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.
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This episode of Black Ops 2 In Depth is about one of the best SMGs in the game: the PDW-57. The PDW is one of my favorite guns. I don't think it is the best gun, but I do think it's one of the better weapons.
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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 Peacekeeper is the first DLC weapon in any CoD game. Along with the multiplayer maps and zombie map in the Revolution DLC, you get this weapon. It is, a very odd SMG. It kind of reminds me of the UMP from MW2 with it's extreme range. This is a weapon of extremes as far as Black Ops 2 is concerned. In this episode of In Depth I cover it's damage, range, rate of fire, reload times, and some strategies for best use.
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In this Call of Duty Black Ops 2 Video, I Give a Break Down on the M27 and the AN94. These are two of the Best Guns to Use in BO2 so This Video should Help you out, along with some nice BO2 Tips and Tricks! :)
The PDW-57 is a very versatile weapon in Black Ops 2 and if play correctly, it can devastate the enemy team.. In this review, I go over it's strengths and weaknesses and why it's one of my favorite sub-machine guns.
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Yes I was playing bots but I got the game early and made this video before the servers were online so there was no way for me to play against anyone except for bots. I put a lot of work into this. I hope it helps and i hope you guys enjoy.
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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.
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.
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This is the first part of the Blackwater Park Mission in Hitman: Absolution which is also called Blackwater Park. In it you infiltrate Blackwater to gain access to Dexter's penthouse. 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 walk towards the black car that is parked closest to you. Walk to the right side of it and crouch once you are about halfway past the car. Then pull out your Silverballers and tighten the aim. Shoot just above the guard's head near the entrance to the walled off part of the park.
Then immediately put away the Silverballers and get up. Walk up to the same guard and into the walled off area. Once you are in the area sneak up on the guard and subdue him. Take his outfit, but before you go to hide his body look ahead. Wait until the guard further into the area, you can just see his flashlight, has turned his back on you, then go to hide the body in the dumpster ahead. Once you have done that take cover on the small section of wall sticking into the park to the right of the dumpster and wait for a guard to have walked past to the right.
Then get out of cover and follow the path. Go left once the path breaks into two and crouch walk down the stairs. Immediately turn right and go past the rear of the two cars. On the right side of the second car is a generator which has a gasoline can sitting next to it. Take the gasoline can, then go back to the rear of the second car. Wait for the guard you can just see through the gap between the two cars to have gone to the right, then change cover. Wait for the same guard to have turned around and walked back towards the generator, then approach the right end of the barricades and scale them. Take cover on the right side of the car ahead near the bonnet and wait for a guard with a shogun to have walked past the guardhouse.
Then go to the rear of the car. Get out of cover and crouch walk to the right rear of the car on the other side of the street and take cover on the right side of it near the boot. Wait for a guard to have walked a little way past the street light near the front of the car.
Then go forwards in cover to the front of the car and throw the gasoline can at the van, no further forwards than the middle of the van.
As soon as the plumber has gone to investigate sneak up on him and subdue him. Don't take his outfit yet, instead deposit him in the dumpster near the front of the van. Once he is inside it take his outfit. Then get up, turn right and go through the door ahead. Inside follow the corridor until you can turn left and go up some stairs. Follow the stairs up into the entrance area of Blackwater. Go to the right side of it and through the leftmost door. Turn right and go towards the security room, but don't go in yet. Wait until a guard with a shotgun has entered the room and left again.
Then go in through the left door and override the retinal scanner. Get out of the room straight away and go back into the entrance area towards the lift. Call the elevator and go inside it. Once you have pressed the button to go up it is the end of this part of the mission.
Written guide: p1SfP0-12X
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.
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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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Written Guide and More Information: 2018/04/25/free-the-chain-inside-the-mountain-the-journey-god-of-war-ascension/
To free the chain in Inside the Mountain in The Journey in God of War: Ascension go through the orange lit tunnel until you get to some spikes. Use the turning panel to the right to separate the spikes and go through the tunnel. Use the orange patch at the top right of the spike wall to open the wall. Go through and fight the enemies. Use the axe to lower the bridge. Destroy the rope holding the big cart and push the cart so that it is level with the gap in the railing. Climb the cart and go up to the upper walkway, go through the orange tunnel and destroy the planks. Follow the tunnel all the way through and use the chain to raise the gate. Drop the chain and go down the chain. Push the large cart forwards until it lines up with the forwards upper walkway. Climb the cart and jump over to the walkway. Go all the way to the end and lift the rock off the chain.
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 a guide for the fifth part of the Hunter and Hunted mission which is called Convenience Store. It explains how to get through the Convenience Store with the maximum score by showing you how to recover the evidence and stay undetected on the hardest, purist, difficulty. After completing all the challenges for the Hunter and Hunted mission and completing the Convenience Store in the way this guide suggests you can expect 20,700 score from the Convenience Store.
At the start make your way along the rooftop until you get to the third air conditioning unit. Take cover on it so that you can't be seen from the rooftop with the police officer on it. When that police officer is walking away from you go to the edge of the rooftop ahead and drop down. Before you go across the window wait for the police officer inside to have turned his back. Go across the window and over the plank between the two buildings. That police officer on the rooftop from earlier will now do one of two things. Either he keeps patrolling on the rooftop or he goes into the building with the cook in it. If he keeps patrolling the rooftop go ahead straight away across the ledge to the open window. Otherwise wait for the police officer to have gone into the building, then go across the ledge to the open window. Inside follow the corridor and go onto the roof that has/had the police officer on it. There is a trap door on the roof. Take the ladder down into the butcher's room. There is a cook disguise on the table next to the fridge.
After you have taken it go through the storage area and out of the door not leading into the kitchen. A police officer is patrolling the corridor. Straight ahead is another doorway to another room. Go into it and turn the wheel on the pipe to close the valve.
Then go back into the storage room and light the fireworks. Go back into the room with the wheel in it and wait for the cook behind the counter you can see through the window to have left. Then walk into the store area and go to the second counter near the public entrance to the store at the right corner of the store when looking towards the public entrance from inside the store. The evidence is near the television on the counter.
Then go to the front left corner of the room and onto the other side of the pallets next to the public entrance. Throw a bottle at the garage outside of the convenience store.
Then make your way all the way around the outside area sticking close to the left wall. The exit is on the far side of the alley. Once you have gone through it, it is the end of the part of the Hunter and Hunted mission called Convenience Store.
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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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This guide explains how to liberate the Valsa Docks outpost without being detected using a silenced sniper rifle in Far Cry 3. This guide is for the warrior difficulty, but it will work for all the other difficulties too. The Valsa docks are located to the north west of Aman Town, the starting location.
If you don't have a sniper rifle you can easily get one. There is a set requirement for how many radio towers you mus activate before you get this sniper rifle for free, from memory it is 6 but that figure could be wrong. You need a silencer attachment, but that only costs $ and money is easy to come by in Far Cry 3.
The best vantage point overlooking the Valsa Docks is from the south west (which is the position Jason is in in the map above) on one of the ridge lines of the hill.
Get as close as you feel you need to, but the closer you are the easier it is for the pirates to detect you. Before you start shooting pirates be sure to mark them using the camera. When you start to take down pirates look for pirates that aren't watched by other pirates. For instance for me there was a pirate leaning on the shipping container and the pirate near him was looking the other way.
Also look for pirates that are alone, far away from other pirates. For instance I saw a pirate on the docks with no other pirate near him.
There is a caged beast whose cage you can shoot to set the beast free. This is a good source of confusion if the pirates haven't detected you, but have found bodies and are more cautions and trying to find you. It is always best not to alert them since the pirates then tend to walk slowly or stand still which makes them easy prey for the sniper.
I had to shoot 5 pirates. I don't yet know whether that number is random, but I think it is constant for each outpost regardless of how many attempts you make. But even if you have shot 5 pirates you may still not have secured the outpost. There is a dog at the Valsa Docks. It doesn't matter if the dogs detect you, as long as all the other pirates are dead. If they aren't when the dogs detect you the pirates will detect you too and you will loose the undetected bonus (the bonus is tied to the pirates not detecting you).
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