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thefuzzychickensz
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 The most effective, well-round class sets?
« Thread Started on Jul 14, 2010, 1:11am »

Thread put into brief:
Disregarding the possibility of DC-OMA classes, what would be the best set up for Stealth and the best set up for winning a majority of firefights?
Please critique the following class sets...


Hello fellow Denizens, I have become frustrated after being put up against an organized team of 6 (they all had the same clan tag, and I could tell by their gameplay) and have wondered "All I've done was experiment with slight effectiveness...but what would be the most effective class sets?". I'm willing to go as far as even using Commando (not Deathstreaks, especially if I'm going to be destroying their team >.>).

Although there were no Danger Close or Skill Cannon persons, it is a possibility but let's disregard that for this topic.

The 1st class set being designed for stealth and firefight effectiveness, the latter being for simply combat effectiveness.
Here are the two I have below, the second would have the M4 until I unlock the ACR because I am not high enough leveled...

note for below:
Things listed: ... or ..., the latter will have less priority but will be used if the first is not unlocked.

1st Class Set: Phoebe [has been edited, once]
H&K UMP45, Suppressor.
Beretta M93R, Suppressor. or H&K USP45, Suppressor.
Semtex, x2 Stun Grenades.
Marathon, Cold-blooded, Ninja.
I don't think I need to explain the power and potential of the UMP45 [in-game]. I have the USP45 to pull out my UAVs and CUAVs quickly. I'm not holding position and in fact I'm rushing and evading their fire and spawn trapping, which explains my equipments and perks.

2nd Class Set: Takenouchi [has been edited, once]
ACR, M203 Grenade Launcher.
Akimbo G18C's. or Colt Anaconda, Tactical Knife.
Semtex, x2 Stun Grenades.
Sleight of Hand, Stopping Power, Steady Aim or Commando.
Well, I don't expect to live too long against their team so no need for Scavenger. The ACR capable in mid-long range, the .44 and Commando for short range. Not sure how to explain everything else.

I want help creating two class sets designed for entirely serious, "No weakness, no pain, no mercy".
Although I've managed to go 18-9 for most of the games in that 1.5 hour timespan...I still can't help but think I could've done better...
Also, I'm aware that perhaps there may have been a thread similar to this...but whatever.

« Last Edit: Jul 15, 2010, 1:11am by thefuzzychickensz »Link to Post - Back to Top  IP: Logged
pooneega
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 Re: The most effective, well-round class sets?
« Reply #1 on Jul 14, 2010, 3:52am »

Both your class set ups are fine. Your first class (besides the secondary choice) seems to be the standard for ghost classes. I'm starting to think that if you're gonna go with a pistol of some sort then you might as well go with a Raffica. Pocket M16 that still has all the switch time traits of pistols and more ammo... why not?

If you wanna switch up and go with an SP silenced TAR for your first class then you can do that as well. I suppose CB helps alot with stealth... but its hard to lose 1 v 1's and its hard to not clean up a flank on 3 people when you only need 2 bullets to kill. Just depends on how much these clans are getting up air support/UAV. Plus if you're playing clans you don't necessarily need a whole bunch of moving speed. The more sprinting you do with clans the more you'll become target practice.

Getting a 2 KD on clans is actually not bad at all so I dont think you should be worrying. Organized clans are gonna beat a bunch of randoms 9 times out of 10 regardless of how many kills you put up. For me it is rare that on a team of 6 you have more than half the team that is dedicated to an objective.
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 Re: The most effective, well-round class sets?
« Reply #2 on Jul 14, 2010, 8:12am »

Tar + silencer + marathon + lightweight (or coldblooded with air support up) + ninja + M1014/AA12/spas is a pretty good setup aswell, I always ran SMG for this classes, (esp UMP) but this one works way better for me!
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thefuzzychickensz
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 Re: The most effective, well-round class sets?
« Reply #3 on Jul 14, 2010, 12:43pm »

I've almost forgotten about the machinepistols...I'll place in the M93R when I unlock it, I 'spose.
Also, I've been experimenting with the TAR-21 (alongside the L86) and ever since missing a couple single-tap/long distance battles I'm still reconsidering. It's a great gun though, I'll just compare the M4 and TAR back-to-back when this happens again.
I usually run things similar to qupie's set (except I've had the FN FAL and PP2000 or TMP recently), it's kind of a tweener between my anti-clan class sets though but it does do work.
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 Re: The most effective, well-round class sets?
« Reply #4 on Jul 14, 2010, 1:26pm »

for the first class I'd generally prefer a shotgun, but for your intended purpose the akimbo magnums are the obvious and most logical choice.

another opton would be to take commando and magnum tac-knife on that class, which bucks the trend a little bit but is still very effective.

the second class has LOTS of possibilities; if the objective is to win as many firefights as possible, sleight of hand pro + stopping power are definitely tier 1 perks for that. seriously, take your pick. M16 holo, FAMAS whatever, ACR, SCAR/TAR/AK for more close-mid range work, etc.

with your current class I'd take a shotty or machine pistol and ninja pro though. a lot of the secondaries (and some of the primaries) become beastly with stopping power and SoH. Spas-12, G18 akimbo, M1014 extended mags, PP2k, etc.
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 Re: The most effective, well-round class sets?
« Reply #5 on Jul 14, 2010, 2:54pm »

If we're emphasizing what secondaries to use, I honestly think the akimbo G18's are what get the job done most effectively all categories considered. Those things really don't have much of a downside. There's no escaping those things once you have your target in your sights because they kill really fast, mow through targets, hip fire spread is real narrow, oodles and oodles of ammo, reload is great, they're still pretty reliable outside of shotgun range, switch time beats shotguns as well... I almost consider them cheating.
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 Re: The most effective, well-round class sets?
« Reply #6 on Jul 14, 2010, 9:31pm »

Haven't played this game in a while, I never used any of the overpowered weapons like the Assault Rifle or Shotgun/MP Secondaries, simply because I'm a saint. But now that I think of it, this would probably be the best all around class setup, taking into mind that your confident at aiming.

M16/Holographic/Silencer
M1014/Ex Mags/Grip

Bling
Cold Blooded
Ninja

Of course, the third perk is completely up to you, I like Ninja because the Global Economy is too high, but thats just me.
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IL TJ
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 Re: The most effective, well-round class sets?
« Reply #7 on Jul 14, 2010, 11:55pm »

In my opinion this is the most "well rounded" class but you might be more effective going stealth against a team of six.

Famas/Red Dot
G18/Akimbo

Sleight of Hand
Stopping power
Ninja
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 Re: The most effective, well-round class sets?
« Reply #8 on Jul 15, 2010, 12:11am »


Jul 14, 2010, 11:55pm, IL TJ wrote:
In my opinion this is the most "well rounded" class but you might be more effective going stealth against a team of six.

M16/Holo
M93/EM

Sleight of Hand/Scavenger
Stopping power
Ninja


Fixed
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thefuzzychickensz
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 Re: The most effective, well-round class sets?
« Reply #9 on Jul 15, 2010, 1:06am »

@Rogue:
As of again, Stealth. Shotguns aren't the most...stealthy thing but I'm not doubting their combat effectiveness. I suppose I could use the .44+knife, but wouldn't use it without Commando and I actually do trust my .45.
Then for Takenouchi, which is why I made this thread actually, I'm fine with most of the weapons but I want to know what combo would be the most effective out of the given...

@poonega:
I've tried single Glock 18C today (I've never gotten a kill with it since playing on my cousin's account actually), and it already feels beastly. So I'm definitely leaning towards that over most things, still need to try out the M1014 and the SPAS-12 again.

@iKonig:
It's a good tweener set up, but won't fit the cut. If I turn the corner at a sniper or rifleman aiming towards my direction, I think I'd need at least a one burst KO.

@n1gh7:
Now that's a good class, definitely a candidate. However...with Takenouchi it's supposed to be prepared to take on both rushers and/or HBS-users, so SA might be better for head-on. Otherwise, I lack care of attention because she is meant to be wielded at the worst of spawn traps, and it's a tad redundant to use the M16 AND M93R?
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 Re: The most effective, well-round class sets?
« Reply #10 on Jul 15, 2010, 2:10pm »

Let's just face it , if you face a properly organized team no matter how good you are you've lost.
My advise would be to go on hupitgaming.com and go find some friends to add and make a decent team to combat other clans.
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thefuzzychickensz
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 Re: The most effective, well-round class sets?
« Reply #11 on Jul 15, 2010, 10:31pm »

But I mean, I'm not out HUNTING for other clans or anything, I'm just playing lonewolf just for the heck of it. So it doesn't mean I'll back down to an organized team, also it's kind of troublesome to assemble people everytime I get on, ya'know?
In any case, there were a few games that were pretty darn close, organized teams can only predict and control so much. (Although they've always gotten super duper convenient respawns on me for some reason...)
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 Re: The most effective, well-round class sets?
« Reply #12 on Jul 15, 2010, 11:34pm »

I was just fixing what IL TJ suggested for the most "well rounded" class. (M16 Holo>FAMAS RD and Akimbo sucks)

For your situation I would drop Scav and Use SOH. Then I would use Ranger Akimbo or M1014 EM. SA isn't necessary because of SOH and the Shotguns. I think I answered all your points.
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 Re: The most effective, well-round class sets?
« Reply #13 on Jul 26, 2010, 5:54am »

If you go with Akimbo Rangers and SP then Ninja is almost obligatory because you needn't bother with commando since practically anything you could knife you can kill faster by pulling 1 trigger and have a faster recovery since you can always pull it again, or pull the other one. Seriously killing with just 1 pellet at close range is truly dangerous, and despite comments to the contrary Rangers do indeed 1 shot kill at greater than commando knife range. You also very much do NOT want SA on them IMO, though this is somewhat situational. While SA would give you a little more range, it's not exactly overwhelming due to the range cut off. There is a very VERY thin margin where SP Rangers go to a 3 hit kill before your target is completely out of range, and they fire 6 pellets. I can't tell you how many pellets tend to land on a target on average at maximum range, but you only need 50% of them, and inches closer you only need to land 33% of them because you'll only need 2. So forget SA, it'll actually hurt you. With SP Rangers you don't have to aim at your targets in close range, just put part of their body inside the hashes and squeeze the trigger. If they're a little further then try for half inside or so.

If they absolutely positively have to die and they're kinda far pull both triggers, though as a rule that should be unnecessary and you should almost always pull right, right, left, left and repeat. Honestly, I even do that when it does take two shots, because somebody who just got a face full of Ranger is seldom able to do squat about the second click.

Ninja Pro also really helps you get the drop on people in CQ since without it they'll hear you coming and be ready for you, might even surprise you instead of the other way. The key to Rangers is speed, and awareness. Sitrep Pro could be a possibility, but I still prefer Ninja Pro. If you plan to use them seriously rather than as a backup I do not recommend AR's or LMG's due to slow speed, though. You gotta close the gap and use them in tight places. I also really don't recommend them for anybody on a low sensitivity. You NEED to turn quickly, aiming is more optional.

Another note on Rangers. The lack of suppression has seldom been a problem for me when I use them for two main reasons. First is the length of engagement time drops drastically. You tend to kill people in one or maybe two very quick shots and move on, you don't exactly have protracted gunfights. Even against a group you can easily catch more than one person in the blast and mow through them. The other thing is I keep moving. So people hear the shots and see a blip and by the time they get there I'm either gone or have moved to a place I can ambush them. Personally I like the noise because it brings me more people to kill.

The Rangers don't really need SP either, you'll just have to double tap more often without it and you will lose a couple of fights to people with fast reflexes or who had the drop on you, though CB can save you even more depending. I know it's not exactly ghosting, but still. I wouldn't count out Akimbo Rangers on a stealth class.

As for the M1014, personally I love it. It has better range than anything except the SPAS, but you still have the option of a second shot. I'm not too terribly confident in my shotgunning, so I like that. Though I just prestiged so now I'm being forced to use the SPAS and I'm getting used to it.


Something else possibly worth trying just to mix things up, though probably harder to make work properly would be to try swapping the roles of your primary and secondary weapons. Specifically I mean going with probably an MP5K for close range and a M93R for longer range. You don't have the AR aim assist range with the Raf, but with SP it still kills in 1 burst at minimum damage. You could even silence it basically for free since your primary is your CQB weapon, though you might prefer EM or something else. (Not akimbo, that defeats the purpose of using it for long range, though perhaps a sight since the irons are misaligned.) You could choose whatever attachment you like for the MP5K, though rapidfire gives the most obvious firepower upgrade and the raffi switches so fast you can pretty much swap anytime the range is to the point that recoil gives you much trouble. You could even suppress both, though obviously suppression is not the point.

The trade off here is in gaining speed and CQB capability while making long range encounters a bit less manageable. Lack of aim assist and zoom in ADS definitely make the Raf harder to use at range, but then again the switch time is excellent, fast enough to drop your primary, switch to it, and ADS in one second. Also the ADS time and good hipfire of the MP5K and the quick ADS and reload of the Raf make SOH more optional. Packing Scav would net you extra equipment. Anyway, I just thought I'd mention it as an option. I know a lot of people won't use any SMG other than the UMP, but they actually do the CQB job quite well, and for the most part much better than the UMP does.
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 Re: The most effective, well-round class sets?
« Reply #14 on Jul 26, 2010, 8:47am »

mannon is the truth. akimbo rangers are the way. who needs a silencer? if they hear a ranger, its too late! if a map is too big for rangers m1014+EM can take down anything inside the range they do damage at. perfect sohp/marathon pro + LWP shotgun.
ive seen a lot of good silenced PP2000 play on GB. as long as you mind the clip & 1st out time that seems like a good way to go.


ump sucks. its a case of "well *any* gun in COD can *potentially* kill something. all the low fire rate of a SCAR to get you waxed in CQB with none of the accuracy or penitraiton. in GB the only person ive ever seen use a silenced ump that was even positive with an UMP was ranked #28 on the entire ladder & everyone on the opposite team was accusing him of wallhacking (from tracking player pre-vision, pre-audio around corners)
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 Re: The most effective, well-round class sets?
« Reply #15 on Jul 26, 2010, 8:51am »

on GB my rule is if you're not lagging:
famas/rds
TMP+EM for regular maps, akimbo G18 for close maps
SOHP/MP
SP
NJP

if you are lagging:
ACR/M4(tighter maps)+RDS
TMP+EM for regular maps, akimbo G18 for close maps
SOHP/MP
SP
NJP

OR
Really laggy:
SCAR+EM
TMP+EM for regular maps, akimbo G18 for close maps
SOHP/MP
SP
NJP


that's the universal gold standard. in pubs if you live for killstreaks put on scavanger & think about using SRP for all gametypes not named S&D. especially tdm, dom & GW
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 Re: The most effective, well-round class sets?
« Reply #16 on Aug 9, 2010, 12:04pm »

My most versatile Free for all setup is as follows

FAL- Holo - Silencer
G18 Akimbo - Ex mags

Bling pro
SPP
Ninja pro

Stuns, and C4

Kill streaks: Pred, Airstrike, Harrier

If I can get the harriers up twice in a round, its usually game over.



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 Re: The most effective, well-round class sets?
« Reply #17 on Aug 9, 2010, 12:14pm »

fal is fun but it sucks. between auto-aim lag & insta knife make it crap in cqb.
ffa is nothing but scrubs anyways. you oughta average 30-5 to 30-10 with any random class in ffa. its not a good measure of a class.
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 Re: The most effective, well-round class sets?
« Reply #18 on Aug 9, 2010, 12:29pm »

Very true that the FAL is pretty weak in close quarters, but you have to admit the G18 lead hoses, are quite dominant in tight quarters.

As far a scores I should get in a FFA game? well, we all cant get 30-5 can we. I would say that I win 8 of 10 matches, and rarely finish out of the top 3. I gave up on the idea of K/D ratio mattering a few months ago, and just go for the win. This means if I will C4 myself to change to my stinger class.

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 Re: The most effective, well-round class sets?
« Reply #19 on Aug 11, 2010, 6:25pm »

SCAR E-Mags

Stinger

Scavenger Pro

Cold Blooded Pro

Ninja Pro
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 Re: The most effective, well-round class sets?
« Reply #20 on Aug 12, 2010, 9:13pm »

TAR,TAR,TAR flipping TAR. why do people have suck an affinity for the TAR. i have 1000+ kills with every primary weapon Except the MP5K and i find all good BUT the TAR. yes it is the best DPS (damage per second) of all the AR's but it sucks at longshots. of course this is personal preference.

For me the Famus and SCAR-H are amazing.

although i find all high recoil guns (TAR, G18) annoying mostly because i play with 8 Sensitivity.

my favorite setup is:
Primary: SCAR-H FMJ
Secondary: M9 Handgun Suppressed
Blast shield<--( I have a passionate H8 for tubers) >:(
Stun
Scavenger/slight of hand
stopping power
Ninja pro

Nuke Count: 14 with this setup. :)
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 Re: The most effective, well-round class sets?
« Reply #21 on Aug 12, 2010, 10:58pm »

I like the SCAR because I can full auto it and be reasonably accurate for a good distance. Can't do that with the TAR.
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 Re: The most effective, well-round class sets?
« Reply #22 on Aug 12, 2010, 11:35pm »

M16 or TAR Holo
Raffica EM
Semtex
Stun
Scavenger Pro
Stopping Power Pro
Ninja Pro
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 Re: The most effective, well-round class sets?
« Reply #23 on Aug 30, 2010, 12:47am »

well.
i either run UMP45 suppressed with spaz-EM, SCAR-EM with RPGs, or the .50 with the raffie

all three of those classes are incredibly well rounded at any range,

ump45 owns at mid-long, spaz owns at short-mid
scar owns at mid-long, RPG for around corner shots or suppression
barrett obviously is a sniper rifle, raffies are good for mid-short, although i find myself just quickscoping with the .50 anyways at all ranges.
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 Re: The most effective, well-round class sets?
« Reply #24 on Aug 30, 2010, 2:00am »

Grip RPD for damage(SP)?

AUG if you want to sac bullets for a different attachment? Like FMJ or HBS
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