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Call of Duty 4: Perk Combinations

Wednesday, June 11, 2008
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I figured it’s time to post up a little something more regarding perk combinations for Call of Duty 4. As I’ve mentioned before, there are tons of combinations possible for selecting the perks that you use. I’ll run over a few of my favorite combinations and why I use them. The class setups I tend to use are more job specific for either certain maps or certain weapons, rather than being for certain game types.

Perk 1 Slot:

My favorites in this group tend to be 3x Frags for all close range combat classes, Bandolier for mid to long range combat classes, or Claymores for any sniper kits. There are times when I’ll switch out 3x Frags for either C4 or Bomb Squad, but these are pretty specific situations. An example would be a Ghost Class that I’ll use for either setting traps for the enemy (C4) or chasing down the enemy (Bomb Squad), specifically snipers.

Perk 2 Slot:

In the next group, I tend to pick Stopping Power over every other perk available. It allows you to drop most combatants quickly and it’s also a good counter to the often used Juggernaut, which I never use. The extra health seems minor to me and I would rather be more lethal. I do use UAV Jammer in at least one class at all times (called a Ghost Class by many) and sometimes I find Overkill to be very handy to carry either a sniper rifle and an SMG or an assault rifle and a shotgun.

Perk 3 Slot:

I tend to favor Steady Aim above all others of this group because firing from the hip is used so often in combat and can give you a real edge. When involved in more mid-range map shooting, Deep Impact can be real handy and is devastating when combined with Stopping Power. Finally, Iron Lungs is great for giving that extra few heartbeats to drop someone with a sniper rifle. Iron Lungs should only be used with a sniper rifle by the way.

Custom Classes:

Here’s a few custom classes I’ve used at various times.

Sharpshooter: G3 assault rifle (Red Dot Sight), M1911 (silencer)

This class is deadly and accurate. The Bandolier keeps the magazine full, Stopping Power helps drop people with the G3 real fast, and the Steady Aim comes in real handy for when you’re surprised and have to shoot from the hip. I use this on maps like Countdown or Strike to take down enemies and do some very effective counter-sniping. I favor the Red Dot Sight over the ACOG because it’s deadly accurate and doesn’t have the waver the ACOG does.

Marksman: M16A1 assault rifle (ACOG), M1911 (silencer)

You note that I tend to favor the M1911 pistol with a silencer in many classes. Your pistol choice is pure preference. I like to have a silenced weapon at all times so the M1911 is my choice, but a USP works just the same. This class is deadly on maps like Ambush, Crash, and I’ve used it very effectively on Broadcast as well. Bandolier and Stopping Power combined with the Deep Impact ability to put bullets through most walls and cover spots.

CQB Specialist: MP5 (Red Dot or Silencer), M9 (silencer)

This class is one of the gold standards. Using the M9 pistol with the MP5 allows you to get an extra clip of 9mm for the MP5 so I don’t worry about running out of ammo. It’s just one of the combinations that will do ammo sharing. The 3x Frags give you something for clearing various rooms and hallways, the Stopping Power puts people down hard, and Steady Aim makes that quick hip-shooting confrontations just that much easier. Many people us Martyrdom instead of Steady Aim. I used to at one time and then I found I got many more kills using Steady Aim.

Ranger: M4 Carbine (grenade launcher), W1200 shotgun (grip)

This is a great class for a mix of maps. I wanted to do some weapon challenges and used Overkill to carry two primary weapons. Using a shotgun with the Grip attachment and the Steady Aim perk is excellent in close quarters. At longer ranges I could switch up to the M4 and while I could use a Red Dot Sight for better range shooting, but I end up using a Grenade Launcher (Noob Tube) since the Grip is taking away the Perk 1 slot anyway. This class effectively has good mid-range shooting accuracy, three grenades (one thrown and two launcher), one special grenade, and deadly close range blasting. It’s all around a good class.

Ghost: MP5 (silencer), M9 (silencer)

This class is undetectable on the radar. The silencer blocks the short blips that show on the radar and the UAV Jammer blocks when an enemy gets a UAV active. Having Dead Silence lets you move completely silently and Bomb Squad lets you spot enemy claymores before you hit them. This is a great sniper hunter.

Some variations depending on the main weapon chosen:

Ghost Sniper: R700, M1911 (silenced)

First, when making a Ghost Sniper class it’s important to use the R700 or the Barrett. Those rifles will allow the greatest one-hit-kill ability. Any other sniper rifle is better served using Stopping Power instead of a UAV Jammer. The Claymores are perfect for defining your “zone” and protecting your back. Iron Lungs allow a nice steady shot on target.

Hope some of those are interesting. I’ll post again in the future with some other Perk/Class options.

Related Entries:

  1. Call of Duty 4: Custom Classes Update 2
  2. Call of Duty 4: Standard Classes
  3. Call of Duty 4: Custom Classes
  4. Call of Duty 4: Custom Classes Update
  5. Call of Duty 4 Variety Map Pack

John

Written by: John
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