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whats your favoriate 1st perk 2 choices please thank you
perks and descriptions credits***cod4central
perks and descriptions
first perk
Special Grenades x3; Unlocked: Level 1- Allows user to carry three Special Grenades (Flare or Tabun)
Use- This perk isn't commonly seen, but can come in handy when you are in a tight spot.
Flares have three primary purposes:
1. Distraction. Signal Flares are very annoying, and bright. They work very well in situations where you want to blind the enemy, or get them to look elsewhere.
2. Mark a position/objective. Even though this function has become somewhat obsolete (you can now do this by going on the map and selecting a point), it can still help those who aren't in your squad. Throw on the position, and everyone will know where it is.
3. Eliminate darkness. If an area you feel is infested with enemies is too dark, simply throw the flare. It will turn night into day, and any hidden enemies will be revealed.
Tabun gas has one very large purpose:
1. Infiltrator. If you need to infiltrate an enemy position, you can somewhat blind them and slow them down by throwing a tabun. The downside is that you will be affected as well.
Satchel Charge x2; Unlocked: Level 1- Enables user to carry two satchel charges. These are detonated by remote.
Use- Satchel Charges aren't typically seen in an infantrymans arsenal, simply because the primary uses doesn't fit the infantrymans job. Even so, I don't expect you to stick with the model infantryman template, so I'll fill you in on its use. As far as I'm concerned, there are three main ways to use satchel charges:
1. Grenade. This is a somewhat difficult way to use satchel charges, but is effective. You simply throw it like a grenade and detonate it. The pros of doing this is the time it takes to explode it smaller than that of a grenade, and the blast radius is larger. The downsides of using satchel charges as grenades is that it takes a long time to throw them, and the range is very small.
2. Tank Destroyer. If you need to destroy an enemy tank, throw a satchel charge underneath it, or on its backside. If thrown underneath, the tank WILL blow up.
3. Ambush. This is a simple technique. Place your satchel charge on the ground, on a wall/ceiling, or in a vehicle. Sit back and wait for an enemy to get near your satchel charge and detonate it.
M9A1 Bazooka x2; Unlocked: Level 2- User will now carry a bazooka on his/her back, and will be able to fire two explosive rounds at an enemy.
Use- M9A1 Bazookas are yet another perk that isn't in an infantrymans arsenal in normal situations, but why should I expect you to be a concrete infantryman? The M9A1 Bazooka has two major uses in my opinion:
1. Tank Destroyer. Fire the explosive rounds at the backside of the tank for maximum damage. Unfortunately, these aren't very effective.
2. Mass Genocide. Use when you are outside of a building or structure that is teeming wit enemies. Aim at an opening and fire. Hopefully, you will kill at least one enemy.
Bomb Squad; Unlocked: Level 16- Allows user to see enemy explosive devices.
Use- This perk should be used by those who are planning on infiltrating enemy positions, because if the enemy has hunkered down somewhere, they will have planted some form of explosive device to slow down your advance. This perk really only has one use:
1. Infiltrator. Whether you are entering an enemy snipers position, or an enemies base, there will be defences to keep you out. If you are infiltrating, it helps to know where these defences are, so that you can promptly dispatch of them and continue your infiltration. The enemies explosive devices will appear with a skull marker over it.
Bouncing Betties x2; Unlocked: Level 24- Enables user to carry two bouncing betties. These bouncing betties will explode either when an enemy gets within close proximity of the betties, or when an enemy shoots them. Infantrymen don't carry bouncing betties, but you can if you wish.
Use- BBs should be used by those that are planning on camping. There is really only one major use:
1. Defense. If you are camping, it helps to be able to have something (or someone) covering your back. That's what BBs do. Place them where enemies won't see them, like beside doors, and wait.
Bandolier; Unlocked: Level 40- User now carries additional ammunition for primary and secondary weapons.
Use- This perk comes in handy for all infantrymen who are able to stay alive for extended periods of time. if you find you are constantly running out of ammo, this perk will become your friend. There is one use for this perk:
1. Survivalist. Whether you are camping, rushing, or whatever, if you find that you are staying alive for a long time, you will probably also find that you are running low on ammo. This perk fixes that, and allows you to use your weapon for a longer amount of time.
Primary Grenades x2; Unlocked: Level 44- Allows user to carry an extra primary grenade (Frag, Sticky, or Molotav).
Use- This perk is actually a very good perk for an infantryman. There are two main uses for the frag:
1. Spam. This perk gives you an extra grenade that you can simply throw in the general area of the enemy.If you think you know where an enemy is, but are too far away to shoot him (he is behind cover as well), simply lob a grenade in his direction. I do not advise the use of this technique.
2. Control. Lets say you are approaching a building, and then you see a muzzle flash from inside. Begin cooking a grenade while you are approaching, and when it reaches the second or third pulse, ricochet it off the wall/ceiling. If done correctly, it will give you a kill everytime.
There are also two main uses for the stcky grenade:
1. Tank Destroyer. Throw on the back of a tank for maximum damage. The grenade will stick and deliver a significent amount of damage to the tank.
2. Anti-infantry. The cool thing about this grenade is that it sticks to everything. If you hit an enemy with it, it will stick to him. Congratulations, you just got a kill.
I do not use molotavs, but I believe there is only one use:
1. Anti-infantry. Throw at an enemy. In Core, you better hope for a direct hit. In Hardcore, the molotav is capable of taking out multiple enemies.
M2 Flamethrower; Unlocked: Level 65- Enables user to carry the M2 Flamethrower, which can be used to burn enemy infantry and dogs. Not exactly a perk for an infantryman, but hey, that probably won't stop you.
Use- This perk really only has one use:
1. Burn 'em out. If an enemy (or enemies) is camped out in a building, you can use the flamethrower to kill them in a wave of fire. The cool thing about this perk is that it never runs out, but it does overheat.
first perk
Special Grenades x3; Unlocked: Level 1- Allows user to carry three Special Grenades (Flare or Tabun)
Use- This perk isn't commonly seen, but can come in handy when you are in a tight spot.
Flares have three primary purposes:
1. Distraction. Signal Flares are very annoying, and bright. They work very well in situations where you want to blind the enemy, or get them to look elsewhere.
2. Mark a position/objective. Even though this function has become somewhat obsolete (you can now do this by going on the map and selecting a point), it can still help those who aren't in your squad. Throw on the position, and everyone will know where it is.
3. Eliminate darkness. If an area you feel is infested with enemies is too dark, simply throw the flare. It will turn night into day, and any hidden enemies will be revealed.
Tabun gas has one very large purpose:
1. Infiltrator. If you need to infiltrate an enemy position, you can somewhat blind them and slow them down by throwing a tabun. The downside is that you will be affected as well.
Satchel Charge x2; Unlocked: Level 1- Enables user to carry two satchel charges. These are detonated by remote.
Use- Satchel Charges aren't typically seen in an infantrymans arsenal, simply because the primary uses doesn't fit the infantrymans job. Even so, I don't expect you to stick with the model infantryman template, so I'll fill you in on its use. As far as I'm concerned, there are three main ways to use satchel charges:
1. Grenade. This is a somewhat difficult way to use satchel charges, but is effective. You simply throw it like a grenade and detonate it. The pros of doing this is the time it takes to explode it smaller than that of a grenade, and the blast radius is larger. The downsides of using satchel charges as grenades is that it takes a long time to throw them, and the range is very small.
2. Tank Destroyer. If you need to destroy an enemy tank, throw a satchel charge underneath it, or on its backside. If thrown underneath, the tank WILL blow up.
3. Ambush. This is a simple technique. Place your satchel charge on the ground, on a wall/ceiling, or in a vehicle. Sit back and wait for an enemy to get near your satchel charge and detonate it.
M9A1 Bazooka x2; Unlocked: Level 2- User will now carry a bazooka on his/her back, and will be able to fire two explosive rounds at an enemy.
Use- M9A1 Bazookas are yet another perk that isn't in an infantrymans arsenal in normal situations, but why should I expect you to be a concrete infantryman? The M9A1 Bazooka has two major uses in my opinion:
1. Tank Destroyer. Fire the explosive rounds at the backside of the tank for maximum damage. Unfortunately, these aren't very effective.
2. Mass Genocide. Use when you are outside of a building or structure that is teeming wit enemies. Aim at an opening and fire. Hopefully, you will kill at least one enemy.
Bomb Squad; Unlocked: Level 16- Allows user to see enemy explosive devices.
Use- This perk should be used by those who are planning on infiltrating enemy positions, because if the enemy has hunkered down somewhere, they will have planted some form of explosive device to slow down your advance. This perk really only has one use:
1. Infiltrator. Whether you are entering an enemy snipers position, or an enemies base, there will be defences to keep you out. If you are infiltrating, it helps to know where these defences are, so that you can promptly dispatch of them and continue your infiltration. The enemies explosive devices will appear with a skull marker over it.
Bouncing Betties x2; Unlocked: Level 24- Enables user to carry two bouncing betties. These bouncing betties will explode either when an enemy gets within close proximity of the betties, or when an enemy shoots them. Infantrymen don't carry bouncing betties, but you can if you wish.
Use- BBs should be used by those that are planning on camping. There is really only one major use:
1. Defense. If you are camping, it helps to be able to have something (or someone) covering your back. That's what BBs do. Place them where enemies won't see them, like beside doors, and wait.
Bandolier; Unlocked: Level 40- User now carries additional ammunition for primary and secondary weapons.
Use- This perk comes in handy for all infantrymen who are able to stay alive for extended periods of time. if you find you are constantly running out of ammo, this perk will become your friend. There is one use for this perk:
1. Survivalist. Whether you are camping, rushing, or whatever, if you find that you are staying alive for a long time, you will probably also find that you are running low on ammo. This perk fixes that, and allows you to use your weapon for a longer amount of time.
Primary Grenades x2; Unlocked: Level 44- Allows user to carry an extra primary grenade (Frag, Sticky, or Molotav).
Use- This perk is actually a very good perk for an infantryman. There are two main uses for the frag:
1. Spam. This perk gives you an extra grenade that you can simply throw in the general area of the enemy.If you think you know where an enemy is, but are too far away to shoot him (he is behind cover as well), simply lob a grenade in his direction. I do not advise the use of this technique.
2. Control. Lets say you are approaching a building, and then you see a muzzle flash from inside. Begin cooking a grenade while you are approaching, and when it reaches the second or third pulse, ricochet it off the wall/ceiling. If done correctly, it will give you a kill everytime.
There are also two main uses for the stcky grenade:
1. Tank Destroyer. Throw on the back of a tank for maximum damage. The grenade will stick and deliver a significent amount of damage to the tank.
2. Anti-infantry. The cool thing about this grenade is that it sticks to everything. If you hit an enemy with it, it will stick to him. Congratulations, you just got a kill.
I do not use molotavs, but I believe there is only one use:
1. Anti-infantry. Throw at an enemy. In Core, you better hope for a direct hit. In Hardcore, the molotav is capable of taking out multiple enemies.
M2 Flamethrower; Unlocked: Level 65- Enables user to carry the M2 Flamethrower, which can be used to burn enemy infantry and dogs. Not exactly a perk for an infantryman, but hey, that probably won't stop you.
Use- This perk really only has one use:
1. Burn 'em out. If an enemy (or enemies) is camped out in a building, you can use the flamethrower to kill them in a wave of fire. The cool thing about this perk is that it never runs out, but it does overheat.
Last edited by TF I DrOpShOtZz on Sun Apr 26, 2009 2:30 am; edited 1 time in total
humanjambo- Lance Corporal
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