary Weapon: AK-74u (woodland)
Attachment: Red dot sight
Side Arm: M1911 .45
Perk 1: Flash x3
Perk 2: Stopping power
Perk 3: Last Stand


Class Name: Brawler
Primary Weapon: AK-74u
Attachment: Red Dot Sight
Side Arm: Any
Perk 1: 3xSpecial Grenades (Flash or Stun)
Perk 2: Stopping Power
Perk 3: Steady Aim


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Damage: 20-30
Range: 750-1000 / 350-700 SD
Rate of Fire: 925 RPM Single
Penetration: Small / Small Bullet
Location Damage Multiplier: Head (1.4) / Neck: (1.0) / Torso: (1.0) / Stomach: (1.0) / Limbs (1.0)
Hip Accuracy: Stand (2-6) / Crouch (1.75-4.5) / Prone (1.5-4)

About the P90

This Belgian bullpup SMG should be familiar to fans of Ghost in the Shell, Stargate SG-1, and Battlefield 2. Once you unlock it, it just might become your favorite weapon. Sometimes I suspect that fully half the people on any given server I join are using this gun. It combines a high rate of fire, some of the lowest recoil of any SMG, great accuracy, decent damage, and a huge clip to be unmatchably lethal in the hands of almost any player. This gun does everything better than the M4 does except for a very slight increase in recoil and a moderate drop in effective range. Every time I use it it just feels easier to rack up kills than with whatever gun I was using before. That said, I tend to avoid it because it feels like an easy button for the game. So use it for whatever role you play in a match, but be mindful that only using this gun (which you'll be tempted to do) makes you miss out on other fun weapons.
(The P90 is unlocked at Rank 40 Colonel)

P90 Challenges

Challenge - Description - Reward

Marksman 1 - Get 25 kills with this weapon - 100XP/ rds
Marksman 2 - Get 75 kills with this weapon - 500XP/silencer
Marksman 3 - Get 150 kills with this weapon - 1000XP/ ACOG
Expert 1 - Get 25 headshots with this weapon - 100XP/Digital
Expert 2 - Get 75 headshots with this weapon - 500XP/Blue Tiger
Expert 3 - Get 150 headshots with this weapon - 1000XP/Red Tiger

P90 Perks

Bandolier - You will run out of ammo so this perk will give you some extra ammo.

Stopping Power - Kill people with the P90 with fewer bullets.

Steady Aim - Increase hip fire accuracy with this perk.

3 x Frag - Extra grenades may come in handy.

Juggernaut - Now i hate this perk, 2a64ku1.gif But if you are a lower skilled player than use this perk.

Extreme Conditioning - Sprint faster for longer period of time. Good for getting out of fire from those MG'S.

UAV Jammer - Stay Undetectable by UAV.

Claymores - Protect your back sides or just plant them for extra kills.

Overkill - Carry to guns with you like the P90 & a sniper.

Iron Lungs - Good perk for if you are carrying a sniper w/ the P90.

P90 Custom Classes

Semi-Ghost

Primary Weapon: P90 w/Silencer
Pistol: M1911 w/Silencer
Special Grenade: Stun
Perk 1: Bandolier
Perk 2: Stopping Power
Perk 3: Steady Aim


Ultimate Run n' Gun

Primary Weapon: P90 w/Red Dot
Pistol: M1911 w/Silencer
Special Grenade: Stun
Perk 1: 3 x Frag
Perk 2: Juggernaut
Perk 3: Extreme Conditioning


Ghost

Primary Weapon: P90 w/Silencer
Pistol: M1911 w/Silencer
Special Grenade: Smoke
Perk 1: Bandolier
Perk 2: UAV Jammer
Perk 3: Steady Aim


Normal

Primary Weapon: P90 w/Red Dot Sight
Pistol: M1911
Special Grenade: Stun
Perk 1: 3 x Frag
Perk 2: Stopping Power
Perk 3: Steady Aim


Overkill

Primary Weapon: Barrett .50 cal
Secondary Weapon: P90 w/Silencer
Special Grenade: Smoke
Perk 1: Claymores
Perk 2: Overkill
Perk 3: Iron Lungs


Hardcore

Primary Weapon: P90 w/ACOG
Pistol: Desert Eagle
Special Grenade: Stun
Perk 1: 3 x Frag
Perk 2: UAV Jammer
Perk 3: Steady Aim


Source

 


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