Post by Dumien on Apr 1, 2013 8:40:17 GMT -5
This is a bad guide and I should feel bad. It is only half as long as my SnD guide. Depending on whether or not you hate reading walls of text...this could be a good thing. Also this is largely a collaborative effort. I just put the words on the paper.
1. Intro
2. Changes
3. Playstyles
4. Recomended Classes
5 Tips and Tricks(The video/image section)
6. Gametypes
7. Psychology
Intro Crap.
#1 Do not read this if you think all the shield is good at is mimicking Mr. Worm and that is the only thing you want to get better at. While this is a legitimate playstyle for some gamemodes... it is not the end-all-be-all for Assault Shields. It is mindless fun.
#2 I'm going to preface this guide by stating that the transition between games for any user of the shield is far greater from MW3-BO2 than from MW2-MW3. It is a completely different weapon with all new weaknesses and all new strengths.
#3 Originally (before the game even came out) I had lined up some interviewees in preparation of that guide. My reasoning for this is because the Riot Shield bred many different styles of play in MW2-3. I had predicted the same would be for BO2. While I was right to some extent, what I had not predicted was the amount of people that completely DROPPED the shield in utter outrage once they discovered the glaring weaknesses it had obtained. So, in turn, I will not be writing a transition guide, for what we are dealing with is another sort of beast entirely.
#4 I will be recommending niches with which the Assault Shield works in. In certain niches and gamemodes the Assault Shield is highly competitive (I mean that in the literal sense) and worthy of at least one CaC spot on your regular class rotation.
#5 Instead of the highly psychological and transitional guide that I was intending to write, I will be writing a guide of recommendation with an intent to prove the utility and purpose of the assault shield within BO2.
#6 Also on a note of my personal bias... I have almost entirely stopped playing SnD. My guide will be based around Dom, KC, Hardpoint, TDM, and a small bit of SnD. Please keep that in mind as you choose to heed or not to heed my advice.
Changes
Let us begin with some of the major changes that need to addressed for those new to the shield. If you are familiar with the shield you probably will not need to read this section. Just skip ahead and enjoy the guide.
1. Planting - This is the single biggest "Pro" there is to the assault shield. This what this guide will mostly be dealing with, because it pertains so heavily to my personal playstyle. the Assault Shield becomes, basically, a mobile diamond studded head-glitch. In this mode it is visible to engineers and can be taken advantage of as such. However, that does not detract from the sheer protection it provides in a game where capturing and holding objectives and choke points are everything. Thanks to Marvel for this info (and all following statistical info). Planting takes around 0.65 seconds.
2. 70 Damage. this is actually a step up from the previous shields. Now you will be hard pressed to find an enemy that has sustained damage that you will not be able to kill with one bump.
3. Lack of bump range. This is actually a doosey. Not that I bumped much in MW2-3, but this impacted many a shielder's style. Again, thanks to Marvel, here are the stats for the assault shield.
Melee Time 0.8
Melee Charge Time1.16
Melee Delay 0.125
Melee Charge Delay 0.1
Melee Charge Range 0
Take a look at the comparison with the combat knife... a free melee weapon that can come with any kit.
Melee Time 0.45
Melee Charge Time 1.16
Melee Delay 0.05
Melee Charge Delay .01
Melee Charge Range 116
Now, I'm no expert or even a novice in numbers, but doesn't the shield, at least as a melee weapon, seem inferior to even the most common of melee weapons? It fails in range. It fails in melee delay. It fails in damage. It fails in melee time. This is a glaring con of the assault shield.
4. Swap Time
As a point of reference, the shield has also recieved a speed nerf between games in the swapping department.
BO2
Drop: 0.80
Raise: 1.00
Quick Drop: 0.60
Quick Raise: 1.00
MW2
Drop: 0.6
Raise: 0.75
QuickDrop: 0.3
QuickRaise: 0.3
Up against other BO2 weapons it doesn't look too good either: denkirson.proboards.com/index.cgi?action=display&board=general&thread=5819&page=1#132193
Marvel's note: Picking up the Assault shield removes the combat knife from your loadout then switches to it (the shield). For example, sniper rifle is 0.75 (drop time) + 1 (shield raise time)
5. Tighter Playermodel and animations! The shield covers more of you on the front side (no getting shot in the ass this time around). Planted you are guaranteed long distance cover if you are in line between the shield and the enemy's line of sight. When the shield is on your back, there is a difference in that the direction you are looking does not dramatically change where the shield is on your playermodel. Depending on your current action this could be a good thing or a bad thing.
6. This change is a bit odd. While prone with a shield on your back you can no longer switch to the shield to go into crouch mode. You need to first go to crouch or stand then switch to the shield.
7. Fast Hands affects most stats concerned with Riot Shield speed.
8. The shield does not functiop as a makeshift flak jacket. You are still going to take heavyexplosive damage even if you point towards the explosive with your shield. Make this known to your teammates who might attempt to use you as cover.
Playstyles
Now that we have those bits of technical stuff out of the way we can move on to the different styles of Assault Shielding and how the previously mentioned info combined with the black ops 2 metagame affects those playstyles.
This is something that I have been thinking about and researching for quite a while. Since the end of Mw3, I have endeavored to take note of the different styles of using a riot shield. Come to find out, there were multiple styles with people equally dedicated to the shield. There were people that were adept at bump cancelling and designed their playstyle around that technique. People learned from that person and so that specific style spread. Some popular Japanese youtubers designed a style around throwing knife spam in MW3. There was that style as well. There were riot shield clans that purposefully gained non-shield members to fully utilize their shielding tactics on a large scale strategy. They fully realized that the shield is by no means a cure all or the best strategy. They needed these plays to cover weaknesses. The style that I personally had been developing and portrayed in my last guide was centered around quickly swapping between the shield and a gun while maintaining dominance over playermodel location and positioning. As you can see by nerfs I mentioned previously, my specific playstyle was in turn nerfed. It doesn't work as well...and initially...I was discouraged. However, the additions to the shield have breathed a new, different life into the shielder. It has brought along new playstyles...you might have heard of "The Worm" before. In this section we will be going over the emerging styles that revolve around the shield and a few that use the shield as a utility, rather than a weapon. Let's continue.
Quickdraw Style: This was my previous style. MW3 was the best in terms of this style. We had the FMGs. You could run through teams without reloading. It was wonderful. Here? we have a few good things going for this style, though admittedly I have switched. Let's talk pros.
Overkill is actually viable in this game. While this is a pro for alot of different styles, you can now overkill a shotgun with no drawbacks in that you aren't missing on anything in particular. This is one of the beauties of the current CaC system. This can be especially devastating with the remington and skorpion.
On the pistol side of things we have 4 heavy contenders and one of the only niche uses of the executioner in the game. Each of the pistols have something to bring to the table. While we can talk about the merits of naked pistols all day, what we have here is an exception to the rule that "you can't use a secondary with an attachment because an overkill primary would be better." The kap is almost always an exception, but akimbo pistols can be a true boon when playing quickdraw. The B23R akimbo is a true favorite of mine and is the only time I prefer that weapon comparatively to the kap It has a wild recoil when you spam the trigger that focuses around the center, whereas the the kap goes straight up. The B23R, at least in my experience, tends to be a little more controllable in high intensity situations. You can also land some nice longshots with it while prone. The 5 7 and Tac 45 have themselves some really nice akimbo properties.
Note that many players of the previously popular throwing knife style have adopted a combat/quickdraw style for Bo2. This highlights speed over defense.
The Worm: Alright i'm not even gonna call it that...because I saw it way before that guy got popular.
Hyper Defensive CQC: this is an extremist tactical loitering strategy. However, that doesn't prevent the user from being flexible. You aren't a one trick pony as Mr. Worm portrays himself to be. There isn't only one specific room where you do your magic, it can translate to any location with two entrances. It also isn't entirely a solo player strategy. You can be a great boon to teammates with this. Out of all my defensive classes this is the one my friends and teammates request the most for me to reveal (even my classes dedicated to my favorite style). I will go over this later in my classes section.
Alright, so lets start with team play. You lock down a "safe zone" for teammates. This strategy works best in TDM and KC, but can translate to dom. In dom you can protect teammate's tacs and secure a spawn location right next to B. This strategy revolves around the idea that it is human nature for the enemy to seek revenge on the person that killed them. It rarely strikes a person that "I should leave that guy alone." No there is a driving force.... "That guy is a scrub. I'ma go kill that camper." Sure, keep trying. Why you probably aren't getting a beast SPM and you aren't being the most active guy on your team, this is actually a really cool trick to have in your pocket. If you design your class a certain way, you can even use it outside of this strategies comfort zone. While this is a heavily equipment reliant strategy with all the weaknesses and strengths that implies... it leaves you with excellent area control and denial. Again, I will go over this in in depth class analysis.
Note that you can forego anti-personnel equipment for trophies if you want to use sentry/guardian, which synergize well with this strategy.
Hyper Defensive Long Range: We have a few threads on this subject here. Overkill (or crossbow) with an LMG or sniper. Plant a shield in a countersniper spot. Go to town. Originally this was the style I championed on this and other forums. "Use the MK48s amazing range, dvk potential, and damage potential for maximum effectiveness," I exclaimed. It does work. Sometimes. Note that alot of snipers nowadays are running engineer. Engineer is conducive to the sniper mentality. It boosts a killstreak that requires defense (CP). It lets them snipe equipments through walls and...it lets them pick off assault shield use mind bulletsers before they are even aware of their existence. That is the downside. Now for the upside.
There are a number of cool tricks you can pull off here. One is actually rather simplistic and adds to the art of misdirection (another topic for later). If you are aware of heavy engineer use on the other team, you can prone to the side of the shield. This actually gives you pretty solid cover for the front and side (the side of the shield you are touching). The enemy sniper will be expecting your head top center and will be surprised when you are below and to the side. This simple trick will be the death of many engineer snipers.
Other than that, this style is relatively simple. I personally recommend LMG usage over the sniper, because you will be able to defend yourself in CQC without relying on QS (you can't rely on shield bash in this game). Make sure teammates are guarding your flanks. Watch for spawn flips. Be aware. This style is an excellent way to get defends and force snipers out of their comfort zones.
Note that you can forego anti-personnel equipment for trophies if you want to use sentry/guardian, which synergize well with this strategy.
The Third Equipment: This is my personal style I have been developing for this metagame. I have found it to be the most widely applicable style. Of course I am totally biased in favor of this style and that will show. I will be spending a great deal of time discussing its use.
When first confronted with the shields nerfs I was disheartened. When I realized how effectively engineer can counter a shield use mind bullets...I was disheartened. What I realized is that the shield is essentially an equipment... I mean engineer treats it as such, why shouldn't we? You can plant it. Leave it. Come back. Pick it up. It can be destroyed if enough explosives or melee attacks hit it. Right?
I use the shield as a utility. I intend to run with my gun out then when in a normally disadvantageous situation, use the shield to turn that on its head. My first nuclear streak was using a class with this style in mind. Not once did I get a bash kill. In fact, I only brought out the shield on Three occasions. On the first occasion I planted it on the enemy spawn's flag to use as a use mind bullets while I capped the point. The second time I brought it out was against a mid range enemy that could potentially be behind cover. So, I brought my own out. The third occasion, I was stuck with an S12 on a long sightline. I brought out the shield while I walked forward into CQC while teammates covered me from behind. promptly switched to my S12, cleared the room and never used the shield again.
The lesson I want you to take from this is to use the shield only for its strengths and eliminate as many weaknesses as possible. Generally, you can't do this if you have the shield out all the time. The shield is excellent for mobile cover. If you are constantly sitting still, you give the enemy an opportunity to take advantage of the glaring weaknesses. If you are moving around with the shield they are inevitably going to defeat you before you can bump kill them or switch to get a kill.
This strategy is excellent for opening domination plays. It is also excellent for longterm HP and HQ games. Run and gun. When you get to a hardpoint or HQ plant and defend. You have a powerposition at your beck and call. You can reshape the map at any time you want. While it may have counters, if you use this power sparingly enough and with enough discernment, gunfights you previously wouldn't have won will turn in your favor. The key is being as minimalistic as possible. Bring it out only when simply using your gun in any given situation would not have benefited you more than if you had switched.
Also, never be afraid to lend your position to a teammate. After all, your class is built to work independent of the shield. Your teammate might need an instant location to get that final kill needed for a VSAT. Be a bro.
Recommended classes:
Note that the possibilities are quite extensive here. thus it is very difficult to recommend one true class setup for any of the styles. Thus, for all styles outside of my own (with the exception of my worm class), I will be pointing out the key elements of each class. Exclamation points indicate important choices for the specific playstyle. Question Marks indicate more than one choice. Exclamation points and Question Marks indicate a combination of the two. Note that these classes are not entirely of my design. I have cherrypicked these from competent users of these specific styles.
Quickdraw Single pistol Build
1. Assault Shield!
2. Kap40 (balance)/Five Seven(ammo)/Tac45(cqc)/executioner(cqc)?!
3. Flak Jacket/Lightweight?
4. Fast Hands!
5. Dexterity!
6. Combat Axe/C4 ?!
7. Shock Charge/Concussion ?!
8. Shock Charge/Concussion ?!
9. Perk 2 Greed/Perk 3 Greed
10. Scavenger (depending on 9)/Tac Mask (depending on 9)
Description: The above build lets the user fight at longer ranges than the next build. You can actively plant the shield in locations where pistol sniping is a possibility. In addition, you have stalling tactical equipment to close caps required to put you in a position where you have the advantage. Kap 40 should be used if you want the best all around. The five seven is good in the ammo capacity niche. The Tac45 is overwhelmingly good at cqc and the executioner gets one of its only niches in the game here. The choice between Combat Axe and C4 depends on what you are after. Combat axe is undeniably good with the shield at range, supplying surprise ohks. The C4 has far more practical application with area denial and CQC annihilation. Fast hands and dexterity are essential for the speed oriented nature of the class. Fast hands cuts down almost all shield related times, decreases fast swap times, and decreases while dexterity decreases sprints out time which increases animation protection and decreases time needed to switch into an attack. Scavenger for utility and sustainability and tac mask for added protection.
Quickdraw dual pistol/shotgun build
1. Assault Shield!
2. B23R!
3. Akimbo!
4. Fast Hands!
5 Dexterity!
6Danger Close/tactician replacing 7+8 with concussion or shock!?
7. Combat Axe/C4
8 Combat Axe/C4!?/Perk 2 Greed
9 Concussion/Shock Charge/Scavenger if and only if 8=perk 2 greed
10 Concussion/Shock Charge
Description: Here you are obviously trading long range accuracy for CQC dominance. Most of the same rules apply, however the use of the combat axe and distance closers become far more important. The choice of whether or not you want to restrict yourself to CQC combat is up to you. Thus, C4 is still an option, but be mindful that your long range offense will be limited. A very attractive option is to run tactician with 2 concussions and 2 shocks (or an unmentioned option of 1 shock and 1 concussion with perk 2 greed and scavenger). The core idea here is that you either need to be able to close the gap, maintain only CQC engagements, or have good enough accuracy that combat axe becomes a viable option.
Hyper Defense CQC build
1 Assault Shield!
2 Overkill!
3 Remington/KSG (depending on desired engagement range)!?
4 Long Barrel!
5 Flak Jacket!
6 Tactical Mask
7 Scavenger!
8 Trophy System!
9 Trophy System!
10 Claymore/Betty (depending on map and inclines)!?
Description: There are alot of redundancies here. In a hyper defensive set-up redundancy is key. You need to ensure that explosives will not stop you. The trophies here are more to prevent the destruction of your shield than they are there to pretend you. The KSG is for Hallway maintenance. The remmington is for doorway maintenance. Long Barrel ensures you are getting the most out of your shotgun. Flak Jacket Ensures that should trophies run out, you will still be able to take a hit. Scavenger ensures the sustainability of your setup and is the cornerstone of this class. Trophy System gives you a small chance against EMPs and is your first line of defense. Claymores and betties should be used to cover blindspots with a trophy guarding them. The choice between betty and claymore depends on whether or not you are dealing with a stairway. On stairs a betty is more effective. In most other locations a claymore is better.
Hyper Defensive CQC Dumien's build
1. Assault Shield
2. B23R/ 5 7
3. Akimbo
4. Flak Jacket
5. Fast Hands
6. Perk 2 Greed
7. Scavenger
8. Trophy System
9. Trophy System
10. Claymore
Description: While still hyper defensive, I designed this class to function outside of its intended living space. The B23R strikes a balance between KSG and Remmington ideal range. It also gives leeway for failure...while is great in any circumstance. Fast hands lets me deploy equipments on the fly and use the shield in a mobile fashion as well. At any time I can drop the pistols, pick up a dead enemy's gun and have an effective objective class. Of course that is true of most other hyper defensive classes, but fast hands does wonders for tight engagements. I find this class to be a nice balance between hyper defensive and objective playing.
Update! The Akimbo 5 7 should definitely be considered for its high capacity and its nice akimbo properties.
Hyper Defensive Long Range Sniper
1. Assault Shield !
2. Overkill !
3. DSR/XPR ?
4. ACOG/VZ ?
5. Flak Jacket
6. Toughness
7. Tac Mask
8. Danger Close/Shock Charge
9 Claymore
10. Claymore/Shock Charge
Description: This one is a bit single minded and must be used with caution. You have no defense for CQC except the Claymores and possible shocks. I lean away from shocks because they give away your position to anyone with ears...nevermind engineer. ACOG on your SR will give you a modicum of awareness by maintaining your minimap. VZ is an alternative if you intent to use this on only the largest of maps. You are mainly intending to leave the shield in one place so it is imperative to pay attention to nearby deaths to take a gun for self defense. With the weaknesses out of the way, this class is nearly unparalleled at countersniping. Stay under the shield window until you line up a shot. Aim for the neck or below depending on the range. Pop up and fire at the same time. Clean OHK. This is why the XPR might actually be a better choice than the DSR here...you are guaranteed a more precise shot than if you had just arrived on the spot. You want to take advantage of that window because it is a one of a kind. If is a bulletproof information gatherer. Most skilled players will be waiting for a head to pop up. This is especially true of skilled played with engineer who are used to this style of play. The counter, as I mentioned before, is to "appear" in an unorthodox place like the side of the shield while prone. If perchend in a window, you can appear between the closest corner and the shield, that can also prove effective.
Hyper Defensive Long Range LMG/AR
1. MK48/FAL/Swat/SMR/SCAR !?
2. Sight Attachment/Laser Sight?
3. Laser Sight/ FMJ/Select Fire (SWAT only)?
4. Overkill !
5. Assault Shield!
6. Flak Jacket !
7. Toughness !
8. Tac Mask!
9 Perk 3 Greed/Shock Charge/Claymore
10 Dexterity if 9 is Perk 3 Greed/Shock Charge/Tac Insert
Description: Very similar to the previous set-up. However, here we are able to defend ourselves a bit better in CQC. In exchange, we lose surefire kills. However, the MK48, FAL, SWAT and even the hated SMR work great in the role of securing those long range kills. In fact, I would probably recommend the SMR for any map where it can maintain a 2HK at the range you are looking for (a good long distance). The DVK the enemy is going to get is maximized by the great minimum damage the SMR has. Unless they have toughness, they probably aren't going to be able to touch you before your next shot hits. The Swat is a good for that 1.4 Headshot multiplier and turns into a whole new gun with Select Fire. Definitely an interesting choice. The FAL is always a straight up monster with minuscule recoil. This is probably the best choice for all ranges. The FAL is unparalleled. The MK48 is the LMG of choice at range. Great Recoil. Great Damage Profile. Highly customizable. An unmentioned option is to add a third attachment in the stead of 9-10. You can mow down wave after wave of enemies and when defending an objective can easily gain a VSAT before reloading. All four gun options also have high penetration. The perks are tanky and the last two choice are up to what location you are looking to defend. If there is one entrance, you might want to use a tac insert in order to hold a position in case you die to a long range threat. If you die in CQC simply cancel the Tac.
Update - DAT SCAR. Check out the range man. Use it within that nice little zone, mind the recoil, and you should be solid.
The Third Equipment - Dumien's Build
This right here? This is my baby. I started, trying to build a competitive Riot shield Class that was useable in just about an situation. This is what delayed the guide so much. For once it wasn't my laziness. The reason was that I couldn't offer up an example of a class, as I did in MW3, that could compete in today's meta. Without further ado...This is what I have come up with.
1. T25/PDW/AN-94/FAL
2 Attachment #1
3. Attachment #2
4. Overkill
5. Assault Shield
6. Flak Jacket
7. Fast Hands
8. Dexterity
9. C4
10. Tactical Insert
Wait. This looks like a dom class with an Assault Shield tacked on for two extra points. Pfft. I could have an extra attachment or perk for that cost. Get out of here Dumien. This class plays just like any normal objective class, however you have a portable use mind bullets that you can pull out of nowhere for utility. It is built with mobility and speed in mind. You might want to give your shield to a buddy who needs a defensible location to reload his LMG. You might need a quick cover spot to capture an objective. You might need an attention lure for whatever reason. There is always that mentality "If I see a shield, there must be a shielder nearby." This makes deploying the shield an effective escape strategy. Enemy players are more likely to hover around the area convinced that you are nearby. This class can function very well without the shield, making this perhaps temporary loss, minimal at worst. Flak Jacket lets you tank explosives and even pick up the shield to save it from destruction (remember the shield cannot take damage while you have it on your person). Fast hands is self explanatory, with this class perhaps netting you more use out of it than normal objective classes. You are going to be seeing its use alot. Plant the shield. Switching to and from the shield. PLanting the Tac. Throwing the C4. Dex also synergizes well with both the shield and an aggressive gunplaystyle. C4 can be thrown over a shield and quickly thrown with the shield equiped. Area denial is very helpful...consider using tubes on your AR of choice with this class. Tac Inserts let you keep that agression up. Starting with the shield on the back lets you get in the action faster.
The class is designed to play aggressively. Get to a position. Hold it. Move on. This is a "capping" class... not a defending class.
Note the differences in the guns. The PDW is the only SMG mentioned here, but for good reason. If you post it up its 3HK zone then you can reap the full benefit of its CQC capabilities. However, it is not that great of a reactionary weapon like the Shotgun/FAL are, so it should not be used for that purpose entirely. What you should use it for is its mobility, in which case it is going to come into heavy competition with the T25, which just got a buff! Taking advantage of its improved mobility is very important. FAL and AN94 can be used more easily for reaction shots and function better at long range.
Tips and Tricks
Generally CoD maps have been unchangeable during the game. Recently, they have been trying new things, with notable examples ranging from BO1 with Radiation and Stockpile doors, the overpowed train on WMD, and the giant rocket on the bomb site on Launch . IW has generally stayed away from interactive maps. BO2 has express, drone, and the map with the snow lifts. However, BO2 is the first game to put map reshaping in the players own hands. In that sense, the Assault Shield quite literally is ground breaking.
Let's take a look at a solid example
Here we have cargo. Red indicates an SnD bomb site. Yellow indicated the assault shielder. Imagine that the bomb is planted on the side closest to the shielder with the shielder defending the bomb. Think for a moment how this potential engagement would fare in MW3. How does it differ in BO2? In MW3, The overkill shielder has to close the gap that the white line portrays. They cannot safely switch weapons and ADS without that little moment of vulnerability. The attacker can merely fake a defuse while the shielder is forced to close the gap and make the kill. In BO2, the shielder can plant the shield. Switch to the gun behind the shield and ADS with no vulnerability. The burden of engagement now falls on the defuser. They have to not only close the gap, but make the kill and run back for the defuse. This is very tricky to do, because of the straight-away nature of this engagement.
This is the most common kind of example I can give. The burden of engagement is now on the shoulders of the person without the shield. This is probably the biggest asset the ashield has gained in BO2.
Next, we have a gimmicky, yet cool trick the shielder can use to set a trap for an enemy. Perhaps working best on a map like slums, with one dominant sightline on the B flag. Let's take a look.
The trick is to plant the shield at the fringe of the capping location facing towards the enemy spawn/closest line of sight. Next plant a C4 on the inside of the shield facing towards the center of the flag. The enemy will not be able to simply shoot it with bullets, because the shield will block them. Simply blow up the C4 once you see the flag flash. Boom. This trick catches people off guard, because the C4 is hidden when the enemy is facing the direction they should be facing - your spawn.
Next, note the same picture. This time, imagine the shield being on the opposite side. This is practically a great place to put the shield when you are trying to solo cap while your teammates are defending you on the flanks. The farther back the shield player is, the less places the enemy can shoot you from.
Next, we have countering engineer as a problem. This is the main main main reason why using the shield exclusively as a head-glitch is a bad idea. Mix it up. Use it as a prone location. Move to the next room. temporarily abandon the shield. Use the engineer's certainty against them. They think they know EXACTLY where you are. This is their greatest weakness. Do not fail to exploit it.
Flak Jacket or trophy is pretty necessary if you intend to use the shield in any sort of defensive role. Unlike in iw games, there is no skill element in which you can look towards an explosive to mitigate damage.
You can also get some badass clips with the crossbow! Compete with all the snipers and brag to all your L33tQuicksc0pz Friendsies.
Fast Hands is your friend. Get all the throwback kills. You can do it from behind your nice warm shield. people tend to panic throw grenades at you and rarely cook them. Can't say the same for C4s though.
Assault Shields make reloading and calling in killstreaks in gunfights easier. It might seem a little silly, but its true! Sometimes I plant a shield just so I can reload. Just watch this here videur!
Nuclears are all about that perfect mix of luck and skill. You need teammates that won't steal your kills and enemies that are terrible and won't back out. The assault shield can help too! Just see this videeeeur!
You can do good in TDM too. TDM actually is really good for the assault shield since it lends itself to tactical loitering! Show all your shield how good you are with your pro waiting skills.
Kirby wanted to show off his awesome FFA skills. He's ok I guess. Its not like He's using a crap weapon or anything. Psssh.
I guess Mustache man has some cool stuff too. Look to him for some great KC/Dom gameplay.
And don't forget Mitchacho! He produces great shield vids and has been around for a while.
Gametypes
Now, let's go over the gametype specifics.
SnD - Your goal here is to defend areas on defense and leapfrog to objectives on offense. My limited experience here tells me that referring to my MW3 guide for the subject might be a help. My same tricks from that guide work here. You need to be a very vocal player. You have a window for a weapon. Let people know what you see!
Dom - It is your job to take objectives - namely B. You are definitely going to have a more tricky time in triple cap mode, but don't count yourself out. I like to place myself between two flags and harass players attempting to cap one or the other.
Hardpoint - You have it a tiny bit easier here. If you can get to an objective you shield immediately set up a defensive position near it. You probably shouldn't have the shield on most times though. What you should be doing is placing the shield near the objective so you can effectively farm it. Kill->Hop in->Hop out-> Kill -> Hop in-> Hop out. The shield making you a power position out of thin air should help you out.
HQ - The same as Hardpoint only less predictable and more SnD like. It is all about getting that initial capture, so trophies and flak jacket can really help your team. You will want to plant your shield inside the objective and place it strategically so you can defend the most people.
KC - You can have a few roles here. You can confirm like crazy and steal teammate's hard earned tags (if your teammates are ok with it)...or you can play the long game and rack up them killstreaks.
TDM - Take advantage of the amazing tactical loitering potential
Demo - Don't use it here unless you are on defense or if you are using it on offense to cover you while you are planting the bomb.
Psych
Finally, I'm gonna get into a bit of shield psychology. Right here? This is negative. Really negative. In MW3? People feared the shield. Read my previous guide for exactly why they did. Mostly it was because they were thrown off balance by it and the shielder could take advantage of it. This game? There is almost nothing immediately scary about the shield in close range. It has no lunge. It only has an increased damage (something people are mostly unaware of). It is still a 2 hit kill. So how does this lack of fear affect us? The average player, instead of hesitating for a brief exploitable moment, will rush the shield whilst firing. It also doesn't help that the most common weapon in the game has 50 ammo, whereas the p90 from previous games was far less popular than their game's weapon of choice. So you can see our problem. Our main area of exploitable engagement has shifted from close/mid range to mid/long range. The only time you can exploit the CQC engagement is if you have a shield already plant or if you are immediately fast on the draw with a fast hands + pistol. Still, people are more likely than ever to just spray and pray while they mow you down. In most situations it is better to play with your primary out, making this guide less of an equipment guide and more of an equipment guide.
Seriously though. If you take anything from this guide...take this. The Assault Shield as a weapon in BO2....Sucks. As an equipment? It isn't bad. In fact, it is very very good. Use it in moderation and in the right situations and you should have yourself a competitive tool. Reshape the map and bend it to your will.
Assault Shield is best equipment pony.
Except for Tac Insert.
The End.
1. Intro
2. Changes
3. Playstyles
4. Recomended Classes
5 Tips and Tricks(The video/image section)
6. Gametypes
7. Psychology
Intro Crap.
#1 Do not read this if you think all the shield is good at is mimicking Mr. Worm and that is the only thing you want to get better at. While this is a legitimate playstyle for some gamemodes... it is not the end-all-be-all for Assault Shields. It is mindless fun.
#2 I'm going to preface this guide by stating that the transition between games for any user of the shield is far greater from MW3-BO2 than from MW2-MW3. It is a completely different weapon with all new weaknesses and all new strengths.
#3 Originally (before the game even came out) I had lined up some interviewees in preparation of that guide. My reasoning for this is because the Riot Shield bred many different styles of play in MW2-3. I had predicted the same would be for BO2. While I was right to some extent, what I had not predicted was the amount of people that completely DROPPED the shield in utter outrage once they discovered the glaring weaknesses it had obtained. So, in turn, I will not be writing a transition guide, for what we are dealing with is another sort of beast entirely.
#4 I will be recommending niches with which the Assault Shield works in. In certain niches and gamemodes the Assault Shield is highly competitive (I mean that in the literal sense) and worthy of at least one CaC spot on your regular class rotation.
#5 Instead of the highly psychological and transitional guide that I was intending to write, I will be writing a guide of recommendation with an intent to prove the utility and purpose of the assault shield within BO2.
#6 Also on a note of my personal bias... I have almost entirely stopped playing SnD. My guide will be based around Dom, KC, Hardpoint, TDM, and a small bit of SnD. Please keep that in mind as you choose to heed or not to heed my advice.
Changes
Let us begin with some of the major changes that need to addressed for those new to the shield. If you are familiar with the shield you probably will not need to read this section. Just skip ahead and enjoy the guide.
1. Planting - This is the single biggest "Pro" there is to the assault shield. This what this guide will mostly be dealing with, because it pertains so heavily to my personal playstyle. the Assault Shield becomes, basically, a mobile diamond studded head-glitch. In this mode it is visible to engineers and can be taken advantage of as such. However, that does not detract from the sheer protection it provides in a game where capturing and holding objectives and choke points are everything. Thanks to Marvel for this info (and all following statistical info). Planting takes around 0.65 seconds.
2. 70 Damage. this is actually a step up from the previous shields. Now you will be hard pressed to find an enemy that has sustained damage that you will not be able to kill with one bump.
3. Lack of bump range. This is actually a doosey. Not that I bumped much in MW2-3, but this impacted many a shielder's style. Again, thanks to Marvel, here are the stats for the assault shield.
Melee Time 0.8
Melee Charge Time1.16
Melee Delay 0.125
Melee Charge Delay 0.1
Melee Charge Range 0
Take a look at the comparison with the combat knife... a free melee weapon that can come with any kit.
Melee Time 0.45
Melee Charge Time 1.16
Melee Delay 0.05
Melee Charge Delay .01
Melee Charge Range 116
Now, I'm no expert or even a novice in numbers, but doesn't the shield, at least as a melee weapon, seem inferior to even the most common of melee weapons? It fails in range. It fails in melee delay. It fails in damage. It fails in melee time. This is a glaring con of the assault shield.
4. Swap Time
As a point of reference, the shield has also recieved a speed nerf between games in the swapping department.
BO2
Drop: 0.80
Raise: 1.00
Quick Drop: 0.60
Quick Raise: 1.00
MW2
Drop: 0.6
Raise: 0.75
QuickDrop: 0.3
QuickRaise: 0.3
Up against other BO2 weapons it doesn't look too good either: denkirson.proboards.com/index.cgi?action=display&board=general&thread=5819&page=1#132193
Marvel's note: Picking up the Assault shield removes the combat knife from your loadout then switches to it (the shield). For example, sniper rifle is 0.75 (drop time) + 1 (shield raise time)
5. Tighter Playermodel and animations! The shield covers more of you on the front side (no getting shot in the ass this time around). Planted you are guaranteed long distance cover if you are in line between the shield and the enemy's line of sight. When the shield is on your back, there is a difference in that the direction you are looking does not dramatically change where the shield is on your playermodel. Depending on your current action this could be a good thing or a bad thing.
6. This change is a bit odd. While prone with a shield on your back you can no longer switch to the shield to go into crouch mode. You need to first go to crouch or stand then switch to the shield.
7. Fast Hands affects most stats concerned with Riot Shield speed.
8. The shield does not functiop as a makeshift flak jacket. You are still going to take heavyexplosive damage even if you point towards the explosive with your shield. Make this known to your teammates who might attempt to use you as cover.
Playstyles
Now that we have those bits of technical stuff out of the way we can move on to the different styles of Assault Shielding and how the previously mentioned info combined with the black ops 2 metagame affects those playstyles.
This is something that I have been thinking about and researching for quite a while. Since the end of Mw3, I have endeavored to take note of the different styles of using a riot shield. Come to find out, there were multiple styles with people equally dedicated to the shield. There were people that were adept at bump cancelling and designed their playstyle around that technique. People learned from that person and so that specific style spread. Some popular Japanese youtubers designed a style around throwing knife spam in MW3. There was that style as well. There were riot shield clans that purposefully gained non-shield members to fully utilize their shielding tactics on a large scale strategy. They fully realized that the shield is by no means a cure all or the best strategy. They needed these plays to cover weaknesses. The style that I personally had been developing and portrayed in my last guide was centered around quickly swapping between the shield and a gun while maintaining dominance over playermodel location and positioning. As you can see by nerfs I mentioned previously, my specific playstyle was in turn nerfed. It doesn't work as well...and initially...I was discouraged. However, the additions to the shield have breathed a new, different life into the shielder. It has brought along new playstyles...you might have heard of "The Worm" before. In this section we will be going over the emerging styles that revolve around the shield and a few that use the shield as a utility, rather than a weapon. Let's continue.
Quickdraw Style: This was my previous style. MW3 was the best in terms of this style. We had the FMGs. You could run through teams without reloading. It was wonderful. Here? we have a few good things going for this style, though admittedly I have switched. Let's talk pros.
Overkill is actually viable in this game. While this is a pro for alot of different styles, you can now overkill a shotgun with no drawbacks in that you aren't missing on anything in particular. This is one of the beauties of the current CaC system. This can be especially devastating with the remington and skorpion.
On the pistol side of things we have 4 heavy contenders and one of the only niche uses of the executioner in the game. Each of the pistols have something to bring to the table. While we can talk about the merits of naked pistols all day, what we have here is an exception to the rule that "you can't use a secondary with an attachment because an overkill primary would be better." The kap is almost always an exception, but akimbo pistols can be a true boon when playing quickdraw. The B23R akimbo is a true favorite of mine and is the only time I prefer that weapon comparatively to the kap It has a wild recoil when you spam the trigger that focuses around the center, whereas the the kap goes straight up. The B23R, at least in my experience, tends to be a little more controllable in high intensity situations. You can also land some nice longshots with it while prone. The 5 7 and Tac 45 have themselves some really nice akimbo properties.
Note that many players of the previously popular throwing knife style have adopted a combat/quickdraw style for Bo2. This highlights speed over defense.
The Worm: Alright i'm not even gonna call it that...because I saw it way before that guy got popular.
Hyper Defensive CQC: this is an extremist tactical loitering strategy. However, that doesn't prevent the user from being flexible. You aren't a one trick pony as Mr. Worm portrays himself to be. There isn't only one specific room where you do your magic, it can translate to any location with two entrances. It also isn't entirely a solo player strategy. You can be a great boon to teammates with this. Out of all my defensive classes this is the one my friends and teammates request the most for me to reveal (even my classes dedicated to my favorite style). I will go over this later in my classes section.
Alright, so lets start with team play. You lock down a "safe zone" for teammates. This strategy works best in TDM and KC, but can translate to dom. In dom you can protect teammate's tacs and secure a spawn location right next to B. This strategy revolves around the idea that it is human nature for the enemy to seek revenge on the person that killed them. It rarely strikes a person that "I should leave that guy alone." No there is a driving force.... "That guy is a scrub. I'ma go kill that camper." Sure, keep trying. Why you probably aren't getting a beast SPM and you aren't being the most active guy on your team, this is actually a really cool trick to have in your pocket. If you design your class a certain way, you can even use it outside of this strategies comfort zone. While this is a heavily equipment reliant strategy with all the weaknesses and strengths that implies... it leaves you with excellent area control and denial. Again, I will go over this in in depth class analysis.
Note that you can forego anti-personnel equipment for trophies if you want to use sentry/guardian, which synergize well with this strategy.
Hyper Defensive Long Range: We have a few threads on this subject here. Overkill (or crossbow) with an LMG or sniper. Plant a shield in a countersniper spot. Go to town. Originally this was the style I championed on this and other forums. "Use the MK48s amazing range, dvk potential, and damage potential for maximum effectiveness," I exclaimed. It does work. Sometimes. Note that alot of snipers nowadays are running engineer. Engineer is conducive to the sniper mentality. It boosts a killstreak that requires defense (CP). It lets them snipe equipments through walls and...it lets them pick off assault shield use mind bulletsers before they are even aware of their existence. That is the downside. Now for the upside.
There are a number of cool tricks you can pull off here. One is actually rather simplistic and adds to the art of misdirection (another topic for later). If you are aware of heavy engineer use on the other team, you can prone to the side of the shield. This actually gives you pretty solid cover for the front and side (the side of the shield you are touching). The enemy sniper will be expecting your head top center and will be surprised when you are below and to the side. This simple trick will be the death of many engineer snipers.
Other than that, this style is relatively simple. I personally recommend LMG usage over the sniper, because you will be able to defend yourself in CQC without relying on QS (you can't rely on shield bash in this game). Make sure teammates are guarding your flanks. Watch for spawn flips. Be aware. This style is an excellent way to get defends and force snipers out of their comfort zones.
Note that you can forego anti-personnel equipment for trophies if you want to use sentry/guardian, which synergize well with this strategy.
The Third Equipment: This is my personal style I have been developing for this metagame. I have found it to be the most widely applicable style. Of course I am totally biased in favor of this style and that will show. I will be spending a great deal of time discussing its use.
When first confronted with the shields nerfs I was disheartened. When I realized how effectively engineer can counter a shield use mind bullets...I was disheartened. What I realized is that the shield is essentially an equipment... I mean engineer treats it as such, why shouldn't we? You can plant it. Leave it. Come back. Pick it up. It can be destroyed if enough explosives or melee attacks hit it. Right?
I use the shield as a utility. I intend to run with my gun out then when in a normally disadvantageous situation, use the shield to turn that on its head. My first nuclear streak was using a class with this style in mind. Not once did I get a bash kill. In fact, I only brought out the shield on Three occasions. On the first occasion I planted it on the enemy spawn's flag to use as a use mind bullets while I capped the point. The second time I brought it out was against a mid range enemy that could potentially be behind cover. So, I brought my own out. The third occasion, I was stuck with an S12 on a long sightline. I brought out the shield while I walked forward into CQC while teammates covered me from behind. promptly switched to my S12, cleared the room and never used the shield again.
The lesson I want you to take from this is to use the shield only for its strengths and eliminate as many weaknesses as possible. Generally, you can't do this if you have the shield out all the time. The shield is excellent for mobile cover. If you are constantly sitting still, you give the enemy an opportunity to take advantage of the glaring weaknesses. If you are moving around with the shield they are inevitably going to defeat you before you can bump kill them or switch to get a kill.
This strategy is excellent for opening domination plays. It is also excellent for longterm HP and HQ games. Run and gun. When you get to a hardpoint or HQ plant and defend. You have a powerposition at your beck and call. You can reshape the map at any time you want. While it may have counters, if you use this power sparingly enough and with enough discernment, gunfights you previously wouldn't have won will turn in your favor. The key is being as minimalistic as possible. Bring it out only when simply using your gun in any given situation would not have benefited you more than if you had switched.
Also, never be afraid to lend your position to a teammate. After all, your class is built to work independent of the shield. Your teammate might need an instant location to get that final kill needed for a VSAT. Be a bro.
Recommended classes:
Note that the possibilities are quite extensive here. thus it is very difficult to recommend one true class setup for any of the styles. Thus, for all styles outside of my own (with the exception of my worm class), I will be pointing out the key elements of each class. Exclamation points indicate important choices for the specific playstyle. Question Marks indicate more than one choice. Exclamation points and Question Marks indicate a combination of the two. Note that these classes are not entirely of my design. I have cherrypicked these from competent users of these specific styles.
Quickdraw Single pistol Build
1. Assault Shield!
2. Kap40 (balance)/Five Seven(ammo)/Tac45(cqc)/executioner(cqc)?!
3. Flak Jacket/Lightweight?
4. Fast Hands!
5. Dexterity!
6. Combat Axe/C4 ?!
7. Shock Charge/Concussion ?!
8. Shock Charge/Concussion ?!
9. Perk 2 Greed/Perk 3 Greed
10. Scavenger (depending on 9)/Tac Mask (depending on 9)
Description: The above build lets the user fight at longer ranges than the next build. You can actively plant the shield in locations where pistol sniping is a possibility. In addition, you have stalling tactical equipment to close caps required to put you in a position where you have the advantage. Kap 40 should be used if you want the best all around. The five seven is good in the ammo capacity niche. The Tac45 is overwhelmingly good at cqc and the executioner gets one of its only niches in the game here. The choice between Combat Axe and C4 depends on what you are after. Combat axe is undeniably good with the shield at range, supplying surprise ohks. The C4 has far more practical application with area denial and CQC annihilation. Fast hands and dexterity are essential for the speed oriented nature of the class. Fast hands cuts down almost all shield related times, decreases fast swap times, and decreases while dexterity decreases sprints out time which increases animation protection and decreases time needed to switch into an attack. Scavenger for utility and sustainability and tac mask for added protection.
Quickdraw dual pistol/shotgun build
1. Assault Shield!
2. B23R!
3. Akimbo!
4. Fast Hands!
5 Dexterity!
6Danger Close/tactician replacing 7+8 with concussion or shock!?
7. Combat Axe/C4
8 Combat Axe/C4!?/Perk 2 Greed
9 Concussion/Shock Charge/Scavenger if and only if 8=perk 2 greed
10 Concussion/Shock Charge
Description: Here you are obviously trading long range accuracy for CQC dominance. Most of the same rules apply, however the use of the combat axe and distance closers become far more important. The choice of whether or not you want to restrict yourself to CQC combat is up to you. Thus, C4 is still an option, but be mindful that your long range offense will be limited. A very attractive option is to run tactician with 2 concussions and 2 shocks (or an unmentioned option of 1 shock and 1 concussion with perk 2 greed and scavenger). The core idea here is that you either need to be able to close the gap, maintain only CQC engagements, or have good enough accuracy that combat axe becomes a viable option.
Hyper Defense CQC build
1 Assault Shield!
2 Overkill!
3 Remington/KSG (depending on desired engagement range)!?
4 Long Barrel!
5 Flak Jacket!
6 Tactical Mask
7 Scavenger!
8 Trophy System!
9 Trophy System!
10 Claymore/Betty (depending on map and inclines)!?
Description: There are alot of redundancies here. In a hyper defensive set-up redundancy is key. You need to ensure that explosives will not stop you. The trophies here are more to prevent the destruction of your shield than they are there to pretend you. The KSG is for Hallway maintenance. The remmington is for doorway maintenance. Long Barrel ensures you are getting the most out of your shotgun. Flak Jacket Ensures that should trophies run out, you will still be able to take a hit. Scavenger ensures the sustainability of your setup and is the cornerstone of this class. Trophy System gives you a small chance against EMPs and is your first line of defense. Claymores and betties should be used to cover blindspots with a trophy guarding them. The choice between betty and claymore depends on whether or not you are dealing with a stairway. On stairs a betty is more effective. In most other locations a claymore is better.
Hyper Defensive CQC Dumien's build
1. Assault Shield
2. B23R/ 5 7
3. Akimbo
4. Flak Jacket
5. Fast Hands
6. Perk 2 Greed
7. Scavenger
8. Trophy System
9. Trophy System
10. Claymore
Description: While still hyper defensive, I designed this class to function outside of its intended living space. The B23R strikes a balance between KSG and Remmington ideal range. It also gives leeway for failure...while is great in any circumstance. Fast hands lets me deploy equipments on the fly and use the shield in a mobile fashion as well. At any time I can drop the pistols, pick up a dead enemy's gun and have an effective objective class. Of course that is true of most other hyper defensive classes, but fast hands does wonders for tight engagements. I find this class to be a nice balance between hyper defensive and objective playing.
Update! The Akimbo 5 7 should definitely be considered for its high capacity and its nice akimbo properties.
Hyper Defensive Long Range Sniper
1. Assault Shield !
2. Overkill !
3. DSR/XPR ?
4. ACOG/VZ ?
5. Flak Jacket
6. Toughness
7. Tac Mask
8. Danger Close/Shock Charge
9 Claymore
10. Claymore/Shock Charge
Description: This one is a bit single minded and must be used with caution. You have no defense for CQC except the Claymores and possible shocks. I lean away from shocks because they give away your position to anyone with ears...nevermind engineer. ACOG on your SR will give you a modicum of awareness by maintaining your minimap. VZ is an alternative if you intent to use this on only the largest of maps. You are mainly intending to leave the shield in one place so it is imperative to pay attention to nearby deaths to take a gun for self defense. With the weaknesses out of the way, this class is nearly unparalleled at countersniping. Stay under the shield window until you line up a shot. Aim for the neck or below depending on the range. Pop up and fire at the same time. Clean OHK. This is why the XPR might actually be a better choice than the DSR here...you are guaranteed a more precise shot than if you had just arrived on the spot. You want to take advantage of that window because it is a one of a kind. If is a bulletproof information gatherer. Most skilled players will be waiting for a head to pop up. This is especially true of skilled played with engineer who are used to this style of play. The counter, as I mentioned before, is to "appear" in an unorthodox place like the side of the shield while prone. If perchend in a window, you can appear between the closest corner and the shield, that can also prove effective.
Hyper Defensive Long Range LMG/AR
1. MK48/FAL/Swat/SMR/SCAR !?
2. Sight Attachment/Laser Sight?
3. Laser Sight/ FMJ/Select Fire (SWAT only)?
4. Overkill !
5. Assault Shield!
6. Flak Jacket !
7. Toughness !
8. Tac Mask!
9 Perk 3 Greed/Shock Charge/Claymore
10 Dexterity if 9 is Perk 3 Greed/Shock Charge/Tac Insert
Description: Very similar to the previous set-up. However, here we are able to defend ourselves a bit better in CQC. In exchange, we lose surefire kills. However, the MK48, FAL, SWAT and even the hated SMR work great in the role of securing those long range kills. In fact, I would probably recommend the SMR for any map where it can maintain a 2HK at the range you are looking for (a good long distance). The DVK the enemy is going to get is maximized by the great minimum damage the SMR has. Unless they have toughness, they probably aren't going to be able to touch you before your next shot hits. The Swat is a good for that 1.4 Headshot multiplier and turns into a whole new gun with Select Fire. Definitely an interesting choice. The FAL is always a straight up monster with minuscule recoil. This is probably the best choice for all ranges. The FAL is unparalleled. The MK48 is the LMG of choice at range. Great Recoil. Great Damage Profile. Highly customizable. An unmentioned option is to add a third attachment in the stead of 9-10. You can mow down wave after wave of enemies and when defending an objective can easily gain a VSAT before reloading. All four gun options also have high penetration. The perks are tanky and the last two choice are up to what location you are looking to defend. If there is one entrance, you might want to use a tac insert in order to hold a position in case you die to a long range threat. If you die in CQC simply cancel the Tac.
Update - DAT SCAR. Check out the range man. Use it within that nice little zone, mind the recoil, and you should be solid.
The Third Equipment - Dumien's Build
This right here? This is my baby. I started, trying to build a competitive Riot shield Class that was useable in just about an situation. This is what delayed the guide so much. For once it wasn't my laziness. The reason was that I couldn't offer up an example of a class, as I did in MW3, that could compete in today's meta. Without further ado...This is what I have come up with.
1. T25/PDW/AN-94/FAL
2 Attachment #1
3. Attachment #2
4. Overkill
5. Assault Shield
6. Flak Jacket
7. Fast Hands
8. Dexterity
9. C4
10. Tactical Insert
Wait. This looks like a dom class with an Assault Shield tacked on for two extra points. Pfft. I could have an extra attachment or perk for that cost. Get out of here Dumien. This class plays just like any normal objective class, however you have a portable use mind bullets that you can pull out of nowhere for utility. It is built with mobility and speed in mind. You might want to give your shield to a buddy who needs a defensible location to reload his LMG. You might need a quick cover spot to capture an objective. You might need an attention lure for whatever reason. There is always that mentality "If I see a shield, there must be a shielder nearby." This makes deploying the shield an effective escape strategy. Enemy players are more likely to hover around the area convinced that you are nearby. This class can function very well without the shield, making this perhaps temporary loss, minimal at worst. Flak Jacket lets you tank explosives and even pick up the shield to save it from destruction (remember the shield cannot take damage while you have it on your person). Fast hands is self explanatory, with this class perhaps netting you more use out of it than normal objective classes. You are going to be seeing its use alot. Plant the shield. Switching to and from the shield. PLanting the Tac. Throwing the C4. Dex also synergizes well with both the shield and an aggressive gunplaystyle. C4 can be thrown over a shield and quickly thrown with the shield equiped. Area denial is very helpful...consider using tubes on your AR of choice with this class. Tac Inserts let you keep that agression up. Starting with the shield on the back lets you get in the action faster.
The class is designed to play aggressively. Get to a position. Hold it. Move on. This is a "capping" class... not a defending class.
Note the differences in the guns. The PDW is the only SMG mentioned here, but for good reason. If you post it up its 3HK zone then you can reap the full benefit of its CQC capabilities. However, it is not that great of a reactionary weapon like the Shotgun/FAL are, so it should not be used for that purpose entirely. What you should use it for is its mobility, in which case it is going to come into heavy competition with the T25, which just got a buff! Taking advantage of its improved mobility is very important. FAL and AN94 can be used more easily for reaction shots and function better at long range.
Tips and Tricks
Generally CoD maps have been unchangeable during the game. Recently, they have been trying new things, with notable examples ranging from BO1 with Radiation and Stockpile doors, the overpowed train on WMD, and the giant rocket on the bomb site on Launch . IW has generally stayed away from interactive maps. BO2 has express, drone, and the map with the snow lifts. However, BO2 is the first game to put map reshaping in the players own hands. In that sense, the Assault Shield quite literally is ground breaking.
Let's take a look at a solid example
Here we have cargo. Red indicates an SnD bomb site. Yellow indicated the assault shielder. Imagine that the bomb is planted on the side closest to the shielder with the shielder defending the bomb. Think for a moment how this potential engagement would fare in MW3. How does it differ in BO2? In MW3, The overkill shielder has to close the gap that the white line portrays. They cannot safely switch weapons and ADS without that little moment of vulnerability. The attacker can merely fake a defuse while the shielder is forced to close the gap and make the kill. In BO2, the shielder can plant the shield. Switch to the gun behind the shield and ADS with no vulnerability. The burden of engagement now falls on the defuser. They have to not only close the gap, but make the kill and run back for the defuse. This is very tricky to do, because of the straight-away nature of this engagement.
This is the most common kind of example I can give. The burden of engagement is now on the shoulders of the person without the shield. This is probably the biggest asset the ashield has gained in BO2.
Next, we have a gimmicky, yet cool trick the shielder can use to set a trap for an enemy. Perhaps working best on a map like slums, with one dominant sightline on the B flag. Let's take a look.
The trick is to plant the shield at the fringe of the capping location facing towards the enemy spawn/closest line of sight. Next plant a C4 on the inside of the shield facing towards the center of the flag. The enemy will not be able to simply shoot it with bullets, because the shield will block them. Simply blow up the C4 once you see the flag flash. Boom. This trick catches people off guard, because the C4 is hidden when the enemy is facing the direction they should be facing - your spawn.
Next, note the same picture. This time, imagine the shield being on the opposite side. This is practically a great place to put the shield when you are trying to solo cap while your teammates are defending you on the flanks. The farther back the shield player is, the less places the enemy can shoot you from.
Next, we have countering engineer as a problem. This is the main main main reason why using the shield exclusively as a head-glitch is a bad idea. Mix it up. Use it as a prone location. Move to the next room. temporarily abandon the shield. Use the engineer's certainty against them. They think they know EXACTLY where you are. This is their greatest weakness. Do not fail to exploit it.
Flak Jacket or trophy is pretty necessary if you intend to use the shield in any sort of defensive role. Unlike in iw games, there is no skill element in which you can look towards an explosive to mitigate damage.
You can also get some badass clips with the crossbow! Compete with all the snipers and brag to all your L33tQuicksc0pz Friendsies.
Fast Hands is your friend. Get all the throwback kills. You can do it from behind your nice warm shield. people tend to panic throw grenades at you and rarely cook them. Can't say the same for C4s though.
Assault Shields make reloading and calling in killstreaks in gunfights easier. It might seem a little silly, but its true! Sometimes I plant a shield just so I can reload. Just watch this here videur!
Nuclears are all about that perfect mix of luck and skill. You need teammates that won't steal your kills and enemies that are terrible and won't back out. The assault shield can help too! Just see this videeeeur!
You can do good in TDM too. TDM actually is really good for the assault shield since it lends itself to tactical loitering! Show all your shield how good you are with your pro waiting skills.
Kirby wanted to show off his awesome FFA skills. He's ok I guess. Its not like He's using a crap weapon or anything. Psssh.
I guess Mustache man has some cool stuff too. Look to him for some great KC/Dom gameplay.
And don't forget Mitchacho! He produces great shield vids and has been around for a while.
Gametypes
Now, let's go over the gametype specifics.
SnD - Your goal here is to defend areas on defense and leapfrog to objectives on offense. My limited experience here tells me that referring to my MW3 guide for the subject might be a help. My same tricks from that guide work here. You need to be a very vocal player. You have a window for a weapon. Let people know what you see!
Dom - It is your job to take objectives - namely B. You are definitely going to have a more tricky time in triple cap mode, but don't count yourself out. I like to place myself between two flags and harass players attempting to cap one or the other.
Hardpoint - You have it a tiny bit easier here. If you can get to an objective you shield immediately set up a defensive position near it. You probably shouldn't have the shield on most times though. What you should be doing is placing the shield near the objective so you can effectively farm it. Kill->Hop in->Hop out-> Kill -> Hop in-> Hop out. The shield making you a power position out of thin air should help you out.
HQ - The same as Hardpoint only less predictable and more SnD like. It is all about getting that initial capture, so trophies and flak jacket can really help your team. You will want to plant your shield inside the objective and place it strategically so you can defend the most people.
KC - You can have a few roles here. You can confirm like crazy and steal teammate's hard earned tags (if your teammates are ok with it)...or you can play the long game and rack up them killstreaks.
TDM - Take advantage of the amazing tactical loitering potential
Demo - Don't use it here unless you are on defense or if you are using it on offense to cover you while you are planting the bomb.
Psych
Finally, I'm gonna get into a bit of shield psychology. Right here? This is negative. Really negative. In MW3? People feared the shield. Read my previous guide for exactly why they did. Mostly it was because they were thrown off balance by it and the shielder could take advantage of it. This game? There is almost nothing immediately scary about the shield in close range. It has no lunge. It only has an increased damage (something people are mostly unaware of). It is still a 2 hit kill. So how does this lack of fear affect us? The average player, instead of hesitating for a brief exploitable moment, will rush the shield whilst firing. It also doesn't help that the most common weapon in the game has 50 ammo, whereas the p90 from previous games was far less popular than their game's weapon of choice. So you can see our problem. Our main area of exploitable engagement has shifted from close/mid range to mid/long range. The only time you can exploit the CQC engagement is if you have a shield already plant or if you are immediately fast on the draw with a fast hands + pistol. Still, people are more likely than ever to just spray and pray while they mow you down. In most situations it is better to play with your primary out, making this guide less of an equipment guide and more of an equipment guide.
Seriously though. If you take anything from this guide...take this. The Assault Shield as a weapon in BO2....Sucks. As an equipment? It isn't bad. In fact, it is very very good. Use it in moderation and in the right situations and you should have yourself a competitive tool. Reshape the map and bend it to your will.
Assault Shield is best equipment pony.
Except for Tac Insert.
The End.