Showing posts with label Class. Show all posts
Showing posts with label Class. Show all posts

MW3 Guide - Best Perks For Your Class!

MW3 perks matter a lot for any class in Call of Duty: Modern Warfare 3. Depending on the combination of perks that you choose, you can build a much proficient MW3 class for a specific purpose, for a specific type of battle environment. So, here's a short MW3 guide for adding the right perks to three types of classes in this game.

Perks for the SMG Class

As an SMG wielder you should be running around a lot, focusing on close quarters combat. Therefore, since the gameplay of this class involves a lot of movement, Extreme Conditioning is necessary, as a Tier 1 perk. This perk allows you to sprint for twice as long, and its pro level also allows you to pass over obstacles more quickly.

As a second perk for this class there are actually three viable choices that you can make:

Quickdraw or Quickdraw Pro, for faster aim down the sight. Although this perk works best with LMGs, you can make good use of it as an SMG user. Plus, it is unlocked early, at level 4.
Assassin or Assassin Pro, because it's always best to be undetected by air support. Of course, you should then use a silencer as well.
Overkill or Overkill Pro, which will turn your character into an awesome dual-wielder. This way you can even diversify your gameplay using in one hand and SMG and in the other an assault rifle. However, it takes a while until you unlock this perk. You only become eligible for it at level 47. Many players consider this perk useless, and that you're much better with one weapon than two. I think that wielding two weapons is awesome. Whenever I use this perk, I feel like: "I'm here to kick ass and chew bubble gum!".

And the last point in this MW3 guide regarding the SMG class is the T3 perk. A great choice is Steady Aim or Steady Aim Pro, which will improve your hip-fire accuracy, and should be very useful for the rushing type of gameplay.

Perks for the LMG Class

As perk 1 for a class based on an LMG use should be, without question, Sleight of Hand or Sleight of Hand Pro. Reloading a light machine gun takes forever. This perk will cut off 50% of the reloading time. Plus, it is unlocked at level 4 which is just convenient.

From the Tier 2 perks, Quickdraw is not a bad choice. Quick-scoping is very useful when using this type of heavy weapon, and will improve your aim and accuracy.

As a T3 perk Steady Aim should do just fine. You'll be needing that hip-fire accuracy when other players pop in front of you.

Perks for the Assault Class

The last class that I'm going to cover in this short MW3 guide regarding perks, is the assault rifle wielder. Using an assault rifle you won't be moving around a lot, and it's always best to keep a low profile. I've always played this class trying to be as stealthy as possible, so I would go for:

Tier 1: Blind Eye Pro, to be invisible and more effective against enemy air support.

Tier 2: Assassin Pro, to increase your stealth.

Tier 3: Marksman Pro, to benefit from a better eye over your enemy and for a better aim when using a scope.

I hope this short MW3 guide helps.

Anyway, if you want to become a top player in the shortest time possible, you should learn all the devious tricks of the pro players.

For that, I can only recommend you a complete MW3 Guide.

All About the SWTOR Tank Class

While playing Star Wars: The Old Republic, being the role of the SWTOR Tank is the best way to successfully move through the game with little problems. Being the tank, you will have (2) two roles to complete. The first role of the tank is get noticed by any opposing creature, otherwise known as the threat. Being attacked first, you must be able to take substantial damage and survive. You can do this by either having a good amount of health, or learning to navigate away from any threatening damage, also just having the best protection. A tank can taunt targets to threaten them regardless to the threat level.

There are six classes that have the ability to master the tank role; the classes all have a skill tree for support of tanking duties. The classes are:

Guardian Jedi KnightShadow Jedi ConsularVanguard TrooperJuggernaut Sith WarriorAssassin Sith InquisitorPowertech Bounty Hunter

For a successful tank, whenever the option is available you should choose to become a threat rather than becoming damaged from being attacked. Tanks go through a good amount of damage, which causes tanks to depend on good health conditions, the skills to get away from/avoid damage, and their own armor. These three components will help keep his or her tank in the best shape. A tank must survive to make certain that the tank will be able to withstand all attacks.

The one mistake that almost everybody makes is by believing that only one of the three components it takes to be a successful tank is more prevalent than the other. Each of the skills have their own weaknesses. Being skilled in all three will allow for a balance for the tank and will help with the success.

There are skills that will allow a tank to be successful. These skills can be achieved in many ways. The ability to maneuver around targets is very essential. Most importantly at the beginning of the game when all targets have the same threat level. Also note that it is important to be able to multitask targets, taking more than one on at once. Doing this will enable your tune to take advantage of the situations and be more successful. Lastly, the areas of effect abilities allow the player to target more than one creature at a time. This will help when poor playing skills are in tow.

Sometimes, we run into situations where more than one tank is needed which is where the "off" tank comes into play. Using more than one tank will enable for strong skills and better success. The off tank acts as a protector for the other tank. The off tank will fight all other creatures while the first tank is in battle with the "boss."

The leaders of the group are always the SWTOR Tank class. Because they take most of the blow, they are often more expensive than other classes to repair. They are the most sought after role because of their well-to-do performances. The tank will always be more success in group play as opposed to solo play because of their actual role in the game. Solo battles take much longer to complete. The SWTOR tank role is a role that can be a blessing and a curse. Depending on the player and their own skills will determine the blessing or curse.

Mark L. Miller is a massive fan of Star Wars and has first hand insider experience of the game, Star Wars of the Old Republic. For more information about this game, visit his website revolving around Star Wars the Old Republic at Swtor Insight. Interested in learning about the Crew Skills? Visit our SWTOR Crew Skills article.