Pave low setup mw3




















Playing cautious is all well and good, but sometimes we all want to just jump straight into the action. Hardline adds an extra little bonus and will allow you to call in the Predator Missile and Attack Helicopter without too much effort.

Get some practice with the flash grenade for this class as, if used correctly, it can assist in a couple of kills every time. Effective in games of Domination and Kill Confirmed. The One Shot. On normal playlists i. By concentrating your strike package on UAVs you should always have a good understanding of where the action is taking place and move to a suitable vintage point.

Good for Search and Destroy, Headquarters and all Hardcore modes. The Madman. Sleight of Hand prevents you coming unstuck when reloading and Blast Shield provides valuable protection against grenades and allows you to get in close quickly without searching for cover.

The Professional. In the hands of the right player, this class can be effetive in all game modes other than perhaps Free-For-All. Lol focus :P. Lerthyr 9 years ago 7. Normally I play search, but I can tweak my classes to meet other gametype's play style. For me, it all depends on the map to be quite honest in regards to which gun I will use. I play videogames fast - twitch.

DudusCoke 9 years ago 8. But nothing wrong with specialist. Stev 9 years ago 9. Zero IX 9 years ago Any suggestions or tips would help!

Ditch Hardline. Assassin is better. Forget the Claymore. However, it is also larger and slower, making it a potentially easier target to shoot down, provided the enemy guns do not shoot the player first. The helicopter is equipped with one set of flares, which will distract any locked-on missile.

After the flares are spent, a missile can track it directly. If a missile strikes the Pave Low while turning to follow the flares, it will still destroy the aircraft. However, as the Pave Lows fly very low, it is possible, but unlikely, that a Stinger can take out Pave Lows in one missile if it is low enough and the player jumps when it is fired or if the player fires directly below it.

A similar way of attack can be preformed with a Javelin if the player fires directly below it the missile will destroy it as it arcs up. Pave Lows seem to be much more intelligent with regards to enemy targeting than Attack Helicopters; this may be because it can fire from both sides as opposed to just one. For example, it will target a player who recently tried to shoot it with a rocket, unless the attacker is rendered invisible by Cold-Blooded.

It also travels across the map to kill selected targets. Also, it typically targets an opponent who is on a killstreak first before dealing with other threats. Calling in a Pave Low rewards the player with XP. As of the patch released alongside the Stimulus Package , Pave Lows now count toward the user's killstreak. Pave Lows can also easily be destroyed by a Harrier , like all other Helicopters in the airspace.

It is almost identical to the Pave Low kill streak in Call of Duty: Modern Warfare 2 in terms of function, except for the fact that it now requires a streak of 12 points 11 with Hardline. The problem with firing a Predator missile is that it has a downward trend; if you fire it perfectly straight, you'll notice that the missile is constantly undershooting your marker, and this is doubled if you blast the booster.

This is what makes difficult shots difficult; horizontal risers are especially challenged, and I've crashed Preds into more support beams then I care to remember. It's a wonder the buildings didn't collapse on them - oh wait, forgot, not Battlefield There will also be situations where you will see someone approach you as you fire up the missile, and then boost down to get them before they can kill you. Be very very careful about these kinds of manuveers, as you can kill yourself with your own missile!

Players with Blind Eye will not be highlighted by a box or be white. If you see someone out in the open boldy going opposite to where you think your team is, it's probably an enemy with Blind Eye, and probably a good a target for a "Gah, how'd you find me? Blind Eye players are differenciated from friendlies because friendlies are marked by a flickering black light, but it's not always easy to tell. If you manage to hit them in the head, it's a Predator headshot!

Talk about adding insult to injury :P Lastly, try to get a Pred in them before one of your teammates kills them, as you might end up wasting it this way. Shooting other killstreaks: Although most of the time it's fine to be selfish and use the Predator missile for yourself, its high positioning and lethal damage means that it can shoot down many of the stronger late game air and ground killstreaks if they are terrorizing your team.

Marginally difficult to hit. AH-6 Overwatch - A smaller and more nimble target then the Attack Helicopter, but it also moves less as it stalks the player. Also an acceptable target, but again, only if there is nothing better.

Assault Drone - Difficult to find, but given how much of a pain in the ass these are for everyone, totally worth it if you can find it. Recon Drone - Far too small to hit, and not worth it. Pave Low - This is the first killstreak on this list that you should be specifically targeting. It's big, slow, hard to take down from the ground, and chews up friendlies like no one knows what.

Whenever you have a Predator and they have a Pave Low, you should be aiming to destroy it, as yours is the easiest way. Problem is, you require a lot of luck, skill, and frantic mouse scrolling to get the missile, which does spawn above the AC if not by much , to hit such a lofty target. You'll probably miss, but if you don't, it'll be epic. Even with a Predator, you have to hit them directly, not even a near miss, to kill them in one shot. Still, a Predator is one of the very few ways to reliably down them, so if you can set loose, do.

Counter-tactics: Predator missiles come from the air, and only have one shot of killing you; therefore the best defense against an incoming Predator is to seek shelter in a covered building as soon as it comes down. If you are in the open, this means run for the nearest bit of cover you can get to. The most important thing about Predator missiles is that who they target becomes apparent to everyone halfway into the flight, at which point it will start to home towards that person on the minimap and cannot veer far off enough course to get anyone else.

If you are stuck in the open and can't make it to cover, the best thing you can do is hope that they don't aim at you, or miss if they do. If you are stuck in the open AND near teammates, you must seperate immedietly. You have about 3 seconds to get as far away from them as possible and deny the operator a double, triple, or even multikill.

If you get lucky they might only get one of you or dump it between the two of you without killing anyone; if you don't, well, at least you tried. Some people are stupid and cling to you even when a Predator is incoming, the best thing you can do then is scream MOVE into your mic. Using Blind Eye makes you mostly immune to Predators, as you are not highlighted and look just like the operator's teammates.

This does NOT make you immune, however; if they spot you anyway and decide to go for you, or you are near someone who does NOT have Blind Eye, you will be killed regardless. The best defense against a Predator missile is a Trophy System. You actually want them to target you, then - the Trophy will shoot it and destroy it without it ever touching the ground or exploding.

A hidden use for a very, very underrated peice of equipment! Differences from Modern Warfare 2: Smaller blast radius. Upon confirming the area, three jet planes will overfly it and drop a narrow but long swatch of bombs on it. Even if you know people are in a certain area, there is still a good chance they have moved past it already, and your narrow gauge of bombs will miss all of them.

The UAV's radar positioning helps immensely with positioning. Bomb drops are not instantaneous, and it takes about a second and a half for the first plane to arrive.

Therefore you need to anticipate enemy movements; ok, you see their red dots, but where are they heading? Where will they be in the time it takes for the package to arrive? These are important considerations when working with this killstreak, and must be taken into account for getting those kills. The layout of the bombs in a narrow but long swatch is great for certain areas and poor for others. Because spawn areas tend to be wide open, they're poor for these drops; but narrow chokepoints, especially long hallways, are brilliant for a bombing run.

Any objectives are generally a good target for hitting, as they are centers of activity and can soften things up for your team, but using it during a UAV is still better. Note that if your first strike returns without a kill, you will probably not get any out of it at all, as enemies will know where it is after the first plane overflies the location.

See also below. Counter-tactics: Airstrikes are the lowest air support killstreak, and cannot be shot down, only avoided. In these terms, however, they are avoided rather easily; with a narrow swatch of damage, if you are near the edge of the kill radius, as the plane overflies you can avoid dying by running perpendicular to the drop. If you are fast enough, you can avoid all damage.

You might also be glanced by the blow, which, if you then move out of range as the second plane comes in, will also be nonlethal. Really, the Precision airstrike was underpowered in Modern Warfare 2, and it remains so in Modern Warfare 3. It can get quite a few kills, but is does not do so often enough to be terribly useful. Differences from MW2: None. Both helis are equipped with an FMJ machine gun mounted on their nose, which does relatively low damage, but does it fast enough to kill within a second and pierces through material easily thanks to the FMJ bullets.

Thus this killstreak is great for passively getting kills as you remain on the ground. Note that only one helicopter of any type from either team can be in the air at a time. For one thing it doesn't prowl around the map, and instead tends to fixate its efforts over to where the enemies are, flies better, and is not overpowered by the Harrier as it was before.

In fact, there are no Harriers in this game; the Attack Helicopter stands alone as a 7 killstreak. The best thing about this killstreak is that you can call it in and then get around to doing your buisness, leaving it to prowl along killing whoever it sees. This frees you from having to sit at a console, like many other killstreaks, a definite plus. The worst thing about helicopters? They're easy to shoot down.

Now, not quite as easy as UAVs - they have about 3 times the health - but, without flares, they can be taken out by a single Stinger missile. Thus its effectiveness is completely dependent on the skill of the enemy team, as even a single person with a Stinger can easily down it.

Its effectiveness is proportional to the amount of buildings on the map; the fewer the more targets it can hit, but also the more exposed it is to enemy fire. Probably the best map for it is Resistance, which has both a lot of streets and buildings to mask the chopper. Counter-tactics: As mentioned above, a single Stinger missile will take it out of the air in an instant, and you can do so before it can even enter the map by targeting it as it is arriving.

The SMAV does a lot of damage but doesn't quite destroy it; you'll need to put a significant amount of bullets into it as well if you are going to attack it this way, best down with either Scavenger or an LMG. A chopper can also be destroyed if you corearse teammates to mass fire into it; having Scavenger Pro helps. Overall, not shooting down Helicopters is one of the hallmarks of an ineffective team. If you are running Blind Eye, the Attack Helicopter will never target you, and you don't have to worry about it.

If you are not, you should be screaming Stinger over the microphone, and avoiding open places. Differences from Modern Warfare 2: Much more effective now. A set of five helicopters then fly in, close to one another, and track and attack anything on their way to and through the objective.

After sweeping across the whole map, the helicopters turn around and make a second pass in the same direction they came from. The whole process takes about 30 seconds. Tactics: Strafe Runs are, more or less, a stronger and more fragile version of the Precision Airstrike. On the one hand, they cover a wider area, and do so across the whole map instead of a rectangle. In addition, rather then hit or miss bombs, the helicopters fire off rounds into passing enemies, making it impossible to survive it if you are caught in the open and are near the formation.

On the other hand, this killstreak is an absolute killfeed for Stinger missiles; an enemy on the side with a Stinger can pick off helicopters as they fly by, and this still counts towards their killstreaks. Your run will almost always leave the map in depleted numbers because of this, or may even get wiped out. In dropping one onto the map, only direction matters; where you drop it along their path doesn't, as they begin firing the moment they enter the map.

Counter-tactics: As I said above, shooting these with Stingers is like shooting ducks - they fall quickly and boost your own killstreak. They are also loud and noisy, being five helicopters, and you should be able to tell by the increasing sound volume approximately how close they are to you.

If you're caught in the kill area, the effectiveness of this killstreak shows itself; you will be filled with shots from 5 machine guns, and that can't be good for your health.

So, the best course of action is to stay out of the way and treat it like shooting season. During those 60 seconds, you have unmatched superiority in open areas, as long as it is not shot down.

If you die, it will simply fly to where you respawned, although it may hover where it was for a few more seconds to finish off any targets it sees. Tactics: The AH-6 Overwatch is a very protective killstreak. The Little Bird will follow you pretty much everywhere, but for its duration you probably want to stay outside, as it cannot shoot through buildings.

The Littlebird has miniguns that it will fire at any target it aquires, and takes at most a second and a half to aquire anyone within shooting range of you, so will often beat you to the punch - which is good, you're letting your killstreak handle enemies for you. Smart enemies who see an AH-6 in the air will either head for a building or other kind of shelter, flee from you, or get out a Stinger and shoot it down.

It flies very low, which is its protection against Stingers - Stingers take time to aquire, and anyone trying to shoot it down should be in your and its visible range. Don't let them!

Thus, the effectiveness of this killstreak is based around both how many enemies are carrying launchers and how observant you are, a definite improvement over the Attack Helicopter which is, for all intents and purposes, a longer-timed, roaming version of this Little Bird.

Overall, though, the effectiveness of this streak is based on how concentrated the enemy team is, and for those 60 seconds you want to be in the center of action and not die at it. Counter-tactics: The problem with the AH-6 is that if you aren't equipped to handle someone with one trailing them, then tough nuts. You can overcome this by carrying a launcher, as the AH-6 has no flares; its protection is that, with its low flight pattern, you'll probably have to get within firing range of both it and the player it's assisting to shoot at it.

If you cannot shoot it down, it is a somewhat clear indicator of where the person is; use that to your advantage, guess their movements and get into a window or building to attack them from, as the AH-6 has a more difficult time reaching into houses, the insides of which it cannot see. They will, of course, avoid going inside any houses for its duration, so you may have to play cat and mouse with the chopper, ducking out of the way every time it turns around on you.

Little Birds can be shot down as they are arriving in the map - they don't take long, but with Sleigh of Hand and luck, you can put a Stinger into them before they dip down to support the player. In the case of the Reaper, this is the Reaper UAV, an unmanned high-flying ariel vehicle that can rain down Predator missile after Predator missile on your opponents. It also comes with one flare for protection, and lasts a total of 40 seconds. Tactics: I love the Reaper, and most people will agree that it is the best "new" thing in Modern Warfare 3.

It plays out as a junior version of the AC, being easier to shoot down, slightly weaker, and easier to get, and is the best killstreak launchpad for higher-level killstreaks see Killstreak stacking way below.

The Reaper fires from a top-down angle, as opposed to the Predator missile, which follows a camera on the nose of the missile; there are both advantages and disadvantages to this firing mode. The biggest disadvantage is that you have a poorer picture from up above then you do on the missile's nose, making it much harder to make the minute adjustments that would net you the more difficult kills with the lone missile. The advantage, on the other hand, is that it allows you to switch gears much more easily.

With a Predator, you might be cruising along towards a target, but then as you close in they get shot and die; you scroll around franticly but it's too late, you're too close and there are no more targets in sight, and you waste the missile on the floor.

Not so with the Reaper; since you are top-down, your view is unlimited, so you can veer sharply off your planned course successfully if a better target makes himself known. It takes a use or two to get used to the Reaper's firemode; the Predator missiles can veer very sharply if you force them too, and this is great for switching targets, but can be a bit touchy on your first time.

Whatever area you are targetting is highlighted on the ground by a dim red circle; if your enemy is not too oblivious they may try to seek shelter. You can use the number in the box to approximate how long you have before the missile hits, and you can press the Right Mouse button or whatever aiming button it is on the consoles to zoom in on your targets, although this tends to take the missile off your screen ae.

Also of note, the Reaper can destroy other killstreaks. Although dumping a Predator into a Sentry Gun or I. If you see a smoke trail heading towards you, concentrate on that area; that means that someone just fired a missile into you and ducked back to reload.

A single Stinger can destroy a Reaper, and you need to be very careful about preventing that from happening; kill whoever fired it as a first priority. Should it die with a missile is in flight, the missile will head straight down where it was positioned instead, which may or may not net you a lucky extra kill. Note that the missiles cannot be boosted like Predator missiles can, but this is generally not a problem. A Reaper comes with 14 missiles, but it is nearly impossible to dispense of all 14 in 40 seconds unless specifically aiming to do so, ae.

Other then that, there's nothing else to say; shoot at red boxes, be prepared to switch your red boxes, and get a knack for manuveering incoming missiles around map objects. Also of note, the missiles can break right through glass, and you can zoom in with the Right Mouse Button to assist in aiming.

Unlike the AC, a Reaper is hurt by bullets. This is usually not a problem- just follow the tracers to the red box - but I've been silenced by a silenced Blind Eye LMG before. Shooting other killstreaks: Unlike the Predator missile, which you only have one of, the Reaper can afford to clear the skies and ground of enemy craft.

It flies at the same height as the Predator missile - the highest - so it can shoot down: Care Package, Airdrop Traps, but this is not worth it.

Sentry Gun, I. You might pick them up when they are firing at something, if they can fire at anything. Somewhat difficult to hit from so high above. SAM Turret - Top priority; it can really hurt you! Three burst from a SAM will toast your Reaper, and only one will rid you of your greatest protection, your only flare.

AH-6 Overwatch - Small and limber, but it's a great help to the team if you down it. Recon Drone - Far too small to hit, although I've managed :P Pave Low - A much more dangerous, fat, juicy, slow-moving helicopter that the Reaper has a cakewalk downing, but is much more difficult from the ground.

AC - As with the Predator Missile, it's going to take both luck and good aiming to take out your older brother. Still, a Predator is one of the very few ways to reliably down them, so set it loose. Counter-tactics: Two Stingers will down a Reaper; having two people on the team equipped with Stingers will almost certainly prevent them for being effective, unless the pilot is phenominal at killing just two people.

The moment the Stinger comes up it should be your first priority; it is a direct danger to everyone, unlike the other 9 killstreaks which can be avoided , and is fairly easily shot down by one person besides. Like pretty much all of the killstreaks before it, the Reaper is only as good as the enemy team is incompetent. If you want to avoid a Reaper, the best way to do it is to simply stay inside.

The Predator missiles it fires have a very hard time reaching into buildings, beyond the occassional window kills.

It is possible to knock down a Reaper with bullet fire. It has about as much armored health as an Attack Helicopter, so it takes a lot of bullets, but I've been knocked down by a Blind Eye silenced LMG user once - took a lot of flak and couldn't find the guy before he emptied the mag into my vehicle.

The heavily armored gunship sports three guns: a massive mm howitzer, a smaller five-shot 40 mm autocannon, and a 20 round 20mm machine cannon. You can cycle between these stations to rain down death on your opponent, while sitting comfortably behind the seat of your double-flare protected AC And this is a good thing, as the AC is the absolute ruler of the sky - it is marvulously lethal in the right hands.

The three different guns on the Ac have different levels of zoom. The mm gun has no zoom, and fires on large shell at a time, taking 5 seconds to reload. The 40mm has five shells and has a medium level of zoom. Finally, the 20mm Gatling gun has a very high level of zoom, making it difficult to track targets outside of its small frame.

The strongest cannon is the mm shot, which is actually the largest-area explosive in the game. As such it should generally get the most kills per shot, and will be able to reach the farthest into buildings and sheltered areas. The 40mm cannon can shoot several strong blasts at the optimal zoom level, and is probably the most useful of the weapons; it has the best zoom, usability, and power.

The weakest and most spammable of these shots is the 20mm Gatling gun, which has too much zoom and can only really be used to pick off stranglers running into the open. Nonetheless, a good player can meke out a kill or two from it.

To effectively use an AC, you want to keep cycling the guns, and pay attention to altitude. The AC's reloads are structured so that as soon as you empty each of the plane's guns, the first one comes online again; thus, as you finish spamming the 20mm, upon switching you will find that the is reloaded and ready for use again. You can also camp on a single gun, but as you have a very limited amount of time, this is the stupidest thing you can do.

The 20mm is mostly used for destroying other killstreaks, as it is powerful enough to down them in a few shots, let alone 20 you would only need a full compliment, possibly, against a Pave Low. The other thing to note is the lag between your shots and the ground. It takes about a second for hell to get to them, and in that second they might just move out of blast range.

This lag is what makes it difficult to use the localalized 20mm, and is also relevant with the 40mm shot, as you need a good sense of their direction to land a reasonable number of kills per shots. When you are in an AC, enemies will generally run for the hills or rather, buildings or get out and try and shoot your craft down. Altogethor the AC is bettered only by the Osprey Gunner in survivablity, as it flies loftilly, can rain down on anyone trying to shoot it down, and has two sets of flares to back itself up.

Nonetheless you CAN be brought down, and thus any red boxes that step out of a building and stand there are probably firing at you, and should probably be killed as a first priority. Be especially careful around Blind Eye people doing this, as it is virtually impossible to spot them before you can do so by following their smoke trail AFTER the missile has left the tube.

If there is little time left on the counter, try to get one last mm cannon shot in, and a couple of 40mm shells if possible. The time counter is located in the bottom right corner of the screen, and counts down from 40 to 0 changed from the MW2 HUD.

Another change is that it now tracks how many shots you have available with each gun, which isn't terribly useful as it has a distinct timing that allows you to splice reloads easily. If you hear beeping, it means that someone is trying to shoot your AC down. This is not good for obvious reasons. Look for people standing still in open positions, and concentrate on anyone you see; sometimes you can outshoot their missile.

As described above, you can also rely on the smoke trail their missiles make after they leave their launchers, but this requires giving up a flare first. You have two sets of flares and are immune to bullets, but once those two are expended, you are fair game to any lock-on launcher. Launched missiles give a warning tone before being redirected by flares, and missiles that are going to destroy the craft cause it to beep urgently - if you hear this last one try to get one last mm shot in, as your craft is about to be destroyed.

Shooting other killstreaks: The AC's 20mm gun may not be terribly useful against infantry, but it can destroy any other aircraft or ground support without much trouble, as long as they fly lower then the AC.



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