CALL OF DUTY GHOST MULTIPLAYER AND CLASS BUILDING FAQ
--------------------------------------------------------------
1. Introduction:
==============================================================
Call of Duty: Ghosts is the latest in the annual release of the Call of Duty
(COD) franchise. The game has always been popular because of its fast arcade
paced online multiplayer. This year, Infinity Ward took a slightly different
approach to game mechanics itself. The game spans both generations of
hardware being designed for the Xbox one and PlayStation 4. However it is
also available on the Xbox 360, PlayStation 3, Wii U and PC. So, some design
mechanics were held back so that it would run smoothly on the older hardware
and support multiple platforms. Still the game performs smoothly across the
board and offers an enjoyable experience.
The multiplayer component of the game takes a new direction with a different
create a soldier system, larger maps, several new game modes and a different
weapon balance. This has led to the game being received with mixed feelings
from the long term fans of the game. Many of which, are not happy with the
new changes. However, there are many players like myself who have been happy
with the game and are glad to see it moving in a different direction offering
a somewhat new experience.
This guide covers the various parts of the multiplayer component of the game
and offers strategies for building effective classes. The new system takes
some getting used to but offers a rewarding experience for players willing to
learn the mechanics. This guide serves both as a reference for the
multiplayer components of the game if you are looking for a quick reference.
It will also cover class building in full and offer some premade classes and
advice on how to change them to fit your needs. This guide is best read as a
supplemental resource and you should refer to the table of contents if you
are looking for something specific.
2. Table Contents:
====================================================================
1. Introductions
2. Table of Contents
3. Legal and Contact
4. The New Create A Class System
A. Your Squad, Leveling Up and Squad points:
B. Building a Class
5. The Perks
A. Speed
B. Handling
C. Stealth
D. Awareness
E. Resistance
F. Equipment
G. Elite
6. Attachments
A. Sights
B. Barrel
C. Under Barrel
D. Mod
7. Equipment
A. Lethal
B. Tactical
8. Streaks
A. Assault
B. Support
C. Specialist
9. Secondary Weapons
A. Launchers
B. Handguns
10. Designing a Class in Ghost
11. Types of Classes
A. Weapon Based Classes
a. Focused Classes
b. Compartmentalized Classes
B. Purpose Classes
12. Range in Call of Duty Ghost
13. Class Descriptions
14. Rushers:
A. Shotgun Rushers
B. SMG Rushers
C. Assault Rifle Rushers
D. Pistol Rushers
E. Other Rushing options
F. Countering Rushers
15. Runners:
A. SMG Runners
B. Shotgun Runners
C. Assault Rifle and Marksman Rifle Runners
D. Quick Scopers
E. Countering Runners
16. Pincher Classes:
A. SMG Pinchers
B. Assault and Marksman Rifle Pinchers
C. LMG Pinchers
D. Countering Pinchers
17. Snipers:
A. LMG Snipers
B. Marksman Rifle Snipers
C. Sniper Rifle Snipers
D. Countering Snipers
18. Camper Classes:
A. Close Range Campers
B. Middle Range Campers
C. Long Range Campers
D. Countering Campers
19. Support Classes
A. Support Gunners
B. Demolition Experts
C. Shield Bearer
D. Score Streak Hunters
20. Closing Thoughts
3. Legal and Contact
===================================================================
I am not taking most questions about the game, Activision offers an extensive
forum to cover questions and there is a lot of good information there. If you
have something you feel this guide is lacking or you wish to contact me for
another reason you may email me at.
[email protected]
By submitting something to me for the guide you are offering written
expressed permission for me to include it. I will credit anybody who
contributes appropriately. All information contained in this guide is
derived from my experience playing the game. If I use facts from another
source, I will cite my source as appropriate. If you submit something please
let me know how you would like to be credited.
Legal stuff:
This guide is made for gamefaqs.com as my intention. However, if you host an
internet site about video game cheats, strategies, Call of Duty Ghost or any
other related content you are welcome to post this guide in its entirety on
your site. You may also include an unaltered sub portion of this guide or
use facts from it for your own work provided you cite their source
accurately. If you wish to use this guide in any capacity please send me an
email letting me know how and where you are using it.
You may not sell this guide or plagiarize it for your own works without
giving credit. If your site is paid for by adds and you want to host it that
is fine, but you may not expressly use it for profit commercial use.
4. The New Create A Class System:
======================================================================
A. Your Squad, Leveling Up and Squad points:
The new Class system in Ghost is similar to the one from black ops 2's pick
10 system. You have a limited number of resources available to construct your
class and you have to combine them to get the most out of them. Weapon,
attachment, perk, streaks and equipment unlocks are handled a little
different in ghosts as are the prestige’s. This time around you can unlock
anything you want at any time. However, most things require to spend squad
points which you earn in game. Each item you uses has a cost associated it
and if you have the required squad points you can buy it at any time.
Prestiging in ghost is also a little different You begin the game with a
single soldier. However, you can purchase more soldiers for various amounts
of squad points.
Each solider in the game has their own load outs and you can switch between
them at any time. Ghost has 10 soldiers available to you each of which can go
from levels 1 to 60 by ranking up and earning experiences in multiplayer.
You can go back at any time and play a soldier you have already maxed out.
However, if you want the same class on a different soldier you will have to
purchase everything again for each soldier you want a particular item on.
Your squad points are from a common pull and can be spent on any soldier in
your squad at any time. You can earn squad points in a variety of ways.
When you start out each soldier gets a default load out with set perks and a
few weapons, streaks and equipment. These are free to you and you can use
them at any time. The perks in the game unlock as you level up.
Alternatively, you can buy them early for a set number of squad points as
well. This offers a degree of flexibility but also forces you to choose how
to spend your squad points wisely. You earn 5 squad points for each level
you bring a soldier up from levels 1 to level 4. After that you gain 2 squad
points per level. You also can earn squad points for completing operations
in game. Operations are in game challenges you are randomly assigned every
two weeks or if you manually reroll them. They award extra squad points and
experience for completing them as well as unlocking new character skins and
patches. Finally, you get one squad point for every 3000 experience you earn
in the game.
B. Building Your Class:
In Ghosts you get a limited pool of resources to build a class. Each class is
as follows.
A Primary weapon with 2 attachments
A secondary weapon with 1 one attachment
A Lethal Equipment
A Tactical Equipment
8 points for perks
A set of streaks
Your class is basically 2 weapons, 2 grenades, the attachments on the weapons
and your perks. There are 35 perks to choose from in Call of duty Ghost and
you get 8 points by default to choose from them. Rather than each perk being
the same as in past COD games perks are now weighted in value from 1 to 5
points. You can choose as many perks as you have points available. For
example, you could choose a 5 point perk and a 3 point perk and that would
eat up your 8 points. Alternatively you could chose 8 one point perks and let
that comprise your load out. The more expensive perks are more powerful but,
picking the right combination is the key to building a successful class.
You can also give up your primary weapon, secondary weapon, Lethal equipment,
or tactical Equipment and you will get an additional perk point in its place.
If you give up your primary weapon you are given the combat knife instead, if
you give up something else you simply don't have it. This means you could
have a 12 point perk load out if you were willing to sacrifice everything and
deploy with just the knife. This can be a fun and effective strategy, but
care should be taken in choosing your load out. The attachments on your guns
are free unless you want an extra one on both with the extra attachment slot.
You simply need to spend the required squad points to purchase the
attachments.
Each class also gets to choose a selection of streaks. You have 3 choices to
choose from and you can unlock more with squad points. These are additional
options you will unlock by achieving multiple kills. See the streaks section
of this guide for more information on this topic.
5. The Perks:
==================================================================
Call of Duty Ghost has 35 perks to choose from when designing your load out.
Each perk costs between 1 and 5 points from your available slots on your
class. You can sacrifice your primary weapon, secondary weapon or equipment
for additional perk points. There are several perks that can also increase
the usefulness of these items by providing a better quantity of them. Listed
below are the 35 perks in the game, their point costs, and a description of
what each one does. Perks are divided into 7 categories with 5 perks in each
category. You can use this section for reference when designing a class or
reading the guide below. Note, all perks require 3 times their costs in squad
points to unlock early. For example a 3 point perk would cost 3 X 3 = 9
squad points to unlock.
A. Speed:
Ready Up: 1 point
Ready up is a fairly standard perk in Ghosts and is unlocked at level 1. It
decreases the time it takes you to go from sprinting to ready to fire by
about 30%. It varies some by weapon class with the heavier weapons taking
longer. It's a good perks for aggressive play and useful on most mobile
classes.
Sleight of Hand: 2 points Unlocks level 8
Sleight of hand reduces the time it takes you to reload your weapon by 50%.
This is useful on weapons that reload slower or if you are playing an
aggressive class and don't want to use a pistol in your reserve.
Agility: 2 points Unlocks level 22
Agility increases your overall movement speed. It increases your speed by
about 10% in my experience, but I could be off on that number. It's a good
perk to speed up aggressive weapons or to bring slower handling weapons into
closer combat.
Marathon: 2 points Unlocks level 36
Marathon gives you unlimited sprint duration on your character. This means
you can sprint across the map continuously without pausing to catch your
character’s breath. It's a good perk for aggressive builds but be careful
not to sprint to close to opponents lest you get caught unable to defend
yourself.
Stalker: 3 points unlocks level 50
Stalker lets you move at full speed while aiming down your sights ADS.
Normally when you aim, your movement is cut by 20 to 50% when you ADS
depending on your weapon. This is a good perks to let you walk around corners
with your sights up and not get caught off guard.
B. Handling:
Strong Arm: 1 point Unlocks level 2
Strong Arm increases the range you can throw equipment by about 30%. It also
speeds up the time it takes to cook various grenades by 30% as well. It's a
useful perk if your load out is reliant on equipment.
On the GO: 1 point Unlocks level 10
On the go allows you to reload your weapon while sprinting. This perk is
pretty useless as it removes your ability to reload cancel using the sprint
button and doesn't really save you that much time in the long run. It could
help with a Sleight of hand class that is hyper aggressive but otherwise
should be avoided.
Reflex: 2 points Unlocks level 24
Reflex cuts the time it takes you to swap weapons by 50%. It also decreases
the time to throw equipment by 40% and speeds up picking up a weapon off the
ground. It's useful because weapons kill very fast in ghosts and can get you
to your pistol faster or allows you to swap to a second primary faster if you
scavenged one from the battle field or are using overkill.
Steady Aim: 2 points Unlocks Level 38
Steady aim reduces the hip fire spread of your weapon by about 30%. This is
useful if you want to use a weapon without having to aim such as a shotgun or
SMG. It is also useful if you want to improve the hip fire of a larger
weapon so it's more competitive in close quarter combat such as an LMG or
assault rifle.
Quick draw: 3 points Unlocks level 52
Quickdraw decreases the time it takes you to transition from hip fire to ADS
in a weapon. The decrease varies by weapon class but it normally provides a
20% to 40% aiming speed improvement. This makes larger weapons more
competitive at a closer range and improves overall reaction time.
C. Stealth
Take Down: 1 point Unlocks level 3
When you kill an enemy in ghost a skull appears on the minimap of their
teammates for a short time. This lets them know where they died and can
sometimes alert enemies to your location. Takedown simply removes these skull
icons from your kills all together.
Blind Eye: 2 points Unlocks level 12
Blind Eye makes you immune to most airborne score streaks, keeps you off the
oracle system and sentry guns. Basically these streaks will ignore you
exist. It's a useful perk if you want to shoot down enemy streaks without
having to worry about them returning fire.
Dead Silence: 2 points unlocks level 26
Dead silence decreases the noise you make from walking. Many players in
ghost rely on sound to detect approaching players. The amplify perk can still
hear you but, it removes enough of your audio signature to make you difficult
to detect by sound. It's useful mostly on classes relying on close range
stealth.
Incog: 3 points Unlocks level 40
Incog removes many things in this game that make you easier to find. It
removes the red name from above your head when targeted and silences your
players call outs about reloads and other observations. It also makes you
immune to the thermal scopes, tracker sight, recon perk and motion sensor
grenades. It's a valuable perk when absolute stealth is needed for a class
build
Off the Grid: 3 points unlocks level 54
Off the grid is basically ghost from previous call of duty games. It makes
you stay off the radar when the opponent has satcom up or from another radar
source such as ping or an assault shield with the radar attachment. Note,
you will still appear on the minimap when firing an unsuppressed weapon.
It's one of the most valuable stealth perks when you need to stay off the
radar at all costs.
D. Awareness:
Recon: 1 point unlocks level 4
Recon allow you to tag and see enemies through walls in a bright orange glow
for a few seconds when you damage them with explosives. It’s a useful perk
for finding campers combined with the armor piercing round or tracking a
fleeing target. The perk works with any explosive including lethal and
tactical grenades such as concussion and 9 bang grenades.
Scavenger: 2 points unlocks level 14
Scavenger allows you to replenish ammo for your weapons by picking up packs
dropped by enemies you kill. Every pack you pick up will provide one magazine
for your primary weapon and secondary weapon. Scavenger does not replenish
any form of explosives or equipment. However, it does provide extra ammo for
an under mount shotgun.
Sitrep: 2 points unlocks level 28
Sitrep highlights enemy equipment and ground based streaks through walls and
across the map. It's useful for avoiding getting killed from things like IEDs
and sentry guns. It also is useful if you want to hunt down and destroy
enemy kill streaks. Glowing equipment can also help in locating camping
players.
Amplify: 2 points unlocks level 42
Amplify increases the noise of footsteps made by your enemies. It will allow
you to hear them when they approach and with a good set of headphones it will
allow you to predict the direction they are coming from. It also lets you
hear players who are using the dead silence perk, but it is still very
difficult to pinpoint their location by sound.
Wire Tap: 3 points unlocks level 56
As many of you know SatComs work different from UAVs in pervious call of duty
games. How effective they are depends on how many your team has active at
one time. See the sitcom entry for more details on this. Wire Tap counts the
number of SatComs you have going as well as the number your enemy team has
going to determine what your radar shows. This is useful on a class that
relies on the radar to detect incoming opponents.
E. Resistance:
Resilience: 1 point unlocks level 5
Resilience removes all fall damage from your character. It's useful on a
class where you want to move around the map aggressively and take some
unusual shortcuts.
ICU: points 2 unlocks level 16
ICU decreases the time it takes you regenerate your health by 50%. This can
be helpful if you don't have a lot of down time between engagements or if
somebody is coming after you aggressively.
Focus: 2 points unlocks level 30
Focus reduces the amount you flinch when you take incoming damage. The flinch
reduction depends on the caliber of weapon you are getting hit with. It also
lower lowers the idle sway on your weapons. It's a good perk if you intend
to win gun fights rather than simply ambush people to get your kills. It's a
solid perk and is very useful on longer range weapons.
Tactical Resist: 2 points unlocks level 44
Tactical resist reduces the effects of concussion, 9 bang and similar
equipment when they are used against you. Many players don't run equipment
so its usefulness is marginal. However, it can be a big help if you are
running these equipment yourself to avoid hitting yourself with them.
Blast Shield: 2 points unlocks level 58
Blast shield reduces all the explosive damage you take by 45%. It will allow
you to survive most explosives in the game unless you are hit with a direct
impact or struck with a syntex type grenade. However, if an opponent is
using danger close you can still be killed by their explosives. It's a good
perk to use if you are dealing with explosive wielding players or having
trouble with IEDs
F. Equipment
Extra Tactical: 1 point unlocks level 6
The extra tactical perk just gives you two tactical equipment’s rather than
the default one. It's useful on any class you want more equipment on.
Extra Lethal: 2 points unlocks level 18
Like extra tactical, this perk simply gives you two lethal grenades instead
of the default one. It will not increase the starting ammo of under slung
weapons.
Fully Loaded: 2 points unlocks level 32
Fully loaded starts you with the maximum possible ammo for both your primary
and secondary weapons. It's a useful perk if you need more ammo than the
default but are not getting close enough to collect the packs dropped by
scavenger. This perk will not increase explosives, launcher ammo, or
equipment, but it does provide extra shells for the under slung shotgun
attachment.
Extra Attachment: 3 points unlocked level 46
The extra attachment perk simply lets you equip 3 attachments on your primary
weapon and 2 attachments on your secondary weapon instead of the default 2
and 1 respectively. For a weapon to take advantage of this perk it must have
attachments available and you still cannot attachment more than one
attachment from each category. It's useful on classes that want a more
specialize primary or a more competitive handgun
Danger Close: 4 points unlocks level 59
Danger close increases your explosive damage by 60% which, is often enough to
kill blast shied users. However, do to the high cost of this perk and the
limitations on explosives you can get it's really only useful on very
specialize classes.
G. Elite:
Gambler: 1 point unlocks level 7
Gambler simply spawns you with a perk picked at random. It will not give you
itself or the extra attachment perk. The usefulness of gambler is debatable.
It sometimes will give you something amazing and sometimes it gives you a
dud. It's useful if you have an extra perk point to fill and don't want
equipment or a secondary weapon.
Hardline: 2 points Unlocks level 20
Hardline is straight forward perk. It reduces the number of kills you need
for each streak by one. It also counts every two assists you get as a kill
towards your streaks. It's a very useful perk if you are running lower score
streaks or have trouble chaining together a large number of kills.
Ping: 2 points unlocks level 34
When you kill an enemy ping sends out a radar pulse from where they died and
highlights any opponents in the area on your minimap. It's a useful perk for
avoiding larger groups of enemies or getting caught during a reload if you
reload after most kills. Note that Off the Grid counters ping completely.
Overkill: 3 points unlocks level 48
Overkill simply lets you spawn with two primary weapons instead of a handgun
or launcher. Your second weapon will have to go through the chambering a
round animation when you switch to it for the first time, swaps slower than a
pistol and only gets one attachment, unless you are also using the extra
attachment perk. Overkill is a good perk if you want a close and long range
weapon on the same class. But, it forces you to micromanage your movements
better.
Dead Eye: 5 points Unlocks level 60
Deadeye gives you a random chance that every bullet you fire will deal an
extra 40% damage. The probability ranges from 8% to 50% and increases as you
get kills. It maxes out at 4 kills. This information was obtained from
watching a video about the perk by Driftor a YouTube commentator. The perk
is very expensive and most useful on weapons with a high fire rate and lower
range damage.
6. Attachments:
===================================================================
Attachments make up another component of your load out in call of duty Ghost.
They modify weapons in the way they behave and the ranges at which they are
useful. All attachments for weapons are unlocked with squad points. You
should choose carefully which ones you buy and use on a class to build an
effective load out. By default your primary weapon gets two attachment and
your secondary weapon gets one attachment. You can increase each of these
numbers by one using the extra attachment perk. Some weapons have built in
attachment increasing the number they have by one additional. For example
since the Honey Badger assault rifle has a built in silencer, you cannot use
other Barrel attachments on it. But this means you could effectively have 4
attachments on the weapon with extra attachment perk.
Attachments are divided into 4 sub categories. You can only have one
attachment from each category on a weapon at any given time. Also, not all
attachments are available for all weapons. Listed below I cover the
attachments and their uses. This section is best used for references on the
strategy section or if you need a guide dealing which attachments to unlock.
A. Sights:
By default most weapons in the game use an iron sight or an built in scope.
Sights do not change the damage or range on a weapon, though they can modify
its visual recoil by affecting your zoom level. Sights mostly provide a
better sight picture on weapons.
Iron Sight:
While most weapons have iron sights by default the marksman rifles have a
built in scope. Using the iron sight attachment swaps out the scope for the
weapons iron sights and makes it easier to use in close quarters. However it
also decreases the effectiveness of the weapon at longer ranges.
Red Dot Sight:
This sight is available for most of the guns with the exception of the sniper
rifles and most of the pistols. It replaces the weapons default sights with
a recital with a red dot at the center of aim. This is useful because it
allows you to see both above and below the target when tracking them at a
close range. It can also be effective on longer range shots if you fire in
short controlled bursts.
Acog Scope:
The Acog Scope is available for the for everything except shotguns,
launchers, and 3 of the pistols. It replaces the default sights with a 2X
zoom scope. This is useful if you want to aim at targets further away and
allows more peripheral vision on the sniper and marksman rifles. However,
the enhanced zoom does increase visual recoil slightly and makes the weapon
less effective at close range.
Holographic Sight:
This optic is not available on the sniper rifles and most of the pistols. It
functions similarly to the red dot sight but offers a 1.5X zoom by default.
It also is slightly more obtrusive and has a range indicator to let you know
how much of your weapons damage you will do at any range. It's a good sight
for middle range combat on most weapons.
VMR Sight:
This optic is available on the SMGs, ARs, and LMGs. The VMR site offers two
zoom levels that can be switched between by pressing the melee button while
zoomed it. It's default level is a little less than the red dot and the
zoomed in view is a 4x scope. It offers the most weapons more flexibility in
their range choices, but it requires some micromanagement and increases
visual recoil while zoomed in.
They hybrid Thermal Scope:
This optic is available for ARs, SMGs, LMGs, and Marksman rifles. Like the
VMR sight it offers 2 zoom levels. The default one is about the same as the
holographic sight and works on most targets. The second one is a 3X zoom
scope that highlights enemies without Incog in bright white making them
easier to target at long range. The zoomed in view increases visual recoil
and obscures your peripheral vision like most scopes do.
The tracker sight:
The tracker sight is available on the ARs, SMGs, LMGs and most of the
marksman rifles. It offers two optics in one. The first is a fold down iron
sight with no zoom to it. The second is akin to the target finder from black
ops 2. It obscures a high portion of your peripheral vision with a 2X zoom
view. This view highlights enemies in bright red and can seem them through
smoke. It's an advanced optic that can prove difficult to manage at times.
The Thermal Scope:
This reticle functions the same as the hybrid thermal sight but is only
available for the sniper rifles. It replaces their default scope with a
thermal sight identical to its counterpart. However it does not have the fold
down holographic sight the hybrid thermal does.
The Variable Zoom Scope:
Again this scope is a sniper only optic. It replaces the default scope with a
sight that can zoom in at 3 different distances providing further or closer
zoom as needed by the sniper. It's a useful tool in the right hands, but not
suited to beginning snipers.
B. Barrel
Barrel attachments affect the range and change the behavior of your weapon.
They are suited for special purpose classes and modify your ranges in most
cases.
The Silencer:
The silencer reduces a weapon's effective range damage by 25%. This means
that if the weapons damage drop would normally start at 10 meters and end at
20 it would instead start at 7.5 and end at 15. However, the silencer also
removes the muzzle flash of your weapon helping tack targets with iron
sights. More importantly, it also keeps you off the radar when you fire.
This is essential for most stealth builds. Note it doesn't decrease range on
sniper rifles. Instead it gives you fewer areas that you can get one hit
kills with. The K7, Honey badger and VKS all have a silencer by default and
won't cost you an attachment slot to get it.
The Chrome Barrel:
The chrome barrel attachment increases the one hit kill areas that a sniper
rifle has. It's is unique to the sniper rifle weapon class. However, it
also increases the idle sway on the weapon making it more difficult to shoot
accurately at range. This attachments is best used with the focus perk to
combat that.
The Muzzle Brake:
While the silencer decreases weapon range, the muzzle break does the opposite
and increases weapon range by 20%. This gives you a longer range before your
damage drops starts and ends. It's particularly important on the shotguns
and SMGs as Ghosts maps are large and the extra reach comes in handy.
The Flash Suppressor:
The flash suppressor in ghost removes muzzle flash from the end of your gun
like the silencer does. However, it doesn't change your weapon's range or
keep you off the minimap while firing. It's really only useful if you prefer
an weapons iron sights to optics and want to run it unsuppressed.
C. Under Barrel
Under barrel attachments can either modify your gun's recoil or add an
additional weapon to your load out. Note, that under slung weapons also take
the place of your lethal equipment. This lets you fire them without
switching to them like in previous COD games, but it also limits what load
outs you can create.
The Foregrip:
The foregrip is available for the SMGs, shotguns, LMGs and Assault rifles. It
is also built into the MR28. The Foregrip lowers your ADS recoil by about
20% or a little more. It's useful to extend the range at which you can
accurately land shots with a weapon.
The Shotgun:
The underslung shotgun is available for the AR's and LMGS. It replaces your
lethal equipment with a 4 round semiautomatic 6 pellet shotgun. You spawn
with 8 shells and can only reload the weapon by expending the full 4 shell
magazine. It's useful for close range defense on longer range load outs and
can be as effective as a pistol if you want something else in your secondary
slot. The ammo for the shotgun can be increased with fully loaded or
recovered with scavenger or the ammo crate score streak.
The Grenade Launcher:
The underslung grenade launcher is available for the ARs and LMGs. It
replaces your lethal equipment and comes with 2 grenades. These grenades are
a single fire weapon with a parabolic arc. They are useful for dropping a
quick explosive or firing through windows and around corners. They detonate
on impact and have a minimum arming distances. They will kill an opponent
with a direct impact at any range. However, unlike the shotgun you cannot
replenish your starting ammo unless you find another weapon on the ground
with a built in grenade launcher.
Tactical Knife:
The tactical knife attachment is available only for the pistols. This puts a
combat knife in your off hand and allows you to recover from stabbing 50%
faster than a traditional knifing. Normally in ghost knifing an opponent
will cause you to step into them and freeze you on them for about a second.
With the tac knife you recover from stabbing quickly enough to engage another
nearby enemy. It's useful if you want a knifing class or don't have anything
else to strap to a pistol.
Akimbo:
Akimbo gives you two pistols instead of one. Each one is controlled by the
corresponding trigger button on your controller. The attachment gives you a
wider hip fire box and removes your ability to ADS. Akimbo pistols lets you
fire both weapons at the same time increasing your output at the cost of
accuracy. It can be a very effective use in close range, but it removes the
long range capacities of most pistols. Akimbo is not available on the PDW.
D. Mod
Mods change the way your gun fires or alters your ammunition supply. They
are useful in altering a weapon for a different purpose or range.
Extended Clip:
Extended clip provides you 50% more ammunition in each of your magazines.
It's available for most weapons. You also get an increased starting ammo
supply because your starting ammo is determined by a set number of clips.
It’s useful if you want a little extra ammo or want to go longer between
reloads.
Armor Piercing:
Armor piercing ammo changes your gun performance against a number of things
and is available on most weapons other than the launchers and shotguns. It
increases your weapons damage through walls. It also doubles the damage you
do to most score streaks and completely ignores the ballistic vest score
streak.
Rapid Fire:
Rapid fire is available for the LMGs and SMGs in the game. It increases the
fire rate of the weapon between 15% and 30% depending on the weapon. It also
increases your weapons recoil It makes the weapons more powerful in close
range combat by increasing your output. However, the increased recoil also
makes longer ranged aiming much more difficult. Use it on classes that force
close combat.
Single Shot:
This attachment is available for the assault rifles. It decreases their fire
rate and turns them into semi auto weapons rather than full auto. It also
increases their effective range and damage considerably generally lowering
the shots to kill at all ranges by one. However, this is done by adding a
modifier to the chest area of the enemy meaning shots to the limbs and head
are not affected by this attachment. If you use this aim for center of mass.
This basically turns most assault rifles into marksman rifles.
Burst Fire:
This attachment is available for the ARs and Marksman rifles. On the assault
rifles it changes them to a 3 round burst weapon. This reduces their fire
rate and increase recoil. However the weapon picks up the same damage
multiplier as the single shot mod when hitting the opponent in the chest.
This increases the range and damage on the weapons. On the marksman rifles
it doesn't affect the range and damage. However, it modifies them into 3
round burst weapons making them more effective at closer ranges. This comes
with the cost of long range accuracy however. It's a useful attachment if
you are accurate and plan to use either weapons as middle range.
Slugs:
Slugs are only available for the shotguns. It replaces your 8 pellet spread
with a single hard hitting projectile. Unlike the default pellets the slugs
have infinite range. But they only kill in one hit very close up. At longer
ranges it can require between 2 and 4 slugs to get a kill. It's a difficult
attachment to use on a shotgun, but allows the weapon to have a longer range
punch at the cost of close range effectiveness.
Scrambler:
The scrambler is an attachment for the riot shield. While you have it
equipped any enemy within 20 meters of you loses their radar completely. This
effectively gives you and anybody on your team off the grid as a free perk as
long as you have the shield equipped and they are close to you. It's useful
in supply support for a team or moving a group who you want to keep hidden.
It works best as part of multiperson team of players working together in
close proximity
Portable Radar:
The portable radar basically sends out a ping at about the rate of 2 satcoms
when you have the shield equipped. The radar only has a range of 20 meters
and only works for you. It can be a useful tool for finding campers or
catching a rusher as they are coming up on you. If you are part of a team
with good communication you can provide information to nearby team mates
about troublesome foes and allow them to deal with it. It's probably the best
attachment for the shield if you don't plan on bashing with it.
Titanium Frame:
The titanium frame is the final attachment available for the assault shield.
It increases the rate at which you can melee opponents with the shield by
about 30%. If you plan to bash with the shield and use it as a melee weapon
this can make it a more manage process and leaves you less exposed between
bashes.
7. Equipment:
====================================================================
Equipment in call of duty Ghost functions very similar to how it has in
previous games. You are given one lethal and one tactical grenade by default
but you can exchange them for an extra perk point each if you like. Equipment
in this game is very limited in quantity. You cannot replenish any equipment
with the exception of the underslung shotgun attachment. This limited supply
often leads most players to take the extra perks rather than equipment.
However, equipment is very effective in this game and can often mean the
difference between winning and losing an engagement. You can increase your
starting supply of either to 2 with the extra lethal and extra tactical perks
at a high cost.
Mostly equipment is only useful if you plan to use it. If you find yourself
dying with your reserve of the equipment full. It might mean you want to
consider an extra perk instead. Listed below are the available options for
the game. There are 6 lethal and 6 tactical available.
A. Lethal:
Lethal grenades focus on trying to kill an opponent through damage.
Frag Grenades:
These grenades behave just how you have come to expect them in most COD
games. The have a moderate blast radius and a fuse that they explode a few
seconds after you pull them out. You can cook a frag grenade for a second or
two before throwing it to allow your enemies less time to evade them. They
bounce around when thrown and enemies get a warning that they are nearby.
They are useful for flushing out opponents by forcing them to choose between
dying or fighting you on your terms. They can also be cooked and thrown at
objectives to clear out enemies trying to capture one. Frag grenades can
kill you if you hold them too long and can be thrown back.
Syntex Grenades:
Syntex grenades are thrown in the same fashion as frag grenades. However, you
cannot cook them and them will never kill you in your hands. They will adhere
to whatever point they contact first and explode a few seconds later. They
are more useful if you want an targeted explosive over a bouncing one. You
can stick them to players and a stuck syntex grenade will kill a blast shield
user. They also cannot be thrown back.
Throwing Knife:
The throwing knife is a close to mid-range projectile you throw with an
aiming reticle following a parabolic trajectory. The knife has limited range
but will kill any player or a guard dog with a single hit. You can walk over
and retrieve your knife from where it impacts and reuse it unlike most other
equipment.
C4:
C4 returns in Ghosts as it has been in other COD games. You can throw it
against any surface and it will stick. You can then remote detonate it at any
time by pushing the throw button again or double tapping the reload button.
This will detonate it instantly and it can be used as an adhoc quick
detonating grenade. However, the throwing and lethal radius of the explosive
are a little more limited than in previous COD games. This is probably done
to keep it from being overpowered with the strong arm and danger close perks.
Canister Bomb:
The Canister Bomb is a time detonated explosive. It functions a lot like the
frag grenade but has a much shorter throwing distance. It can be cooked and
throws a little further than c4. The canister bomb has a much larger blast
radius than the grenades do and is most effective against a camper or group
holding an objective.
IED:
The IED is a proxy mine plain and simple. It adheres to any surface and
explodes when an opponent gets close to it. It's a very effective way to
cover your back while camping or makes a good booby trap in a high traffic
area.
B. Tactical Equipment:
Tactical equipment generally serve to disable or protect you from an enemy
rather than kill them outright.
9 Bang Grenade:
The 9 bang replaces the standard flash grenades seen in other COD games. It
has a cook timer similar to a frag grenade and a shorter throwing radius than
other tactical grenades. Upon being hit by one it will temporally blind an
opponent for a few seconds making them easier to kill. If you cook one all
the way it will shoot out an EMP effect which temporarily disables enemy
equipment, streaks, radar and electronic sights for a few seconds. It’s a
versatile option, but takes longer to prime than some of the other options.
Concussion grenades:
Concussion grenades function like they always have. You throw them like a
frag and they detonate on impact. Anyone caught in the blast is stunned in
place for a few seconds and very vulnerable. They are useful if you want to
close distance against an opponent or run from them in unfavorable
encounters.
Smoke Grenades
Smoke grenades are very similar to what they have been in the past few COD
games. You throw one and a few seconds later there is a huge cloud of smoke
that offers visual cover for about 15 to 20 seconds. This cover is good
protection against gunfire if you need to get out of an area or hold down an
objective. The smoke can be permeated by the thermal scope or tracker sight
which allow you to see opponents through. It can also be a good combo for an
explosive weapon that doesn't rely on accuracy.
Trophy System:
The trophy system returns in ghost and behaves like it has the past few COD
games. You simply deploy it and it will stop any grenade, equipment, or
explosive projectile that crosses the area it's in. It can be an effective
protection if you are camping or holding down an area temporarily. However,
not a lot of players use grenades in this game so the effectiveness of this
device is usually marginal at best.
Motion Sensors:
The motion sensor is a deployable device that activates when a player gets
close to it like an IED. However, rather than damaging the player it marks
them for a few seconds making them highlighted in bright orange through wall.
It works the same way as the recon perk or oracle system. It's a useful too
to get an advance warning on an approaching opponent.
Thermo baric:
The thermo baric grenades are a thrown air bursting grenade. The function
nearly identical to frag grenade in that they need to be cooked and bounce
around corners. They deal a slight amount of damage over a wide area. If an
explosive is fired into this area it magnifies the damage slightly. They are
also very effective against ground score streaks. However, because of the
time it takes to use them, they can be more trouble than they are worth and
are really only useful on specialty or team class load outs.
8. Streaks
======================================================================
Each load out you have in ghost also comes with a streaks slot. Streak are
very similar to what they have been in previous COD games. They are an
ordinance you can add to your load out and you earn them in game by gaining a
set number of kills. You also get credit towards streaks by destroying other
deployed score streaks and capturing some objectives. For example, you get
one point towards your streak if you are the first player on a flag capture
in domination mode. Streaks are broken down into one of 3 categories and have
to be purchased with squad points. Some are unlocked by default.
A. Assault
Assault streaks are the most common streaks used in COD Ghosts. They reward
players with things that mostly outright kill other players. Each streak has
a required number of kills to obtain it and the kills must all be obtained in
the same life. Dying will reset your assault streak. The ones you choose
should supplement your class and be obtainable in a single life with the load
out you have selected. You can have up to 3 streaks at a time and you don't
have to use them upon achieving them. You can save them until they are
beneficial.
SatComs: 3 kills
Satcoms are the new radar system in Ghosts. They are a ground deployed score
streak that will put the opposing team on the radar. They last 1 minute or
until destroyed by the other team. The amount they show depends on how many
your team has active. One will on show the line of sight of your team
members. Two of them will offer a radar sweep revealing the enemy position
every few seconds. Three will cause the sweep to go faster and four will show
their position and movement direction with an arrow constantly. Off the Grid
will keep you from showing up on the Satcoms and is a valuable perk if
stealth is your plan.
IMS: 5 kills
The IMS sits on the ground in an area and last for 1 minute or until
destroyed. It will throw bombs at any enemy that comes within 15 meters of it
and will kill them immediately unless they find cover. Basically it's a big
proxy mine useful for locking down areas. They are good if you need to
control an area of the map or want to camp out and need something to watch
your back.
Guard Dog: 5 kills
The guard dog is a new kill streak to the series and this streak calls in an
attack dog to watch your back. The dog will move with you and attack enemies
who move into your location. It has 300 health that doesn't regenerate and
kills in a single bite. If you die, the dog will track and attempt to kill
the person who killed you and then seek you out when you respawn. It also
barks when opponents are nearby.
Sentry Gun: 7 kills
The Sentry gun returns and serves the same purpose it normally has. The gun
is an automatic smart turret that fires bullets that any enemy who walks in
front of it. It takes the turret 4 bullets to kill and it kills quickly. The
turret last for one minute or until an opponent destroys it. It can be useful
for area control or watching your back. However, the turret is vulnerable
from behind and has no defense if somebody get behind it.
Trinity Rocket: 7 kills
The trinity bomb will open a suitcase and allow you to drop a bomb from above
the map to attempt to kill enemy players. They opponents are mapped and
highlighted below. You can also shoot off additional explosives on the way
down at players outside of your main drop site. The trinity bomb is a good
streak to earn a few extra kills or knock a solid group of opponents off an
objective.
Battle Hind: 7 kills
The battle hind is an attack helicopter that is called in to kill opponents
on its own. It flies above the map and automatically targets enemies with a
built in machine gun and bombs. It has a good pool of health and with no lock
on launchers available it can take some effort to kill one. They are good for
racking up a few kills and harassing an enemy team in general.
Vulture: 9 kills
The vulture is a hovering turret that follows you around and protects you in
the same way the guard dog does by engaging close enemies with a machine gun.
It has limited health, but it's flying makes it a difficult target to take
down. It's useful to many types of classes and is a solid defensive kill
streak.
Gryphon: 10 kills
The gryphon is a remote controlled score streak that you fly around the map
and drop bombs on targets below. It has a limited duration, but it's very
effective and normally kills with one bomb. It can be a useful toy if you
want to dislodge an enemy from a location without risking a direct
engagement.
Maniac: 10 kills
The juggernaut maniac deploys a suit of armor that via a care package that
you can equip. Once you have the armor on you start with 1200 health but you
cannot regenerate it and you cannot removes the suit. You will move faster
than any other player, but you are limited to only using the combat knife.
It can be a lot of fun and rack up several kills. However, sooner or later
your health is going to run out making this streak an informed decision to
eventually ending your life.
Juggernaut: 11 kills
The Juggernaut is identical to the maniac kill streak with a few exceptions.
Instead of the combat knife you get a minigun to fight with. However you
move at half speed making you a powerful but slow moving target. Like the
maniac once you put the armor on you are committed to finishing the streak
until your health runs out. Still it's a powerful option and can be a lot of
fun.
Helo Pilot: 12 kills
The Helo pilot puts you in remote control of a helicopter that circles the
map and has a machine gun you can use to kill opponents. This streak is very
powerful and usually nets a lot of kills. However, you are vulnerable on the
ground while controlling it normally resulting in your death at the end of
its duration. Still, it can swing the flow of a game very easily and is solid
assault streak.
Loki: 15 kills
The Loki strike puts you in control of satellite in space to offer a wide
variety of options to the battle field. You can shoot large explosive rods
onto the battle field wreaking havoc on the other team. You can also deploy
and direct an A.I. controlled juggernaut to help supplement your team. It's a
very powerful assault streak, but it also leaves you vulnerable on the ground
while controlling it.
B. Support
Support streaks return in Ghosts and function the same way they did in modern
warfare 3. Like assault streaks you have to earn a requisite number of kills
for the rewards. However, your kill count doesn't reset when you die. This </pre><pre id="faqspan-2">
means you can be a little less careful and don't have to worry about losing
your streaks because of an untimely accident. Support streaks seek to help
supplement your team rather than kill the opponents outright. Support
streaks are a better choice for newer players because they don't reset after
dying.
SatComs: 4 kills
These are identical to the assault streak with the same name and stack with
them. However, they require one more kill to obtain since you don't lose
your streak on dying.
Ammon Crate: 6 kills
The ammo crate is a box that you can throw out to supply yourself and your
team mates with weapons. Every 10 seconds you can walk across the box and you
will receive a clip for your primary and secondary weapon. The box does not
resupply equipment or any explosive ordinance. You can also hold the reload
button above the box for a few seconds and you will receive a random weapon
with random attachments. The box will also extend these benefits to your team
mates as well. The box lasts for one minute or until an opponent destroys
it.
Ballistic Vests: 8 kills
Ballistic vest are thrown on the ground and you can equip one by standing
over it and holding the reload button for a few seconds. The vest will give
you an extra 150 armor that works like extra health. This armor will take
damage before your health takes damage. However, it does not regenerate like
your base health. You can take one vest per life as can any other member of
your team. The vests last for 1 minute or until destroyed. Also note that
the vest does not absorb damage from a weapon with armor piercing rounds or
head shots.
MAAWS: 9 kills
The MAAWS is a shoulder fire rocket launcher with a laser beam to guide its
munitions. You can lock onto targets by holding the beam on them for a few
seconds then firing the missile. It's useful for taking on air support since
there are no lock on launchers by default. The streak comes with two rockets
and can also be free fired against ground targets.
Night Owl: 10 kills
The night owl is a flying system that follows you around providing 2
benefits. First, it serves as a mobile trophy system against thrown
explosives. Secondly it has a built in portable radar which, gives you a
constant radar effect against opponents within 20 meters of the streak. It's
a good tool for hunting campers and avoiding being rushed.
Squad Mate: 11 kills
The squad mate deploys an AI controlled bot equipped with a riot shield and a
p226 pistol. He will follow you around the map and kill opponents. Basically
this adds another player to your team. The squad mate will take weapons from
a weapon crate score streak in place of his pistol and equip a ballistic vest
if one is deployed. You can have multiple squad mates deployed at the same
time adding additional help to your team. Your squad mate can also complete
objectives. For example if he is following you near a domination flag he
counts as a team mate in terms of the time it takes to capture the flag.
Ground Jammer: 12 kills
The ground jammer deploys a device that kills off most enemy kills streaks on
the ground including Satcoms, Sentry guns and IMS. It will also disable your
opponents radar temporarily and shut off the reticle on any electronic gun
sight they are using. It lasts for 30 second or until destroyed. It can be
useful in countering a large number of ground score streaks or providing
concealment to your whole team for a short duration.
Air Superiority: 12 kills
This streak calls in a group of support jets to shoot down any flying kills
streaks the opposing team has in the air. It will destroy anything that is
already there and keep them from deploying any more for it's one minute
duration. This streak can be a real life saver when your opposing team has
several vehicles harassing you at the same time.
Helo Scout: 13 kills
The helo scout puts you in a helicopter with a sniper rifle. You can control
the chopper somewhat and circle the map killing players until the streak runs
out. While on board you are given a ballistic vest, but players can still
kill you by shooting you. It's not the best score streak, but offers a lethal
air option for the support class.
Oracle: 14 kills
The oracle system lasts one minute and will highlight the opposing team in
bright orange and make them visible through walls. This effect is identical
to the one provided by the recon perk. The highlighting cycles on and off
every few seconds for the streaks duration. The Blind eye streak will make
an opponent immune to this effect. It's a good streak to find campers with
and helps your team have the upper hand in a gun fight quite often.
Juggernaut Recon:
This streak is identical to the assault juggernaut. However instead of a
minigun you get a riot shield with a built in radar attachment. You also get
a p226 pistol to fight with as well. It can be a solid choice to provide a
mobile cover for the rest of your team. However, despite your immense health
your slow movement speed leaves you vulnerable to being flanked.
Odin: 16 kills
The Odin strike is the same as the Loki other than it's a support streak
rather than an assault read it's description above.
C. Specialist
The specialist package is also based on gaining kills in order to get
rewards. Like the assault streaks your number of kills gets reset every time
you die. Instead of getting streak rewards like the other packages you get
extra perks instead. You can choose any perks you have unlocked that are not
in your initial load out. You cannot choose extra lethal, tactical, fully
loaded, extra attachment, overkill because the game won't give you any
benefits from these perks.
You first choose 3 perks to serve as your base perks. The number of kills you
need for each perk gain is cumulative. To gain the benefit of each
additional perk you must get a number of kills equal to the point cost of the
perk plus one. After you obtain your third perk you need two additional kills
to get your specialist bonus. This bonus adds an additional 8 points worth of
perks to your load out. However, upon death you lose all the perks that you
have earned and have to start again. Specialist is a useful choice if you
want a perk heavy load out or want to try some more advanced perks. Having a
good number of perks can make you much more lethal than any streak, but this
streak package lends itself to some very specific load outs. It also requires
an advanced player to use it effectively.
9. Secondary Weapons
================================================================
You will notice this guide does not have a section on primary weapons. Most
players choose a primary weapon and build their class around it. The primary
weapons are well documented elsewhere online and if you need the information
about one I would suggest you look it up. Symthic.com already has all the
information listed on the primary weapon and their statistic in a well-
organized easy to read format. I don't see the point in copying their whole
site into this guide. At least not at this time. If you want their
information it can be found at this link.
http://symthic.com/cod-ghosts-weapon-info
Secondary weapons on the other hand are not as well documented and have a
very different purpose in class building. So, I am going to cover them here
in greater detail. One of the benefits of building a class at ghost is you
have two weapon slots. This allows you to have a backup weapon that can help
fill in the gaps left by your primary or serve a special purpose. Many
players leave this slot free in order to get an extra perk point. However
having a second weapon will often offer a class a better benefit than an
extra perk or piece of equipment. However, if you are taking a secondary
weapon, like equipment you should make use of it so that it's not just a
filler part of your load out.
Secondary weapons are available in 2 types, launchers and handguns. Note I
use handguns and pistols interchangeably as terms in this guide. You can
also use the overkill perk to gain a second primary for your secondary slot.
You can also pick one up in game if you are using the ammo crate or you can
take one off a fallen opponents corpse. However, finding a random weapon in
the field doesn't always help you. For example if you are using an assault
rifle, finding another assault rifle or marksman rifle probably won't benefit
you a whole lot until your primary weapon starts to run out of bullets.
Secondary weapons can define classes and help you extend your lifespan.
A. Launchers
Call of Duty Ghosts has 3 different launchers available. They are handle
very slowly, come with limited ammo and are really special purpose weapons.
You cannot replenish launcher ammo because they use explosives, unless of
course you find the same launcher lying on the ground with ammo remaining in
it. Launchers are excellent as a means of propelling explosives further and
more accurately than throwing lethal equipment. They also come with a greater
starting supply and can be a whole lot of fun.
Launchers are best used on specialized classes with specific purposes. They
offer an additional ordinance that can be very useful in taking objectives in
objective games or cleaning out a camper. Launchers leave you very
vulnerable at close range, so they are best used on a class with a more
general purpose primary weapon that can function at most ranges. They can
also be an option to extend your reach when using a close range weapon like a
shotgun.
The launchers:
Kastet:
The Kastet is basically the underslung grenade launcher except it isn't
attached to a primary weapon. It comes with two grenades by default and
requires a reload between the two shots. The grenades fire in a parabolic arc
and detonate on impact. It's a nice option if your primary weapon cannot
equip an underslung launcher or if you want 4 grenades between your
underslung launcher at this one.
The Panzerfaust:
The Panzerfuast is an unguided free firing rocket launcher. It handles slowly
and comes with two rockets by default. It's a great option if you want to
pound a group of enemies. It fires straight where you point it and explodes
on impact. It can also be used to shoot down air support, but this can be
difficult as the rockets are unguided. One rocket will destroy any air
support in the game.
The MK32:
The Mk32 is a unique weapon. It fires syntex grenades. The launcher comes
with 6 grenades and fires them in 2 round bursts with minor recoil. It fires
the same parabolic trajectory as the Kastet. The grenades stick on impact
and explode a few seconds later. This launcher can be tricky to use since the
grenades have a delayed detonation and opponents can clear the area before
they go off. However, it's useful if you want to blanket a wide area with
explosives for force a camper from their hiding place into an open objective.
It's a lot of fun to screw around with as well.
B. Handguns:
Pistols are probably the most important weapons in call of duty Ghosts.
Adding a handgun to your load out comes with a slew of benefits at a very
meager cost. However, pistols can be difficult to use and many players have a
hard time competing with one against a primary weapon. However, with a
little practice they are a very competitive weapon in close combat. Pistols
being semiautomatic fire slower than most primary weapons. They also deal
much lower damage at longer ranges taking sometimes 5 or 6 shots to get a
kill. They key to using a pistol effectively is to force close engagements
with it. There are 5 pistols available in ghosts and they all have their own
strengths and weaknesses. How you should use a pistol depends on your primary
weapon and your comfort level with the handgun.
Pistols as Backup Weapons:
The first way to use a pistol is simply as a backup weapon. Pistols have very
fast switch times and the fastest handling of any weapon in the game. If your
primary weapon functions well in close combat then a pistol usually falls
into a backup role. When your primary runs dry, it's quicker to draw a
handgun than it is to reload it. This can save your skin while reloading your
primary will often get you killed. If your opponent is wounded a few rounds
from the pistol can usually finish the job. The pistol can also help a lot
if a get a kill with your primary but lack the time needed to reload it
because of another approaching enemy. This will give you something to fight
with besides your knife until you can find time to reload your primary
weapon.
Also, unless you are running scavenger as a perk sooner or later your primary
weapon is going to run completely out of bullets. While you can often find
an enemy weapon, sometimes they are low on ammo or not a good fit for the
class you built. Having a pistol gives you a few magazines to shop around for
another weapon and won't leave you completely defenseless. Having a pistol
also allows you to swap weapons to perform a reload cancel. You cannot do
this without a secondary weapon. Also, even if you scavenge a backup weapon,
unless you are running the reflex perk, you will probably be dead by the time
you switch to it in a close quarters gunfight.
Pistols as an Alternate Weapon:
The other way to use a pistol is as a weapon in its own right. Many primary
weapons including Marksman rifles, Sniper rifles, and LMGs don't function
well in close combat at all. Having a pistol will offer you a better weapon
for close range. In this case when you are moving through a map area where
gunfights are going to be close you should switch to the pistol and fight
with it in place of your primary weapon. Also, if you are in a defensive
position, swapping to a pistol can often offer you a better chance of
repelling a close range rusher than your primary weapon.
The key to fighting with a pistol is understanding their range. They are the
dominate weapon usually out to about 8 meters if your opponent isn't using a
shotgun. They are competitive out to about 15 meters. After that most of the
handguns drop to a 4 to 6 shot kill and lose their effective edge. A pistol
can offer you a longer range option on a shotgun, but it's not a good against
most primaries at range. Learning to fight with a handgun can be a difficult
undertaking, but well worth the time investment. I would advise you to find
one you like and then fight 6 to 10 rounds of free for all using only the
pistol. It will be a rough couple of rounds, but by the end of it you should
have the pistols handling down and know where and where not to use it.
One final use of pistols as an alternate weapon is ammo conservation. I might
have an assault rifle with stalker, Quickdraw and an under mount shotgun.
But, I often carry a pistol as a backup weapon even on those load outs. Even
with the gun groomed to close range like that I still find myself switching
to the handgun in some areas because I am more comfortable with it. If I can
score a few close range kills with my handgun that is ammo I don't have to
deplete from my primary weapon allowing me more time before I have to
scavenge a new gun. Also, if your pistol starts to run low or you find an
SMG or Shotgun there is no shame in swapping it out for the other weapon.
Just remember you have a longer switch time.
M9A1:
The M9A1 is really the default pistol in this game. It has a 12 round
magazine and kills in 2 to 4 shots depending on its range. The pistol has
low recoil with an average rate of fire. It's a good weapon if you don't
want to invest a lot of squad points into a secondary. It's 4 shot minimum
damage also makes it the best pistol to run silenced. If you are not running
a stealth class then the muzzle break or extended mags are probably the best
attachment.
M45 Grache:
The Grache is the fast firing high accuracy pistol. It has a 2 to 5 shot kill
with almost no recoil and a 10 round clip. The Grache is an excellent pistol
if you just want something to pull out and spam at close range. It fires fast
and is dead accurate at any range. I would recommend the extended mags
attachment unless you are doing something like akimbo or the tactical knife.
P226:
The P226 is another semi auto handgun. It has a 14 round magazine and has a 2
to 6 shot kill with moderate recoil. The pistol has a decent rate of fire
and the longest two shot kill range of anything but the magnum. It's large
magazine and quick kill make this a very popular close range backup.
However, outside of 10 meters the recoil on this pistol makes it difficult to
use. The muzzle break is the best attachment extending the 2 shot kill range
as far as possible.
The Magnum:
The magnum is a unique pistol. It has a slower ADS than the rest of the
pistols and shoots very slowly. It also has a slow reload and a very limited
6 round magazine. However, with all these downsides it makes up for them in
power. The magnum kills in a single shot to the head or upper chest out to
about 7 meters. It also has the longest 2 shot kill range and is a 3 shot
kill at any range. However, its handling makes it very difficult to use. If
you are an accuracy player this weapon is devastating and can work as a long
range option on a shotgun class. But for most players the other pistols are
better choices. The muzzle break is the best attachment.
The PDW:
The PDW is a 3 round burst pistol with a 12 round magazine. It requires 3 to
6 shots to kill with a short range. The weapon also has a slow rate of fire
from the burst delay and moderate recoil making it difficult to wield at
range. Basically this is a machine pistol if you want it. It definitely
gets the job done, but it is difficult to wield. Give it a try and see if it
floats your boat, most players don't care for this weapon. The best
attachments are extended clip or one of the optics available. You cannot use
the PDW Akimbo.
10. Designing a Class in Ghost
======================================================================
Now that I have covered all of the items you need to build a class, it's time
to get into how to go about doing it correctly. I know many of the people
using this guide are only going to use it for the references above. However,
if you are looking to develop classes or improve your technique at class
design you should start here. There are many ways to approach building a
class and some work better than others. While there is a lot of information
here, you don't need to dig out a notebook and write an outline to build a
class. However, taking a few minutes to think about a class will pay you
dividends in the actual game.
The best place to start is to figure out what type of class you want to
build. There are many different types and each one has its own strengths and
weaknesses. Ask yourself a few questions. Why are you building this class?
What game modes will you be using it in? What are the core building blocks
you need? What are some of the load outs weaknesses? How do you plan to
cope when you arrive in an unfavorable situation? These questions all should
be answered before get into a match. There is no best class and no class can
be good at everything. But, understanding how your load out works together
will help you play it correctly to maximize the benefits you get from it.
The best approach is to figure out what the class is going to do. After that
you should pick out your core components. These are the things the class has
to have in order to work. They include your primary weapon and the necessity
perks for a build. After that you should use your remaining resources to
either make the class better at what it does or cover some of the weaknesses
that it has. For example, for a long range sniper class, the core components
would be a sniper rifle with a long range optic, and the focus perk. You
could add Quickdraw to make sniper rifle get onto target faster and make it
more efficient at sniping. Alternatively you could add a pistol to help cover
close ranges and an IED to watch your back when you are at a firing location.
The thought process is pretty intuitive, but it helps to go through it.
Finally once you build your class take it out and play it. Sometimes you get
it right the first time and others you screw it up. After a few rounds if
the class is working correctly leave it alone and move onto another. If the
class isn't functioning well or something isn't of benefit then rotate it out
and try something else. It can take a few games to fine tune a class and get
it to work properly. Also, make sure you are using the resources you picked
out. For example in the sniper class if you never throw out the IED or are
not using the pistol, then drop it and choose something else. There is no
point in having dead weight on a class when you can trade it for something
that will benefit you.
11. Types of Classes
====================================================================
There are a number of different categories of classes that you can put
together in Call of Duty Ghost. The first thing you should do is pick out a
class type that suits your needs. The approach to building different types
of classes varies. So, choose what works best for you.
A. Weapon Based Classes:
The most common type of class in a COD game are weapon based classes. The
purpose of a weapon based class is to get as many kills as you can and win
gun fights. As such you should start building a weapon based class by
selecting a primary weapon and go from there. Once you have your weapon
picked out you should choose the range you want to work the weapon at and
choose appropriate attachments to go with the gun. After attachments, you
should select the perks you need for the load out with your intended play
style in mind. Finally, you should select your secondary weapon, and
equipment if you are using them along with any reaming perk points along with
your streaks.
a. Focused Classes
Focused classes are designed to work around a single weapon. Either you try
to gear the weapon so it works well at a wide variety of ranges as a general
purpose weapon. Alternatively you pick an area of operation and focus your
play exclusively on that area. Weapons like assault rifles, SMGs and Marksman
rifles can be groomed into the first style. LMGs, Shotguns and sniper rifles
usually fall into the second category. A focused class places all your
resource in your primary weapon and attempts to make it as powerful as
possible.
Focused classes tend to ignore their own weaknesses and instead focus on
their strengths. This generally leads them towards more aggressive play in
their focused niche in the game. They can be quite effective, but often lack
the longevity that other builds provide. Focused classes normally dominate
in their intended role until something catches them off guard. It's best to
either run the support package or lower level assault streaks with Focused
classes as they don't tend to live as long as other builds.
b. Compartmentalized Classes
Compartmentalized classes tend to be more reserved and less aggressive in
play. Instead of pumping all your resources into a single weapon they usually
divide the load between your primary and secondary weapon. For example you
might be running an assault rifle as your primary for mid-range and out to
the longer ranges. While, you rely on a pistol for close combat.
Compartmentalized classes tend to cover a broader range of engagements, but
they lack the aggressive punch of a focused. You will often tend to live
longer with a Compartmentalized class because you don't have any blatant
weaknesses. However, you also are not as strong as a focused class and can
often be defeated by them if you get too aggressive.
When building a compartmented class, it's best to use your primary weapon in
its default range. Let your secondary fill in the gap if it can. Overkill
can be a good option here giving you two primaries to work with if a pistol
doesn't meet your needs. You need to be more defensive with one of these
builds and make sure you have the right tool selected for the right
situation. For example you have to get in the habit of drawling a pistol if
your primary isn't suited for close range whenever you go into interior
areas. Played correctly a compartmentalized class will often yield a longer
life between spawns and reach the higher kill rewards.
B. Purpose Classes
Purpose built classes are different from weapon based classes in that they
serve a particular role rather than focusing on winning gun fights. These
might include a support gunner; using a riot shield; a class designed to kill
score streaks or a defensive class designed to take objectives. The building
process is similar to a weapon based class but in the opposite order. With a
special purpose class you want to start with your perks and equipment
selecting what you need to get the job done. After that you should pick out
a weapon that operates in the area you selected. You want to pick a more
general purpose weapon because you don't have as many perks to enhance your
play style. Purpose classes care less about getting kills and more about
winning games.
12. Range in Call of Duty Ghost
======================================================================
The most important thing to understand when building a class is the range
components of your class. You need to understand where your weapon and class
choices operate well. Once you have that you need to tweak your play style
to support the build that created. Weapons kill very quickly in Ghost and
often the person who shoots first wins. However, when you get into an actual
encounter where the two of you see each other at about the same time the
range it happens at normally will determine who wins most of the time. Also,
if you get ambushed the closer you are to your weapon's optimal range, the
better chance you have of winning. Range is the most important consideration
for all weapon based classes.
Each weapon in ghost has a specific range where it functions well. Most
weapons with a few exceptions can function outside of this range and compete
up or down one increment. Outside of that area you are going to be at a
major disadvantage against a weapon that specialize in that range. You can
shift or extend the range a weapon operates at through the use of perks and
attachments. However, the further you spread the range of a gun the more
resources it consumes and the less effective it will become. I am going to
list the ranges in ghosts below and what weapons work well in them. These
ranges are the default for most weapons in a given class, however, you can
change these through attachment, perks and there are some outliers in each
class. But this is a good place to start. Also note that range dominance is
transitive. For example an SMG loses to a shot gun at 7 meters. But an SMG
will beat anything larger than it at that range.
Close Combat: 0 to 2 meters
This is very close range and is a very rare occurrence unless you are
purposely getting close to someone or two players round a corner at the same
time. At this range if you don't have a shotgun go for knife. It's difficult
to control a fight at this range and usually the first person to stab the
other wins.
Close Range: 2 to 12 meters
This range is dominated by the shotguns and pistols in that order. The
larger maps in Ghost make this a less common occurrence, but these fights do
happen and rushers often try to force their way into this range with an SMG
and even some assault rifles. If you have a pistol and are entering an area
where close contact is likely to occur draw it before you go, or you might
find yourself outgunned by someone who came prepared.
Close Medium Range: 12 to 20 meters
This is the range where most SMG's shine. They are usually at their highest
damage and can take advantage of their speed over larger weapons. Pistols
start into their 4 shot kill range at this point and shotguns lose their one
hit kill ability. Pistols can still compete against bigger weapons in this
range, but Assault rifles generally beat them if they are geared for closer
combat. Most of the larger weapons are going to suffer in this range. It's
not as common in Ghost as previous COD games but there are many engagements
that fall into this category.
Medium range: 20 to 30 meters
This is where the assault rifles take over. SMGs, pistols and shotguns are
all at their minimum damage. Which in the case of shotguns without slugs in
no damage at all. Assault rifles faster fire rates beat out the larger
weapons in this range and tend to kill quicker. The assault rifles can keep
up with the SMGs speed at this range and are still at their higher damages.
This and the next increment are the most common ranges that fights occur with
on the larger maps in Ghost. That is why dominance in this game has switched
from the SMGs to the assault rifles.
Medium Far Range: 30 to 45 meters
This is the range where the LMGs and the new marksman rifles take over. At
this range these weapons have a longer damage drop and higher damage than the
assault rifles and smaller weapons. Also, this range buffer negates the
slower handling and higher recoil on these weapons allowing them to chew
through opponents dominantly. Snipers compete well at this range, but are
often beat by the marksman rifles and LMGs because of their higher fire rates
and faster handling.
Long Range: 45 meters +
There are a lot of huge maps in Call of Duty Ghost and this is where the
sniper rifles shine. All the other weapons are at their minimum damage for
the most part and lack the precision for shooting at these ranges. The sniper
rifles zoomed scopes and flat damage allow them to operate well across these
long sight lines and cut opponents down at afar. At this range with most
other weapons you are just better off trying to get close before wasting your
ammo.
13. Class Descriptions:
======================================================================
I am going to begin covering the classes now. This section will serve as an
outline for how the information in each of the following sections will be set
up. This is to help you find the information you are looking for more
easily. I won't be offering just a list of classes, but rather a list of the
key components for each one and some suggestions about where you can expand
them from there to suit your own play style and needs. Each section will
begin with the name of the type of classes it's describing as the title. It
will also include the following sections.
Introduction:
This will give you a general overview of the class design and how to play it
effectively.
Strengths:
This section of the class with list where the class is solid and what the
benefits of playing this build are.
Weaknesses:
This section will list problems and shortcomings of a class. You should look
here to know what to watch out for or if you are looking for a way to counter
the class.
The weapons:
This section will list the weapon classes that work well with the build. It
will also cover if you should use a secondary weapon and what fits well in
that.
The Perks:
This section will list the core component perks that you will likely need
across all builds with the class.
The Equipment:
I will list here if the class requires any equipment to be effective and what
you should consider for this selection.
Subsections:
After I get through the generalities of a build this section will break the
builds down further by weapon class and add in the additional perks and
attachments needed to construct the class effectively
Countering:
The final selection here deals with what to do if you end up fighting against
this type of class. I will recommend a few classes that can compete against
it and point out the holes that you need to use to overcome the classes.
14. Rushers:
=====================================================================
Introduction:
Rushers are a fairly common type of build in any COD game. The strategy here
is to take a weapon with good handling and use the weapons speed advantage at
close range against opponents with slower weapons. The rusher build focus on
using speed to flank an opponent and relies on hip fire rather than aimed
accuracy to kill the opponent before they can reaction. You need to design a
build that operates quickly and can get close to an enemy. Once you are there
you want to rush in and get around their sides or behind them faster than
they can track you with their sights. This will let you push your speed
advantage at close range. Some rushing builds also take advantage of stealth
in order to get close.
Strengths:
Rushers are a weapon focused class designed to operate in close combat. Once
they reach close quarters they are very difficult to compete with and most
heavier weapons will die before they can retaliate. Rushing is a very
aggressive play style and suits players lacking the patience for a more
measured or defensive build.
Weaknesses:
Rushing builds are not set up to be competitive at longer ranges. So, picking
tight areas of the map is essential. Getting caught out in the open will
usually get a rusher killed in a gun fight. Maps in ghost are big so rushers
are at a disadvantage in many of the areas with longer sight lines. Also,
rushing builds tend to focus their resources purely into speed and stealth.
This leaves them vulnerable to explosives and taticals grenades as well.
Finally since rushing relies on hip fire, rushers tend to chew through their
starting ammo faster than other builds. Rushers also tend to live shorter
lives do to the aggressive nature of the class.
The Weapons:
Shotguns, Pistols, SMGs and even some assault rifles all have fast enough
handling and fire to fill in the role of the rusher well. These weapons
handle and kill fast at close range. However, they are not competitive
outside of 20 meters for the most part. A rusher build can add a launcher to
extend their reach, but you are better relying on forcing close engagement in
order to win gun fights.
The Perks:
Required: Ready Up, Steady Aim
Rushers use their speed to flank an enemy and hose them down with hip fire.
Ready up lets you recover from sprinting faster when you are ready to fire
and Steady aim makes your hip fire more accurate. Beyond these two perks you
have a few good options. The first is to increase your mobility with agility
or marathon. These perks will let you get close faster and dominate the
close range engagement getter when you get there. The second option is to
run a silenced weapon and rely on stealth rather than speed to get close.
Dead silence and off the grid will make you very hard to detect until it's
too late often allowing you to ambush an opponent on your own terms. Beyond
these options you may want to consider scavenger because relying on hip fire
consumes your starting ammo quickly and you will be close enough to get the
ammo packs.
The Equipment:
Rushing isn't particularly reliant on equipment to be effective. You are
likely better off going with extra perks. However, there are a few good
options if you have the space. C4 or a throwing knife will offer you another
close range means of securing a kill. Also concussion grenades can stun an
enemy allowing you to get close and hose them down. Beyond these, use
whatever floats your boat.
A. Shotgun Rushers:
Shotguns are a very popular option for a rushing build. They offer reliable
consistent fire from the hip and usually kill in one shot up close. However,
shotguns are difficult to use on the larger maps in Ghost and are useless
outside of close range. This means you have to force close combat to be
effective.
Sample Shotgun Running Class:
Primary: Bulldog Shotgun
Attachments: Muzzle Break, Extended Clip
Secondary: M9A1 pistol
Attachment: Extended Clip
Perks: Ready Up, Marathon, Steady Aim, Agility, Strong Arm, Extra Tactical
Equipment: Concussion Grenades X 2
Attachments:
Muzzle Break, Extended Mags or an optic
With the shotguns you really only need one attachment. The muzzle break
extends their available range giving as much killing potential as possible.
If your chose shotgun has extended mags go with that as your secondary.
Otherwise you can add an optic if you want or just save the squad points for
something else.
Additional Load Out Suggestions:
Shotgun load outs are forced to operate in close quarters only. Brining a
pistol along helps if you have to fire outside of your effective range or if
your magazine runs dry. Most shotguns are slow to reload. You might swap out
the pistol at the first opportunity for longer range weapon if you can find
one. Beyond that, adding a few concussion grenades to the build can help you
in getting close. Reflex or Scavenger might be a good investment if you want
to scavenge a weapon or not run out of ammo.
B. SMG Rushers
SMGs are very suited to a rushing build with their quick handling and fast
rates of fire. They don't kill as fast as a shotgun, but are more flexible in
terms of ranged performance. However, most SMGs are not particularly
competitive outside of 20 meters, so you want to keep your engagements as
short as you can.
Sample SMG Rushing Class
Primary Weapon: CBJ-MS
Attachments: Silencer, extended mags
Perks: Ready up, Steady Aim, Dead Silence, Off the Grid, Marathon
Equipment: C4
Attachments:
Silencer or Muzzle Break, Extended mags or rapid fire
Since you are relying off of hip fire optics are not particularly helpful.
If you are relying on stealth the silencer is the obvious choice if not the
muzzle break will extend your reach slightly. Rapid fire will increase your
output killing quicker at close range or extended clip will give you more
bullets to work with especially if you are not running scavenger.
Additional Load Out Suggestions:
SMG rushing is very simple in its design. You want to flank and hose as best
you can. Up close stealth will serve you better than power with an SMG. If
you can get close without drawing attention its all the better. Dead silence
and off the grid will make you very difficult to detect. Your other concern
should be your ammo supply. Scavenger is a good choice if you have a small
magazine. Also, if your weapon has a slower reload you might consider
bringing a pistol in case you run dry and need a few extra rounds to finish
the job.
C. Assault Rifle Rushers:
Assault rifles are not suited well to rushing. They are slower in handling
and speed than the other weapons. However, two of them in particular are
suited to the task. Namely the FAD with its high fire rate and the ARX with
its built in laser sight which, gives you the same hip fire as an SMG. The
builds are not as flexible as the other weapons in this category, but they
offer a better chance of midrange combat over the SMGs and Shotguns. You
should sprint in and then hip fire into ADS with the assault rifles.
Primary Weapon: ARX Assault Rifle
Attachments: Extended Mags, Shotgun
Perks: Steady Aim, Ready up, Marathon, Agility, Sleight of Hand
Equipment: Concussion Grenade X 1
Attachments: Extended Clip, Underslung Shotgun
The assault rifles need the extra speed from Agility and Marathon to compete
as a rushing weapon. So, stealth is out of the question you should gear the
weapon for close range. The underslung shotgun is a viable weapon in its own
right if you can get close enough, but it has limited ammo. Assault rifles
have a larger hip fire box and smaller mags than the SMGs so the extra ammo
from extended clip also comes in handy here.
Additional Load Out Suggestions:
As I stated in the attachment section you need agility and marathon to
compete with the faster weapons up close. If you don't like the shotgun or
concussion grenade you could drop them and bring a pistol instead for back
up. Beyond that sleight of hand is very useful if you don't have a pistol
because both of FAD and ARX are not the swiftest on the reload process. You
don't have enough perk slots to go for the stealth build here so focus on
speed. On the plus side the assault rifles have higher damage at range are
more competitive outside of close combat.
D. Pistol Rushers
While pistols normally occupy a secondary role in call of duty ghost, they
can be used as a primary weapon in a rushing build. In order to do this you
will need to make use of the akimbo attachment packing two pistols instead of
just one. Any of the pistols could work in this role besides the PDW, since
it lacks the akimbo attachment. Packing two pistols puts your rate of fire
possibly higher than any fully automatic weapon in the game if your trigger
fingers can keep up. However, the limited magazine and ammo supply quickly
become a chief concern.
Sample Pistol Rushing Class:
Primary Weapon: Combat knife
Secondary Weapon: P226 Pistol
Attachments: Akimbo
Perks: Ready Up, Steady Aim, Marathon, Scavenger, Extra tactical, Agility
Equipment: Concussion Grenade x
Attachments:
Akimbo
You need two pistols to make this build work. This will remove your ability
to aim down the sights and restrict you to hip fire only. However, you can
put a lot of rounds down range and twin pistols are very powerful at close
range.
Additional Load Out Suggestions:
Unless you are running the extra attachment perk, you are limited to only one
attachment on a pistol. This means you cannot make a stealth build out of
it. You could still use dead silence to mask your sound, but once you fire
you will be on radar. Also, Scavenger is a must with a pistol rushing build.
Two handguns will quickly eat up your starting ammo and you will need to find
more to continue the fight. You can also equip a primary weapon if you want
to help at longer range. However, you are likely to be able to find
something on the ground that will meet your needs after 1 to 2 kills. Another
interesting option with this build would be to use the riot shield as your
primary weapon to protect your back from incoming fire. You could add the
portable radar attachment as well and swap to it to recon an area before
rounding a corner.
E. Other Rushing options
While the rushing build is best suited to the faster weapon in the game there
are a few surprisingly effective options within other weapon classes. The
first option would be the chainsaw LMG. This weapon is a hip fire only LMG
with a very tight hip fire cone and enhanced mobility. It has a fire rate
near an SMG and an 80 round magazine to draw ammunition from. If you want to
attempt this build, substitute the weapon for a speed rushing build based off
an SMG or Shotgun using Agility and Marathon. You want to use the weapon
with the muzzle break and either rapid fire or extended mags. This will
increase your range slightly and either increase your output or give you more
time between reloads. The chainsaw has a very slow reload so packing a
pistol for when you run dry is a good idea.
The second option is to use the underslung shotgun on an assault rifle as a
rushing weapon in its own right. The weapon performs nearly identical to the
bulldog except that it only has a 4 round magazine and a slightly lower range
due to only being a 6 pellet spread. This means you will have to get closer
than a traditional shotgun build, but this is only a couple of meters and it
works surprising well in practice. The build requires marathon, agility and
scavenger to work. The first two perks making up for the assault rifles
slower handling and scavenger providing the shells you need to keep the
weapon humming. The benefit of this load out is that you have the assault
rifle in addition to your shotgun. You should select one with a decent range
damage such as the Remington or AK12 and add a mid to long range optic as
well. This allows you a weapon that competes at medium range in addition to
your shotgun.
F. Countering Rushers
Rushers are not difficult to counter. They rely on their speed and high fire
power at close range to win gun fights. The trick to beating a rusher is to
keep your distance and cut them down before they get close. You should avoid
tight interior location and force them out into the open where they cannot
get that close to you. If you need to go inside a location swap to your
pistol. While it won't be as powerful as a rushers specialized build it will
perform better at close range than most of the larger primary weapons.
A second good way to stop a rusher is to use equipment. Rushers normally put
all of the perks into speed and stealth. This leaves them vulnerable to
explosive weapons and tactical grenades. If you can catch a rusher with
either of these and deny them their mobility advantage most primary weapons
can make quick work of them .
15. Runners:
======================================================================
Introduction:
Runners are probably the most popular group of classes played in Call of Duty
Ghost. This class is also known by the nickname run and gun or quick scopers
in the case of the sniper rifle builds. The strategy with a runner build is
to sprint around the map with a primary weapon and look for opponents to
kill. Once you find one you slow your movement and kill them. Runners work
on many of the same principles as rushers. However, they rely on aimed fire
rather than hip fire for most of their kills. Running build take advantage of
perks that improve the handling on most weapons and generally try to bring
the weapon into areas close or further away than they were intended. They key
to being effective with a runner is controlling the distance of your
engagements and suiting to the range of your weapon.
Strengths:
Runners are very mobile classes that suit aggressive play if you prefer aimed
fire over hip fire. They are better rounded than rushers and compete better
at mid to long range. Runners are an easy class to play and compete with.
They are also very common and easy to find a replacement weapon for. They can
also be either a focused or composite class based on the needs of your
tactics.
Weaknesses:
Runners suffer from the same weaknesses that Rushers do. They lack the
defensive perks against threats like explosives and tactical grenades. They
are also open to getting ambushed because of their tendency to roam the map.
Finally, rushers will often find themselves in gun fights that are outside
the intended ranges for their weapons. If you are not careful about
controlling the range of your engagements you will often get yourself killed.
Runners tend to live shorter lives than some of the other class builds.
The Weapons:
Shotguns, SMGs, ARs, MRs
Any weapon with favorable handling that can compete at mid-range is a good
candidate for rushers. You should select a weapon that suits the size of the
map and the game mode you are playing. You should also select perks and
attachments to suit your needs as well. If you are using a larger weapon
that doesn't compete well at close range it is also advisable that you bring
a pistol as an alternate weapon and fall back to it in the tighter interior
locations. It can also serve as a backup if your primary runs dry in a gun
fight.
The Perks:
Required: Ready Up, Quickdraw
Runners are played in the exact same manner as a rushing class. However,
instead of flanking and hip firing the opponent, you want to get into the
range your weapon is suited for, aim down the sights, and dispatch them
quickly. Ready up lets you recover from sprinting quickly and improves your
overall reaction time. Quickdraw will speed up your aim speed on most
weapons and often get you on target faster than other weapons. Beyond these
perks you have a few good options. Anything that increases your mobility is
a good option including marathon and agility, especially on the heavier
weapons. You can also use stealth perks to hide your approach and silence
your weapon to keep you off the radar. Off the grid is useful and dead
silence can help on the shorter range builds for this design.
The Equipment:
Runners are not dependent on equipment at all to be effective. Equipment is
a luxury if you have the space and any option that suits your tastes can come
in handy.
A. SMG Runners
SMG runners work on the same principals as the SMG rusher build listed above.
You want to close to an effective distance of your opponent and the aim down
your sights and hose them down with bullets. They function more in a direct
fire fight a close to mid-range well. This means you have a little longer
distance that you can remain effective and your quicker aiming stacked with
Quickdraw will often mean you get shots off first against slower weapons. It
does well to choose an SMG with better ranged accuracy or damage. The Vepr,
Mtar-x and Vector are all good choices for a Runner SMG build
A sample runner SMG build
Primary Weapon: Mtar-x
Attachments: Red Dot Sight, Foregrip
Perks: Ready up, Quick Draw, Agility, Marathon, Sleight of hand
Equipment: Frag Grenade
Attachments:
Foregrip and a midrange optic
When you are relying on aimed fire the decreased recoil the foregrip offers
will make you more accurate. Along with the foregrip, you should add a close
range optic for better aiming such as the red dot sight or Holographic Sight.
If you prefer the weapons iron sights you could go with a suppressor or
muzzle break instead to add a stealth option or extend your range.
</pre><pre id="faqspan-3">
Additional Load Out Suggestions:
If you are not going with stealth, use whatever perks you can to increase
your speed and handling on the weapon. A few milliseconds can really help in
a gun fight. You might also consider sleight of hand if you are not packing
a pistol to keep your down time to a minimum during reloads. Otherwise, run,
gun and have fun.
B. Shotgun Runners
Shotgun runners work very differently from a traditional shotgun class. Here
you are going to be using the slug round attachment to increase your ranged
ability with the shotgun. This allows you get kills at any range, but also
sacrifices your spread requiring you to be more accurate. Slug firing
shotguns work best at close to midrange since your lower fire rate will often
lose out to an automatic weapon outside of the guns 2 shot kill range.
Sample Shotgun runner class
Primary Weapon: FP6 shotgun
Attachments: Slugs, Red Dot Sight
Perks: Ready up, Quick draw, Off the Grid, Marathon, Dead Silence
Attachments:
Slugs and either Red Dot or Holographic Sight:
Shotgun runners rely on slug rounds to extend the reach of their weapon.
While the muzzle break might be tempting, an optic will increase your aimed
accuracy and precision is necessary when using shotgun slug rounds.
Additional Load Out Suggestions:
You need to be precise in close to mid-range with a slug shotgun to be
effective. Stealth might be a good choice under those circumstances. Even
though your weapon isn't silence, off the grid and dead silence will keep you
hidden until you fire. If your aim is true it will be too late for your
opponent to react. You should also pick up a spare weapon for when your
starting supply of shells runs low or if you are caught with an empty
magazine.
C. Assault Rifle and Marksman Rifle Runners
One of the most common builds in Ghost is an Assault rifle Runner class. They
are common and often make up 50% of any give team in a game. Marksman rifles
have the same handling as assault rifles aside from higher recoil and a
slower fire rate, but they make up for that in damage. A Runner build brings
these weapons into closer range than they are intended for and allows them to
compete well at that range through quicker aiming. There is some flexibility
in which weapon you choose and your perk selection is more open ended than
with the other weapons in this build. However, you should take care to limit
how close you engage an opponent with either of these weapons. Even with the
benefits of Quickdraw you will be outclassed by SMGs and Shotguns if you get
too close. Likewise the heavier weapons will dominate you at longer ranges.
Sample AR Runner Class
Primary Weapon: AK-12
Secondary Weapon: Magnum
Attachment: Muzzle Break
Attachments: Foregrip, Extended Mags
Perks: Ready Up, Quickdraw, Sleight of Hand, Marathon, Focus
Attachments:
ARs: Foregrip or underslung shotgun, Red dot Sight, Muzzle Break or extended
magazines
Since you are relying on aimed accuracy with the weapon adding the foregrip
to reduce recoil is a good choice on assault rifles. Alternatively, you could
mount an underslung shotgun to replace your pistol for close range fighting.
An optical sight geared for closer ranges is also a good option with this
build. However, if you prefer the weapon's iron sights you can use a barrel
attachment or extended mags instead.
Marksman Rifles: Red Dot or iron Sight attachment, Burst fire
A running build attempts to bring the marksman rifles into close range
combat. So, you should equip an optic better suited than the built in scope.
The Red dot sight or the iron sights are the best choices. Burst fire will
increase the output of your weapon at close range and allow you a more
competitive fire rate. If you have a fast enough trigger finger you could go
with extended magazines instead.
Additional Load Out Suggestions:
With these builds your weapons work best at middle range of about 15 to 25
meters. You want to move into this range and them aim at your opponent,
unless they see you first. If you are not running an underslung shotgun on
an AR a pistol is a necessary addition to your load out. It will serve
better than your primary at close range and offer you a fall back weapon when
your magazine runs dry. Finally, even with quickdraw your weapons will
function slower than the closer range options. When engaging an opponent make
sure you don't give them the range advantage to their weapon if you can avoid
it.
D. Quick Scopers
Runners who rely on sniper rifles for their primary weapons are better known
as quick scopers. Traditional quick scoping has been disabled to a point in
Ghost. However it is still possible to operate a sniper rifle at mid to close
range with the right load out and a good deal of skill. Sniper rifles have no
aim assist in this game until a fraction of a second after you are fully
scoped in. In order to do this you need to stop moving, ADS completely and
wait about a tenth of second before firing. Only after that transition will
your shot go where you are aiming. Your choice of sniper rifle is up to your
comfort level. The bolt action rifles ADS slightly faster and have better
handling. The semi Auto rifles are more forgiving on follow up shots. Your
choice is up to you, the USR and L115 seem to be the most popular for this
type of class.
A sample Quick scoping Class:
Primary Weapon: USR Sniper Rifle
Attachments: Chrome Barrel, Thermal Scope
Secondary Weapon: M9A1 handgun
Attachment: Extended Clip
Perks: Ready Up, Quickdraw, Focus, Reflex, Extra Tactical
Equipment: Smoke Grenade x 2
Attachments:
Chrome Barrel and an optic or armor piercing rounds.
The Chrome barrel attachment increases the one hit kill area on a sniper
rifle. If you are sniping quickly having the extra tolerance in where you
can get one hit kill comes in handy. An optic can make aiming easier, or you
can take armor piercing rounds in case you have to engage an opponent behind
cover.
Additional Load Out Suggestions:
When running a quick scoping build a pistol as absolutely necessary for close
range defense. A sniper rifle is very difficult to compete with at close
range. Additionally focus is a good investment making sure getting shot
won't knock you off target and helping to counter the idle sway of the chrome
barrel attachment. Additionally, reflex is another good option allowing you
to get to your pistol faster or use any equipment if you choose to bring some
along.
E. Countering Runners:
Runners while common are not that difficult to overcome. They specialize in
quick combat at the ranges their weapons excel at. The best counter is to
have a more specialize build and catch them in an uncomfortable range for
them. This means attacking from either close quarters with an SMG or shotgun
or a long range with an LMG, MR, or sniper rifle. Runners are also vulnerable
to equipment because they normally don't have the resistive perks that other
builds do.
16. Pincher Classes:
=================================================================
Introduction:
Pincher classes focus on a tight rigid progression that tightens a grip
against an opposing team like vice rather than rapid aggression. The idea
behind a Pincher class is to move around the map, while keeping your sights
up most of the time. This eliminates the chance that you will be surprised
and allows you enter gun fights on more prepared terms since you don't have
to transition from sprinting to ADS. Pincher classes require a degree of
patience and are more defensive in nature as you move around the map. You
need to keep your sights up at all time and check every corner you come
across to avoid an ambush. This leads to being mobile and keeps you alive
longer than rushers and runner. Pinchers are compartmented classes normally
relying on a pistol for close range combat and a primary weapon for longer
ranges.
Strengths:
Pincher classes are more resistant than other mobile gun based classes. They
are not as easily ambushed do to a careful play style and keeping their
weapon ready. They usually live longer than the more aggressive builds and
can lead to some of the higher score streaks. Assault streaks suit the
pincher classes well and can offer your team some very powerful support later
in the game. They also have more mobility in gun fights and can be difficult
to track at closer ranges for Runners.
Weaknesses:
Pincher Classes require a great deal of patience and a certain style of play
to remain effective. Basically if you are sprinting at all you are playing
the class wrong. You want to keep your sights up at all time and you need to
check every blind spot before proceeding as well as switching to the proper
weapon for the range you want to engage at. This leads pinchers to be slower
and less aggressive than rushers and runners. If the build doesn't suit your
play style it can be a frustrating experience and leave you dead often.
The Weapons:
SMGs, Assault Rifles, Marksman Rifles and several light machine guns all suit
the Pincher build well. These weapons compete well at middle ranges and all
gain the ability to compete closer than their intended roles from this build.
You will want a pistol with you to serve as your close range weapon in
interior spaces. You need to have some skill with it to stay alive and to
actually switch to it when you encounter these areas of the map.
The Perks:
Required: Stalker
The stalker perk allows you to move at full speed while your sights are up.
This means you will keep full mobility when moving without needing to
transition from sprinting to ADS. Beyond Stalker agility can be a nice bonus
increasing your speed further since you shouldn't sprint. Focus is also a
good choice since you are relying on aimed fire it will steady your sights
and keep you accurate if you get shot. Also you should consider some
defensive options life tactical resist and blast shield. While equipment
isn't as common it only takes one grenade to shut down a hard earned assault
streak. Sit Rep can also be a good choice to avoid walking into an enemy
sentry gun or IED.
The Equipment:
Pincher classes are not particularly reliant on equipment to be effective.
However, if you have the space C4 or a frag grenade can serve you well in
objective games. Smoke grenades are a nice combo if you are using a thermal
or tracking sight blinding your enemy while you can see them through the
smoke.
A. SMG Pinchers
SMGs are not particularly suited to the role of a pincher class. However,
some of the higher damage ones including the vector or Mtar-x can be
effective with this type of a build trading their longer range abilities for
a quicker movement speed. You want to keep your sights up at all times and
travers the map while aiming.
A sample SMG Pincher Class:
Primary weapon: Vector
Attachments: Foregrip, Holographic Sight
Perks: Stalker, focus, Agility, Blast Shield, Sitrep
Attachments:
An optic, foregrip:
Generally with a Pincher class you are relying on aimed fire to be effective.
The reduced recoil the foregrip offers comes in handy and a middle range
optic such as the Holographic or red dot sight can help with the SMG versions
of this class.
Additional Load Out Suggestions:
The main advantage of an SMG pincher class is the additional mobility the
SMGs offer. Adding Agility to stalker will allow you to move faster than 100%
with your sights up. Beyond that the normal extra resistive perks are a good
fit and should serve you very well. You might also consider fully loaded do
to the higher rate of fire of an SMG. The larger weapons generally don't
suffer from the ammo consumption of an SMGs.
B. Assault and Marksman Rifle Pinchers
With the Assault rifles and Marksman rifles it's best to use a Pincher class
from mid-range back. Stalker will allow you to compete up closer, but not
sprinting will limit your mobility and ability to get out of an unfavorable
situation quickly. You should be using these weapons at their intended range
and only rely on stalker up close if you are forced into close quarters.
Checking your corners is very important and you need to make sure to stop and
swap to your pistol in closer quarters.
A sample Marksman Rifle Pincher Class
Primary Weapon: MR28
Attachments: Extended Mags, Holographic Sight
Secondary Weapon: P226
Attachment: Muzzle Break
Perks: Stalker, Focus, Blast Shield, Extra Tactical
Equipment: Frag Grenade, Smoke Grenade x 2
Attachments:
Assault Rifle: Thermal Scope and Foregrip
When running an assault rifle in a Pincher class accuracy is everything.
The thermal scope is a good fit allowing you the integrated sight for general
aiming and you can switch to the thermal further out. The foregrip again
helps with your accuracy. You could use a different optic if you want. You
could also swap out the foregrip for an underslung shotgun instead of a
pistol or equip the semi auto fire mode to increase your damage and conserve
ammunition.
Marksman Rifles: An optic, Armor Piercing or extended mags
The marksman rifles work on the same principle as the assault rifles. The
integrated scopes obscure your peripheral vision leaving you vulnerable to a
side assault. So pick an optic that suits your taste, the thermal or Acog
sights work well. Additionally, you will want armor piercing to cut through
cover or extended mags for more ammo.
Additional Load Out Suggestions:
Again, make sure you bring a pistol along for closer range encounters.
Pistols work very well with the stalker perks and allow you surprising
mobility in tight quarters. Beyond that take your time and plan your
engagements carefully. Focus is very useful keeping you on target under
incoming fire and agility can help with the weapons slower movement speed.
C. LMG Pinchers
Light Machine guns work very well as a Pincher weapon. While they are slow,
they pack good ranged damage, huge clips and consistent stopping power. LMGs
are generally suited to stationary defensive role. However, a pincher build
can lend some mobility to the belt fed boat anchors. Your slower movement
means you are more susceptible to ambush and less reactive in close quarters.
However, relying on stalker means you skip the LMGs slow ADS time all
together and the 100 round clip means you can shoot for a long duration
before requiring a reload. However, when a reload arrives you are going to be
very vulnerable during it so packing a pistol offers you a slight defense
during these times. The chain saw is not suitable for this build.
A sample LMG Pincher Class:
Primary Weapon: Lstat
Attachments: VRM sight, Foregrip, Extended Mags
Secondary Weapon: M43 grache
Attachment: Extended Mags, Muzzle Break
Perks: Stalker, Focus, Extra Attachment, Agility
Attachments: An optic, Foregrip or extended mags
LMGs have fair iron sights in most cases but an optic helps quite a bit for
longer range targeting. The VMR sight and Thermal sight can offer you some
flexibility in terms of aiming. Like the Assault rifle builds the foregrip
can help with accuracy. Alternatively you could bring an under mount shotgun
instead of a pistol. However, the under mount shotguns are less effective on
the LMGs do to their slower movement speed. Extended mags can stave off the
long reload for a longer process and allow you to pin the trigger if you need
to.
Additional Load Out Suggestions:
Agility is a welcome boon if you can work it into the class. The LMGs are
slow and anything to speed them up is welcome. You might also want to
consider the extra attachment perk. This will add a third option to your LMG
negating the need to decide between attachments. It will also offer you 2
attachments on your pistol making it a more competitive weapon. Otherwise
advance at a steady pace and chop your way through the enemy.
D. Countering Pinchers
Pinchers are very difficult to counter as a class set. They generally run
defensive perks and have their sights up when entering a gun fight. Their one
weakness is their slower mobility. If you can get close enough with a rusher
class you can often out flank them. Likewise this slower mobility makes them
more vulnerable to being targeted with launcher type weapons. While their
perks will often protect them, it can soften them up and make them an easier
kill. Finally, their lower mobility does make them vulnerable to long range
classes like snipers.
17. Snipers:
====================================================================
Introduction:
Most players think of sniper rifles when it comes to a sniping class.
However, snipers be used to refer to any class that focuses on fighting from
a long distance. This particular class set focus on using long range weapons
at long range. There is some overlap with a camping in this sort of a build.
However, sniper classes tend to traverse the map moving from one area to the
next. They set up over a long sight line for a few kills and then normally
move onto another position to avoid getting killed.
Strengths:
Snipers rely on distance to insulate them from enemies. This means you can
use your weapon without having requiring the mobility and handling perks of
most gun based builds. It also means you can engage an opponent with your
weapon well outside the distance where they can even hope to compete with
you. Snipers tend to be very well planned classes and often rack up longer
strings of kills leading to some of the highest kills streaks in the game.
Weaknesses:
Snipers rely on range to keep them alive. If somebody gets closer than
midrange to you, look out. Snipers are very vulnerable in closer quarters and
are often left with just a pistol to protect themselves. This means you need
to pick your locations carefully and know when to stay put and when to move
onwards. You are also very vulnerable when moving between locations.
The Weapons:
While sniping is traditionally done with a sniper rifle, the LMGs and New
Marksman rifle class can serve the build well. Assault rifles are too
unreliable for this build even with the single shot mod because you have to
hit the chest or head to ensure the higher damage. You will definitely want a
pistol for close range because you lack the perks needed to make your weapon
compete at anything closer than middle distance.
The Perks:
Required Focus:
Missing a shot with a sniper will get you killed. Focus is the most important
perk at long range to keep on target. It also helps with the idle sway of
your weapon. Beyond this, quickdraw can allow you to get on target faster.
Resistive perks like blast shield and tac resist can be good choice while at
a firing location to stave off equipment used against you. Off the grid can
keep your location hidden until you fire or keep it hidden if you are using a
suppressed weapon. Amplify or wiretap can warn you when an opponent is
coming and reflex can get you to your secondary weapon faster in a pinch.
Finally, you might even consider overkill to add an SMG to your load out. It
will serve as a more competitive defense in an ambush and works better for
when you have to move firing locations.
The Equipment:
An IED to watch your back while at a firing location can be a very good idea.
Likewise a motion sensor can also offer you some advanced warning against in
incoming threat. These can be picked up if they are unused when you leave a
location. Finally, the trophy system can keep explosive off your back if you
are not running resistive perks.
A. LMG Snipers
LMG snipers focus on holding down a single area for an extended duration of
time. Their huge magazines allow them to take on more attackers between
reloads than the other long range weapons. You will need to burst fire to
remain accurate. But most LMGS can kill in 3 to 4 shots at most ranges. Again
the chainsaw doesn't work well for this guild.
A sample LMG Sniper build
Primary Weapon: M27
Attachments: Fore Grip, Thermal Scope
Secondary: M9A1 Pistol
Attachment: Muzzle Break
Perks: Focus, Sleight of hand, Extra Lethal, Gambler, Extra Tactical
Equipment: IED X 2, Trophy System X 2
Attachments:
Thermal Scope, Foregrip
Here you are focusing on long range combat and the thermal scope offers the
best targeting at longer ranges. The foregrip helps to reduce the guns recoil
allowing for more accurate aim. You could use the VMR or Acog Scope instead
but otherwise this build requires the accuracy these attachments offer.
Additional Load Out Suggestions:
The biggest weakness to an LMG build is their down time during a reload.
Sleight of hand can help with this but make sure you have a pistol ready in
case you run dry. Also, you need to keep opponents back with this load out,
the slower switch time on an LMG makes getting to your pistol a tedious
process. Either rely on reflex and amplify or bring some extra equipment to
hide behind.
B. Marksman Rifle Snipers:
While the marksman rifles lack the one shot lethality of a sniper rifle, they
fire faster and are much more forgiving on a missed shot. They also offer
some change of competing in a middle range engagement. You should get on
target and spam off 4 to 5 shots to make sure you get the required 2 to 3 to
connect and insure a kill.
A sample marksman rifle sniper class
Primary Weapon: SVU
Attachments: Thermal Scope, Silencer
Secondary Weapon: M9A1
Attachment: Suppressor
Perks: Off the Grid, Focus, Incog, Blast Shield
Attachments:
Muzzle Break or Silencer, Armor piercing rounds
Which attachment you choose should depend on the marksman rifle you pick out.
The SVU is a two shot kill at any range regardless if it is silenced or not.
On the other rifles you should go with the muzzle break to extend your 2 shot
kill range as far as possible. Armor piercing allows you to shoot through
walls at distance if your opponent is behind cover. The built in scopes on
the marksman rifles suit a sniping build well. However, you could swap out
either attachment in favor of the Acog or thermal sights.
Additional Load Out Suggestions:
If you are running the SVU stealth is probably your best option. Otherwise
focus on resistive perks and maximizing the range of your weapon. Make sure
you have a pistol for close quarters and you might want to consider some
reactive perks like quick draw or stalker if you want to rely on the marksman
rifle while moving between firing locations.
C. Sniper Rifle Snipers:
In the traditional sniping role nothing beats a sniper rifle. The weapons are
consistent and kill quickly in one hit. However, if somebody gets close to
your firing position your life span is going to be determined by your pistol
skill and your equipment. Even though the pistol is not competitive outside
of close range you should rely on it when switching positions because it
takes a long time for a sniper rifle to go from a sprint to ready to fire.
Make sure you keep plenty of distance between you and your opponent.
Finally, take your time and make your shots count.
A sample Sniping Class
Primary Weapon: L115
Attachments: Chrome Barrel, Variable Zoom Scope
Secondary: Mtar-X
Attachments: Red Dot Sight
Perks: Focus, Overkills, Reflex, Blast Shield
Equipment: IED
Attachments:
Chrome Lined Barrel or Silencer, An optic or Armor piercing
You need to choose whether or not you want to be a stealth sniper. If you do
use the silencer otherwise chrome barrel offers the most consistent one hit
kills. An optic will offer you a better sight picture than the default scope
normally. However, Armor piercing is a good alternative if you like the
default scope.
Additional Load Out Suggestions:
Sniping classes are usually pretty straight forward. Keep your distance and
make your shots counts. You need focus for sure to deal with the idle sway.
The remainder of your load out depends choice of weapon. If you are using a
silencer then off the grid is a good investment. If you are going loud you
are better off investing in your close range defense. The extra attachment
perk can offer you a more competitive pistol and eliminate having to choose
between an optic and armor piercing. Also overkill is worth considering as an
SMG offers you a better alternative weapon up close and for moving. Adding
some resistive perks and an IED should round the class out nicely.
D. Countering Snipers
Snipers are very difficult to counter if you have to approach them head on.
Their weapons generally have the advantage at anything outside of middle
range combat. Your best chance is to approach them from behind and tackle
them with a closer range weapon or equipment. Stealth can be a huge help in
accomplishing this task. Just watch out for the score streaks and IEDs they
normally rely on to watch their back. Alternatively, nothing competes better
with a sniper than another sniper. If you have the skill grab a sniper rifle
and try to beat them at their own game.
18. Camper Classes:
=======================================================================
Introduction:
The camper is really the first of the purpose based classes rather than the
gun based classes. Camping has taken on a rather negative connotation in
recent years. Some players call it playing tactically or defensively to avoid
associating themselves with it. But it is what it is. Camping requires a
degree of patience and advanced planning. However, a camper played correctly
can help a team more than anything else. Like any build there is a right
and a wrong way to execute a camping class.
Camping is either remaining stationary or limiting your movements to a very
specific area in order to maintain control of it. In order for camping to be
effective it needs to be preplanned and purposeful. Sitting in a corner in
the back of the map hoping to score a few kills is a detriment to your team.
You should either be locking down an objective or a key movement point to
deny the opposing team access to that area of the map. It will allow your
team faster movement while the opposing team either has to deal with you or
go the long way around. Alternatively, you can camp in an area to control a
spawn. This will keep the opposing team from spewing near that area and allow
your side a more consistent spawn pattern.
Strengths:
Camping means you don't have to worry about the randomness that comes with
traversing the map. It also means that the area you are controlling is
likely attuned to your weapons strengths. This means that you will normally
be on dominant in most gun fight. This also frees you up from having to use
the more reactive perks that gun focused classes used to stay alive. Finally,
you can rack up some pretty high kill counts and provide some nasty streaks
for your team later in the build. You should focus on assault streaks that
help you control your chosen area such as the attack dog, IMS, or sentry gun
along with a higher streak for later in the match.
Weaknesses:
Camping means your opponents will know where you are. This can work to your
advantage but eventually they will dislodge you. Also, camping has the
negative connotation with it and won't make you a lot of friends on the
opposing team. Camping also means you have to stay put during a match as
moving puts you at a disadvantage. This means you need to plan your build
carefully and know where you are going to set up before a match even begins.
The Weapons:
Camping is less reliant on your weapon and more reliant on your perks and
equipment to be effective. You need to choose a weapon you are comfortable
with that can sustain your existence for the duration of your time holding
the position. You should also choose a weapon that suits the range of the
area you plan to occupy. Having a pistol is a good habit to get into for
when you are facing multiple opponents intent on dislodging you. Your
primary can run dry and you need something to continue the fight.
The Perks:
Required: None
Camping is more reliant on resistive perks to keep you alive. Blast shield
and Tac resist are good choice and can keep a piece of equipment from
dislodging you prematurely. ICU can be another solid choice. You are likely
to see several serial engagements and being able to recover health faster
between them can allow you to stay longer. Blind eye can help against a
battle hind finding you or somebody setting up a sentry gun to dislodge you
as well. You might also want to consider scavenger or fully loaded as you
will be alive for a long time and the extra ammo can keep you in the fight
longer. Sleight of hand is a nice paring with this as well. Stealth might be
tempting, but once the other team finds you if they have mics it won't help
you much. Amplify or wiretap can also offer some advance warning when you
will be attacked.
The Equipment:
Equipment is very helpful to a camper. While you are usually in an area with
a wall to your back, there are blind approaches. IEDs can help cover one or
more of them. Motion sensors can help in this case too. Also a trophy system
can keep grenades off you. While resistive perks are more passive if you have
3 or 4 frag grenades show up in quick succession it's might save your life.
A. Close Range Campers
Close range campers tend to occupy hallways and interior rooms along key
travel routes. You should choose a weapon that fits the size of the are you
are trying to control. If you are very close combat oriented nothing beats a
shotgun. An SMG is more flexible and competes well in slightly larger areas.
You want to get to your campsite as soon as you can and get set up.
A sample close range camper:
Primary Weapon: Bizon
Attachments: Extended Mags, Muzzle Break
Perks: Blast Shield, Tactical Resist, Amplify, Scavenger, Extra Tactical
Equipment: IED, Motion Sensor X 2
Attachments:
Muzzle Break, Extended Mags if available
In close range camping anything you can do to increase your weapon's range is
welcome. Extended mags will give you some extra ammo and offer you more
bullets per pick up if you are running scavenger.
Additional Load Out Suggestions:
Make sure the site you have chosen is suited to your weapon and beneficial to
your team. Set up in an area you can control and use your equipment to cover
any blind spots. Most players will be entering your area with a larger
weapon. Push your close range advantage and kill them quickly. Some extra
ammo comes in handy so scavenger is a good idea to consider since you will be
close to the players you kill. You might also want to consider sleight of
hand or a pistol if your weapon reloads slowly.
B. Middle Range Campers
Midrange campers tend to control choke points and some of the shorter sight
lines on the map. They can also be used to take objective as a temporary
campsite such as flags in domination. You want to choose either an assault
rifle, LMG or Marksman rifle for this task and gear it for the range you have
chosen. Make sure you have an area that is a key travel route where you can
have a wall to your back or a corner. Finally you need to make sure your
campsite is not adjacent to a longer line of sight where a sniper could end
you with a single shot outside your effective range.
A sample midrange camping class:
Primary Weapon: MSBS
Attachments: Red Dot Sight, Extended Mags
Secondary: P226 pistol
Attachment: Muzzle Break
Perks: Blast Shield, Amplify, Extra Lethal, Focus
Equipment: IED x 2, Trophy system
Attachments:
Your choice of attachments depends heavily on the weapon you have picked out.
You should gear it for the range you intend to use it at. The muzzle break,
red dot sight, foregrip, extended mags or an underslung weapon are all
suitable choices.
Additional Load Out Suggestions:
Middle range camping classes are more reliant on survivability over
sustainability. Equipment is nice for when you start out, but once your
opponent know where you are it will become expended quickly. Hopefully by
then you can replace it with some score streaks The guard dog and Sentry gun
are particularly effective. Ammo conservation doesn't need to be your chief
concern, you are too far away for scavenger to help much. Use your primary
weapon at range and fall back to your pistol for closer quarters. Sooner or
later somebody with an assault rifle will come by and you can replace your
primary weapon when it starts to run low.
C. Long Range Campers
Long range camping has some overlap with the sniper build. Generally speaking
you are trying to control a long sight line or a large area of the map from a
more permanent perch. Stealth can be a more important choice as having your
location revealed can leave you vulnerable to a close range assault. Pick
your sight carefully and guard your blind spots with your equipment. Packing
a pistol helps but concealing yourself rather than relying on detection perks
is often the better strategy. Sooner or later the other team will find you,
but the distance you use to insulate yourself can buy you more time to react.
A sample long range camping class:
Primary Weapon: VKS
Attachments: Thermal Scope, Armor piercing
Secondary Weapon: M9A1
Attachment: silencer
Perks: Off the Grid, Focus, Blast Shield, Extra Tactical
Equipment: Motion Sensor X 2, IED
Attachments:
A suppressor and a long ranged optic
Holding a long range line of sight depends on being able to remain hidden.
The suppressor keeps you off the minimap. It's harder to locate a camper
covering a longer range line of sight. But if you are on radar everybody will
know where you are. Also, unless your chosen weapons default scope is ideal
anything that can increase your accuracy at longer ranges is a good
investment.
Additional Load Out Suggestions:
Again you are relying on stealth here. Off the grid pairs well with the
silencer. You don't need to worry about dead silence since you are not
traversing the map. Beyond that, you should focus on making your shots count
and rely on your equipment to guard your blind spots. Most long range weapons
come with enough ammo for the duration you are likely to be alive. Focus is
a good perk and anything that can guard you against equipment is a worthwhile
investment.
D. Countering Campers
Campers are a real thorn in the side of a team. They are very difficult to
deal with because they have chosen to control an area where their class gives
them the dominant range advantage. Additionally, they have other things
protecting their blind spots making them very difficult to sneak up on. If
you get killed by a camper you need to watch their death cam. Make sure you
note their perks and the weapon they are using. This will give some idea
about their strategy and what ranges they are set up for. The key to beating
a camper is to find something you can use to break their advantage.
If they are not using blast shield or tac resist then turn to equipment to
get rid of them. Explosives often kill on one hit and can allow you to
attack them without exposing yourself. If it doesn't offer a kill it will
force them to abandon their sight to avoid getting blown up bring the
confrontation into more favorable terms. Likewise a concussion or 9 bang
grenade can render them temporarily helpless and make short work of them. If
they are protected or you lack equipment then you need to find a way to get
the range advantage against them.
If they are covering a long sight line flanking them with a close range
weapon offers the best avenue. If they are closer minded see if you can find
a sniper rifle shot against them. If you are not equipped to deal with a
camper then don't. Give their position and load out to your team mates via
voice chat. Chances are somebody is probably better equipped for the task
than you are. It's often better to work around a camper rather than to feed
them kill after kill trying to dislodge them. This will only fuel their score
streak and make them even more difficult to dislodge. If they are not being
effective they will eventually move and you can tackle them in transit easier
than assaulting their prepared position.
19. Support Classes
========================================================================
Introduction:
Support classes make up the other half of purpose driven classes. Unlike
traditional builds that focus on winning gun fights or controlling part of
the map. Support classes are built to accomplish a specific goal. Support is
an unpopular role to play in Call of Duty Ghost. However, support builds are
often the players who win games for their team. The general idea behind a
support class is to do a job that the rest of the team doesn't want to do.
This frees them up to tackle objectives and get kills while you keep the less
pleasant tasks out of their hair.
Support classes rely augment the performance of the other team members rather
than focus on you. They are often part of a 2 man fire team where one
player is running support and the other is playing a more traditional gun
based load out. Generally, with a support build you sacrifice your own
effectiveness to boost the abilities of your team mates. They tend to be
equipment heavy and use weird perk combinations. Support is best used with a
team that has good communication and plays together often. But, if you can
get your team to talk to you via voice chat you can often make it work.
Strengths:
Support builds get specific jobs done better than any other build on the
market. They do this by specializing in nontraditional tactics and make
heavy use of equipment and other resources. This makes them better at their
jobs. Support can free up other resources for the rest of your team allow
them to play more aggressively and dominate a game.
Weaknesses:
Support builds overspecialization tends to leave them vulnerable to more
traditional tactics. This means they have to rely on their team members to be
effective or be willing to die for the team benefit. Support requires good
communication to work effectively and without it, it tends to fall apart
quickly. Support is a good role to play if you want to win games. It is not
a good option if you want a high K/D ratio.
A. Support Gunners
A support gunner focuses on following another team member around the map and
supplying fire and equipment to cover their weaknesses. This frees up the
other player to specialize more in their chosen mode of combat rather than
having to cover all their weaknesses. You want to cover the other player so
they can focus on getting kills and not have to worry about getting ambushed.
A sample support gunner class:
Primary Weapon: Vector SMG
Attachments: extended clip, muzzle break
Secondary Weapon: Panzerfaust
Perks: Reflex, Strong Arm, Extra Lethal, Extra Tactical, Ready Up
Equipment: Frag Grenade X 2, Concussion Grenade X 2
Weapons:
Your choice of weapon for a support gunner class depends on the weapon your
team mate is using. If they are using a long range weapon like an assault
rifle, MR, LMG or sniper rifle then you want to supplement it. You would
want to use an SMG or a shotgun. The idea would be that you two travel
together and you cover the closer range attackers if they get inside the
comfort zone for your team mates weapon. Meanwhile he can focus on long range
engagements and load up on better handling perks. He doesn't need a pistol
since you are there. The remainder of your build should be equipment based
similar to the ones I have up there. This allows you to dispense equipment
quickly to support his efforts and he can reap the benefits of your equipment
without having to deploy it himself. You could invert this load out if he
was using a closer range weapon, you could use a longer range one loaded up
with speed perks to keep pace with him.
Perks:
Again your perks depend on the needs of the other player. If they are trying
to be mobile with a smaller weapon. Then you should load up on speed perks
like agility, ready up and marathon so you can keep up with them. This
applies even if your weapon doesn't mesh well with them. Conversely you
should also consider carrying a good supply of equipment to support your team
mates efforts.
Equipment:
Your equipment choice should support your team mates play style and
supplement it. You should also take some perks to make your equipment more
useable. If they are playing an aggressive role concussion grenades can help
them win gun fights since they don't have to throw them to reap the benefits.
If they are more defensive, having to extra IEDs and 2 extra Trophy systems
can really fortify their location. If you do die and they don't have a
secondary weapon, they can always scoop up your SMG for their backup slot
until you can reconnect with them.
Playing the Class:
Ideally you should position yourself so that you protect your team mate. That
way they can rack up a higher score streak to benefit the team as a whole
later in the game. You need to move at whatever pace they are moving at and
offer whatever protection and advantage you can. Being a support gunner
isn't glamorous. However, two players working together with average skill
can turned one of them into a very powerful pro player.
B. Demolition Experts
Demolition experts are about providing explosives when and where a team needs
them. This means your team mates don't need to carry launchers and equipment
because you will be supplying most of the boom on your team. You will be most
effective when you need to clear out an objective or a camper. An explosives
expert can also drop an entire enemy unit in a single shot. However, you are
more vulnerable to traditional tactics because your weapons and perks are
specialized in blowing things up.
An Example Demolitions Expert:
Primary Weapon: AK-12
Attachments: Muzzle Break, Underslung Grenade Launcher
Secondary Weapon: MK32 Launcher
Perks: Danger Close, Extra Tactical, Stalker
Equipment: Thermo baric Grenade X 2
Weapon:
Your primary weapon should be a general weapon you can fall back on when you
need to defend yourself. An SMG, or Assault rifle generally will serve you
best. If you are using an assault rifle consider the underslung grenade
launcher. It has a longer reach than thrown explosives and will leave you
more perks to work with. Your secondary should be some sort of launcher to
augment your explosives load out. Pick whatever you are most comfortable with
Perks:
Your perk load out depends on your choice of lethal ordinance. If you are
using the underslung launcher take danger close. If you are relying on hand
thrown explosives, then reflex and strong arm are better choices allowing you
quicker and longer range uses of your equipment. Any extra slots should be
filled with something to help your gun
Equipment:
If you are not using a launcher any of the lethal options are good. Frag and
Syntex have the most range. Canister bombs have the biggest blast radius and
C4 explodes the quickest. A pair of thermo baric grenades can extend your
available ordinance and help you clear deal more damage once your primary
explosives are exhausted.
Playing the Class:
Have your team track down groups of opponents and blow them to kingdom come.
The key strategy is to find choke points and clear objectives. The biggest
weakness of this class is it cannot resupply explosives in the field. So
when your toys run out. Charge in stupidly and respawn to get more bombs.
C. Shield Bearer
The riot shield in Ghost is one of the weapons that players like to play
around with. However in a support role it can be a very effective tool.
Using the assault shield best serves as a distraction for the other team. For
some reason when another player sees you coming killing you becomes a
priority. However, the buy behind you with the assault rifle isn't. While
they are busy hosing down your portable wall they are easy pickings for the
rest of your team. The shield can provide many benefits to your team mates as
well beyond simple cover and a decoy to keep opponents from targeting them.
The only drawback is they have to be willing to move with you at a slower
pace.
A sample Shield Class:
Primary Weapon: Riot Shield
Attachment: Scrambler
Secondary Weapon: P226
Attachment: Muzzle Break
Perks: Agility, Reflex, Blast Shield, Strong Arm, Extra tactical
Equipment: C4, Concussion Grenade X 2
The Weapons:
The primary weapon is your riot shield. However, you are not likely going to
attempt to bash anybody with it. Instead you want to crouch walk while a team
mate follows you and kills opponents shooting at you. You want to use the
shield as a mobile platform for launching equipment and a support tool for
the rest of your team. You also want a pistol in case you need to kill
somebody yourself. You can draw one fast and take an opponent down. The
benefit you pick depends on your attachment.
If you select the scrambler, then the radar on the other team won't pick you
or anybody with 15 meters of you up while you have the shield equipped. This
means any team mate moving with you basically gets off the grid as a bonus
perk and their weapon gains a silencer in addition to its other attachments.
However, they have to remain close for this to work. The other option is the
portable radar. This gives you 2 satcoms worth of pings at all times while
the shield is equipped out to about 20 meters around you. This can help you
find campers and alert you to incoming attackers.
The perks:
You want agility, reflex, and blast shield. Agility speeds you up slightly.
For some reason the riot shield is a grenade magnet and blast shield will
keep you alive. Reflex lets you swap between your shield and pistol quickly
and throw your equipment faster. I recommend a second tactical grenade and
strong arm to round it out. You can also swap the pistol out for a found
weapon and reflex will let you get to faster.
The Equipment:
You have two good lethal options which are c4 and the throwing knife. The
first is the more reliable for a quick close range kill. You can reuse the
throwing knife if you retrieve it however. I would recommend 2 concussion
grenades as well to let you get closer to your opponent or stun them for an
easier kill by the rest of your team.
Playing the Class:
When you are using the riot shield you want to move crouched and keep it
between you and your opponent at all times. This makes you hard to hit and
offers the most protection. Despite the animation, your shield isn't lowered
when you use equipment. This means you can throw your ordinances from mobile
cover while your team mate covers you. Don't try to use the shield as a melee
weapon. Moving hastily towards an opponent is a good way to get yourself
killed. Let them empty their gun into your shield and draw your pistol when
they reload. Rely on your team mates to do most of the killing. If you die
they can take your shield to guard their back. If they die, take their weapon
in place of your pistol. It's a win win all around.
D. Score Streak Hunters
The final class in the support block is the score streak hunter. The purpose
of this build to destroy enemy kill streaks so they don't harass your team.
This can be a tedious and difficult task, but it frees up the remainder of
your team do work on winning gun fights and taking objectives. This is a
class you should keep in reserve and pull out in the middle of a match
through a respawn when the need arises.
A sample score streak hunter class:
Primary Weapon: LStat LMG
Attachments: Armor Piercing, Extended Clip
Secondary Weapon: Panzerfaust Launcher
Perks: Blind Eye, Sit Rep, Extra Tactical, Stalker
Equipment: Canister bomb, 9 Bang Grenade X 2
The Weapons:
You want an LMG with armor piercing and extended mags. There are not lock on
launchers in Ghost besides the MAAWS support streak. You want that too by
the way. LMGs have high damage, good range, and big clips. This will
maximize the bullet damage you can deal to a score streak. The Panzerfaust
cannot lock onto a score streak, but a single rocket will shoot anything out
of the sky with a single hit.
The Perks:
Blind eye is your first choice. This will keep sentry guns and Battle Hinds
from shooting back at you when you approach them. SitRep also helps you in
finding enemy score streaks on the ground by highlighting them through walls.
Finally an extra tactical grenade can come in handy to disable something on
the ground so you can destroy it. Besides these pick a perk or two to augment
your LMGs performance.
The equipment:
A canister bomb offers a large amount of explosive damage and can destroy
some ground score streaks outright. Your taticals have 2 good options.
Thermometric grenades will shred ground based score streaks on contact. A
fully charged 9 bang grenade will temporally disable them so you can get
closer and destroy them with your LMG.
How to Play the Class:
Find Enemy Streaks. Destroy them. Rinse and Repeat. This class is capable
of earning up a streak on its own since each enemy streak you take out counts
as a kill. I would run support streaks though for access to the MAAWS and
because you are going to die quite a bit lacking the perks necessary to win
gun fights.
20. Closing Thoughts
=======================================================================
Well there you have it. My Call of Duty Ghost multiplayer class building
strategy guide. I might add more to this at a future date but for the time
being covers the information I set out to explore. If you have something you </pre><pre id="faqspan-4">
feel I missed here feel free to email me. I will not be taking questions on
this guide and I will not add a specific build based on a single weapon or
perk. However, if there is some group of classes I neglected to add feel
free to let me know.
We have: 55 pages and 26164 words.