I finally found a glitch that worked. This step by step how to guide will have you running the maps of Call of Duty: Black Ops II with all diamond camo guns. The exploit still works so hurry before they patch it. It also gives the calling cards for earning all camo if you were wondering.
Equipment I use
Controller: Scuff RadioActive Zombie
Capture care: Elgato HD
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The Vector K10 in Call of Duty Black Ops 2 is very similar to how it was in Call of Duty Modern Warfare 2. Back then it had a high fire rate but low damage with decent accuracy and fairly average recoil. The same can be said about the Vector K10 in Call of Duty Black Ops 2. This guide explains how to use the Vector K10 effectively and what class setup is best for it.
When you use the Vector K10 you have to remember it is a sub machine gun so it is a close quarters weapon. The Vector K10 is somewhat effective at longer range, but much more powerful at close range. So when you see an enemy with an assault rifle behind some cover far away don't try to engage him. Flank him and force him into close quarters where he will most likely loose against you.
When you are in very close quarters use hip fire. At most other times the Vector K10 is better if you aim down its sights. That said, start with hip fire and then aim down the sights whilst firing which often grants an initial hit which goes a long way towards winning a gunfight. The class I suggest you use with the Vector focuses on survivability on objectives and helps make aim down sight combat easier:
When you are on an objective often enemies like to throw all sorts of explosives and tactical grenades your way. Flack Jacket reduces the damage you take from any explosives, although it is mostly useless against air support, and Tactical Mask reduces the impact of most tactical grenades (including the Concussion and Flash grenade and the Shock Charge).
Semtex is good for close quarter combat because you can throw and forget which the Frag Grenade doesn't offer. I used Shock Charges because I was playing Hardpoint, but concussion or flash grenades are equally good. The pistol secondary helps you when your primary runs out (switch to your pistol instead of reloading).
As I said before hip fire is an important aspect of the combat with the Vector K10. Although it isn't the best, most of the time aiming down the sights is better, but under some circumstances hip fire goes a long way. The Laser Sight makes your hip fire more accurate. When you do aim down the sights especially at medium range the recoil the Vector K10 does have is very noticeable. The Fore Grip helps you control that recoil better to put more bullets in your enemies.
YOU'LL KILL EVERYONE ON BLACK OPS 2 WITH THIS Scar H black ops 2 Best Class setup should help everyone greatly improve their aim and get a high KD Ratio. Hope This black ops 2 Scar H Best Class setup Helps!
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The SCAR-H assault rifle probably has the best sounding fire I have heard in Call of Duty Black Ops 2 so far. However, it is hard to handle, but very powerful when done correctly. It is somewhat similar to the SCAR-H in Call of Duty Modern Warfare 2 (not 3) but has a bigger magazine than it does in that game. This guide explains how to use the SCAR-H well and what the best class setup for it is.
The SCAR-H is very difficult to handle. It has a lot of recoil and fires slowly so it is not effective when fired from the hip (as most slow firing weapons are except for the shotguns). You can't be as aggressive as with the other assault rifles, capturing an objective is a bit risky as you can't effectively deal with enemies that rush up to the objective. So it is best to stay back a bit behind some cover and lay down fire on the enemies. However, as I always say, do not stay behind the same cover for long, if there aren't any more enemies to shoot you should move on.
It is best not to start with hip fire with the SCAR-H because you are most likely going to miss, even at close range. The hip fire start does take some time, so going straight to aiming down the sights will get you accurate much faster than if you start with hip fire. At very long range be sure to burst fire to settle the recoil for better accuracy.
The class setup I recommend is the following:
As you are near the main fight around an objective using Flack Jacket and Tactical Mask will reduce the impact lethal and tactical equipment has on you. Toughness is good for the SCAR-H as all of your kills are going to be when you are aimed down the sights and flinch will affect you a lot. Toughness reduces the flinching you do.
Semtex is good because when you are defending an objective and the enemy taking it is hiding behind some cover it isn't a very good idea to run up to him and shoot him as the SCAR-H is terrible at close range engagements. Instead use the Semtex to either kill the enemy or force him to get out of cover. Concussion grenades can be substituted for flash grenades, but I prefer concussion grenades as it makes enemies affected easier to shoot since their movement speed is slowed.
Since you are going to be behind cover for most of the time you don't really need a secondary backup in case you run out of ammunition in your magazine. Instead duck down and reload and pop back up.
The attachments to the SCAR-H are designed to make the SCAR-H easier to handle. The rifle takes quite some time to aim down its sights, so using the Quickdraw Handle reduces that time. Often there are a lot of enemies near objectives, Extended Clip gives you the ability to deal with more enemies without the downtime caused by reloading. The SCAR-H has a bit of recoil, the Fore Grip helps keep that in check.
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The MSMC is, in my humble opinion, the best sub machine gun in Black Ops 2. The PDW is a close second, but the MSMC is the best. In this In Depth episode, I'll tell you why!
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The Scorpion EVO Sub Machine Gun is the last sub machine gun you unlock in Call of Duty Black Ops 2. It has a very high fire rate and good hip fire characteristics so it lends itself well to only using the hip fire, with a few modifications to the weapon. This guide explains what the best strategy with the Scorpion EVO is and what the best class setup is.
The Scorpion EVO is the sub machine gun with the highest fire rate and best hip fire characteristics. So the best way to use it is to only using hip fire. Since I am going to recommend to use rapid fire aiming down the sights of the Scorpion EVO is only doable if you burst fire and then you are going to be beaten by every other gun in the game. When you do encounter an enemy start hip firing and strafing at the same time. A big advantage to using hip fire is that you can move much faster, so strafing is a powerful tool to win those gun fights.
You have to use the Scorpion EVO in a similar way you would use a shotgun. However, the Scorpion EVO does have more range and is at its best at medium range just outside of the shotgun's effective range. When you move around the map think about the route you are going to take and use the one with the most close quarters since you are strongest in those. When you see an enemy with a rifle at long range behind some cover flank him to force him into close quarter combat where you are much better than at long range.
The class setup I recommend is the following:
To get you to the enemy flank undetected use Ghost. However, it is interchangeable with Lightweight which helps you get there faster and makes strafing a bit more effective. When you are firing at an enemy and they fire back you are going to start missing due to flinch. Toughness helps reduce the amount of flinching you do to get more bullets onto your target. Because you are near the middle of the fight there will be a fair number of tactical grenades and equipment around, so using Tactical Mask helps reduce the impact they have on you.
You have to give up either a lethal or tactical grenade. I went with the lethal grenade option. If that is your choice be sure to use Semtex because you are going to be in close quarter combat a lot and Semtex blow up faster. If you go for tactical grenades go with your preference, but I suggest it is one of concussion or flash grenade. A secondary is good with the Scorpion EVO, especially since you are going to empty out your magazines very quickly. When you run out you can switch to your preferred secondary and take the target out.
Hip fire gets better the more bullets you shoot. Rapid fire buffs your fire rate to an even more ridiculous rate. But that will empty your magazine even faster, so using extended clip lets you keep pulling the trigger for a little longer. Since you are always going to be hip firing Laser Sights helps with every kill as it makes your hip fire accuracy better.
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The PDW-57 is a low damage high fire rate sub machine gun which is the second machine gun you unlock. It has medium recoil (similar to the MP7, click for a guide for the MP7). It is best suited for an aggressive flanker that goes after the objective in those modes that have them. The PDW-57 has reasonably good hip fire characteristics, but your are going to do much better if you aim down the sights.
The PDW-57 has trouble when you oppose more than one person at once. The high fire rate lets you effectively deal with one enemy, but any more than that and the time it takes to kill will hinder your abilities. It is best to flank the other team and encounter them one by one when they are unaware. Stay on the edges of the maps and approach the current objective from the sides or behind.
When you do run into an enemy that is shooting back start hip firing but at the same time aim down the sights so that you are firing whilst aiming. At the same time start strafing left and right because, unlike an Assault Rifle like the MTAR (click for a guide for that weapon) you move quickly whilst aiming down the sights which helps avoid enemy fire.
Lightweight helps you flank faster as it increases your running speed and Dexterity helps you when you are caught unaware as it helps you pull up your weapon faster after sprinting. When you are firing and aimed down your sights Toughness reduces flinch when you are shot which makes killing enemies that are shooting back easier.
For your lethal grenade I recommend you use the Semtex Grenade since it is fast to pull out and explodes soon after you threw it supporting a faster combat. The tactical grenade you choose is up to your preferences, but I recommend you use concussion or flash grenades. A pistol secondary is an excellent tool when your primary is empty in the middle of a gun fight.
When you are aiming down the sights and strafing the faster you go the better you can avoid enemy fire. The Adjustable Stock increases your movement speed when you are aiming down the sights. When you are flanking sometimes you run into a series of enemies, or even maybe 2 at once, and your gun might not hold enough bullets to deal with all of them. Extended Clip increases the number of bullets per magazine.
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This is a guide for the only part of the Birdie's Gift Mission in Hitman: Absolution called the Gun Shop. In it you sneak around the gun shop to recover the Silverballers without competing in the target shooting. Alternatively you can compete in it, but it is more difficult to do. This guide explains how to complete this mission on the hardest, purist, difficulty. It does not explain how to complete the different challenges in this area.
At the start make your way to the back of the store and locate the electricity box. Wait for the guy in the army shirt to have walked past you.
Then sabotage the electricity box. Go back to the counter that is now deserted by the staff and go behind it and pick up the key card. This area has another exit with swinging doors. Go through them and go to the back of the storage area. On the right wall is a door leading to the target range. Go out of it and go left. Follow the trench until you find a branch to the right which leads to a bunker. Go into the bunker using the key card from earlier. Be sure to recover the evidence on the shelf ahead.
Also pick up the notebook next to the computer screen to the right. Go back out of the bunker and follow the trench back. Be sure to pick up the metal pipe on the way back. When you get to the front of the target range follow the wall all the way to the left, but not quite to the edge. Throw the metal pipe you just picked up either in front or behind the guard standing in front of the door to the gun store.
If you threw the metal pipe in front of him wait for the guard to turn around and go back to his position after investigating then change cover. If you threw the metal pipe behind him change cover as soon as he turned his back towards you. Leave cover once you are on the other side and go a bit further left and then climb through the window. In that room is a safe which you can just open since you fund the notebook earlier containing the combination of that safe. Inside the safe is the key to the case of the Silverballers. Behind you is an air ventilation shaft.
Go through it and you are back in the main store area where you don't have to hide from everybody. Go back to the counters to the case of the Silverballers and open the case. Once you have the Silverballers back you can exit the store and once you have it is the end of this mission.
To find the next passage follow the path and climb up a ledge from where you fist see the next portal. Go around the spire to the right then head straight towards the portal until you find a place of power. Turn right and go down the path. Be careful when you drop down both the cliff at the end, stick close to the wall to the right to minimize fall damage. Go back up the the platform ahead. Then go back down the other side and quickly run through the fog to the ledge ahead. Now go straight towards the portal by following the quest marker.
This is a Weapon Guide for the CBJ-MS Submachine Gun in Call of Duty Ghosts. In it I show you the best soldier setup for the CBJ-MS and give you some strategy tips.
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The CBJ-MS Submachine Gun is best suited to close quarter gunfights since it has the lowest accuracy and range but highest fire rate of the Submachine Guns. This means you will need to choose attachments and perks to make the short range easier to handle. It is also vital you don't expose yourself to long range and avoid the medium range.
The CBJ-MS is a strong weapon in close quarters. The high fire rate means that hip fire is particularly powerful. If enemies are very close don't aim down the sights but strafe and fire from the hip. At short to medium range it is worth aiming down the sights to ensure you get the kill faster.
When you move around the map focus on the short range, but don't be too afraid of the medium range. If you can catch an opponent off guard you can still win a gunfight at medium range. But if an opponent is ready retreat is the better option. Use the radar to estimate where enemies are and move towards them through close quarter areas.
I found that I was running out of ammunition very quickly with the CBJ-Ms due to is high fire rate. Extended Mags will grant you more starting ammunition and 50% more bullets per magazine. Since you will have to be close to enemies most of the time and don't want to alert other close by enemies use the silencer so you don't appear on the radar.
Select perks that will make the close range more effective or help you out in staying hidden. Ready Up will bring up your gun faster so you can sprint without worrying about being caught sprinting. Vitally Sleight of Hand will reduce reload times. Reloading will be frequent, even with Extended Mags, which can be deadly if you are close to enemies. Steady Aim makes hip fire more effective helping you in face to face engagements.
Takedown will ensure that the death skull of an enemy you just killed won't reveal your location to close by enemies. ICU will regenerate your health faster reducing the disadvantage you have in facing enemies in quick succession.
In summary the CBJ-MS is the fastest firing Submachine Gun will the least range making it perfect for close range engagements. Extended Clip, the Silencer and the chosen perks will help you out at close range by keeping you hidden and increasing your mobility.
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Hello, I am David Andersson, and welcome to the guide to getting resources easily and quickly which is basically farming.
In Dead Space 3 your inventory is saved, even if you go back to an earlier level you will still have the current inventory. So you say have 1000 scrap metal and go back to an earlier level where you originally you only had a few hundred you will then have 1000 scrap metal. So you can take advantage of that by redoing a level over and over that is resource rich. They key resource you are looking for is Tungsten. For almost all higher upgrade you need at least some Tungsten.
When you are farming play on a lower difficulty. You will find more resources than on the higher difficulties. I have been playing on casual.
So far the best I have found is the optional mission on the C.M.S. Greely in Chapter 4. Each run you get around 30 to 40 Tungsten. I did a few runs and now have a shotgun that one shots every enemy and has automatic alternate fire. I will show you how to customize weapons in a future video.
In addition to the Tungsten I now have around 2000 semiconductors, 3000 scrap metal, 3000 somatic gel, 800 transconductors and 20 ration seals. That is basically enough to create as much ammunition as you need.
So there you go. Be sure to let me know which chapters or parts of chapters you find most effective for farming in Dead Space 3.
This video shows how to neutralize the lord regent at the dunwall tower in the return to the tower mission nonlethal and undetected. It also shows how to get to and talk to the propaganda officer and how go get to and open the lord regent's safe. Note that I am doing this on the hardest difficulty without any upgrades, except blink which you are given. That is why I am not picking up any Bone Charms or Runes or any other loot since it is unnecessary.
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This is the third part of the Dexter Industries Mission in Hitman: Absolution which is called Descent. In it you make your way past many guards to get to an elevator to descend to the compound. This guide explains how to complete this mission on the hardest, purist, difficulty. It does not explain how to complete the different challenges in this area.
At the start you can run without worrying about being detected. Make your way down ledges and ladders until you get to a house. Go around the ledge and, once you get to the window, drop down and go further to the left until you can drop down again. Then keep running until you get to a table with a bottle on it. Take the bottle, then go onto the ledge ahead. Shuffle right until you are above the next platform, then drop down onto it. Take cover on the left side of the door ahead and wait for the guards to stop their conversation.
Once the guard to the left in the image above has walked out of sight around the corner crouch walk into the room and follow the left wall. Stick as close as possible to that wall. You will hear the getting detected noise, but you can get through the room before you are completely detected. Go down the stairs. At the bottom of the stairs take cover on the right wall and wait out the conversation of the guards. As soon as they leave follow through the door.
And keep following them until you get into a big cave with mine carts in them. Follow the left wall of the cave until you get into a side cave. Walk into it and into the second part and take cover behind the half wall so that you can see the guards having their briefing ahead.
Wait for the guard to have walked up to the window as he has in the image above. He will shortly after go to the right. Take cover on the left side of the door to the other room and wait until he has turned his back and is walking away. Then go forwards and take cover on the half wall the guard stood next to. On the other side of the cave a guard is standing in a pool of red light. Wait for him to have turned away from you, then go forwards and take cover on the leftmost mine cart. Throw the bottle you took earlier into the far left corner of the cave.
Quickly make your way to the right side of the mine cart and pick up the metal tube sitting there. Throw that to the right of the red barrel.
Once both guards aren't looking towards the doorway any more crouch walk through that door. Follow the little corridor to the end and just stay hidden around the corner and wait for the two guards ahead to leave.
Then go to the other side of the cave you are in. Wait for the two guards to be on their way away from you and then follow the little side cave to the right and then go forwards to take cover on the half wall ahead to avoid being detected by the guard that will walk by soon.
Once he is past you sneak past the two guards standing near the railing ahead and go to the right and pull the lever. Then follow the walkway to the stairs. Go down the stairs and activate the generator. Then wait for the elevator to come all the way up, go into the elevator and push the button to descend. Once you have done that it is the end of this part of the mission.
Hello and welcome to the puzzle guide to dropping the elevator in the research base in tomb raider 2013.
Near the end of the game you enter the research base. Eventually you get to an elevator that is slightly broken and won't let you go down to the floor you want to be on. You have to pry off all four cogs supporting the elevator.
To pry off the first cog jump up to the boxes on the second level and use the ice axe to pry the cog off. To access the higher levels go onto the elevator and jump up to the hole at the back of the elevator and climb through it. Use the stairs to get to the desired level.
Next call the elevator to the third level. Then go down the stairs a little and jump up to the platform. Once the elevator has stopped you can pry off the second cog.
Now call the elevator to the fourth level. Then go down to the third level and jump up to the ladder. Once the elevator has reached the fourth floor you can pry off the third cog.
For the last cog break the barricade that you can see on the third level. Then call the elevator to the third level. Go up to the fourth level and call the elevator up. Once it has almost reached the large hole in the side of the shaft jump down to the elevator and through the hole to the climbable wall. Go all the way to the left and jump to the platform. You can now pry off the fourth cog.
The elevator will drop down and clear the way ahead. To continue don't jump down from the second level, instead walk off. If you jump down you die spontaneously.
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The Executioner is the fourth pistol you unlock in Black Ops 2 at level 31. It is a semi-automatic weapon chambering five bullets per magazine. The Executioner shoots eight pallets per shot, similar to a shotgun. When you aim down the sights of the Executioner the pallet spread becomes tighter compared to firing from the hip. The Executioner is best used at very close range, and even there it is difficult to handle. The advantage it has over the shotguns are faster handling characteristics and tighter hip fire spread, but at a cost of long reload times and worse range.
Executioner Best Strategy
When using the Executioner you have to be in close quarter combat. Even at medium range where you still can get hitmarkers the five available shots per magazine are usually not enough to kill, and if you ever have to reload in the middle of an engagement you are very unlikely to survive. In general the normal reload time of the Executioner is a big problem since you usually have to reload after every kill. It is also uncommon that you can take one enemies in quick succession and even rarer that you can fend off two at a time. You have to be close to the enemies, but after every kill retreat to reload safely. Once you have charge ahead for the next kill, then retreat and reload. Should you not be able to retreat use cover to try and keep out of line of sight of enemies close by which can buy you enough time to reload safely.
Aiming down the sights of the Executioner is tough because the high visual recoil makes it difficult to keep your aim on target. It is almost always better to fire from the hip and avoid engagements where aiming down the sights would be useful. Thus using the reflex sight doesn't offer any benefits. Since almost all of the engagements you get into you will be firing from the hip, with the laser sight the Executioner will be an all-around better weapon.
The long barrel increases the range of the executioner and thus lets you take on targets that are further away. However, the difference the long barrel makes is minimal and there are much better attachments for the Executioner. FMJ increases the penetration and the damage against score streaks of the Executioner. Both of those advantages are rarely useful since if you have to shoot through cover you are unlikely to get the kill anyway and the range of the executioner is too short to be of any use against air support. All other scorestreaks are too rare to warrant using FMJ.
Fast mag is essential to almost every building involving the executioner. The reload time is significantly reduced transforming the Executioner from being frustrating to being an enjoyable weapon as it lets you be more aggressive. The suppressor is also a good addition to the Executioner as it lets you be close to enemies and shoot them without alerting them. With it the longer reload times often aren't an issue if you take out enemies one by one and remain out of sight of the rest of the enemies.
The knife attachment is useful if you run out of ammunition during an engagement or after you've finished one enemy another one is already charging at you. In both circumstances the knife can quickly dispose of the problem enemy.
Executioner Best Class Setup
But the best attachment of them all is the dual wield attachment. You cannot use any other attachments whilst using dual wield, but dual wield comes with fast mag by default. Dual wield lets you easily take on two enemies, even simultaneously, as you have much more firepower at your disposal. You can also more easily take on enemies at medium range since what used to be five bullets usually only getting hitmarkers now is ten bullets in the same time which have a much better chance to kill.
Ghost allows you to get close to enemies without being detected should the enemy team call in a UAV. Lightweight gets you there faster. I found that I ran out of ammunition quickly. Use scavenger which lets you pick up ammunition packs dropped by the enemies. Dexterity brings up the executioner faster after sprinting which is useful since you are always on the move.
Hitting a fleeing enemy with a concussion grenade will stop them from running away and easily lets you get close enough to shoot them, unless they are wearing tactical mask.
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Hello, I am David Andersson, and welcome to the guide for creating a very powerful weapon that will one shot most basic enemies.
I based it on the shotgun which you get a blue print for in chapter 4, but you can build it from scratch from this description. If you don't have the resources to build the different items I have produced a video for farming which will allow you to get resources quickly and easily. You can find it here: p1SfP0-1ni
First use a heavy standard frame. Then select the military tool as the upper tool and a telemetry spike for the lower tool. Go for the precision tip with the upper tool, which basically makes it a sniper rifle, and the diffraction torus for the lower tool, which makes it like a machine gun. For the upper attachment go for damage support, which increases your damage and your partners should you play in co-op, and for the electric charge for the lower tool, which adds a damage over time bonus to your shots.
For the upper tool upgrade circuits use three fire rate and damage buffs. How much they buff depends on what you can build, but go for the maximum available for you. Currently I have +2 of each. For the fourth upgrade circuit go for the increased clip decreased reload. I found that I didn't need more than four bullets per clip so I wouldn't use more than one upgrade circuit on an increased clip. Also, if you want to replace an upgrade circuit the previous upgrade circuit will be destroyed and you won't get your resources back so be careful with experimenting.
The lower tool is just there to take care of small enemies who die in one shot anyway so you don't need any damage buffs on it. But if you use a reload upgrade circuit it will also speed up the reload of the upper tool. Go for the increased reload for all four upgrade circuits.
This weapon will one shot almost all enemies you will encounter, except boss enemies and enemies that can't be killed. I also liked the conic dispenser as the upper tool tip which transforms this weapon into a shotgun. You won't be able to kill enemies in one hit consistently, but you have some extra bullets per clip and it is a lot more fun. But in the end the precision tip is the better tip making the game much easier.
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