The Hardcore Mode Survival Guide

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The Hardcore Mode Survival Guide

Postby Axikal » Thu Jun 18, 2009 2:34 pm

[size=150:33b2gp7x]Introduction:[/size]

Welcome to the Call Of Duty: World At War Hardcore Mode Survival Guide! Now that we\'ve busted out one of the longest titles ever, let\'s shorten it to: HC For Dumbasses. In this guide you will find valuable information that will be KEY to surviving a Hardcore match. It has been decided that a thorough guide will be written; including all currently available game types in Hardcore Mode. All that you will read here has been written, researched, and proven by me and those mentioned in the credits section at the end of the guide. This promises to be the most extensive, and inclusive Hardcore Guide found on the internet. Keep coming back for updates, re-writes, and new data when found and mentioned.

Please keep in mind how much time and effort has gone into putting this guide together. The map sections alone have taken up to four hours each; and that\'s just on making the maps! As time goes on, more information will be added; more details will be embellished; and more events will be coordinated.

Read on, and I hope this improves your playing abilities enough to enjoy World At War more thoroughly!

-Axikal

[size=150:33b2gp7x]Chapter 1: Lock and LOAD-OUT! - Before The Match
[/size]
Before even attempting to enter a Hardcore match, one must be entirely aware of what Hardcore Mode is. Hardcore mode is an entirely different entity from [Soft]Core Mode. Firstly, you have no HUD; which means you have no idea how much ammo is left, when to reload, or any of the other luxuries from Core. This also includes radar. You will not have one until someone receives the Radar reward (3 Kill Streak). This also means you have no idea if those approaching footsteps are a teammate... or an aggressor bent on killing you.

Secondly, your health is minimal. This means that bullets will kill you faster, Juggernaut will barely save you anymore, and Stopping Power becomes the most useless perk since Shades/Gas Mask. Keep this heavily in mind before considering taking on a Hardcore match.

Last, but not leastly important! Remember that you CAN KILL YOUR OWN TEAMMATES in Hardcore Mode. This can be advantageous... or a pain in the ass--depending on who\'s behind the controller.

With those key points covered... let\'s get into Hardcore a little bit more. Because of the lack in a HUD, you will find yourself taking more cover than usual. If you do not, you\'re either one of the best gunners in the game... or just plain retarded and willing to screw up the team for your own personal enjoyment. If that\'s the case: forget every other mode and just join Free-For-All and/or Cage Match. Trust me, we\'re better off if you do.

Along with the lack of a HUD comes a seemingly... quieter game. You\'ll find yourself paying more attention to the sounds around you than you might actually pay attention to your surroundings. Be very careful of this fact. We\'ll get more into this in later chapters. Just remember to keep ALL important senses alert when in a Hardcore match. They\'re the difference between a great match, and you getting jack-hammered into the ground repeatedly.

Now, before entering a match, you should take a look at your Load-Outs (Custom Classes/LO). For those with no Prestige: You will need to think harder about what classes you\'re taking in with you. For the rest of us: We can be a little more free with our creations. Firstly, you want a class that\'s good for stealth/sneaking. Camouflage is a fantastic perk for use in Hardcore as with it you can easily cripple most Hardcore players. Since the radar is missing until the Radar reward is granted, most players will rely heavily on the radar when it\'s activated. This gives you a great advantage in battle as you can sneak around their defences rather easily and deliver a massive coup de grace.

Another thing to remember is that Juggernaut is next to useless in this mode. In most cases it will only raise the bullets needed to die by one or two; leaving you quite open to a Bullet Sandwich if the aggressor happens to be better than you (and if you are indeed using Juggernaut... that scenario is more than likely to be true). Juggernaut will most likely give you an extra second or two to realise you\'re about to die before you do. On the same side of the spectrum (but a perk OPPOSITE Juggernaut): Stopping Power is COMPLETELY useless now. Bullet damage is ramped up in Hardcore Mode; which means that putting Stopping Power in any of your Load-Outs is wasting a perk slot that could go towards something more... substantial and beneficial.

Carrying on the tradition of putting away perk ideas: Martyrdom. Do. Not. Use It. EVER. In Hardcore Mode you can kill teammates as well as enemies. Utilizing Martyrdom is a surefire way to get your entire team killed; you kicked (for three TKs you will be booted from the match); and piss off your teammates in the process. It shows a complete lack of thought to use in Core, and proves how ineffective you are in Hardcore. Those using Martyrdom in HC are pretty much a threat to themselves and everyone on the field. Don\'t be that guy.

Other perks are usable and depend mostly on how you wish to play the game. Are you a Run N\' Gunner? You might want to consider Sleight Of Hand, Double Tap, Bandolier, and even Steady Aim to aid your shooting. If you\'re into stealth play, use Dead Silence, Camouflage, and suppressors/flash hiders on your weapons. I strongly recommend having a Stealth class for countermeasures in the event the opposing team is better than you/your team.

Recommended Class Types Are:

-Stealth
-Sniper
-An (S)(L)MG class
-A Second Chance class

Another thing of note is to take into account your weapon stats before picking any perks to accompany it. If you have a low rate of fire, but high damage: Use Double Tap. For slow reloads use Sleight of Hand. Watch the mobility stat too, as it affects how fast you can run/walk/switch weapons/ready Iron Sights.

Once you\'ve created a master list of 5-10 custom class slots... it\'s time to get into your first match. Hope you\'re ready. If this is your first time you will definitely notice the differences between Hard and Soft Cores.


[size=150:33b2gp7x]Chapter 2: Guided By The Pinball Map - Learn Logistics[/size]

But! Before you actually start an online game! There\'s other ground to cover! Okay, get the sighs out of your system. This is a guide after all and if you were to just be thrown into a match you might find yourself a bit in over your head. Before actually playing a match, you should be aware of one other thing: How well do you know the maps?

Let that sink in for a moment. This is how rough Hardcore Mode can be. If you don\'t know the Butcher Shop from the Box Cars areas, you may find yourself being overrun by hordes of enemies before you can scream "MEDIC!!!" Knowing the layout of each map is pretty much a NECESSITY in Hardcore mode. What this does is give you a better knowledge of the logistics of each map; which terrain is more suitable for your current class; and where teammates might be when in Second Chance.

Another benefit is to learn the spawn locations. While slightly random; spawning takes place in specific spots on maps (ie. the stairs at the forefront of Dome; the front garden outside Asylum; the grain fields in Seelow; et cetera). Learn these points in relation to where YOU initially spawned, to get an idea as to where your enemies might be coming from. Not only is this advantageous for killing, it might just prevent a load of needless and avoidable deaths as well.

Before hitting "Find Match", it is strongly recommended that you enter a private match and spend some time running through each level. Learn the layout, the scenery, the house locations, the shrubbery areas. Look for things that seem normal to you at first glance. By doing this, you can easily point out an enemy who is using the terrain for cover (ie. stalking through the brush on the sides of Upheaval; lying in wait in the bushes scattered around Hangar; et cetera). The more you know the maps, the more likely you will pick out anything out of the ordinary. For example: In Hanger there is a building right outside the Hanger with stairs and brush underneath. This is the other entrance opposite of the "Truck Entrance" and the sniper position on the second floor. In the left-hand window of this building is a gas can. Any other protrusions are an enemy (or in some cases a friendly). For better handling of the building: Shoot the can off the sill.

Small things like this will make or break your game. The littlest nuances can give you an incredible advantage in the online world of World At War.

In the next couple of chapters we\'ll cover aspects such as: picking the best weapon for you, teammwork, tactical "Hot Spots", learning to kill more efficiently, and even give some LOs that just might give you the best advantage in matches.

[size=150:33b2gp7x]Chapter 3: This Is My Rifle; This Is My Gun - Picking The Best Weapon(s)[/size]

So, you know the maps inside and out. You\'ve got every corner mapped out in your mind and you\'re psyched. Sure, you forgot your girlfriend\'s birthday or that you ever had parents; but they\'ll understand. You\'re primed for a real treat in online gaming. Harcore Mode--in some ways--hearkens back to the earliest of online gaming. Health was scant, weapons were vicious, and enemies were everywhere. In old games, you didn\'t have a radar to tell you where enemies were; and that was insane. Now... it\'s time to pick up your weapon and get some kills!

The first thing to take into consideration is the weapon you are using. What\'s your Rate of Fire? Reload time? Mobility? Accuracy? These are the most important stats on every weapon. But what does each one represent?

Rate Of Fire: Rate Of Fire (ROF) determines how fast your gun can fire with each button press/hold. Bolt Action Rifles all have the worst ROF; giving you one shot before a "re-chamber" of the next round. Usually this takes around a second or two, making these the hardest weapons to use if you\'re brand new to them. Most rifles have a slightly higher ROF (exception: STG-44) and SMGs have moderate to high ROF. LMGs have high-moderate to extremely high ROF; while shotguns have low to medium ROF. Take this into account when choosing a weapon.
Reload Time: Pretty much self-explanitory... Reload Time determines how fast you reload your gun. To get the best idea which guns are the fastest with reloading, play a private match and fire off shots. Starting from the second you hit "Reload", begin counting "One Mississippi Two Mississippi..." until the reload stops. This is how long it takes to reload your gun. Most LMGs have the longest reload times (up to 6 seconds!) so be very aware of this.
    Think Fast!!! --- There\'s a specific time for each gun where the clip is reloaded before the animation ends. This is sometimes called the "Post-Load". Learning each weapon\'s Post-Load (PL) is ESSENTIAL when using the later weapons in HC mode. For example: The PPSh runs about 3-4 seconds of reload time in animation. However, canceling the animation about 2 seconds in will give you a fully loaded clip and shave off 1-2 seconds. To cancel an animation, perform an action (knife, dash, climb; dash being the fastest canceler) and the animation will stop. Done right... you will have ammo faster without needing Sleight Of Hand--thus opening a space for another perk! To figure out when you\'ve hit your weapon\'s PL, watch your Ammo Indicator (AI) and the weapon animation. When your AI refills, cancel the animation. That\'s your PL in a nutshell. Learn the nuances of the weapon animation (action/sound/et cetera) as well. Certain clicks and/or hand motions will indicate when you\'ve hit your PL. ---Note--- Not all guns have a PL. Some only fully reload at the end of the animation.
Mobility: This stat determines how fast you can run when equipped with the weapon; time needed to switch between weapons; and time needed to enter Iron Sights. Pay attention to this statistic so you know why you\'re running slower than with a prior LO. Extreme Conditioning may help out more when using LMGs; due to their bulky design and low Mobility.
Accuracy: Simply put: This stat affects the Area Of Fire (AOF) in your reticle. It also affects how fast it takes to enlargen your reticle when running, or streaming fire. A lower Accuracy will mean that your shots will spread out within the reticle, and will largen the reticle and AOF drastically depending on how long you run/hold fire. A higher Accuracy means more concentrated fire, and less time for the reticle to enlargen. Steady Aim will always help compensate for low Accuracy (in Hip-Fire Mode Only), as will Telescopic Sights and Sniper Scopes.

From this point on... it\'s up to you to figure out which weapons are more suited to your gaming style. There\'s Rifles and Bolt Action Rifles for snipers, Large Machine Guns for Run \'N Gunners, and even SMGs for those who like quick burst shots and/or stealth gameplay. But! These guns are not just limited to those styles. With enough skill... you could use a DP-28 to snipe, or a (B.A)Rifle as a shotgun. It\'s all about patience, effort, and dedication to your guns.


[size=150:33b2gp7x]Chapter 4: Location, Location, Location - Know The Spawns and Hot Spots[/size]

In Chapter 2, you learned to study the flora and fauna of each map; a tactic that will be of unending benefit to you in a real match. However, there are unseen (somewhat) elements to each map that cannot be studied in the exact same manner as locations of couches, what\'s chaff and what is an enemy head, et cetera: Spawn Points and "Hot Spots". With logistical and topographical information, you simply need to look to understand. With these more, subtler elements, one needs to be keenly aware; and play repeatedly to learn the patterns.

Every map has its own spawn locations and "Hot Spots"; but what are they exactly? Well...

Spawn Locations/Points are where a unit (friendly/foe) appears on the map at the beginning of and during the match. There are two types of spawns:
    -Initial Spawns: Takes place at the beginning of the match (The Set-Up Spawn). These spawns are pre-set, and places units randomly within pre-set spaces.
    -Death Spawn: Takes place when a unit dies.
The Death Spawn system relies on ally locations to re-spawn a defeated unit. What that means is: you will spawn at the furthest location that a friendly unit is at, from where the enemy is. I\'ll get more into what this entails in later chapters.

Having information on Initial Spawns is VITAL to starting off your matches in Hardcore Mode. Certain maps (Dome, Makin, Asylum) can become incredibly hectic from the beginning if you aren\'t aware of where the enemy can (and will) be coming from.

"Hot Spots" are the most widely accessed points/paths within each map. Typically, each map in multiplayer has (approximately) 3-8+ locations in which players are most likely to convene at; giving you ample opportunities for quick, easy, and many kills. Knowing these locations is ALSO beneficial to: planting Betties, sniping, and avoiding unnecessary deaths. In this chapter, you will get a close look at where players initially spawn within the maps, and where the Hot Spots are located.
    ----Note: This chapter is map intensive. Locations will be referred to in "Grid Speak"; that is, a location will be mentioned being at A,5, in which you will follow the grid squares to A (left and right along the X-Axis) and 5 (up and down along the Y-Axis)
    Image

    Multiple locations will use a reference such as: E-G,11-13. This creates a 3x3 square along the points E, F, and G at the points 11, 12, and 13
    Image).

    Multiple locations along a singular point will use a reference such as: K,2;13 which creates points at K,2 and K,13
    Image).

    Also, numbers indicate which "floor(s)" are being highlighted. 1 = 1st floor, 2 = 2nd floor, et cetera. (This is only used in areas where there are multiple stories [ie. houses, platforms, et cetera])----
The first map we\'re going to take a good look at, is Dome.

[size=150:33b2gp7x]Dome[/size]
Location In Single Player: Final Section Of "Downfall"; before planting the flag
Size: Small
Type Of Map: Close Quarters
Vehicles: None
Recommended Weapons: STG-44, Type-100, PPSh, FG42, MG42, BAR, Trench Gun (for experts)
Recommended Perks: Extreme Conditioning, Bouncing Betties, Bandolier, Steady Aim, Second Chance

Main Map: Imagehttp://img.photobucket.com/albums/v208/Axikal/CoD%205%20Maps/Dome/Dome-InitialSpawns.jpg[/img]
Green represents the Wehrmacht side; red the Red Army side. At the start of the match, either side will spawn within the highlighted sections of the map and will head out towards either:

A) The opposing side
or
B) Tactical/hiding spaces to avoid deaths and gain kills

The most widely traveled directions from the start can be represented (rudimentarily) by the following image:Image

Knowing where you\'ve started, and where the enemy will/has started is key to getting the most out of the initial moments of the match. By looking at the initial spawn points, the following can be determined:

Wehrmacht:
-The Wehrmacht side has a major advantage over the Red Army side; has far more space to maneuver at the start
-At least ONE opponent unit (Red Army) will appear at M,4 (though not always)
-Watching L,3;11 and M,14 will ensure quite a few kills for your team (most used initial points)
-The least practical place to run to would be the second floor at F-J;1 and J,2-3 as most players will toss grenades there (debatable)
-Running out from inside the dome is tantamount to suicide. Hang back and let the enemy rush you. (don\'t sit, though)

Red Army:
-The Red Army side has a major disadvantage over the Wehrmacht side; has far less space to maneuver at the start
-Rushing the archways is almost always a guaranteed death. Take your time and focus on your forefront.
-Areas to watch are: J,17 | H,5-6;8-9;11-12 | J,2-3 (debatable)

Advanced Starting Tips: Because of the small size of the map, there\'s very little advice that can be given from the start other than don\'t rush. 9 times out of 10, everyone else will. Do not ever sit in a match... but don\'t be so gung-ho that you overexpose yourself and suffer too many unnecessary deaths. You will be flanked most often in this map; especially within the dome. This map is perfect for Bouncing Betties as there are multiple prime locations; some located in singular areas.

The next aspect to cover on this map are the "Hot Spots". Since the map IS so small, practically every square inch is a hot spot. But, having compared Heat Maps for kills on the map, I\'ve picked out these locations as the most widely accessed:
Image

Your findings may differ slightly. Use these points as referential when fighting in Dome.

----continued later----

[size=150:33b2gp7x]---------CHAPTERS CURRENTLY UNFINISHED (tentative order and titles)---------[/size]
[size=150:33b2gp7x]Chapter 4: Location, Location, Location - Know The Spawns and Hot Spots[/size]

[size=150:33b2gp7x]Chapter 5: Death From Afar - Proper Bettie Placing and Sniper Locations[/size]

[size=150:33b2gp7x]Chapter 6: No "I" In "Death" - Playing Hardcore Team Deathmatch[/size]

[size=150:33b2gp7x]Chapter 7: Watch Me Blow This Up - Playing Hardcore Search and Destroy[/size]

[size=150:33b2gp7x]Chapter 8: What Is It Good For? - Playing Hardcore War[/size]

[size=150:33b2gp7x]Chapter 9: All For ONE! - Playing Hardcore Free For All[/size]

[size=150:33b2gp7x]Chapter 10: Push It To The Limit - Advanced Tips/Strategies[/size]

[size=150:33b2gp7x]Chapter 11: How The...? - Answering YOUR Questions[/size]

[size=150:33b2gp7x]Chapter 12: Who Are You? - Crediting All Who Contributed To The Guide[/size]
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Re: The Hardcore Mode Survival Guide

Postby ruger1 » Thu Jun 18, 2009 2:47 pm

long but nice
If your worried about being PC then your part of the problem!
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Re: The Hardcore Mode Survival Guide

Postby Axikal » Thu Jun 18, 2009 2:59 pm

[quote="Ruger1":wahtlgto]long but nice[/quote]
Oh, it\'s far from done yet. I have so many more maps to cover. And with them making more Map Packs? I\'m in for a looooong run.
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Re: The Hardcore Mode Survival Guide

Postby dahawk » Thu Jun 18, 2009 7:19 pm

*drool*



nice guide there,
I remember something like this from the HQ.
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Re: The Hardcore Mode Survival Guide

Postby jimitwotimes » Thu Jun 18, 2009 7:30 pm

Great to see it make a comeback. I was hoping that it was still a work in progress. One of the most comprehensive guides from HQ.
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Re: The Hardcore Mode Survival Guide

Postby scrmbld33 » Fri Jun 19, 2009 5:44 pm

great post!!!
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Re: The Hardcore Mode Survival Guide

Postby Axikal » Fri Jun 19, 2009 5:50 pm

[quote="Scrmbld33":lt9yreg8]great post!!![/quote]
No shit!
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Re: The Hardcore Mode Survival Guide

Postby dazzafett » Sat Jun 20, 2009 1:27 pm

Great guide.
Due to spineless whingers the Anti Tank class is not really needed anymore tho.
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Re: The Hardcore Mode Survival Guide

Postby Axikal » Sat Jun 20, 2009 5:19 pm

[quote="DazzaFett":2x91xdre]Great guide.
Due to spineless whingers the Anti Tank class is not really needed anymore tho.[/quote]
I was one of them ;-)

I\'ll be doing some major edits to the first couple of chapters. There\'ve been major changes since I wrote it last.
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Re: The Hardcore Mode Survival Guide

Postby jussstin » Mon Jun 22, 2009 12:42 am

Just skimmed over your post, good job on the graphed maps... but I stopped actually reading at the "stopping power is COMPLETELY useless" part. Anyone who says that doesn\'t know enough about the game to be writing a guide anyways :P


Stopping power is COMPLETELY mandatory on some guns, even in hardcore.
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