Joined: Dec 2010 Gender: Female Posts: 9,890 Location: aroo
Classes in MW3 « Thread Started on Jul 26, 2012, 4:21pm »
This probably exists but it's likely long dead and I don't feel like hunting for it because I suck.
I've sort of been at a standstill in terms of coming up with ideal classes lately. I mean yeah theres the basic ACR silenced w/stealth perks class but quite frankly, I have ten of these things and want to use them. Discuss any class you like and playstyle/strategy/teamwork involving them.
Anything goes here, it can be for slaughtering people, capping objectives, or distracting recon drones. Whatever class you feel like putting out there.
Basically a high mobility stealth class. Scrambler for emergency blind eye when taking out more dangerous KS. P90 over MP7 just because I like it more. Excon because it needs the speed. Semtex because semtex is fucking great.
Heartbreaker is the name, mainly used for SnD. A blend of mobility, stealth, and support. EMP grenade cuz it throws very quickly and it's got good synergy with sitrep. Jack of all trades, master of none, but it doesn't need to be.
This class's purpose is solely to get the first EMP of the game as fast as possible. It's only really used when we have 3 people running EMP in a party, and then we just alternate using them and usually keep it going unless the enemy slips one in when we lose track of time.
Barret .50 Cal @ Heartbeat/Variable Zoom MK46 @ Speed/Grip Semtex/Scrambler Sleight of Hand Overkill Steady Aim Quickdraw/Stalker/Blast Shield
Very defensively oriented class. The only issue really is living without quickdraw for two points, but it's not too neccessary. Steady aim because I have to live with .4 second ADS time for a bit so it at least makes it a little more accurate before that settles in. It covers all ranges with incredibly high dps at the expensive of moving like a god damn slug. Total beast with specialist though. (Then again what isn't?)
Joined: Mar 2012 Posts: 11,371 Location: Land of Canucks.
Re: Classes in MW3 « Reply #1 on Jul 26, 2012, 5:30pm »
I've been waiting for one of these, actually. Anyway...
Marauder Primary: UMP45 (Range) with Rapid Fire Secondary: Stinger Equipment: C4 and Tactical Insertion Perks: Sleight of Hand, Assassin and SitRep (All Pro) Strike Package: Support -- Ballistic Vests, Stealth Bomber and EMP
A class which yearns to get close. With balanced attributes all-around, I can get the drop on campers whilst leaving a good impression on defense. That, and the surprisingly low recoil of the primary ensures my say to the holy trinity.
Benefactor Primary: Suppressed G36C (Attachments) with M320 Secondary: Stinger Equipment: Bouncing Betty and Tactical Insertion Perks: Recon, Assassin and Stalker (All Pro) Strike Package: Support -- Ballistic Vests, SAM Turret and Escort Airdrop
This one's more defense-orientated, with good emphasis on doing solo caps (go figure, eh?). Designed to guard flanks and get the last say through Recon, this class serves well in objective modes. Stalker's around for aggression, if need be.
Pathfinder Primary: Suppressed MK14 (Attachments) with Thermal Scope Secondary: Javelin Equipment: Claymore and Tactical Insertion Perks: Blind Eye, Assassin and Dead Silence (All Pro) Strike Package: Support -- Ballistic Vests, SAM Turret and Recon Drone
A supportive class at heart, and moreover the Grim Reaper of bottlenecks. Whether it be on Outpost or Resistance, the Javelin by itself just destroys. This one won me a DOM game of Fallen, by 200-199 -- against a whole clan hoarding Assault, no less.
Instigator Primary: Riot Shield (Speed) Secondary: Akimbo MP9s Equipment: Throwing Knife and Tactical Insertion Perks: Sleight of Hand, Hardline and Steady Aim (All Pro) Strike Package: Specialist -- Blast Shield, SitRep and Scavenger (All Pro)
Pretty much my fail-safe class that guarantees flak (or praise). This comes in handy as one attempts to camp my TI in the corner. Should they run for cover, it'll just give me all the time in the world to prep my super-soakers. x3 Does well at captures, too.
Re: Classes in MW3 « Reply #2 on Jul 26, 2012, 5:45pm »
One fun part of playing CoD for me is the constant tweaking of my loadout lineup to best complement each other so I can pick and choose based on:
1) maps, and which area of map my team is spawning at; 2) how well/bad my team is doing; 3) the most important objective to achieve (e.g.: for Dom, defend or cap a particular flag) 4) counter what the opponents are using; etc.
BTW, I play Dom when with friends, and TDM/KC when going solo.
I also tweak my loadouts as my knowledge and experience about the game progresses. For example, as I become more aggressive I become less reliant on safety components (e.g.: Assassin perk, Portable Radar, Silencer attachment) and feel more comfortable using power-add components (e.g.: Assassin -> Quick Draw, Silencer -> RDS, Betty -> C4, etc).
As an example: recently fell in love with RDS and as a result all of my loadouts have at least one weapon with RDS
Below are my current loadout lineup and the purpose of each, just for 2 cents worth:
1) "Leopard" PP90M1 w/RDS+RF FMG9 Akimbo C4 / Concussion (or TI or Trophy) SoH + QD + SA Support: UAV -> BV Juiced
This is an extremely offensive class that is designed to break through enemy team's established defense through super aggressive flanking.
Range wise: CQC preferred. Avoid mid range or longer if possible, rely on PP90M1 ADS + burst firing for unavoidable mid range confrontation.
This is a versatile stealth-minded class that can be used for 1) agile offense; 2) agile defense; 3) take out air killstreaks; 4) get lucky with with CP; 5) SitRep c a m p ing when my team is being completely destroyed by the opposing team;
Range wise: balanced, prefer MP7's powerhouse range (mid range on the short side)
Covert offensive class that emphasize stealth and aggressive flanking. Also the class of choice when the enemy team completely dominates the sky with killstreaks to the point that shooting them down is no longer practical, and they have a solid perimeter of defense that our team desperately needs to break through to have a chance.
Range wise: CQC. rely on MP9 w/RDS for unavoidable mid range encounter.
5) "Tiger" Type95/MK14/FAD w/GL+RDS, or M4A1/SCAR-L/ACR w/EM+GL (This class runs out of bullets very fast so mag size is the biggest problem. Need ARs with less ammo concerns or use EM for ARs with good iron sights) RPG Semtex / Flash Recon + Hardline + Stalker Specialist: SoH -> QD -> Assassin Hollow Point
Aggressive recon assault class with even more explosives used for team offense with other teammates (while the P90 recon assault class can operate by himself). SoH makes AR, GL and RPG or reload faster, QD makes grenade deployment faster and AR, GL, and RPG all aim faster.
Range wise: prefer mid range. CQC encounters rely on pre-ADS movement w/stalker.
6) "Lion" ACR w/RDS+Silencer SMAW Semtex / PR Scavenger + Assassin + Stalker Assault: high pointstreak combo (e.g.: Pred -> Heli -> AGM/Overwatch/AD, Pred -> AGM -> AC130, etc) Final Stand
Dedicated class to take advantage of ACR's strength (power, low recoil, fast reload). Versatile class that prefers caution once Pred is reached (for the purpose of "brewing" high pointstreaks).
Range wise: prefer mid range. CQC encounters rely on pre-ADS movement w/stalker. SMAW for extra power when needed.
7) "Eagle" MK14 w/RDS+RF FMG9 Akimbo C4 / TI SoH + Assassin + Stalker Specialist: QD -> Marksman -> Hardline Final Stand
Dedicated class to take advantage of MK14's strength. Versatile class that can be used for 1) team oriented offense and defense, 2) overwatch from strategic vantage point (drop TI nearby when reached).
Range: prefer mid to long range. CQC encounters rely on 1) pre-ADS movement w/Stalker, 2) switch to FMG9 akimbo to get through CQC areas 3) C4 for emergency encounter once QD is available.
« Last Edit: Jul 27, 2012, 1:59pm by wittyscorpion »
The first two are very specific, witty's is the only one that's really like this one. So yeah I guess this exists, not deleting it though. I'm moreso looking for things more casual, rather than trying to find the abolute best setups. Instead I just want to use new shit.
The first two are very specific, witty's is the only one that's really like this one. So yeah I guess this exists, not deleting it though. I'm moreso looking for things more casual, rather than trying to find the abolute best setups. Instead I just want to use new shit.
My thread is similar, but it is more focused on individual weapons. In this thread we can focus on discussions of
1) "loadout set": a set of loadouts that best complement each other that forms an effective system that a player can pick and choose for different scenarios.
2) innovative loadout that provides game play freshness
etc.
« Last Edit: Jul 26, 2012, 6:19pm by wittyscorpion »
Re: Classes in MW3 « Reply #10 on Jul 26, 2012, 9:00pm »
The one I'm using a lot lately:
KSG-12 extended mags w/ Damage P99 extended mags Extreme Conditioning Pro Hardline Pro SitRep Pro Specialist: Blast Shield Pro - Steady Aim Pro - Assassin Pro C4, Flash
SMGs = Silencer + Rapid Fire ARs = Silencer + Red Dot Shotguns = Extended Mags/Damage LMGs = Silencer + Thermal
Stinger
C4
Portable Radar/Tac Insert/Smoke Grenade
Sleight of Hand Pro Assassin Pro SMG = Dead Silence AR = Stalker Shotgun = Dead Silence LMG = Marksman
Specialist
SRP/Scavenger/Hardline
These are great rules in general for producing versatile classes, most of which I religiously followed until recently. Lately I experimented with quite a few variations and some successful ones are listed below If you are looking for some change:
1) If you have a good headset, you may want to consider SitRep as perk 3 for SMG
2) Sometimes I found Scavenger more useful than SoH for ARs, especially the ones with fast reload (ACR is a great example). ARs have small mag size and tend to run out of bullets quite fast. Having Scavenger at start will virtually ensure that you will never worry about ammo consumption, with the extra mag offered by pro besides the ability to pick up ammo.
3) I found C4 a good companion for AR while Semtex a good companion for SMG due to range complementing each other. C4 has a shorter range to complement AR's mid range, while Semtex has a longer range to complement SMG's shorter range.
4) For C4 classes I usually favor QD as part of Specialist, as QD can improve C4's effectiveness significantly (less likely to get killed between the throw action and trigger action). QD also works out quite well when the primary weapon is AR (see 3)
5) I used to only run Silencer+RF for SMGs, but recently I fell in love with RDS for SMGs as it improves my aim tracking significantly due to 1) bigger magnification 1.20 -> 1.35, and 2) less visual obstruction from sights. After some experimentation, I found the following effective in addition to the classic setup:
PP90M1 w/RDS+RF. The RDS improves PP90M1's ability to kill at range, when used together with burst firing.
P90 w/RDS+RF. Similar effects to PP90M1, with much lesser need of burst firing due to its lower recoil and bigger mag size (so you have the option to spray and pray).
MP7 w/RDS+Range. This feels closer to an AR, with built in QD, Stalker and SA.
MP7 w/RDS+EM. Similar to above, generous mag size (60, twice as many as a typical auto AR) in exchange for a little bit less range.
I also tried MP7 w/RDS+RF but don't like it. Somehow this combo makes it harder for me to get long shot (which is quite important for MP7 compared to PP90 and P90) compared to Silencer+RF. By removing RF it feels much more controllable.
6) For semi-auto ARs (Type 95 and MK14), it is worth considering RDS+RF.
« Last Edit: Jul 26, 2012, 9:38pm by wittyscorpion »
This is straight up cheese. Clearing buildings with Stalker, wasting ammo like nobody's business. Normally like to pop predator as soon as I get for a free quick UAV. Reaper 2-3 kills later, then AC-130 is inevitable once I find a corner. Stingers are 2 free kills towards streaks.
Stealth AR SCAR-L w/ Silencer + Ext. Mags Five Seven w/ Tac. Knife C4 / Portable Radar Blind Eye / Assassin / Dead Silence Airstrike > Assault Drone > Juggernaut / Final Stand
For when I don't want anyone ever knowing where I am. I normally burn through a lot of ammo trying to get to 6 kills so the ext mags are a must. Knifing helps conserve ammo and I can switch to my handgun quickly if I'm caught with my pants down. But once I have my airstrike, I can extend that to juggernaut at least half the time.
For when I want to to know where everyone is at all times. I can soundwhore, I can explosives whore, I can tag people, have UAVs scanning. If half the enemy team isn't red triangles at all times, I'm doing something wrong. Favorite combination is flash into a room, then throw a betty in there. As they wander around aimlessly, one of them will trip the mine and kill or at least retag everyone in the room. Perfect for bridge campers on Seatown.
Class is all about going fast and hipfiring. UAV keeps regular surveillance up and I can save CUAVs for whenever the enemies scanning. RPG-7s are just for shits and giggles and blast shield helps me not kill myself with them, among other less important uses like capturing objectives safely.
Great close quarters class that is a good blend of stealth, power, and detection. Soundwhoring and moving methodically help me always know when enemies are close and quickdraw allows me to swiftly respond in a variety of ways, especially if they have a UAV up and know where I am. Great on Arkaden and Bootleg and more suited for game modes that last longer.
Setting up for a kill then getting the hell out is the name of the game. MP9 out the majority of the time until I'm in position to loiter for a bit. The first two kills are the toughest because I'm so vulnerable without Assassin. After that, it's smooth sailing. Sitrep helps me avoid getting snuck up on. Focus helps me nail the shot even if I'm under fire.
I also have another overkill Sniper + MP7 class and a shotgun class but they're under construction.
Assassin is the perk that provides the most returns in terms of benefits provided, so not a surprise here, especially when 1) you have the ability to choose other tier 2 perks through Specialist, and 2) all other tier 2 perks don't feel like must have (Hardline: no, QD: no need for SMG/Shotty, AR/LMG can rely on Stalker, only QS players need it, BS: very situational, OK: very situational).
SMGs = Silencer + Rapid Fire ARs = Silencer + Red Dot Shotguns = Extended Mags/Damage LMGs = Silencer + Thermal
Stinger
C4
Portable Radar/Tac Insert/Smoke Grenade
Sleight of Hand Pro Assassin Pro SMG = Dead Silence AR = Stalker Shotgun = Dead Silence LMG = Marksman
Specialist
SRP/Scavenger/Hardline
These are great rules in general for producing versatile classes, most of which I religiously followed until recently. Lately I experimented with quite a few variations and some successful ones are listed below If you are looking for some change:
1) If you have a good headset, you may want to consider SitRep as perk 3 for SMG
2) Sometimes I found Scavenger more useful than SoH for ARs, especially the ones with fast reload (ACR is a great example). ARs have small mag size and tend to run out of bullets quite fast. Having Scavenger at start will virtually ensure that you will never worry about ammo consumption, with the extra mag offered by pro besides the ability to pick up ammo.
3) I found C4 a good companion for AR while Semtex a good companion for SMG due to range complementing each other. C4 has a shorter range to complement AR's mid range, while Semtex has a longer range to complement SMG's shorter range.
4) For C4 classes I usually favor QD as part of Specialist, as QD can improve C4's effectiveness significantly (less likely to get killed between the throw action and trigger action). QD also works out quite well when the primary weapon is AR (see 3)
5) I used to only run Silencer+RF for SMGs, but recently I fell in love with RDS for SMGs as it improves my aim tracking significantly due to 1) bigger magnification 1.20 -> 1.35, and 2) less visual obstruction from sights. After some experimentation, I found the following effective in addition to the classic setup:
PP90M1 w/RDS+RF. The RDS improves PP90M1's ability to kill at range, when used together with burst firing.
P90 w/RDS+RF. Similar effects to PP90M1, with much lesser need of burst firing due to its lower recoil and bigger mag size (so you have the option to spray and pray).
MP7 w/RDS+Range. This feels closer to an AR, with built in QD, Stalker and SA.
MP7 w/RDS+EM. Similar to above, generous mag size (60, twice as many as a typical auto AR) in exchange for a little bit less range.
I also tried MP7 w/RDS+RF but don't like it. Somehow this combo makes it harder for me to get long shot (which is quite important for MP7 compared to PP90 and P90) compared to Silencer+RF. By removing RF it feels much more controllable.
6) For semi-auto ARs (Type 95 and MK14), it is worth considering RDS+RF.
Good advice here.
My responses:
1) I definitely soundwhore with a headset, but I like to hide that fact by not having it in my lineup and having it be my first unlock with Specialist.
2) Generally on weapons where I feel I don't need SoH (Type 95/Mk14/ACR) I like to run Recon because it's fun
3) I love my C4 too much to not use it. Throwing C4 over stuff when people least expect it is endless fun.
4) I'll try to use Scavenger with the MK14/Type 95/ACR and then take QD as my 2nd unlock for Specialist and see how it works out. It's pretty much a reflex now to reload after every engagement though lol.
5) I use Silencer + Red Dot on the MP7 since it helps me pick up guys at the extended ranges where the MP7 is so sexy at. I generally don't put myself in positions where the RDS would help on the other SMGs.
6) Type 95 and MK14 get SIlencer + Rapid Fire. Too addicted to flanking with silencer to not use them.
The opportunity of defeating the enemy is provided by the enemy themselves.
Joined: Feb 2012 Gender: Male Posts: 201
Re: Classes in MW3 « Reply #17 on Jul 26, 2012, 11:21pm »
THE ONE (my class for absolute victory in FFA, it still works handily in other game modes.)
Playstyle: Campy/Defensive. Generally avoid center of the map. Earn Assault Killstreaks. Let enemies come to you, they will come frequently in FFA with no stealth perks and no silencer. Expect them, set yourself up behind a head spot for maximum effect.
G36C + Ext. Magz (or RDS if you hate the irons, but trust me, use them for a while they're great)
MP9 + Silencer (use MP9 in hot zones on your way to the camp spots to avoid detection)
C4: easy kill or Throwing Knife: fun for final killcams or Betty/Claymore: best defensive option
Scavenger Pro (Very high chance you're going to need extra ammo to get past 7-9 killstreak. Avoid using the MP9 like a primary, it's nowhere near as good as the G36.)
Quickdraw Pro (constantly useful) or Blast Shield Pro (playing campy/defensive you're going to get hit with Semtex/Nades/Stuns/Flashes a lot! This perk is a life saver.)
SitRep Pro (You can simply watch one direction and listen for people coming up behind you. This perk is totally overpowered now that they patched it. IMO nothing comes close to the usefulness of this perk. However, HEADSET REQUIRED for maximum effect.)
Reaper [9], AC-130 [12], Osprey Gunner [17] (If you can get your reaper, quickly move locations and hide somewhere good, now use it. This is where the game gets really fun. Focus on your own body, if anyone comes near, kill them with reaper. Now you have AC-130, you don't even need to move, no one knows where you're at. Continue killing. Now you have a huge lead and an Osprey Gunner. FINISH THEM. or (If you don't want to go all out like that...)
Attack Helicopter [7], Reaper [9], AC-130 [12] (with a little practice using these killstreaks, you can easily win games as long as you can get those first 7-9 kills. Don't rush it, just wait for them to come to you. That's how you survive, and that's how you win FFA.)
Re: Classes in MW3 « Reply #18 on Jul 26, 2012, 11:40pm »
You can defend it all you want. Doesn't detract from the reality that it's an overpowered perk. And please, don't give me the bull crap that it's fine because of Support. Nope. It was just as easy to spam UAVs in MW2 and Black Ops; with Hardline you could get one in 2 kills. It's no easier to spam UAVs in this crapheap than it is in the past 2 installments.
You can defend it all you want. Doesn't detract from the reality that it's an overpowered perk. And please, don't give me the bullshit that it's fine because of Support. Nope. It was easier to spam UAVs in MW2 and Black Ops; with Hardline you could get one in 2 kills. It's no easier to spam UAVs in this crapheap than it is in the past 2 installments.
Re: Classes in MW3 « Reply #22 on Jul 27, 2012, 7:34am »
No Nonsense Classes - if you cant perform well with these classes, you have no clue how to play this game. also, notice the absence of ASSassin (mayhaps you can throw it on your specialist)
G36C Kick + Silencer/Ext Mags Stinger
SoH QD Sit Rep/DS
Specialist
pp90m1 Range + RF mp9/akimbo fmg9
SoH Hardline Sit Rep/DS/ Steady Aim (normally, i reserve this for shotty classes, but it makes the akimbo fmg9 a solid backup to your rapeface pp90m1) pick your poison, these are all good choices
UAV - CP - Pred
Fun Classes
USAS Range + Silencer/EM SMAW
ExCon Hardline Steady Aim Specialist
Barrett + Stability Var Zoom/Acog/Silencer pp90m1 Range + RF / UMP (dat gold makes it way better ;-) ) Range + RF
SoH OK Sit Rep/ Marksman (depending on which primary you will use, well, primarily)
You can defend it all you want. Doesn't detract from the reality that it's an overpowered perk. And please, don't give me the bullshit that it's fine because of Support. Nope. It was easier to spam UAVs in MW2 and Black Ops; with Hardline you could get one in 2 kills. It's no easier to spam UAVs in this crapheap than it is in the past 2 installments.
Well yeah that's the fucking point for using it.
I'm quoting you all mainly because you got away with cussing and I wanted to see how on Earth you did it. You smart, smart men, you.
AAAnyway:
WOO TERMINAL! LET'S FARM KILLSTREAKS! ACR w/ RDS and Silencer (Attachments prof.) Scavenger+ Assassin+ Stalker+ Claymore Personal Radar
Anybody that's played MW2 knows that you can put up some pretty hefty scores on Terminal so I go with a so-called smart player class to do so. I think there's maybe been two cases where I've gotten under a 6 KD with less than 50 kills so far on MW3's Terminal.
No corner campers allowed KSG 12 w/ RDS and Damage Excon+ Assassin+ Stalker+ Semtex Personal Radar/Scrambler Specialist Hardline+/SA+/Sitrep+
I think the KSG has the most disrespectful (read: ridiculously awesome and scary) firing sound in the game. There's so much umph and emphasis like a mini explosion This has been my go-to class on Seatown for people that like to sit in just about any building overlooking B. P.S. I go with RDS on my KSG for accuracy sake. And Stalker because once again for accuracy and it helps me to duck in and out of cover for popshotting (Gears vet here). Hipfiring with a pump has gotten me killed more times than I can count so I gave up on it, which means no SA for me.
Purely to dick around and have fun. MW3 can get stale from time to time as we know so I like to spice up life. If I go positive with this class it just means I'm way better than you.
Re: Classes in MW3 « Reply #26 on Jul 27, 2012, 9:45am »
I will bite... I run 7 search classes always on at one time, 1 dom class, and 1 all purpose (for games other than search) class. My tenth class is a wildcard class that I constantly change...ranging from a MOAB getting class to a flavor of the day odd weapon loadout. (as of now the that class is my XM25 only class) All perks pro...here we go.
Lets start off with the search classes. Get ready for alot of sitrep and C4.
1. Too Fast
USAS-12 - EX Mags - Damage / MP9 - EX Mags Marathon Hardline Steady Aim port radar C4 Sitrep/Dead Silence/ Assassin
I use this to get to places before the enemy team could even dream about getting there. Especially good on big maps because of the USAS/EX-Con combo. Steady aim nets me an easier first kill face on than Sitrep would...which is alright since that very same kill nets me Sitrep.
2. Defensive Clutch Monster
PP90M1 - Silencer - Rapid Fire/MP9 EX Mags SoH Assassin Sitrep Port Radar C4 UAV/BV/Recon Drone
This is the class I have gotten my two 21 kill search games and my four 19 kill search games with. To me it is the epitome of SnD in MW3. It is the extreme opposite of my first class and for good reason. It lets me be extremely careful...as I use the MP9 for any engagment outside of Spas 12 range (yes I know I use the PP90M1). My best class. Enjoy.
3. Akimbo LMGs
M60 - Rapid Fire - Red Dot/ L86 LSW - Thermal - Silencer SoH Overkill Sitrep Smoke C4 QuickDraw/Assassin/Hardline
Started off as a funny joke class. Quickly earned a spot on my main competitive search class. It still remains as my idea of the most solid overkill class available (though I am sure others have different opinions). M60 for super CQC tactical loitering. Smoke and thermal on the LSW for countersniping.
As the name suggests. This is my anti-air comeback class for SnD. Gets our team back in the game. This is responsible for most of my "join a game 0-3 and win 4-3 like a boss" scenarios. This class also double as a MOAB hunting class for dom. The only problem there is ammo...and I have no problems quickly switch BE for Scav.
5. I Can't Snipe. MSR - Speed - Heartbeat / Akimbo Magnums Recon Quickdraw Sitrep Flashbangs C4 Care Package/Pred/Airstrike
Like I've said before I can't see something unless it moves...and I don't railgun. I started off with the AS50/Barret and moved to the MSR to train myself to be precise. I've kept it ever since. Recon also works very nicely with snipers in tandem with quickdraw.
My bread and butter. I've written a whole guide on this class. Of all of my classes this one changes with the metagame the most. This is my second best SnD class and the one that gets the most compliments from teamates and opponents alike.
7. Fill the Gap PM9 - Exmags - Silencer /MP9 Ex Mags SoH Hardline Sitrep Port Radar C4 Steady Aim/Dead Silence/Assassin.
This class fills the gap in the sense that it fills the open role of a rushing silenced class. It is the spiritual fusion of my first two classes allowing me specialist bonus with the option of tactical loitering if I want.
8. Neverlose
PP90M1 - Ex Mags - Rapid Fire / RPGs SoH Quickdraw Sitrep or Steady Aim (changes) C4 Tac Insert AUAV/Stealth bomber/EMP Another class I made a thread about. As the cocky title suggests... I have never lost with this class in a non-SND game with a full team. I use this class when I absolutely need to win or when I want to give a high ranked opponent the honor of my very best efforts.
Joined: Dec 2010 Gender: Female Posts: 9,890 Location: aroo
Re: Classes in MW3 « Reply #27 on Jul 27, 2012, 10:07am »
Quote:
8. Neverlose
PP90M1 - Ex Mags - Rapid Fire / RPGs SoH Quickdraw Sitrep or Steady Aim (changes) C4 Tac Insert AUAV/Stealth bomber/EMP
This one plays fantastically (though I didn't get to use exmags as I haven't unlocked it, so went with range instead). I'm usually not a fan of QD on SMGs but this works fantastically with the RPGs and the equipment, especially the tac.
Anyway, another one:
Wallbreaker Type 95 @ Red Dot/Rapid fire XM25 Semtex/EMP Grenade Sleight of Hand Quickdraw Sitrep UAV/Ballistic Vests whoo colors
This class is designed for headquarters, where trophy systems, portable radars, and other deployable equipment is very popular. the XM25 is mean to quickly get rid of all trophies, then an EMP grenade and usually knock out a decent amount of other equipment. SoH and Quickdraw because XM25 really likes it. T95 because it has quickdraw on it anyway. UAV and ballistic vests for locating/buffing, no 3rd killstreak because it's nice to get all these up very frequently.
Quote:
I'm quoting you all mainly because you got away with cussing and I wanted to see how on Earth you did it. You smart, smart men, you.
Re: Classes in MW3 « Reply #28 on Jul 27, 2012, 10:25am »
mostly use SMGs with range, rapid fire, sleight of hand, hardline and stalker. MP9 xmags secondary.
avoid silencers as much as possible but sometimes switch to silencer, rapid fire, blind eye, assassin, stalker & stinger secondary if having a really bad time.