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The Ultimate Stealth Handbook



  • This guide is undergoing surgery. This may take some time to complete. Sorry for any inconvenience that I may have caused.
  • This guide is intended for an audience of both experienced and inexperienced Stealth players. If you are new to stealth, please regard all information below as "need to know". For those more experienced Stealth players, please read the guide anyway. Hopefully you may learn something.
  • Please note that Stealth doesn't have to be all about Camouflage and Suppressed Weapons. This is an extreme form of Stealth. Stealth is purely the concept of eliminating your enemy before he sees you.


Stealth. What is Stealth? Well to start off, the Collins English Dictionary describes Stealth as ”The act or characteristic of moving with extreme care and quietness, especially so as to avoid detection”. So we can deduce that Stealth in Warfare is eliminating the enemy without being detected. This is a method used successfully by many militaries today. Think logically. Do you honestly think that if an army, wishing to seize control of an area by assassinating an important man of power in said area, would do so by going in guns blazing, storming buildings and making a general racket, when they know from their intelligence that the area is heavily fortified and enemy Snipers have been informed of a possible threat?

So how would we incorporate Stealth into Call of Duty: World at War? Luckily, Treyarch® have included some beneficial additions to the online mode so that “Joe the Gamer” (No that’s not Joe the plumber) can use Stealth to his advantage.

This guide is going to explain fully to you how you can incorporate the act of Stealth into your game play to aid and benefit you in online lobbies. This guide is intended for players new to Stealthing but those who know the concept might want to read on too to see if they learn anything new.


Okay. So the main concepts of Stealth are:

PLANNING
   
Planning and organising is a key part of Stealth. What self-respecting Stealth player thinks that he is Rambo, honestly? Plotting your routes and your tactics is vital for an efficient game. Think about this... Good Clans plan and co-ordinate things. Good Clans incorporate Stealth. Coincidence? I think not!

ENEMY DETECTING WHILST AVOIDING ENEMY DETECTION
   
Detecting your enemy is vital for Stealthing otherwise, how are you going to get behind enemy lines? I mean, you won’t know where Enemy lines are otherwise will you? Avoiding enemy detection is, and you’ll have to excuse my patronising here, the entire point of Stealth.

ELEMENT OF SURPRISE
   
If the enemy knows that you are coming, this betrays the whole concept of Stealth. It is as simple as that.

PRIORITISING KILLS

Any good Stealth player will know that prioritisation of certain enemies is an important factor of helping your team win. If there is a sniper on the other team who is annihilating your teammates, you as the stealth player on the team should infiltrate where the sniper is camping and eliminate him before he takes out anybody else. This prioritising of kills can nearly always give you and your team an added boost.

And for those of you who like acronyms, these concepts can be shortened to P-E-E-P. Oh joy, just think of all of the innuendos you guys could come up with for this harmless acronym!


So how is Stealth used? Stealth can be approached in many different ways. I have categorised these ways into three sections below. These sections also explain one of the main question asked when it comes to Stealth, the difference between a ghost and a ninja.

INFILTRATING

The Infiltration of buildings and garrisons can be classed as stealth for the reason that the whole idea of infiltration requires a) planning and b) the element of surprise. These 2 factors are always used while infiltrating buildings even if you the player may not notice it.

SNIPING and COUNTER-SNIPING

Sniping, although a completely different way of eliminating the enemy, can be classed as an act of stealth as when you snipe, you are detecting enemies whilst avoiding enemy detection.

AMBUSHING
   
Ambushing the enemy is highly useful to a stealthier as the enemy are caught unawares of their downfall. This uses the element of surprise, a key factor in stealthing.

GHOSTS AND NINJAS – THE DIFFERENCE

There are two names given to Stealthing Players. These names offer different approaches to eliminating the Enemy in a Stealthing manner. These different approaches are Ghosting and being a Ninja.

GHOST

Ghost’s roam around the map without the slightest detection by enemies. They are almost literally invisible. Chances are, you will never encounter a ghost in your online campaign but the ghost will certainly encounter you. A ghost’s main objective is to get the important kills for the team. A Ghost is more of a team player than the Ninja. Ghosts’ usual targets are Snipers and Machine Gunners. Ghosts tend to latch themselves onto the Strong enemy players and also the weak too.

NINJA

A Ninja has a different approach to Stealthing. They ambush the enemy and confuse enemies into traps. A Ninja’s job is more risky than a ghost’s as in order for the Ninja’s plan to work effectively, they must reveal themselves to the enemy for a split second. This then lures the enemy into the trap that the Ninja has laid out for them. Ninjas also pride themselves with their close-quarters combat (CQC).


GEOGRAPHY – Know your maps

Knowing different your map is key to Stealthing effectively. Knowing multiple routes in and out of areas can provide the Stealther a quick get-away if an enemy is informed of a Stealther in the area.


STRENGTH IS NOT IN NUMBERS – Avoid grouping with your teammates

Sorry to break it to you SIN but while stealthing, Strength is certainly not in numbers. Teammates tend not to be fellow Stealthers and this can lead to your whereabouts being compromised. A team of Stealthers is absolutely fine. The only concern here is that most players online tend to be rushers (Breaching areas loudly which easily informs enemies of the rusher’s location. Rushers also don’t involve much tactic to their style of play). This is fine if your objective is to get as many kills as you can but this is not a Stealther’s tactic.

PERIMETER PLAY – Stick to the perimeters of the map

Move along the outside of the map whenever possible. It would be easier to flank the enemy and have less chance of anyone to notice you. In fact, circling the perimeter in a certain direction, always mobile, is the most effective way to flank your enemy and kill them stealthily.

SPIDERMAN – Sticking to Walls for cover

Walls provide cover for you and hide your movement. They also provide some protection when under fire. This tactic is simple yet effective. Enemies cannot see through walls unless Treyarch® add an extra perk “X-ray vision” which they won’t as this technology isn’t even available in Modern Warfare, let alone World War II.

SLOW AND STEADY WINS THE RACE – Moving slowly and Cautiously

Sprinting or just walking upright can create more movement and more noise than couching or proning and like before, it would just create more attention to you. Only when the area is clear is when you can sprint. This can be altered by using the “Dead Silence” Tier 3 Perk. An exception to this is that you may sprint if you are moving from building to building (therefore to reduce time in the open) or if to avoid enemy fire.

COLLECTER’S ITEM – Pick up useful weapons such as Sniper Rifles or other Suppressed weapons

If you see a sniper rifle lying on the ground, pick it up. Snipers constantly scan the area for enemies and have more of a chance to spot you than anyone else. Since they are located from a far and cannot be reached with a silencer, you can use the sniper rifle to take the enemy out and have less of a problem in getting to your destination. It also gives you the option to snipe the enemy from behind. Since being stealthy can increase your chances of getting behind the enemy without being noticed, you can take up positions and snipe the enemy from behind.

If you can’t find a sniper rifle, a rifle will do just fine. They can replace the range lost when using the suppressor, but it makes it easier for the enemy to know your position because of the killcam and the radar (unless the rifle is also fitted with a suppressor).

PITCHING A TENT – Learning to Camp effectively

Camp each doorway and path where you think the enemy might come out from. Do it for about 10 to 20 seconds and then move on. If think the enemy is coming, camp the entrance/exit for around 30 seconds. If you plan to go in/out of the building or the next area, proceed with caution and scan the area for enemies. If you know when someone is coming, then just stay there until he comes out.
You should also stay out of the enemy’s sight and don’t camp in places that are too obvious.
If you are camping in one spot, don’t get over 3 kills. When you do, you have to move. Any more than that and the enemy will be aware of your presence and know where you are hiding. Even just moving your position slightly will help a lot.

LINGER IN THE SHADOWS – Remain in unnoticed areas

Move in dark areas whenever possible. You would be well concealed by the darkness. The enemy won’t  easily notice you.

PLAY DEAD – Fooling your enemy into thinking you’re a corpse

Proning and then constantly tapping the button to switch your weapon will make you look like slightly like a corpse and it’s an effective way to hide when there is no cover to protect you. As long as the enemy doesn’t see you start to prone or when you start switching your weapon (since they cause movement) and you stay still, the enemy won’t really bother to even look at you. The only problem to this is that your name still pops up when you are aimed at. This is also good for ambushing enemies. Also finding tall grass is effective. Proning nearby a mass pile of dead bodies is also  effective as enemies think that you are one of the dead bodies.

LET IT GO – Leaving some enemies alone

Unless you are quick, an enemy might occasionally sprint past you and will be too fast for you to catch. Learn to let him go. It’s more important to attract less attention and to carry on stealthing than trying to get another kill which could ultimately lead to death.

KEEN EYE – Bouncing Betties and how to Destroy them

When taking out Bouncing Betties, shoot them once and then hide for about 10 seconds. Taking out Bouncing Betties will alert a nearby enemy, assuming that someone might be there of course. Waiting a while will cause the enemy to grow impatient and he’ll ignore the explosion. If there is a multiple number then repeat the process as much as needed. If you fire at a Bouncing Betty and get hit by it, wait even longer because that will notify the enemy that someone is there. Afterward, take out whoever is there and move on. Also be cautious and prepared if the enemy comes out and tries to search for you.

WEAPONS AND ATTACHMENTS

Depending on what sort of Stealth you are incorporating, the weapon you choose must suit this purpose. For example, if you want to infiltrate buildings, you will require a powerful gun, good at close-range. You therefore might choose a Sub-Machine Gun or a Shotgun rather than a Bolt-Action Rifle. This is simple understanding of the game really.

Below is a list of all of the guns and their Stealthing capabilities estimated by myself. You may have a difference of opinion. If so, please state it in a reply post below.

BOLT-ACTION RIFLES

Springfield

American Bolt-Action Sniper Rifle. Effective at Long Range.

The Springfield is a Sniper Rifle and therefore only really suited for Sniping and Counter-Sniping with. If you are not Sniping, then it’s really not all that useful then is it? I would recommend picking a Bolt-Action up if you find one lying on the ground (switching it with your side-arm of course though) as if you find this less useful for your task at hand, chances are that this can defend you in unsuitable situations. Do you see my point?

EFFECTIVENESS FOR STEALTHING – INFILTRATING: 0/5
EFFECTIVENESS FOR STEALTHING – SNIPING and COUNTER-SNIPING: 5/5
EFFECTIVENESS FOR STEALTHING – AMBUSHING: 2/5

Arisaka

Japanese Bolt-Action Sniper Rifle. Effective at Long Range.

This is exactly the same case as the Springfield. Read the info for the Springfield above.

EFFECTIVENESS FOR STEALTHING – INFILTRATING: 0/5
EFFECTIVENESS FOR STEALTHING – SNIPING and COUNTER-SNIPING: 5/5
EFFECTIVENESS FOR STEALTHING – AMBUSHING: 2/5

Mosin-Nagant

Russian Bolt-Action Sniper Rifle. Effective at Long Range.

This is exactly the same case as the Springfield. Read the info for the Springfield above.

EFFECTIVENESS FOR STEALTHING – INFILTRATING: 0/5
EFFECTIVENESS FOR STEALTHING – SNIPING and COUNTER-SNIPING: 5/5
EFFECTIVENESS FOR STEALTHING – AMBUSHING: 2/5

Kar98k

German Bolt-Action Sniper Rifle. Effective at Long Range.

This is exactly the same case as the Springfield. Read the info for the Springfield above.

EFFECTIVENESS FOR STEALTHING – INFILTRATING: 0/5
EFFECTIVENESS FOR STEALTHING – SNIPING and COUNTER-SNIPING: 5/5
EFFECTIVENESS FOR STEALTHING – AMBUSHING: 2/5

PTRS-41

Russian Semi-Automatic Sniper Rifle. Effective at Long Range.

This is exactly the same case as the Springfield. Read the info for the Springfield above.

EFFECTIVENESS FOR STEALTHING – INFILTRATING: 0/5
EFFECTIVENESS FOR STEALTHING – SNIPING and COUNTER-SNIPING: 5/5
EFFECTIVENESS FOR STEALTHING – AMBUSHING: 2/5

BOLT-ACTION ATTACHMENTS

Sniper Scope

The Sniper Scope is the key attachment on bolt-actions. The attachment certainly gives the weapon a considerable edge when taking out enemies from afar.

Bayonet

The Bayonet is most likely the most friendly attachment to a Stealth player on a bolt-action Rifle. The bayonet is a far more effective way of meleeing your enemy which can be important while Stealthing.

Rifle Grenade

The Rifle Grenade can be used for Stealth purposes most more often than not it’s used for rushing rather than stealthing. If you can manage to use this attachment stealthily then go ahead. Do remember that this replaces perk 1 however.

RIFLES

SVT-40

Russian Semi-Automatic Rifle. Effective at Medium to Long Range.

This Semi-Automatic Rifle boasts little recoil and an average rate of fire providing that your trigger finger is good. This gun all depend on how fast your finger is on the trigger. It is most suited for medium range and can be used effectively for Stealthing but does have downsides. I personally would not recommend it for Stealthing unless you have something Stealth-Orientated that this gun does the job best at.

EFFECTIVENESS FOR STEALTHING – INFILTRATING: 2/5
EFFECTIVENESS FOR STEALTHING – SNIPING and COUNTER-SNIPING: 3/5
EFFECTIVENESS FOR STEALTHING – AMBUSHING: 4/5

Gewehr 43

German Semi-Automatic Rifle. Effective at Medium to Long Range.

Similar, if not almost identical to the SVT in performance. This gun has less recoil that the SVT. Read the information about the SVT to explain stealthing about this gun as the experience would be identical.

EFFECTIVENESS FOR STEALTHING – INFILTRATING: 2/5
EFFECTIVENESS FOR STEALTHING – SNIPING and COUNTER-SNIPING: 3/5
EFFECTIVENESS FOR STEALTHING – AMBUSHING: 4/5

M1 Garand

American Semi-Automatic Rifle. Effective at Medium to Long Range.

Similar to the SVT and Gewehr in performance except that this gun trades Rate of Fire for extra firepower. I personally feel that the Gun has lost out on this trade. The Fire Rate is horrendous. This gun has more recoil that the SVT as well making many dislike it further. Read the information about the SVT to explain stealthing about this gun as the experience would be identical but most likely worse.

EFFECTIVENESS FOR STEALTHING – INFILTRATING: 2/5
EFFECTIVENESS FOR STEALTHING – SNIPING and COUNTER-SNIPING: 3/5
EFFECTIVENESS FOR STEALTHING – AMBUSHING: 4/5

StG-44

German Fully-Automatic Rifle. Effective at Medium to Long Range.

Finally, a Fully-Automatic Rifle. This gun is the MP44 out of Call of Duty 4: Modern Warfare but does act differently in World at War. For instance, there is little recoil on this gun but the damage is not very high. It takes a good few shots to kill somebody with this gun I have found unlike the SVT, Gewehr and M1 Garand which only take 2-3 shots. However, this gun is definitely the best gun for an all-around Stealth player as it is more versatile than the other Rifles. For example it beats the others at Close-Quarters which is a pivotal part of Stealthing.

EFFECTIVENESS FOR STEALTHING – INFILTRATING: 4/5
EFFECTIVENESS FOR STEALTHING – SNIPING and COUNTER-SNIPING: 2/5
EFFECTIVENESS FOR STEALTHING – AMBUSHING: 4/5

M1A1 Carbine

American Semi-Automatic Carbine Rifle. Effective at Medium to Long Range.

Although, I have not personally unlocked this weapon, from use in the Single-Player mode and sightings of it in Multiplayer mode, I have found that it is effectively a faster version of the M1 Garand. It again, won’t be too useful. Read the information about the SVT to explain stealthing about this gun as the experience would be identical.

EFFECTIVENESS FOR STEALTHING – INFILTRATING: 2/5
EFFECTIVENESS FOR STEALTHING – SNIPING and COUNTER-SNIPING: 3/5
EFFECTIVENESS FOR STEALTHING – AMBUSHING: 4/5

RIFLE ATTACHMENTS

Suppressor/Flash Hider

The Suppressor (or Flash Hider on certain weapons) is obviously the best attachment for the job of Stealthing as it keeps you off enemy radar when you shoot as opposed to you showing up as a red dot without the suppressor. Applying the suppressor is always seen as a more tactical move than applying other attachments and rightly so. Keeping off enemy radar is far more advantageous than being able to see your enemy better while zooming in which bring us to our next attachment...

Aperture Sight

The Aperture Sight is a round optical sight with a black cross on it, the middle of the cross representing where the bullets go. It’s user-friendly, and its Call of Duty: World at War’s answer to the Red-Dot Sight from Call of Duty 4. I would never class this as a stealthing tool as it has no real stealthing advantages to it. In fact, the only advantage it has is being able to see your enemy more clearly while zooming down the sights of your gun. This can be a great choice for a rusher however.

Bayonet

The Bayonet is most likely the second most friendly attachment to a Stealth player on a rifle. The bayonet is a far more effective way of meleeing your enemy which can be important while Stealthing. I would still choose the suppressor over the Bayonet though.

Rifle Grenade

The Rifle Grenade can be used for Stealth purposes most more often than not it’s used for rushing rather than stealthing. If you can manage to use this attachment stealthily then go ahead. Do remember that this replaces perk 1 however.

Sniper Scope

The Sniper Scope is the only available on the M1 Garand. The attachment certainly gives the weapon a considerable edge when taking out enemies from afar but has no real use for stealthing overall. I would consider another attachment.

Box Magazine

The Box Magazine is the only available on the M1A1 Carbine. The attachment certainly simply doubles the amount of ammo stored in one clip on the weapon but has no real use for stealthing overall. I would consider another attachment. This is useful for a rusher however.

Telescopic Sight

This is the equivalent of the ACOG Scope from Call of Duty 4. It is a basic 4X zoom scope that increases range but slightly hinders accuracy.

SUB-MACHINE GUNS

Thompson

American Sub-Machine Gun. Effective at Close to Medium Range.

The Thompson is fairly accurate, and it serves more distance than the other SMGs making it much more of a threat at mid-long range too. The gun shoots it bullets fast and hard. Therefore, this gun has recoil that makes the gun move upward and wiggle essentially. Because of this bad recoil, the gun is restricted to closer-ranged targets. The Clip size on the Thompson is restricted compared to other SMGs as well (only 20 bullets per clip rather than the traditional 30). However, this gun is possibly one of the better guns for Stealthing with. Ghosts and Ninjas are usually associated with an SMG and this gun certainly does the task at hand, whether it be stealthing or rushing. Definitely a good choice to Stealth with.
EFFECTIVENESS FOR STEALTHING – INFILTRATING: 4/5
EFFECTIVENESS FOR STEALTHING – SNIPING and COUNTER-SNIPING: 1/5
EFFECTIVENESS FOR STEALTHING – AMBUSHING: 5/5

MP40

German Sub-Machine Gun. Effective at Close to Medium Range.

The MP40 is an accurate gun, but serves less distance than the Thompson making it less of a threat at mid-long range too. The gun shoots it bullets fast and hard like the Thompson. Therefore, this gun has recoil that makes the gun move upward and wiggle essentially. But this gun (in real life) is notifies for having essentially no recoil. Because of this bad recoil (in game again), the gun is restricted to closer-ranged targets. The Clip size on theMP40 is a size of 30 which is greater than the Thompson. This gun is another one of the better guns for Stealthing with. Definitely a good choice to Stealth with.

EFFECTIVENESS FOR STEALTHING – INFILTRATING: 4/5
EFFECTIVENESS FOR STEALTHING – SNIPING and COUNTER-SNIPING: 1/5
EFFECTIVENESS FOR STEALTHING – AMBUSHING: 5/5

Type 100

Japanese Sub-Machine Gun. Effective at Close to Medium Range.

The Type 100 (not to be confused with the Type 99 Machine Gun, also in game) is another accurate weapon and wields exactly the same stats as the Thompson. The only notable difference despite looks on the gun is that the Type 100 shoots its bullets faster at the enemy than the Thompson. It also has a clip size of 30 like the MP40. The gun had recoil just like the Thompson and the MP40. The Clip on this gun is at the side of the gun which bemuses some players but is easy to get used to. This gun is another one of the better guns for Stealthing with. Definitely a good choice to Stealth with.
EFFECTIVENESS FOR STEALTHING – INFILTRATING: 4/5
EFFECTIVENESS FOR STEALTHING – SNIPING and COUNTER-SNIPING: 1/5
EFFECTIVENESS FOR STEALTHING – AMBUSHING: 5/5

PPSh-41

Russian Sub-Machine Gun. Effective at Close to Medium Range.

This weapon has the highest rate of fire out of all the weapons in World at War by a considerable margin (only the MG42 or FG42 would be on par.) However, the PPSh-41 has extremely low damage, being the only gun that can take 3 direct hits to kill in Hardcore (all other guns are either 1 or 2). The PPSh-41 in World at War features a gas break system which makes prolonged firing more inaccurate. The gas expelling from the barrel of the gun is why a silencer would be impossible to employ. The PPSh-41 is said to be the P90 of World at War but the high rate of fire which eats up the magazine creates the margin of both weapons. The Round Drum attachment for the PPSh-41 is needed to compensate for the high rate of fire and to simulate the P90's large magazine capacity. The PPSh-41 is also weaker than the P90. This gun is another one of the better guns for Stealthing with. Definitely a good choice to Stealth with.
EFFECTIVENESS FOR STEALTHING – INFILTRATING: 4/5
EFFECTIVENESS FOR STEALTHING – SNIPING and COUNTER-SNIPING: 1/5
EFFECTIVENESS FOR STEALTHING – AMBUSHING: 5/5

SUB-MACHINE GUN ATTACHMENTS

Suppressor

The Suppressor (or Flash Hider on certain weapons) is obviously the best attachment for the job of Stealthing as it keeps you off enemy radar when you shoot as opposed to you showing up as a red dot without the suppressor. Applying the suppressor is always seen as a more tactical move than applying other attachments and rightly so. Keeping off enemy radar is far more advantageous than being able to see your enemy better while zooming in which bring us to our next attachment...

Aperture Sight

The Aperture Sight is a round optical sight with a black cross on it, the middle of the cross representing where the bullets go. It’s user-friendly, and its Call of Duty: World at War’s answer to the Red-Dot Sight from Call of Duty 4. I would never class this as a stealthing tool as it has no real stealthing advantages to it. In fact, the only advantage it has is being able to see your enemy more clearly while zooming down the sights of your gun. This can be a great choice for a rusher however.

Round Drum, Dual Magazine, Extended Clip

The Round Drum, Dual Magazine or Extended Clip simply double the amount of ammo stored in one clip on the weapon but this has no real use for stealthing overall. I would consider another attachment. This is useful for a rusher however.

SHOTGUNS

M1897 Trench Gun

American Pump-Action Shotgun. Effective at Close Range.

The Trench Gun has great capabilities of becoming a Stealthing tool. Stealth Shotgunners are very effective in World at War. The gun has a reduced 1 shot kill range if compared to the shotguns in COD4, so you have to be very close for it to be fully effective. Strangely, the gun seems less effective and less accurate when aiming down the sights as opposed to firing from the hip. Steady Aim does help the weapons accuracy when fired at the hip so the third perk slot can be very useful.
EFFECTIVENESS FOR STEALTHING – INFILTRATING: 5/5
EFFECTIVENESS FOR STEALTHING – SNIPING and COUNTER-SNIPING: 0/5
EFFECTIVENESS FOR STEALTHING – AMBUSHING: 2/5

Double-Barrelled Shotgun

Double-Barrelled Shotgun. Effective at Close Range.

This shotgun's lack of accuracy and range is made up for by the potential damage it can do in a single shot. The Gun has only 2 cartridges before you have to reload though. This gun has equal capabilities with the Trench Gun of becoming a Stealthing tool.
EFFECTIVENESS FOR STEALTHING – INFILTRATING: 5/5
EFFECTIVENESS FOR STEALTHING – SNIPING and COUNTER-SNIPING: 0/5
EFFECTIVENESS FOR STEALTHING – AMBUSHING: 2/5

SHOTGUN ATTACHMENTS

Grip

I personally think that Grip is a bit of a wasted perk. If you ask me, on a shotgun, you will always have only really one shot to kill someone. If you ruin it, you’re pretty much dead. If making the gun steady quicker actually helps, I haven’t noticed it. And besides, it replaces perk 1 which can be very useful for a stealth player.

Bayonet

The Bayonet is most likely the most friendly attachment to a Stealth player on a shotgun. The bayonet is a far more effective way of meleeing your enemy which can be important while Stealthing and is especially useful on a shotgun as when you are reloading the cartridges and an enemy pops out of nowhere, you can quickly take them out with the bayonet. This is only available on the Trench Gun however.

Sawn-off

If you utilize the Sawed-off attachment (unlocked by completing Marksman challenge II), it gives it a little more damage, but even less range making it a tough choice to make. On the one hand, you have a deadly weapon at point-blank range but what if you are caught by an enemy a fair few feet away?

MACHINE GUNS

Type 99

Japanese Light Machine Gun. Effective at Medium to Long Range.

The Type 99 is a machine gun and therefore not really considered as a stealthing weapon, however, in world at war, the machine guns, I feel, could be used effectively for stealthing due to the attachments of bipods. A stealthing player can decide to camp at a particular spot and take out enemies before they realise that he is there. The main problem with the Type 99 is that the Sights, although accurate, cause confusion with players as the clip of the gun can sometimes get in the way. This is really a personal preference thing here. The Type 99 is also the only Machine Gun to be Bayonet enabled. This could be used effectively if given time to master.
EFFECTIVENESS FOR STEALTHING – INFILTRATING: 2/5
EFFECTIVENESS FOR STEALTHING – SNIPING and COUNTER-SNIPING: 2/5
EFFECTIVENESS FOR STEALTHING – AMBUSHING: 5/5

BAR

American Light Machine Gun. Effective at Medium to Long Range.

The Browning Automatic Rifle, or the "B.A.R.", (pronounced by its acronym, “Bee-Aye-Are") is a machine gun that many toss away due to its poor rate of fire. Though, this gun can actually be used effectively providing that Doubletap is enabled. However, due to the fact that it is unsuppressible and the need of perk 2 Doubletap, this gun has just been stripped of its stealthing ability. Definitely not a weapon to consider for stealthing purposes, at least in my opinion.

EFFECTIVENESS FOR STEALTHING – INFILTRATING: 1/5
EFFECTIVENESS FOR STEALTHING – SNIPING and COUNTER-SNIPING: 4/5
EFFECTIVENESS FOR STEALTHING – AMBUSHING: 4/5

DP-28

Russian Heavy Machine Gun. Effective at Medium to Long Range.

The DP-28 has exactly the same issue as the BAR with its poor fire rate but this gun also has an unusual clip. It is a disc that actually rotates around while you fire. I call this the gramophone gun for obvious reasons. Again, it’s not a gun to really consider for Stealthing with.

EFFECTIVENESS FOR STEALTHING – INFILTRATING: 1/5
EFFECTIVENESS FOR STEALTHING – SNIPING and COUNTER-SNIPING: 2/5
EFFECTIVENESS FOR STEALTHING – AMBUSHING: 5/5

MG42

German Heavy Machine Gun. Effective at Medium to Long Range.

This gun has decent damage and a high rate of fire. Like the Browning M1919, the MG42 holds a large belt containing 50 rounds and can be used effectively at long range combat when fired in controlled bursts. It is along with the DP-28 and Browning M1919, a heavy machine gun and it limits your mobility like Call of Duty 4’s LMGs.

EFFECTIVENESS FOR STEALTHING – INFILTRATING: 2/5
EFFECTIVENESS FOR STEALTHING – SNIPING and COUNTER-SNIPING: 2/5
EFFECTIVENESS FOR STEALTHING – AMBUSHING: 5/5

FG42

German Assault Rifle/Light Machine Gun. Effective at Medium to Long Range.

The FG-42 is a German assault rifle but considered a light machine in Call of Duty: World at War. It shares the MG42 high rate of fire, but sacrifices a bit of fire power for more accuracy. The FG42 is the only machine gun that can be equipped with a telescopic sight. Its primary defect is its small magazine, which means frequent reloading with this weapon.

EFFECTIVENESS FOR STEALTHING – INFILTRATING: 3/5
EFFECTIVENESS FOR STEALTHING – SNIPING and COUNTER-SNIPING: 2/5
EFFECTIVENESS FOR STEALTHING – AMBUSHING: 4/5

Browning M1919

American Heavy Machine Gun. Effective at Medium to Long Range.

This gun has a relatively higher fire rate and higher damage than some of the other machine guns. Its iron sight can be considered "odd" by some, but still usable. Its main flaws are its long reload time and awful hip aim accuracy. If wielded correctly this gun is very effective at long and mid range combat and somewhat decent in close quarters.

EFFECTIVENESS FOR STEALTHING – INFILTRATING: 1/5
EFFECTIVENESS FOR STEALTHING – SNIPING and COUNTER-SNIPING: 2/5
EFFECTIVENESS FOR STEALTHING – AMBUSHING: 5/5

MACHINE GUN ATTACHMENTS

Bipod

The Bipod is unlocked after 25 kills on each machine gun. The Bipod allows the player to rest his gun on the ground to then make it act more like a turret gun. What is unfortunate about the bipod is that if you press the left analog stick up (w for PC) before you shoot the gun while mounted on the floor, the gun can then shoot forever without ever having to reload. The Bipod is a good choice when using a machine gun regardless of stealthing or not.

Bayonet

The bayonet is a far more effective way of meleeing your enemy which can be important while Stealthing and is especially useful on a shotgun as when you are reloading the cartridges and an enemy pops out of nowhere, you can quickly take them out with the bayonet. This is only available on the Trench Gun however.

Telescopic Sight

This is the equivalent of the ACOG Scope from Call of Duty 4. It is a basic 4X zoom scope that increases range but slightly hinders accuracy.
GRENADES
   If you want to have successful stealthing tools at your disposal besides your weapon of choice, look no further. Here is a list of the grenades used in World at War and their Stealthing benefits.

PRIMARY GRENADES
   
FRAGMENTATION (FRAG) GRENADE

The Frag is basic grenade that most FPS players are accustomed to. The Frag Grenade can be deployed in 2 ways. The first way is by immediately pulling it out and throwing it by pressing L2, LT or 5 (or whatever button/key you have it set as). The second way to throw this grenade is to hold it in your hands for a while bearing in mind the 5 second fuse on it. This is cooking the grenade and can be useful for Stealth because that way the enemy will have less time to react to the grenade and most likely not know where it is coming from. I strongly urge you to cook your grenades as many a time I have simply thrown back uncooked grenades to my prevail. Please don’t be one of the n00bs who doesn’t cook his nades!
   
MOLOTOV COCKTAIL

Ah, the Molotov Cocktail. Sounds deadly but in fact it is far from it. In Call of Duty: World at War, the Molotov is highly underpowered. Remember that this grenade only deploys itself on impact therefore cooking is not an option.
   
N°74 ST STICKY GRENADE

Possibly my personal favourite, the Sticky Grenade. The Sticky is supposed to be an anti-tank grenade, but then again, the PTRS-41 is meant to be an anti-tank sniper rifle. It doesn’t stop people using it to blow enemies’ heads off does it? It has a 2 second fuse and sticks to absolutely everything. You can’t cook this grenade unfortunately though. The sticky is actually more stealthy than the Frag in my opinion as it makes less sound when deployed.

SPECIAL GRENADES
   
SMOKE GRENADE

Deploying smoke creates a good sized cloud of smoke for a few seconds allowing you to relocate, distract or advance. This is the only grenade with which the Special Grenades X3 Perk does not work.
   
TABUN GAS

A Chemical nerve agent grenade. This colourless gas can be deployed into areas to prevent enemies from passing through due to its disorientating effects. Your screen becomes wrapped and blurred and you will have trouble moving around.
   
SIGNAL FLARES

The Signal Flare gives off a blinding light that impairs the vision of enemies. While its duration makes it effective for a lengthily time period, the main drawback is that it ignites as soon as its thrown making it easier for the enemy to track it back to its deployer namely you. Not the greatest stealthing tool is it?

PERKS

Certain perks will really aid a player in incorporating Stealth into their game. Below is a list of the perks including and useful and not so useful perks for a Stealth player and reasons why they are useful or not so useful...

PERK 1
   
SPECIAL GRENADES X3

Provides the player with three special grenades opposed to just the single one. Can only be used with Tabun Gas and Signal Flares. As stated above, special grenades can be useful to a player for stealthing with so consider this one. If you confront an enemy at an awkward time, throw your special grenade and it will leave your enemy defenceless, allowing you to take them out without letting them know what hit them. A good trick is to throw one special grenade and wait for a second or two and then throw another one. And then do the same for the last grenade. This will leave the enemy defenceless in a much longer period of time as opposed to throwing three grenades in a row in a quick session. If you think you are too overwhelmed by the enemy presence, throw your special grenades so you will have a better chance to escape.

SATCHEL CHARGE X2

Since Satchel charges are operated manually, this is the perfect tool for the dreaded camper. Leave these lying around somewhere and wait for the enemy to come to you. You can bait the enemies to come and then blow then sky high. These are especially useful on tanks. If you place both satchel charges on the back of the tank and then throw a sticky grenade too it will blow up a full health tank in one go. They can be spotted by Bomb Squad.

M9A1 BAZOOKA X2

These Bazookas are the equivalent of the RPG-7 from Call of Duty 4. There is two advantages with these over the RPG however and that is 1# These go deadly straight so are more accurate, and 2# They have a zoom scope attached and can actually be used by scouts to detect the enemy. These are not the most ideal weapon for Stealth however as they are loud and everybody can see where they came from due to the path of smoke the create.

BOMB SQUAD

If you are flanking, you will eventually run into some enemies who might have placed Bouncing Betties or Satchel Charges to protect themselves from intruders. This perk lets you know if there’s an explosive near you. Explosives also hint you that someone might be nearby.

BOUNCING BETTY X2

Anti-Personal devices that you can set and forget about. These are especially useful for covering your back so Snipers and Campers alike tend to rely on these as back up. They can be spotted by Bomb Squad.

BANDOLIER

Since you are going stealthy, it’s most likely that you are going to survive for a long time and will eventually run out of ammo. This perk solves this kind of problem.

PRIMARY GRENADES X2

Provides the player with two primary grenades opposed to just the single one. As stated above, primary grenades can be useful to a player for stealthing with so consider this one.

M2 FLAMETHROWER

The flamethrower is a great close-quarters weapon and makes little noise. It’s about as effective as a shotgun up close so its definitely one to consider if you have a gun not so great in a CQC situation.

PERK 2

STOPPING POWER

Stopping Power increases the damage per bullet dished out by any weapon by 40%. Stopping Power is the main perk that people use while playing Core modes. Others may use Juggernaut or Double Tap but it’s not hard to find Stopping Power being used in a Core match. Since everybody uses it, players feel that they need to use it (or juggernaut) to keep up with the rest of the players online. This is not foolish as it may hinder your score if you do not use it particularly on certain weapons with weak damage. Stopping Power can also compensate for the damage lost at range on a weapon if a suppressor/flash hider is attached. Certainly a perk to consider for Semi-Stealthing.

FIREWORKS

Fireworks increases the damage dished out by an explosive such as a Bouncing Betty or Satchel Charges by 40%. Fireworks is the Stopping Power of explosives. Can be considered in Stealth if you use explosives a lot in your gameplay, but I’d look elsewhere personally.

FLAK JACKET

Flak Jacket is the perk that cancels out Fireworks. If someone with Fireworks throws a grenade at a person with Flak Jacket, the effect of the grenade will be normal. Also take into account that if someone without Fireworks throws a grenade at a person with Flak Jacket, the effect of the grenade will be considerably less and actually won’t kill the Flak Jacket user providing he was full health to start with.

GAS MASK

Gas Mask reduces the effect of Tabun Gas thrown by yourself and other players. I doesn’t do much else than that really except that your little player in game will actually be attached with a gas mask. I’d look elsewhere personally.

JUGGERNAUT

Juggernaut is the perk that cancels out Stopping Power. If someone with Stopping Power shoots a person with Juggernaut, the effect of the bullets will be normal. Also take into account that if someone without Stopping Power shoots a person with Juggernaut, the effect of the grenade will be considerably less.

CAMOUFLAGE

This perk is a must for complete Stealthing. It stops you showing up on enemy radar when they have a recon plane going over. Combine this with a suppressed weapon for complete cover from enemies hunting on the radar. This is definitely a perk to consider when stealthing.

SLEIGHT OF HAND

Sleight of Hand halves your reloading time on any gun and although this is amusing, it’s not really needed in Stealth gameplay because Stealthers have time to reload, camp, pick their nose etc...

SHADES

Gas Mask reduces the effect of Signal Flares thrown by yourself and other players. I doesn’t do much else than that really except that your little player in game will actually be attached with a pair of shades. I’d look elsewhere personally.

DOUBLE TAP

Double Tap increases the Rate of Fire on a gun by 35% not 40% not making it equal to Stopping Power but for some reason, Stopping Power affects certain guns less. For example, The BAR has good power as it is. If you add double tap, you actually kill quicker than with Stopping Power.

OVERKILL

Overkill is good if you want to cover your back or be ready for any situation. It provides you with 2 primary weapons instead of one and a sidearm. I wouldn’t consider this for stealth because you should (I repeat should!) be collecting guns off of the floor to protect yourself.

PERK 3

DEEP IMPACT

Deep Impact basically gives you the ability to shoot through walls. It’s not really a Stealth tactic to do this so I’d look elsewhere for a Perk 3 to use.

EXTREME CONDITIONING

Extreme Conditioning gives you the ability to run for a longer amount of time. This can be especially useful while 1# circling a map moving from cover to cover and 2# whilst evading an enemy. If you throw your special grenade and then sprint out of there you should be able to get far away from your attacker quickly.

STEADY AIM

Steady aim pulls the crosshairs in the center of your screen closer together. Your bullet spread whilst not looking down your sights will be decreased making the gun highly efficient in CQC. Definitely a perk to try out while Stealthing.

TOSS BACK

Toss back resets the fuse time of any grenade you have picked up to 2.5 seconds giving you plenty of time to throw it back in the direction it came from. This is sort of an anti-cooking perk.

SECOND CHANCE

Second Chance is an improved Last Stand perk from Call of Duty 4. Second Chance allows you to revive your teammates who also have second chance and you also get 30 seconds life rather than the 10 seconds (quote me if I’m wrong) you got in Last Stand. This is a great team perk and can be used stealthily too.

MARTYRDOM

Martyrdom or Martyrn00b as most know it drops a live grenade once you have died with a fuse of 2.5 seconds. This is great for games like Domination and Headquarters where everybody camps around one particular are on the map but can be frustrating while on the receiving end. To quote Millrat off of this site ~ “The greatest thrill is a cheap kill”. That is exactly what martyrdom is. This can be used in any class set up though I urge you not to use this unless for a good reason, not for my sake, but for your own. You don’t want people flaming you all of the time do you?

FIREPROOF

Fireproof limits the effects of a fire on you. Flamethrowers and Molotovs are now not as much of an issue for you anymore. This could be a wise choice for a Stealthy player going up against people wielding Flamethrowers.

DEAD SILENCE

Dead Silence. Possibly the best perk for Stealthing purposes. Dead Silence stops you making noise while moving which can be a big benefit whilst in battle. If the enemy is cautious of a possible threat (you) but can’t see you, they can’t hear you now either.

IRON LUNGS

Iron Lungs is more of a sniper’s perk. It increases the time you can hold your breath whilst scoping in on your sniper. I would not use this while stealthing as you won’t ever really find use for it.

RECONNAISSANCE

Reconnaissance detects enemy tanks, dogs and artillery strikes on your radar. This is like Divine Intervention for Call of Duty. Knowing what your enemies are up to is crucial and this, along with a Recon Plane you have called in could cause the enemy to be completely unprotected. This is a wise choice when choosing a perk 3 for Stealthing with.

So in Conclusion to the Weapons and Attachments section, we have found that Sub-Machine Guns and Shotguns are the most effective for Stealthing, Rifles coming close and Snipers and Machine Guns trailing behind in the Stealth category.


When you have ambushed a few enemies and drawn the fire of a few others in another position, fall back to cover. Wait a few seconds, 95% of the time the enemy has their sights pulled up on the doorway you just exited, quickly sprint around their position and come in behind them, lead in with a cooked frag or special grenade, this is extremely effective in Search & Destroy where staying alive is key.

The enemy is less likely to see or hit you running to a covered spot or into a building then slowly walking with irons pulled up. Sprinting can cause confusion, if an enemy sees you sprint into a building he will likely follow, you have the advantage of setting up a good ambush spot. Don’t be predictable and hide in a place he will shoot into as soon as he enters.

Patience will keep you alive! I cannot tell you how many times this has happened to me and probably to most everyone! Your sitting in a room in a corner and an enemy runs by so you jump out of hiding and gun him down, only to have his teamate come up behind you and shank you. I have learned, through forced practice to sit and wait. Most of the time the enemy will have a buddy or two, through patience and waiting you can score 2 or more kills and live to tell your teammates as opposed to killing one enemy right before having a knife forcefully inserted into your back.

I hope that this guide has helped you the reader in becoming a better stealther.
 

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