Call of Duty 3
cheats and tips
Unlock ALL Levels and Pictures:
At the Chapter Select screen hold Back the D-pad Right, Right, Left, Left then press X, X. This effect only remains until you restart your console.
Unlockable Achievements
Complete the following tasks to unlock the corresponding achievements and their alloted GamerScore.
Basic Training - GamerScore 5:
Complete the Basic training in the beginning of Saint Lo.5.
Purple Heart - GamerScore 5:
For perserverence despite grevious injuries.
Canadian Highlander - GamerScore 10:
As a Canadian soldier complete 2 missions.
Polish Tanker - GamerScore 15:
As a Polish soldier complete 2 missions.
Supply Officer - GamerScore 15:
In a single ranked match supply ammunition to at least 20 friendly soldiers (Multiplayer).
Assault Trooper - GamerScore 15:
Complete a mission by firing only Assault Rifles (Melee attacks do not count).
Battlefield Scavenger - GamerScore 15:
Complete a mission by firing only German weapons (Melee attacks do not count).
Rifleman - GamerScore 15:
Complete a mission by firing only Bolt Action Rifles (Melee attacks do not count).
Conservationist - GamerScore 20:
Using less than 300 rounds of ammunition complete a mission.
British Commando - GamerScore 20:
As a British soldier complete 2 missions.
American Infantryman - GamerScore 20:
As an American soldier complete 2 missions.
Lieutenant - GamerScore 20:
Receive 200 total points in ranked matches (Multiplayer).
Allergic to Bullets - GamerScore 25:
During a mission don't get hit more than 30 times.
Big Air - GamerScore 25:
Find a big jump and catch some air.
Extreme! - GamerScore 25:
Found a big jump and caught some air!
Hot Potato - GamerScore 25:
Pick up and return 5 live Grenades.
Still Ticking - GamerScore 30:
Without dying or using checkpoints complete a mission.
Victory Medal - GamerScore 30:
In a ranked match be the player to get the highest score and be on the winning team (Multiplayer).
A War Hero - GamerScore 30:
In a ranked match capture the final objective (Multiplayer).
Doc - GamerScore 30:
In a ranked match revive 10 of your teammates without getting a Teamkill (Multiplayer).
Captain - GamerScore 40:
In ranked matches receive 2000 total points (Multiplayer).
Major - GamerScore 60:
In ranked matches receive 8000 total points (Multiplayer).
Colonel - GamerScore 80:
In ranked matches Receive 20000 total points (Multiplayer).
Won the War - GamerScore 80:
On any difficulty complete the Single Player campaign.
Close Quarter Combatant - GamerScore 100:
Complete a mission without firing a round (Player can use melee attacks and Hand Grenades).
General - GamerScore 120:
In ranked matches receive 40000 total points (Multiplayer).
Grizzled Veteran - GamerScore 150:
On Veteran difficulty complete the Single Player campaign.
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If you are in a situation were you have to kill a group of germans (Something like a bunker or a room) you should cock of a grenade by holding the RB button instead of tapping it this will reduce the time befor explosion.You should release it when the red metre reaches 1-2 depending on the distance of the target it will then explode strait away.This is usefull because the Germans can pick the grenade up and throw it back!
*This is very useful
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CALL OF DUTY 3 WEAPONS & VEHICLES VERSION 1.0
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WRITTEN BY: SUPERSTYLE4
FOR SUPERCHEATS.COM USE ONLY!!!
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Call Of Duty 3 features over a dozen historically-based weapons that you can find on your campaign through France.
Managing your inventory is an important part of the game, since you can only carry two weapons at any given time. While traveling as infantry (which you do in all but one of the levels), you should always have one long-ranged rifle, and one fully-automatic or assualt weapon.
Long-ranged rifles entail: bolt-action, semi-automatic, and scoped weapons. These weapons all have different advantages and disadvantages that will be discussed in this walkthrough.
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ASSUALT WEAPONS
Assualt weapons are designed for short to medium ranged encounters with the enemy. Most can be used over long-ranges if needed, through the use of the Aim Down Sight function of the weapons.
Thompson M1A1
Submacine gun .45ACP
Description: The "Tommy Gun" was blow-back operated with a cyclic rate of 700 rounds per minute. Wartime M1A1 were fed by 20 or 30 round stick magazines and generally issued to officers and NCOs.
Strategy: You gain access to the Thompson on all of the American missions. It is an incredibly effective weapon not only for clearing rooms, but also for picking off Germans at medium to long range by aiming down the sight.
The version of the weapon you fire in Call Of Duty 3 employs 20 round clips, but that should be plenty for taking out even large groups of enemies between reloads.
The only real drawback is on most levels, finding more ammunition for the Thompson is rare, so you're usually stuck with however much you started with. Fire in short, controlled bursts of two or three bullets to increase accuracy and conserve ammo.
Bren
Caliber .303 Light machine gun
Description: Based on the Czech ZB vz.26 light machine gun. Employs a top-feeding 30 round curved magazine. 450 rounds per minute with a range of 300 yards (900 feet).
Strategy: The Bren is a very powerful assualt rifle. The rate of fire is fairly low, but the power of the shots definitely makes up for it. Firing two or three shots at the head of an enemy almost always kills them, and the sight makes targeting enemies from a long distance much easier.
The only real draw back to the Bren is the large clip that appears on the right half of the screen. This can make looking around an spoting things on your right more difficult.
Sten MK2
Submachine gun 9mm
Description: A quick and cheap weapon created to arm British troops after Dunkirk. The Sten used a horizontally-mounted 32 round magazine chambered for 9mm, so captured German ammunition could be used.
Strategy: The Sten is a powerful submachine gun. It does more damage than the MP40, but not as much as the Thompson. The biggest drawback to the Sten is that you don't find any extra Stens throughout the levels where you start out with them, and you can't use MP40 ammunition with this make of the weapon. This means you have to switch it out early on the chapters where you deploy with this weapon.
B.A.R.
M1918A2, caliber .30-06
Description: The Browning Automatic Rifle was a robust, fully automatic, gas-operated light squad machine gun with a detachable 20 round box magazine.
Strategy: The B.A.R. is probally the single most versatile and useful weapon in the single player campaign. It does extremely high-damage and is accurate from both short range, firing from the hip, and long-range looking down the sight.
The only limitation of the B.A.R. is that it is available in only two missions, and in both cases the ammunition is a rarity. You should always fire the rifle in short, quick bursts to conserve ammo.
Winchester M1897 Trench Gun
Trench Gun .12 gauge
Description: Powerful .12 Gauge pump action shot gun with six round capacity first issued to U.S. troops in World War One for trench assualt and clearing. Brutal at close range.
Strategy: The trench gun is a unique weapon. If you have played other FPS (First Person Shooter) games you are probaly familiar with this type of weapon being reffered to as a shotgun.
Up close, the Winchester is the most powerful weapon in the game; however, it is practically useless against enemies at medium to long range.
MP40
(Maschinepistole 40)
9mm submachine gun
Description: Infamous submachine gun developed and used extensively by the German military during WW2. 32 round detachable stick magazine. 500 rounds per minute. 100 meter effective range.
Strategy: The MP40's biggest advantage is that it is the most readily available weapon in the game. In almost every chapter, you can find MP40s lying on the corpses of your defeated foes.
This is a great automatic to fall back on when you have run out of ammo for the short-range weapon you usually use.
STG44 (MP44)
7.92mm (Kurtz) assualt rifle
Description: Worlds first assualt rifle employing a shortened version of the German 7.92mm rifle cartridge in a 30 round detachable magazine. 500 rounds per minute. 300 meter range.
Strategy: The MP44 is the best Axis assualt rifle. It can be used at all ranges, short, medium, and long; and on the levels that it is available, there is plenty of ammunition to be found.
This is a recomended weapon to replace the Thompson and the MP40, however the Bren is more accurate and able to do about the same ammount of damage.
FG-42
(Fallschrimjaeger Gewher 42) 7.92mm
Description: Automatic rifle developed for German paratroopers after the invasion of Crete. 20 round side-mounted detachable box magazine. 900 rounds cylic rate. 500 meter effective range.
Strategy: The FG-42 can also load out with a scope. With or without the scope however, the FG-42 is a devastating enemy weapon to acquire. It's an assualt-rifle class weapon, so it is much more damaging than most submachine guns; the scope adds tremendous versatality to the weapon, making it second only to the B.A.R.
MG34
(Maschinengewher 34)
Description: Adopted for squad support roles by the German army in 1934. 7.92mm rifle cartridge belt or drum fed. 900 rounds per minute. Effective range of 1000 meters.
Strategy: The MG34 is a devastating machine gun that is best used to keep back advancing waves of Germans. It is only available in a couple of chapters, but when you do gain access to it, you should pick it up.
The MG34 has large clips, but very long reload times, and because of the extremely high rate of fire, you can blow through a 75 round clip very quickly. It's a good idea to keep another automatic weapon as an alternative in case you run out of ammo at a bad time.
You must deploy the MG34 before firing our your shots will be wildy inaccurate.
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SEMI-AUTOMATIC RIFLES
Both sides of World War 2 commonly used semi-automatic rifles on the battlefield, and they were the staple of the infantry. While generally less powerful than bolt-action weapons, semi-automatic rifles can be fired as fast as you can pull the trigger, with no delay between shots.
M1 Garand
Caliber .30-06 semi-automatic
gas operated rifle
Description: The brainchild of John Garand, the M1 was powerful, accurate and reliable. Chambered for the venerable .30-06 cartridge, the M1 was the first semi-automatic rifle in military use.
Strategy: The M1 Garand is the most common weapon you load out with throughought the American campaign. It's a reliable and quick-firing weapon, but it is out damaged by all of the Bolt-Action rifles.
The biggest drawback to the Garand is that due to its unique clip style, you can never reload it without using the entire magazine. You can get around this however, by firing rounds into the ground between enemy encounters to ensure you always enter combat with a full clip.
Gewher 43
7.92mm self-loading rifle
Description: The first succesful semi-automatic rifle adopted by the German army in WW2. Based on captured Russian Tokarev SVT40 rifles. Reloads quickly from a 10-round detachable box magazine.
Strategy: The Gewher is only available on a couple of levels, but it's an excellent alternative to the M1 Garand. Its rate of fire and damage is about equal, but you can reload the weapon whenever you like.
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BOLT-ACTION RIFLES
Bolt-action rifles are extremely powerful, long-range weapons that require the manipulation of a bolt between each shot. Reloading these weapons also takes longer than semi-automatic weapons.
Springfield M1903 M4
Caliber .30-06 sniper rifle
with telescope
Description: This accurate and powerful bolt-action rifle has an effective range of 600 yards. Due to its scope placement over the reciver, cartridges must be loaded individually.
Startegy: The Springfield is the primary allied sniper rifle. While practically worthless at close range against enemies, it makes picking off enemies from 500 yards a piece of cake. Headshots instantly kill any enemy.
Be aware of the lengthy reload times on this weapon. Depending on how many bullets you have chambered, it can take as long as 10 seconds to reload the weapon.
Lee Enfield No. 4
Caliber .303 bolt-action rifle
Description: The mainstay of the British Army during WW2, this 10-round bolt-action rifle is rugged, accurate and reliable.
Strategy: The Lee Enfield is a respectable, but low damage bolt-action rifle. Generally, you'll want to replace this weapon with the more powerful Kar 98k that you can find on the level that you are equipped with the Enfield.
There is also a scoped variant of this weapon, but the ammunition is not interchangable with the regular Lee Enfield.
KAR 98k
7.92mm bolt-action rifle
Description: The standard German bolt-action rifle of WW2, Powerful and accurate, but slow firing. Five round internal magazine fed by stripper clips. Effective range of 500 yards.
Strategy: The Kar 98k has a great sight that makes it easy to pick off enemies from a great distance. Due to its rate of fire and accuracy unsighted, it is practically useless at close range.
The Kar is a common weapon you can find in almost every chapter, and a great weapon to master for picking off enemies, second only to scoped weapons for taking down long-range foes.
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MOUNTED WEAPONS
Throughout the campaign, you encounter various sorts of weapons that you can Activate to fire from a stationary position (unless the weapon is mounted on a moving vehicle.)
Browning M1919A6 (.30 cal)
.30 caliber machine gun
Description: Reliable belt fed, air-cooled, recoil operated squad machine gun employed by U.S. troops in WW2. Cyclic rate of 400-600 rounds per minute with an effective range of 1000 yards.
Strategy: Like other mounted weapons, .30 Cals have no limitations on ammunition, but can overheat if you fire continuously for too long of a time. Fire in short bursts in order to avoid overheating the weapon.
Browning M2 (.50 cal)
.50 cal machine gun
Description: The Browning M2 is an air-cooled, belt-fed, recoil operated heavy machine gun designed after WW1 and used on vehicles and aircraft. 550 rounds per minute, effective range 2,200 yards.
Strategy: The .50 cal cannot overheat, but it has a very slow rate of fire, it's vital for you to ensure every shot counts while firing at the enemy.
Vickers K
Gas operated machine gun,
.303 Caliber
Description: Originally designed for aircraft, the Vickers K was mounted in pairs by british S.A.S. to their jeeps for hit-and-run tactics during WW2. Distinctive 60/100 round drum magazine.
Strategy: The Vickers K is side-mounted on "Vera" a jeep you use throughout the S.A.S. campaign. While the powerful machine gun never overheats, it's very difficult to see where you're firing due to the muzzle flash.
Fire in bursts until your target explodes, and then pauze firing until you find another target to blaze bullets into.
MG42
(Maschinegewher 42) 7.92mm LMG
Description: Made from stamped steel and famous for its distinctive 1200 rounds per minute rate of fire, the MG42 was designed as a replacement for the MG34. Belt-fed and recoil operated.
Strategy: The MG42 is similar to the .30 Cal mounted machine gun and is commonly found mounted in windows of buildings. This is a great defensive weapon and can stop hundreds of Germans literaly dead in their tracks.
The weapon can overheat very quickly however, so be sure to fire in short bursts when attacking the enemy with it.
Granatwerfer 34
81mm mortar
Description: Heavy mortar developed by the German army prior to WW2. Indirect artillery firing a 3.5kg 81mm round over two kilometers. Effective blast radius of 50 meters.
Strategy: The mortar is a special weapon that is operated via a Battle Action. Follow the on-screen directions to line up the mortar. The further down you point the mortar, the closer the explosive will land.
Lining the mortar blasts up with your targets can only be done through trial and error.
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GRENADES
Grenades are easy to overlook, but in fact are one of the greatest tools in your limited arsenal. New to Call Of Duty 3, you can "cook off" frag grenades and toss enemy grenades back. These new features turn grenades into one of the deadliest weapons in the game.
RETURNING ENEMY GRENADES: Germans frequently throw grenades at you and your squad. When a grenade lands near you, a small grey icon appears in the middle of the screen. When this happens, you have two options: run up, grab the grenade and toss it back at the enemy, or run away and get clear of the explosion. You need to make this decision very quickly, so it's good to have a guideline.
If the grenade icon is light gray, this means it's far enough away that you can probaly easily get out of the way of the blast. When you see the light gray icon, run away in the opposite direction of the grenade until the icon disappears from the screen in order to get clear of the blast.
If, on the other hand, you see a solid gray icon, that means the grenade is right nearby. If this is the case, the best thing to do is run up to the grenade and toss it back at the enemy. To do this run up to the grenade until the icon changes to a hand grasping the grenade icon, and then hit the Activate button.
Once the grenade is in your hand, you only have about 3 seconds to toss it back at the enemy before it blows up in your hand which will always kill you. Do this by hitting the Frag Grenade button before the timer expires.
Turning the enemy's weapons against them can be a huge help when clearing out pockets of Germans, so mastering returning grenades is essential, especially on harder difficulties where the enemies throw more of the "potato mashers."
COOKING GRENADES
The second part of mastering frag grenades is learning how to properly cook them. To "cook off" a grenade, hold down the Frag Grenade button until you see a red semi-circle of lines where your crosshair normally is.
These red lines are a timer that counts down, a bar at a time. When there are no more bars one the screen the grenade explodes.
For enemies at short range, you should wait until just after the last bar dissapears before throwing the grenade. At mid-range you can go to one or two bars.
After you master the speed and arc that your character throws frag grenades, you'll find that taking out enemies hiding behind cover is a cinch. Explode a grenade over their heads, and it can kill even the toughest and most stubborn Germans.
SMOKE GRENADES
Frag grenades aren't the only type of grenade in Call Of Duty 3, you also can acquire smoke grenades. Smoke grenades are a battlefield tacticians' dream. It allows you to instantly generate cover in open fields, and when they're used wisely allows you to flank or even completely avoid enemies.
Smoke grenades have other uses as well. You can toss them at groups of enemies in order to prevent them from firing upon you or your squad (they can't see through the smoke). You can also toss them on the ground to quickly generate confusion in your enemy ranks as you advance on them.
Throughout the single player campaign, you get access to plenty of smoke grenades, and what you do with them is up to you. On the Hard and Veteran difficulties, effective and creative use of smoke grenades is vital to survive and advance on enemy positions, and can mean the difference between life and death.
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VEHICLES
SINGLE PLAYER VEHICLES:
You can only control a couple of different vehicles in the single player campaign, but the missions that you do use them, they are vital to success.
PLAYABLE VEHICLES:
S.A.S. Assualt Jeep
Assualt Vehicle "Vera"
Description: A Willy's Jeep modified by the British S.A.S. with up to 6 Vickers K fast-firing MGs for assualt and defense. Used in long-range patrols and air-dropped for operations in German-occupied France.
Strategy: In the British S.A.S. missions you use "Vera" a special jeep built by the spec ops to aid in the missions you run for the French Resistance.
The jeep is fast, but can't take damage from tank rounds. Speed and maneuverability are your primary assets while you are driving the jeep.
Infantry can also be run over, and the Vickers machine guns makes non-tank enemies, even at range, a rare problem.
Sherman VC1
"Firefly"
Description: M4 Sherman tank fitted with the British army's 17-pounder (high-velocity 76.2mm) anti-tank gun. This gave it the ability to engage and defeat heavier German Panther and Tiger tanks.
Strategy: The "Firefly" variation of the German tank is a maneuverable and powerful tank. You control the Firefly in chapter 7, and get to prove its effectiveness against all variations of the German tanks.
The Firefly not only has a powerful anti-tank cannon, but also has a mean machine gun that can shoot down fleeing infantry.
It is vulnerable not only to other tanks but infantry armed with Panzerschrecks.
ENEMY VEHICLES:
Kubelwagen
General purpose vehicle
Description: The Kubelwagen was designed as a compact, light military transport vehicle. Nimble, reliable, and easy to manufacture, over 55,000 served the German military during WW2.
Horch 1A/KFZ 18
General purpose vehicle
Description: Light utility truck built by the Horch automobile company and employed by the German military from 1938-1945. Four to six passengers.
Opel Blitz
Transport truck
Description: Three ton military truck used by the German military during World War 2 for troop transportation and supply duties.
SDFKZ 251
Halftrack
Description: This armored fighting vehicle's open top and thin armor offered only marginal protection from small arms fire and shell splinters. Twelve passengers and crew maximum.
SDKFZ 222
Armored car
Description: 4x4 light armored reconnaissance vehicle used by the German army from 1935-1945. Indestructible against normal weapons, but vulnerable to anti-tank weapons such as rockets and cannons.
Panzer IV
Medium tank
Description: Most common tank of WW2; initially used for infantry support and tank battles. Over 9,000 units produced with many variants from 1939-1945.
Panzer V "Panther"
Medium tank
Description: The Panther was designed to counter the Russian T34 tank. Its unique sloped armor and powerful, flat trajectory 7.5cm cannon made it more than a match for Allied tanks of the war.
Tiger I
Heavy tank
Description: Infamous and feared heavy tank (58 tons) the Tiger had thick 102mm armor and was armed with a powerful 88mm cannon. It took five Shermans with 75mm cannons to take out one Tiger.
Tiger II "King Tiger"
Heavy tank
Description: Combining the thick armor of the Tiger with the sloped design of the Panther, the "King Tiger" was the most formidable and heaviest (70 tons) tank used by the German army in WW2.
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Xbox 360 Achievements Walkthrough
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Written by: Superstyle4
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!ONLY http://www.supercheats.com/ HAS PERMISSION TO USE THIS GUIDE!
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If you are playing the Xbox 360 version of Call Of Duty 3, you can unlock a total of 26
achievements for up to 1,000 Achievement Points added
to your gamer score. Here is a complete list of Achievements and how to unlock them:
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NORMAL SINGLE PLAYER ACHIEVEMENTS
These types of achievements are earned by simply playing through the single player campaign
on any difficulty level.
Basic Training
5 Gamer Points
Description: Completed the rigors of basic training.
How To Earn: Complete Huxley's training and load up in the back of the truck in the first
chapter to earn this.
American Infantryman
20 Gamer Points
Description: Fought in the war as an American Infantryman.
How To Earn: Complete two American missions to earn this Achievement.
Canadian Highlander
10 Gamer Points
Description: Fought in the war as a Canadian Highlander.
How To Earn: Complete two Canadian missions to earn this Achievement.
British Commando
20 Gamer Points
Description: Fought in the war as a British Commando.
How to earn: Complete two British S.A.S. missions to earn this Achievement.
Polish Tanker
20 Gamer Points
Description: Fought in the war as a Polish Tanker.
How To Earn: Complete two Polish Tanker missions to earn this Achievement.
Won The War
80 Gamer Points
Description: Finished the Single Player Campaign
How To Earn: After finishing all 14 Chapters in the Single Player campaign on any
difficulty, you earn this Achievement.
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SPECIAL SINGLE PLAYER ACHIEVEMENTS
These types of Achievements are earned by completing special tasks in the single player
campaign. They can also be achieved on any difficulty.
level, so it is reccomended when you set out to earn one of these, that you set the
difficulty on the level to "Easy."
Assault Trooper
15 Gamer Points
Description: Awarded for prominent use of assualt weapons during a mission.
How To Earn: To earn this achievement, you must complete a level by using only these
weapons: Bren, B.A.R., MP44, and the FG42. Mele attacks
are OK and returning grenades back at the enemy are both acceptable forms of attack. Using
grenades from your inventory however, will disqualify you from earning this Achievement.
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Using mounted weapons will not affect earning this Achievement.
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A good level to try to do this on is Chapter 2. There you start with the BAR, and later you
find the FG42 which makes for a great weapon to
switch over to after you run out of BAR ammo.
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If you accidentaly use the wrong weapon, you can restart from the last checkpoint via the
Pause menu and try again.
Battlefield Scavenger
15 Gamer Points
Description: Awarded for proficient use of enemy weaponry during a mission.
How To Earn: To earn this Achievement, you must complete a level by using only German
weapons. These include: Kar 98k, Gewher 43, Mp40, MP44, and the FG42.
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The third Chapter is the best to complete this objective on. You can earn a Kar 98k before
having to fight any Germans and there are plenty
of Germans to refill your ammo throughout the level. Stick with the Kar for the entire
level, and you'll also earn the Rifleman Achievement at the same time.
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The restrictions are the same towards earning this achievement as Assault Trooper.
Rifleman
15 Gamer Points
Description: Awarded for proficient use of bolt-action rifles during a mission.
How To Earn: To earn this Achievement, you must complete a level by using only bolt-action
rifles.
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Be sure not to accidentally fire the M1 Garand or Gewher as neither qualify as bolt-action
rifles and will disqualify you from earning this
Achievement.
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The restrictions are the same towards earning this achievement as Assault Trooper.
Big Air
25 Gamer Points
Description: EXTREME! Found a big jump and caught some air!
How To Earn: You should easily earn this the first time you drive the jeep in Chapter 3.
Just drive over any ramp on the level, and that should be enough to earn this Achievement.
Allergic To Bullets
25 Gamer Points
Description: Avoid getting hit more than 30 times during a mission.
How To Earn: This is a pretty tough Achievement to earn on any infantry level, as usually
when you get hit by the enemy, you are actually hit several times from automatic weapons
fire. The best level to earn this is the tank level, Chapter Seven. Set the difficulty to
easy, and do your best to dodge incoming fire from the tanks.
Close Quarter Combatant
100 Gamer Points
Description: Complete a mission without firing a round. Player can make use of mele attacks
and hand grenades.
How To Earn: This is the hardest single player Achievement to earn besides grizzled veteran.
You can't fire any weapons that you are carrying (however, you can use mounted weapons). The best level to earn this Achievement is
Chapter 3. But you definitely want to master the art of throwing grenades to take out enemies before giving it a shot.
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Don't forget to set the difficulty to easy!
Conservationist
20 Gamer Points
Description: Awarded for efficient use of ammunition.
How To Earn: This is a very easy Achievement to earn, as long as you aren't spraying your machine gun on the first level. You should be able
to earn this Achievement almost automatically. Keep your total rounds fired under 300 to earn this award.
Hot Potato
25 Gamer Points
Description: In a level return 5 grenades to their owners.
How To Earn: There are several levels where the enemy throws many grenades at you while you advance on them. If you are having trouble
finding five in one level, try the bunker at the very end of Chapter 2, or where the Grenadiers drop bombs down from the second floor on
Chapter 10.
Purple Heart
5 Gamer Points
Description: For perseverance despite grievous injuries.
How To Earn: You must die and restart from the same checkpoint 20 times in order to earn this Achievement. You shouldn't have any trouble
unlocking this Achievement if you try to beat a level on veteran!
Still Ticking
30 Gamer Points
Description: Completed a mission with your body intact.
How To Earn: You must survive an entire mission without dying once. The easiest level to do this on is Chapter 1, set to the Easy difficulty.
Grizzled Veteran
150 Gamer Points
Description: Complete the Single Player Campaign on Veteran difficulty.
How To Earn: This is far and away the most difficult Achievement. You must complete every level in the single player campaign on Veteran
difficulty. This requires a lot of patience and perseverance, as you can't make any mistakes to survive. Reccomended for only the most
hard-core of players!
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Multiplayer Achievements
There are several Achievements you can earn by playing the Multiplayer game on Xbox Live. For all these Achievements, accomplishments are
only tailed if they are conducted in ranked matches.
Supply Officer
15 Gamer Points
Description: Supply ammunition to at least 20 friendly soldiers in a single ranked match.
How To Earn: Play as either the support Class or the Anti-Armor in a game of War in order to earn this Achievement. As long as you are
dropping ammo regularly in a decently a War game of normal length, this should be no problem to earn.
Doc
30 Gamer Points
Description: Revive 10 of your teammates in a ranked match without getting a team kill.
How To Earn: Playing as a medic, you must revive 10 teammates in a row without killing any enemies. This can be pretty tricky since you have
to avoid whatever just killed your ally. You can die in-between reviving your allies, so keep at it and you'll unlock this eventually.
A War Hero
30 Gamer Points
Description: Capture the final objective in the game mode War. Must be a ranked match.
How To Earn: Be the one to capture the last flag in any ranked match of War in order to earn this Achievement.
Victory Medal
30 Gamer Points
Description: Be the player with the highest score, and on the wining team, in a ranked match.
Lieutenant
20 Gamer Points
Description: Receive 200 total points in ranked matches.
Captain
40 Gamer Points
Description: Recieve 2,000 total points in ranked matches.
Major
60 Gamer Points
Description: Recieve 8,000 total points in ranked matches.
Colonel
80 Gamer Points
Description: Recieve 20,000 total points in ranked matches.
General
120 Gamer Points
Description: Recieve 40,000 total points in ranked matches.
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That's all I have for now.
Happy Gaming =)
-Superstyle4
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Foreword
Good day, and welcome to my first FAQ. As indicated in the title, this FAQ
is intended to help you finish Call of Duty 3 on Veteran. First and
foremost, you will not find any rudimentary information in this help file,
that is what you have the book for. I will be using N, NW etc to indicate
north and northwest on the compass, and CP to indicate a checkpoint reached.
First of all, you will DIE. No bones about it, you will die and you will
die often. But we aren't worried about that, dying is beneficial. Dying
lets you know not to do that again. If you are going to the left of an area
to flank enemies and can't seem to get anywhere try going to the right to
flank. You may find a route that works so easily you'll slap yourself for
wasting so much time on the left side.
Second, you live for checkpoints. Once you see those lovely green words,
take a breather, grab a frosty beverage, tell you wife you love her, and
then strap back in for more dying.
Third, listen to your men; listen because they know what to do. If they
tell you to advance, it is because you've eliminated enough of a chain (see
chains below) to cut it off and make some progress forward. I spent a good
15 minutes in one area searching for a bazooka that wasn't there because I
thought the commander told me to get a bazooka. Really it was another guy
and I was supposed to kill krauts. So make sure you listen to your name and
only respond to it.
Forth, do things differently. If something I've recommended doesn't work
for you, try something else. If that doesn't work, try something else
again. Throw a grenade first to throw off the krauts, Eliminate chains in
different orders. Try different cover, try no cover, try just running
directly at them.
Finally, be smart. If there are 8 guys around a corner in a house in the
open, use a grenade. If there are 4 MG 42's on a hill you need to get past,
use smoke. Don't run into a building brandishing a Kar98, and don't try to
snipe someone across a field with the Sten. Use the right gun for the right
situation, and don't be afraid to use your resources. 99% of the time you
will get more anyway, enemies leave grenades behind all the time. Oh yeah
and for the sake of the free world, RELOAD.
Table of contents
Fighting Styles ..................................... - [FS]
-- Headlong ..................................... - [FSHE]
-- Covert ....................................... - [FSCO]
-- Elimination .................................. - [FSEL]
-- Chains ....................................... - [FSCH]
-- Driving Truck ................................ - [FSDT]
-- Gunner Truck ................................. - [FSGT]
-- Tank ......................................... - [FSTA]
-- Spotter ...................................... - [FSSP]
Fighting Tips ....................................... - [FT]
Main Story Line ..................................... - [MSL]
-- Chapter 1: Saint Lo ......................... - [MSL01]
-- Chapter 2: The Island ....................... - [MSL02]
-- Chapter 3: Night Drop ....................... - [MSL03]
-- Chapter 4: Mayenne Bridge ................... - [MSL04]
-- Chapter 5: Falaise Road ..................... - [MSL05]
-- Chapter 6: Fuel Plant ....................... - [MSL06]
-- Chapter 7: The Black Baron .................. - [MSL07]
-- Chapter 8: The Forest ....................... - [MSL08]
-- Chapter 9: Laison River ..................... - [MSL09]
-- Chapter 10: The Crossroads .................. - [MSL10]
-- Chapter 11: Hostage ......................... - [MSL11]
-- Chapter 12: The Corridor of Death ........... - [MSL12]
-- Chapter 13: The Mace ........................ - [MSL13]
-- Chapter 14: Chambois ........................ - [MSL14]
Credits ............................................. - [CRED]
[FS]
Fighting Methods:
On Foot, Driving Vehicle, Gunner Vehicle, Tank, Spotter
I've broken the game down in to fighting methods, and different styles
within those fighting methods. When you go through the missions sections I
will indicate what style of level you are trying to beat so you know the
strategy to follow.
On Foot:
There will be three Styles of missions that you will encounter on foot. I
have dubbed them as follows Headlong, Covert, and Elimination. You will
need to master these styles in order get that 150 gamer points you are so
desperately after.
[FSHE]
Headlong:
Headlong makes up most of the game, the idea being you are going to run in
headlong and eliminate enemy forces with speed. The faster you can do these
sections the easier time you will have completing the game.
The AI for COD3 works very simply, they have a destination that they are
going to go to, and 90% of the time they will run until they get there, set
themselves, and fire at you. During their trip is the best time to shoot,
they are wide open and not prepared to return fire.
The best way to explain this is by example. There is a house off in the
distance, with debris in front of it and Gerry guarding it. Gerry takes a
left out the door and finds some boxes, further left is barrels, further
left is a car, and the end of the line is a tree.
H H H
H H H
T----C----Ba----Bo------D H H
[FSCH]
Chains:
Gerry will always try to fill out the line. They will continually spawn
inside the house, and run out to fill in the cover. Your job is to kill the
guy behind the tree, then the car, then the barrels, then the boxes, and
finally hiding by the door. If you can do it fast enough Gerry won't fill
in those spots, and you'll be in the house. If you do it boxes, barrels,
car, tree, you may find that the boxes and barrels are filled in by the time
you kill the tree guy.
This is an example of a horizontal Chain. The enemy will be in chains all
the time, either vertical or horizontal. Horizontal chains need to be wiped
out entirely before proceeding, whereas vertical chains are picked away.
Consider walking through a trench with 5 sets of boxes between you and the
end of the trench. Gerry will sit behind all 5 boxes, and if you stand in
one place and kill them, you can go through more magazines than a bookstore,
and they'll still be there. One of the differences between all the other
difficulty settings and veteran is the respawn. Gerry will continually
respawn on Veteran. If you kill and advance to box 1, now Gerry can only
occupy boxes 2 - 5.
I've found that most areas have one of these chains setup, however some have
2 or more. Eliminating chains is the KEY to this game. Learn it, practice
it, master it, and RELOAD.
Cheating Chains:
Another strategy for chains, that doesn't always work, is to cut them off
and let your men eliminate them for you. In the above horizontal example
lets say that you got a checkpoint in front of the house, and Gerry isn't
deployed in his chain yet. If you run Headlong at D, and can make it to
cover inside the house, your crew will take out the stragglers for you. So
you beat feet and make it inside H, hide in a corner and kill a few Gerries,
the rest of your allies will eliminate T, C, Ba, and Bo for you, then meet
you inside H. This can be a real time saver in some spots, as I'll indicate
further in the FAQ. You can try this is many different areas, and sometimes
it's worth the 10 minute investment to see if you can make it. If you can
get this method to work 1 out of every 6 - 10 times it is worth the effort.
[FSCO]
Covert:
For those of you who played COD2 for the 360 these were the missions that
said Reinforcements are coming, and there was a little timer that told you
how long until they arrived. In COD3 these missions have no timer, but your
men will tell you to sit tight and keep firing because reinforcements are
coming. There is a very simple way to complete these missions, survive and
kill. You must Kill Gerries to advance you can't just hide, and obviously
you must survive to get the checkpoint. I was able to find a spot in every
area that you can pop your head up or stick it out, kill a few krauts, then
hide once you get hit. Just keep doing this and you will progress. I'm not
sure if this is based on time, or kills to progress.
[FSEL]
Elimination:
There are targets on the screen to eliminate, such as tanks, or mortar
crews. These are just a matter of getting the job done. There is no real
winning strategy for these ones, just don't die. Keep your cover and be
patient, If you need to kill a chain of 5 guys before you can poke your head
out enough to see the mortar and not be shot then do so. If you try to poke
your head out and just shoot the mortar, you will most likely be killed in
the process.
[FSDT]
Driving Truck:
These missions are about speed, you don't have to shoot you just have to
keep your speed up to avoid dying.
[FSGT]
Gunner Truck:
Most of these missions are quite easy, just pull the trigger and aim. Your
driver will get you where you need to go. Intricacies are outlined in the
missions section.
[FSTA]
Tank:
For the tank missions you need to keep moving, and be one hell of a shot.
Aim for the top gun part of the tanks for more damage
[FSSP]
Spotter:
For the spotter missions I think 99% of the time you can't be killed if you
spot them quickly enough. It's just a matter of finding them, marking them
and hiding.
[FT]
Fighting Tips:
In houses when you proceed upstairs look up first. Check for open areas and
face those when you proceed. If there is more than one area, check in
bursts. Pop up and look and once side, then pop back. Then check the other
sides the same way. You may find where the guys are later, but when you hit
a house that holds a check point for the first time it's sweet to beat it on
the first try.
In houses never leave your back to an unknown opening. If you are clearing
a room, run in headlong and guns a blazing. Quick reflexes and an automatic
weapon will usually get the job done.
Use your compass, always look where your checkpoints are and keep focussed
on getting them.
When you take damage, find quick cover. If none is around drop to the
ground and try to shoot in the area of your soon to be killer.
Don't be afraid to fall back if you are overwhelmed. You can always push
back again.
Jump, dodge weave, make yourself a moving target. It's hard to hit Krauts
on the run, and it's hard to hit you on the run. It might not always work,
but it's effective single and multiplayer.
[MSL]
Training:
Like I said at the top, no BS, you can figure out the training.
Ahh the meat of the FAQ this is what you were looking for right. How do I
get past that spot I'm stuck on. Hold on a second before you dive into your
trouble area. Take a quick read through the strategies above because they
are going to help you much more than how I got through an area.
[MSL01]
Chapter 1: Saint Lo
"Today we're on a secret mission to get coffee and donuts."
Style: Headlong, Spotter, Covert
Head for the small one room house to the N. Settle in the NW corner prone.
Get your bearings from inside this house, try out the guns, shoot a couple
of enemies and let the respawn. If you're good to go, head NE to the next
house, and leave in the SE exit and head further NE to the church. Make
sure to get into the back of the church quickly to reduce spawning, a well
placed grenade in the back right of the church works well. CP
After crawling underneath head N, and toward the Big Nazi building NW. Take
point and kill the Kraut in the new melee style, great addition in my
opinion. Next hop on the tank.
The style turns to spotter here, make sure to stay crouched on the tank.
Take out the 3 Gerries, they can't hit you. Move forward and get the Gerry
on the roof. Take out the front Panzer quickly, not sure if he can kill
you or not. Once you are blown off the tank Leave the house to the E and
head N to the caf‚. After the drama head E takin out Gerry along the way.
Take the right passenge S so you don' t get flanked. Back up the stairs so
you can see W and take out the Kraut on the MG42. Clear this area and move
NE to leave the building at the SE exit.
Use smoke at this next part and run to either the left or right flank of the
SE gaping building. Let your crew run up and help, don't be a hero. it'll
come naturally. Head through the E opening and then turn right and up the
hill. Get some cover and eliminate this chain to get to the back entrance
to the building. The one that is visible. Clear the bottom floor first,
get the back room on the left, then head upstairs. Last area here,
the style now turns to covert. The NE wall that gets blown open has a large
piece of wall intact on the left with a door further left. Hide there and
take out enemies on the bottom right of the road. Only expose yourself
enough to see one enemy at a time, kill him then move out further. Do this
until enemies appear in the Saint Lo Telegraphe building. Then pull back a
bit and kill them. Gerry will retreat and we will move on.
[MSL02]
Chapter 2: The Island
"The gap sees some of the most ferocious fighting of the last great war"
Style: Headlong
Stay behind the tank Berlin or Bust and get the MG 42 on the right. When
the tank turns NW get on the right of it, hide behind the boat prone, and
start killing Gerry in the W. Once the tank moves Eliminate a wave of the
chain W of the boat and run NW behind Berlin or Bust. CP.
There is an MG42 in the W house, and the S house. Get them and use the E
side of the barn to go around back and flank. Clear the barn and head to
the SE corner of the house and enter. Get the guy all the way across in
the room first before going into the hall with the grandfather clock. Clear
the entire basement first, then go up. Clear the top floor and then meet up
with the group. CP
I went left here, found it a bit easier. Get the krauts behind the boxes,
and then don't forget the guys up on the ridge on the right once you start
W / SW in the ditch. Use the Tree and crate as cover. Move up from here
once you've killed the krauts, and then fall back to the crate and tree
after the ambush. Clear the bridge and move N. Follow the water W and up
the hill,
[MSL03]
Chapter 3: Night Drop
"Welcome to France Mon aim"
Style: Headlong
Start by running forward until you have to kill the German who can pee for
hours. Club him and run forward and to the right of the truck here. You
should see a fire with a few krauts. Kill one who is under cover and start
the battle. The goal here is to go around the building and through the hole
in the wall on the other side. Move all the way to the house and completely
flank Gerry. Clear out the house. CP
42s across the way, your boys will throw some smoke if you go outside and
hide behind the wagon, but first grab the smoke grenades. Clear out the
building top bottom, then move on to the well area and the stables behind
the house. No tips here, just kill. Move out of the stables and head W
down the road to find Vera. Slip yourself into the cockpit and pull the
right trigger. CP
Follow the checkpoints and listen to your navigator. As I said at the top,
drive fast and you won't get killed. Oh yeah watch for the tanks. CP
From here there are two ways to go, but I think you have to do both. I
recommend saving Marcel first. He is the Right option, the Flak Guns are
the Left option.
Right
Boost up into the house and fight the Kraut. Go up the stairs and clear out
the top floor, then fall through the burnt area. Get them from behind the
couches and then wait for your buddy to open the door for you. Can't go
doing that ourselves now can we. Head to the basement and find Marcel. CP
You come out into a garden area with Gerry to your left and front. The
front actually circles around and meets the left with a circle in the
middle. The strategy is to take out the first row of Gerries on the left,
then switch to the front and wipe out the circle. The exit is on the S
side. Meet up, open the barn doors to get to the Flak's. CP
Left, or out of the barn from Right:
You have to take out all 3 Flaks to get the CP. When you get to a Flak
Gerry will have one access point to the Flak and will come at it
mercilessly. Clear that point back a ways before coming back to plant the
bomb. No other tips here, just Vertical Chains to eliminate. CP
You're driving again. Same thing follow compass, listen to navigator. CP
[MSL04]
Chapter 4: Mayenne Bridge
"No one's offering you a medal to do your job"
Style: Headlong
When you start there are 3 houses and a castle. One house is E, one further
E, one S and the castle further S. Clear the first house in the E, bottom
then top. Come back out the W entrance and go around the N side and clear
the far east house. Clear the S house and leave out the back entrance
toward the Gerry castle. CP
At the entrance to the castle take out the krauts on the right first, then
clear the left and move into the castle. Proceed into the castle and clear
the bottom floor until you get to an open area with a statue in the middle
CP.
Backtrack from here and go up the stairs a bit back. Clear upstairs until
you flank the position of the Gerries by the statue where you got the check
point. After here, force your way south and downstairs. Clear around the
barrels and proceed S up the stairs. CP
Outside is a statue with low walls with the following configuration
2
_
/ \
1 S
a\ _ /
___ ____
start
This is a perfect example of beating the spawn. When Gerry is deploying run
outside and go prone at point a. Kill the Krauts at point 1 on the way to
a, and then kill them at point 2 after going prone. Exit to the south after
this sequence, and stay on the left hand side up to the ramp. Kill the
krauts further up and then go over the ramp, and down to the lamp on the
left of the opening. Be Patient here, no CP yet. Beyond is a wooden dock
house, and below that is the docks. You have to clear the whole area for a
CP. use smoke to get to the dock house first. Clear it then head outside.
Keep to the W house and clear the docks. Use grenades if you need to. CP
Get in the boat and paddle across. CP
Run N and toss smoke at the left building with an MG 42 in it. Wait for the
smoke to deploy and head inside and clear the bottom floor. When you head
upstairs a door on the bottom floor opens so run upstairs quickly and kill
the kraut at the top. Clear the top floor then go back down and hide on the
left side of the S door. Clear the bottom floor and hide beside the N side
of the stairs. Go past the stairs and clear the back room. Head upstairs
and be careful there are a lot of troops in the open area up here. Jump
through the flaming hole and clear this area. Use smoke and grenades to
move up on the next house and clear it for the hard earned CP.
I chose the W option here. Clear the basement and move on. Clear upstairs
and take out the MG42. Clear the house and kill Gerry out back. CP
Jump over to NW and take cover. Advance to tank and cover Huxley. CP
Run N and clear the next house. Join up with the squad downstairs. CP
Clear under the bridge and advance quickly to break chains. Get up top and
clear out E Gerries and then defend for a few seconds. McCullin will
advance across the bridge with you. Use the 42's to take out the V Chains
of Gerry, and move up.
[MSL05]
Chapter 5: Falaise Road
"At least until your planes give away our position"
Style: Truck Gunner, Headlong, Covert
Kill infantry until the MG 42 in the NE building, then kill the enemies by
the Flak 88 in the N. Destroy the 88 too while you there. You will proceed
NE kill a few more guys and CP.
Back to Headlong style. Advance to the house and through it E. Turn right
and head S, your men will take care of the rest. CP
Advance E run to the top of the hill. then continue S. Select the top of
the hill option because the bottom route can't shoot at you. Capture the
88's CP
advance E around the side of the hill. There are 3 flaks to take out, start
at the right, and work your way around. Regroup and CP
Follow the path S and puff up some smoke to block the 42's. continue and
you'll show up at the following section:
NE ____________ SE
|C F B|
| |
| ___ |
| | | |
| | G | |
| | | |
| --- |
|D A|
NW|____________|SW
First you have to clear the entire square. starting at A work you way to B
then F then C then D. Finally clear out Point G, the entrance is between B
and A. In G get upstairs quickly and you can flank. CP
Now comes the fun part. There are 3 points to block in the town. B has a
bomb F requires a valve to be opened, and D has a crane to operate. Do this
one B, then D, then F, but advance to F by the South. Follow A, then B,
then F. Use smoke if you have to and be as quick as you can. After this
run to the NE corner, but follow D --> A --> B --> C. CP
Fall back to section G and go upstairs. Style turns Covert here for a bit.
Kill until a Panzer shows up. Then go with Sarge to take it out. Exit G
and go W to A, then D, then C. Get behind the tank as he plants bombs and
defend him at all costs. There are 3 tanks, one at C, then D then B. You
have to take out the tiger at B to finish the level. Check E before
planting the bomb.
[MSL06]
Chapter 6: Fuel Plant
"Advance Frenchie"
Style: Headlong
Go left and around the back first. Shoot barrels to kill a lot at once
here. Proceed NNE. First CP is in an "S" pattern. Dodge in and out of the
trains to proceed to the building. Watch for 2 MG42's one in the W first,
and then one later in the NE. Both are up in towers. Use grenades if needed
at the building at the end. Clear it. CP
Take cover in the center and take out the Gerries on the left on the ground
first. Finish clearing the chain and make your way SSW. Exit the building
and follow the catwalk clear the next building and open the gate. CP
Get in the Truck, the style turns to truck gunner here. The scope for this
is the center of the circle. Aim at the red barrels and blow them up to
kill the krauts. Don't worry about the truck with Gerry in it, they can't
hurt you. Once you start to drive be careful about the krauts up on the
right. After almost hitting the train you'll get out of the Truck. turn to
the south immediately and if you start throwing grenades stay looking south
until they are all gone. I had a glitch here than threw all my nades on me.
I actually killed my crew and had to start over. CP
Advance up to the first wall and wait for the sniper to kill the Half track
gunner. Use smoke to advance on the left as far as a broken rail car. From
here turn right and press E. Outside of the railcar you will want to head N
again and advance up the stairs and plant the bomb at the top. Be careful
on the stairs about Gerries on the catwalks. CP
I took the inside option here because I prefer to clear houses, than outside
guys. Houses are much easier. Advance through the area being mindful of
krauts behind the glass as you move up. Get to the end here for a CP.
Plant Charge 2 at the Marker on the compass. Fight the Gerry. CP
Head downstairs and inside the building. Inside the furnace room head SE
along the S wall. Throw smoke N halfway into the room and continue to the
stairs in the SE. This is a very hard chain to defeat. Be patient, pull
back when reloading and take your time once up on the catwalk. Head NE all
the way to the end of the catwalk and turn NW to the upstairs section. When
you get outside kill the Krauts across to the NW before continuing. Then
head SE until the truck. CP
The style turns to Truck Driving now. Put the petal to the floor and follow
the windy road to the CP.
[MSL07]
Chapter 7: The Black Baron
"The Hunt is On"
Style: Tank
Now that's what I'm talkin about some tankage. Drive forward and follow the
marker on the compass. I'll cut in when it gets hard. Just keep moving and
you'll be ok. CP
After the 2nd CP a Tiger tank shows up. on the left is a small building.
Get behind this and then drive forward a bit to stick your nose out. Take a
shot at the Tank and then duck back in. Wait until he shoots, and then poke
out again. You'll use this strategy throughout this sequence. I found this
section rather easy so I'm skipping through it quickly. CP
take out the Gerries with Panzershreks using the left bumper to shoot the
turret. Find them all using the compass. CP
Go through the town using the same strategy, when a tank shows up hide
behind something to fight it. If it appears out of no where, retreat. Once
you get to the covered tunnel proceed through and find Richter. Take him
out
[MSL08]
Chapter 8: The Forest
"I didn't want the promotion"
Style: Headlong
Clear the bunker of the start, then cross the road. CP
The forest is the Hardest level in my opinion. I spent the most time on this
level by far. Brace yourselves. Krauts are very well hidden in the trees.
This first part isn't bad, proceed up and take out the MG42 before he can
fire, clear the bunker and head right. Clear chains forward from here using
trees for cover. CP
Up ahead is a log with the end of 2 separate chains meeting. Clear out the
right hand chain first, and then run at the left chain taking it out on the
way down. Get behind the log. From here there is a supply dump over the
hill to the NW. Take the left hand side of the hill. First toss in some
smoke to the center of the supply dump and proceed. Get to the SW corner in
the trenches and proceed N from there. Force your way to the first ammo
dump and plant the bomb. Make your way back into the trenches and over to
the next ammo dump. Blow it up and make your way to the bunker. Toss a
pineapple to the front of it to kill all those Krauts. head inside. CP
The bunker has a loop inside that splits near the start, and meets near the
end. Take the right path and clear it to the end of the hallway after the
room with the grenades in the box. The hallway turns left. Leave from here
and backtrack to the left path. Clear it to an intersection, which is
beside that hallway. Turn left and fight up to the exit. Now it gets
ridiculously hard. You have to exit the bunker and get up the hill, which
has a bunker right behind it. You have to clear it all out. Toss smoke out
there and get out of the bunker and make an immediate left. Go all the way
along the left bush to flank the bunker and make things easier. Head on is
suicide. CP
"We've got to get across this road"
Get used to this statement. I actually turned off my 360 I was so pissed
off with this CP. This is the hardest CP in the game I think.
Wait for smoke and head out, run down the hill and hide behind the truck.
Look left and wait for Gerries to show up, take them all out. Once the
smoke clears time to start clearing chains. Start on the left and work it
back out of the trench into the forest. Take out the Gerries in the right
side of the trench and move up to it. Don't worry if you get hit from
behind, it may kill you a couple of time but you can't get rid of them.
Moving up into the forest is brutal. They can see you through trees and you
have no idea where they are. You have to poke your head up take out a few
Gerries and duck down again. Work your way on the far N side around and
flank the Bunker at the end of this CP. Clear the outside of the bunker,
and then time for the inside. First off inside the bunker on the E wall a
door will open as soon as the bunker is clear. If you get caught in this
you'll be dead in a second. Use grenades to enter the bunker and be careful
when you clear it. Proceed E out that door and clear the V chain for the
CP. Phew
Use the mortar here and aim high to kill troops first. clear the blockade
to finish.
[MSL09]
Chapter 9: Laison River
"Fortune Favors the Bold"
Style: Headlong
Take cover behind the fallen tree and snipe the krauts on the edge of the
ridge. Run across the river and up the ridge. As soon as the switchback
turns head directly up the hill to the broken house and take cover. Swing
around the right hand side of the house and force your way to the top of the
hill. Hide behind the tree trunk on the ground and peek around the left
side. Defeat the H chain here and force it back into the house. Run down
and clear this house for the CP.
I went right, straight at the house. Run up quick and take cover, take out
the 42's in the windows and move up. Get in the house and clear it and
behind it for the CP.
Next you have to clear out 3 flak guns and beyond for this CP. Like before
clear beyond the 88 before setting the charge on it, except the last one
because you can't advance beyond. The gate will open when you blow the last
Flak, clear behind the gate. CP
Clear the 42's, use smoke if you have to. Advance up the right hand side
and clear the mortar at the end. Use it to take out the 3 trucks. CP
Move up to the two trucks facing N right away. Clear the visible krauts.
Next swing around to the S side by running around the back of the cars in
the W go around the cars, and the crates to get up to the car and partially
flank the Gerries. Move up to the truck in the E and then Drop back around
to the N behind the boxes looking S to where the krauts are. Use a smoke
grenade here if you like, but you don't need it. Move up for the CP.
Use smoke and run all the way W, then come back and flank. Clear the house
and outside in the back
[MSL10]
Chapter 10: The Crossroads
"They don't call it friendly fire for nothing"
Style: Headlong, covert
Follow the tank up the road CP
Go N and then W into the building and swing around and flank the courtyard
to clear it. CP
Follow through the broken house very quickly, kill kill kill. CP
Go downstairs and "Head right" into the house and get into a scrap. CP
Clear the basement, and shoot up through the hole to clear the grenadiers,
head upstairs when told to and clear it. Regroup. CP
This CP is a covert one. Get on the MG and make sure to keep the Krauts
from manning the Half Track gun. When the Half track moves you are done. Go
downstairs. CP
Follow to the tunnel, kill a few krauts and regroup upstairs. CP
I took the houses path. Watch out for Gerries on the Road and clear to the
end of the houses. At this point you have to circle around a bunch of
tables and stuff and then go outside. Kill a bunch more and regroup. CP
Move west and through the new hole in the wall and fast through the cellar,
to the stairs. Proceed up. CP
Clear the house on the right. CP
The style changes to Covert here until the end. Fight until the door opens,
then fight outside until they retreat.
[MSL11]
Chapter 11: Hostage
"Then Doyle and I will go Alone"
Style: Truck Gunner, Truck Driver, Headlong
Man the gun and take out everyone. When you start to Drive circle around
the statue and take the path that is left of the marker on the compass.
Follow this road, and the marker on the compass. CP
Break the chain here by running as fast as you can, taking out they guy in
the SW by the door, and high tail it inside the house. Turn left and take
out the krauts then hide in the NE small corner, You'll be looking at a
flipped table. Clear the rest of the bottom of the house, then proceed up.
Be cautious of unknown rooms. Regroup outside, and clear out the wine
storage for a CP
One long cellar and then the major is in the room, bust in and get him. CP
Take the wheel and follow the navigator. CP
Go around the right of the house, enter and clear it. Rather simple. Wait
for the Prisoner to emerge before leaving. CP
Drive to the next house following the compass. CP
Clear the house or the garage first, it doesn't matter. Either way clear
them both. CP
Drive to the next marker. CP
Clear out the barn first, then you can try to run quickly to the house and
avoid the MG's in the two windows. Clear the house and regroup at the jeep.
Watch for Gerry on the way back. CP
Drive to the next place. CP
Regroup and fight your way out of the small area and N to the right of the
truck. Stay behind cover and flank the enemy. When the tank shows up, go
back to the start point. Get a bomber to go with you, she'll destroy the
tank, and die in the process. Clear the town after this.
[MSL12]
Chapter 12: The Corridor of Death
"We've got men waiting on us."
Style: Headlong
Get out of the truck and run S. Force W from here into a house on the right.
Fight into the back yard. CP
Move downstairs to a cutscene. CP
Take out the MG on the right and then get into that house. Clear the other
MG in the next room, and then get the other one across the way. Regroup at
the tavern. This is the next hold point. CP
Take out the 3 mortar crews, 1 left, 2 right. Then hold off Gerry using the
Covert style. CP
Gerry smokes the tavern and storms it. hold covertly until the focus shifts
south. Kill those Gerries and head out to the street. Use the crowbar and
go to the marker on the compass downstairs. CP
Clear the basement and plant the charge.
[MSL05]
Chapter 13: The Mace
"The Fuse must be defective, wait here..."
Style: Tank, Headlong, Spotter, Covert
Get in the tank, which is stationary, and take out the other tanks. CP
Head SE and take out guys along the way. Turn NE and keep going. Take your
time when you get to the concrete blocks and continue forward and around the
corner to the left. Continue up the hill and to the CP.
First off try the left and see where the trench goes. Then Go right here,
much easier and you get an automatic snipy. You need to clear the trench
for the guys to get through like you just tried. Do that and then proceed
in to the trench. Watch the guys on top that keep showing up. Clear the
chain in the trench and then down the bunker and get to your front line. CP
Spot tanks here and take them out quickly, move along to the next spot and
spot more. Once you are done move up the hill OT the CP behind the
sandbags. now to Covert style. CP
Keep killing and falling back when told. CP
The Canadian spotter gets killed, and an ambush comes from the W in the
trench. Take out these Gerries and then retreat E when told. CP
Go into the manor and down to the trench. Spot for more tanks here. CP
when done.
"We will not lose this hill."
Final stand at the hill. Eliminate the waves of enemies until the compass
says to move. Go to the other side of the trench and kill the chain to the
back. Get the bazooka and destroy the tiger tank. Go Covert from here and
finish out the chapter.
[MSL05]
Chapter 14: Chambois
"We're Gonna Need More Ammo."
Style: Covert, Headlong
Get in the north building and stay covert at the East end. CP.
Fall back behind the shattered wall of that N building. Stay covert here
and keep killing Krauts. Once you pass this section you need to pull back
and hide behind the sandbags. Covert here too, When the tank gets into
position. CP
Covert for a bit here if you kill Gerry quickly. If they deploy it could
take a few minutes to advance. Fall back to the church when told to do so.
CP
Hide and clear the Gerries tot he S, then turn E and wipe them out over the
wall. Run to the next target. CP
Covert, and headlong style here. Cover Guzzo, He has to run down and place
flares for air support to target. Take out the MG 42's and troops on the
hill. Follow the boys down to where they station to protect him. Keep
covered and keep firing. Once Guzzo is down. CP
throw smoke toward the MG's and run down to get him. At the bottom, throw
more smoke for the way out and get right against the cliff wall. Wait for
Sarge to pick up Guzzo and for the smoke to fill. Run back up the hill and
Wipe out the remaining Krauts. Dixon gets shot. CP
Headlong style here. Go through the buildings until you're above the tank,
and then start killing the Gerries so your boys can move up and take the
tank out. Continue through the houses and jump into the street at the end.
CP
Eliminate the flankers first. Be patient you will get them all. Stay
covered. Group up and push Gerry back in the N. Move up along the E wall
and continue north. When they are clear move to the last CP.
For the last CP first we enter the final house. On the ground floor are 2
Gerries, and then a room with stairs. Run quick to the stairs and kill then
10 or so Krauts that come down. Cover when reloading. Go upstairs and take
out the 3 Gerries on the left behind the table, and 3 Gerries on the right
behind boxes. Once the upper floor is clear get to the sniper rifle and
take out the mortars. Be patient here, you have lots of time. Clear the
chains so you get a free shot at the mortars. Don't worry about sniper
ammo, you won't need it for long. Once the mortars are toast a door will
open and the boys rush outside. Follow them and get on the big stationary
gun. Take out tanks, trucks, and whatever else the commander tells you to.
Make sure to kill the tanks first. Once you are told to wipe out the rest
of the Gerries leave the gun and finish up the last Chains.
Congratulations 150 gamer score is yours. Oh yeah and you won the war or
something.
[CRED]
Credits and disclaimer
This document is copyrighted by Travis Pick, all rights reserved. It is
intended for private and personal use only. Sections of this document may
be referenced only, it may not be reproduced in any shape or form without
written consent from Travis Pick.
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|--------------------------------------------------------------------------|
Call of Duty 3
Weapons Guide
By DeathDealer259 (mp.conrad@comcast.net)
Copyright 2006 Chris Conrad
|--------------------------------------------------------------------------|
Version History
:===========================================================================:
Version 1.0 – Guide completed
Version 1.1 – Many spelling/grammar errors corrected
- Fixed info on Scoped FG-42 (info provided by kikbigdog2)
- Added tank info (Sherman, Panzer, and Firefly)
- Added Vickers K machinegun
:===========================================================================:
Table of Contents
1.0 – Introduction
1.1 – Changes from CoD2
1.2 – ADS
1.3 – Strength Indicators
2.0 – Pistols
2.1 – Colt .45
2.2 – P38
2.3 – Pistol Efficiency
3.0 – Rifles
3.1 – M1 Garand
3.2 – Lee-Enfield
3.3 – Kar98k
3.4 – G43
3.5 – Scoped Springfield
3.6 – Scoped Lee-Enfield
3.7 – Scoped Kar98k
3.8 – Rifleman and Sniper Efficiency
4.0 – Submachine Guns
4.1 – Thompson
4.2 – Sten Gun
4.3 – MP40
4.4 – Submachine Gunner Efficiency
5.0 – Support Weapons
5.1 – BAR
5.2 – Bren LMG
5.3 – Stg44
5.4 – FG42
5.5 – Scoped FG42
5.6 – Support Gunner Efficiency
6.0 – Machineguns
6.1 – Browning .30cal
6.2 – Browning .50cal
6.3 – Vickers K
6.4 – MG34
6.5 – MG42
6.6 – Machine Gunner Efficiency
7.0 – Anti-Armor Weapons
7.1 – M9A1 Bazooka
7.2 – Panzerschreck
7.3 – Anti-Armor Efficiency
8.0 – Explosives
8.1 – Frag Grenade
8.2 – Stielhandgranate
8.3 – Smoke Grenade
8.4 – AP Mine
8.5 – Sticky Bomb
8.6 – Rifle Grenade
9.0 – Miscellaneous
9.1 – Trench Gun
9.2 – Granatwerfer
9.3 – Pak 43
9.4 – Sherman
9.5 – Panzer
9.6 – Firefly
:==========================================================================:
1.0 - INTRODUCTION
:==========================================================================:
Many Call of Duty fans were skeptical when they received news that Call of
Duty 3 was being developed by Treyarch, the producers behind COD2: Big Red
One, a game which left much to be desired in gameplay and campaign mode, as
well as multiplayer combat. But gamers were left stunned and surprised when
CoD3 first shipped, offering a slew of spectacular new features, graphics,
gameplay, and physics that did everything but blow CoD2 out of the water. The
game focuses primarily on the Normandy Breakout Campaign, from the Battle of
St. Lo to the Liberation of Paris, allowing the player to play as American,
British, Canadian, and Polish characters. As far as weapons are concerned,
they look and feel better than ever, yet also perform quite differently than
their Call of Duty 2 counterparts. The inclusion of vehicles into CoD3 gives
the player an even wider arsenal of firepower to use against opponents in
both single and multi-player game modes.
With a drastic increase from the 8 person multiplayer to an astounding 24
player war, it would be logical to assume that the firepower made available
to the player would have increased as well. But to the surprise of many, the
multiplayer arsenal has suffered a great reduction. Gone are the G43 (still
remains in campaign), M1 Carbine, and Grease Gun, as well as the entire
British and Russian weapon sets, leaving the player with only a basic
selection of US and German firearms.
The reason for this is Treyarch's emphasis on Class or "Kit Selection,"
basically meaning that with every weapon comes a special ability available
only to that particular class. For instance, a Rifleman has the ability to
attach a Rifle grenade to the end of his barrel, while a Sniper has the
ability to call in Artillery strikes.
For this guide, each individual weapon will be explored, analyzed, and noted
for historical references, while weapons included in multiplayer will be
matched with their appropriate Kit.
:==========================================================================:
1.1 – Changes from Call of Duty 2
:==========================================================================:
Compared to COD2, combat seems to have changed from small, restricted
skirmishes to full-fledged battles, with dozens of character models and
vehicles on screen at a time. The most noticeable change in terms of weapon
handling is the "focus vision" while aiming down the sights (see 1.2). The
weapons also feel slightly harder to use with pin-point accuracy, and should
often be used to suppress the enemy, rather than take down with one well
placed shot.
----------
CHANGES
----------
-All weapons are remodeled and simply appear shinier and smoother
-Some sounds have changed, while others have been salvaged from COD2: BRO
-In multiplayer, only your secondary weapon can be exchanged for a new one
-Sniper Rifles must now exit scoped mode to cycle the bolt
-Climb on top of tanks and disable with a grenade (multiplayer)
-Grenade buttons are different for single and multi-player (see 8.0)
-Grenades can be cooked
-Enemy grenades can now be picked up and thrown back (campaign only)
-MP44 name changed to Stg44
-FG42 and Scoped FG42 added to single player
-Anti Personnel Mines and sticky grenades added to multiplayer
-Scoped G43 removed, G43 removed from multiplayer
-M1 Carbine and Grease Gun removed
-Sprint takes the place of binoculars in multiplayer
-Melee attack strengths are different for each weapon
.30 cal and MG34 added as deployable MGs
In CoD2, a bullet was a bullet, no matter which weapon it was being launched
from or from what distance it was being fired from. Now, however, a player
can tell the difference between a 9mm Lugar and a 30-06. These changes in
ballistics seem somewhat unrealistic, but contribute gameplay-wise by
highlighting each weapon's strengths and weaknesses.
This basically means that one weapon cannot be used as an all-purpose death-
machine, but transforms it into a firearm exclusive to its given class,
making teamwork all the more important.
:===========================================================================:
1.2 – Aiming Down the Sights
:===========================================================================:
The aiming in CoD3 is unlike any other. With a pull of the left trigger, your
character will bring his weapon up to his shoulder and pear down the iron
sights. But this time, the only thing you will be able to see clearly is your
target. The rest is blurred out.
The only problem is that your target can be anything, whether it's a lonely
street lamp or a German MG42 gunner BEHIND the street lamp, whose bullets are
blowing out chunks of pavement in front of you. This is sometimes a problem,
as you may find yourself in many similar occasions where your opponent is
blocked by an obstructive object in your field of vision.
Additionally, switching from one target to the next is a bit more tricky, not
only because of the previously mentioned aspect, but also because your weapon
does not seem to stop immediately after you let go of the stick, seeming to
obey Newton's law of motion. While all of these features seem to contribute
to the realism of CoD3, they certainly don't make anything easier, and
emphasize more on individual player skill.
The iron sights themselves have undergone change, as well. Some sights, like
the Lee-Enfield and Kar98k, have shrunk, while others, like the Thompson and
Stg44, have increased in size. It seems that the unpleasant miniature sights
of CoD1 and the drastically magnified sights of CoD2 have reached equilibrium
for CoD3, providing a suitable experience for everyone.
The hit indicators from CoD2 have returned and serve the same purpose as they
did. It appears in the form of an X over your sights or your crosshairs for
every time one of your projectiles connects to a player or vehicle. Also, a
recognizable audio cue accompanies this indicator with the sound of a bullet
tearing through human flesh, no matter how far away you are from a target.
:===========================================================================:
1.3 - Strength Indicators
:===========================================================================:
Much like the system in CoD2, all weapons that appear in multiplayer are
given six areas of categorization to determine the best circumstances in
which to use the weapon. The categories are:
-Damage: indicates how much firepower a weapon is packing. Typically, light
weapons such as Pistols, SMGs, and Rifles will have the least, while power
weapons like the Trench Gun, Sniper Rifles, and Anti-Armor weapons will have
the most
-Range: determines the effective kill radius that a weapon should be used at.
Since all bullets have the same trajectory, this category is determined by
how far the line of sight zooms in while in ADS.
-Accuracy: shows how steady a weapon stays while aiming down the sights and
shot placement on fully automatic weapons.
-Melee: indicates how powerful a melee attack will be on the receiving end of
the blow. Larger weapons tend to have the most strength from a melee attack.
-Speed: tells how fast a player can move with a specific weapon. Submachine
Guns and pistols allow you to move the fastest, whereas heavier weapons like
.30cals and MG34s restrict movement.
-Rate of Fire: determines the amount of lead being propelled downrange per
second. Most bolt action rifles and the Trench Gun have the slowest rate of
fire, while automatic and semi-automatic weapons have faster firing rates.
These characteristics help classify the weapons and clarify their special
abilities, allowing the player to take a tactical approach on the situation.
If you are striving for high accuracy and fast movement from one sniping spot
to the next, you should opt to use the Scout class, or if you need to provide
lots of suppressive fire with lots of ammunition and a blistering rate of
fire, the Support class is the way to go. For every given scenario, there is
a weapon set that corresponds.
:===========================================================================:
2.0 – PISTOLS
:===========================================================================:
While not the most accurate and versatile weapons offered to the soldier, a
pistol is always issued as a standard sidearm for the typical infantryman.
Sometimes, however, you'll feel as if it is there just to prevent a weapon
slot from being empty.
The pistol is exclusive to multiplayer for a reason. It is there so that in
the case of a quick sprint, the player can simply whip out his pistol and
run, no matter which primary weapon he is packing, as the pistol is the
lightest weapon and the quickest to get from point A to point B. It is most
useful to the Anti-Armor class, just in case your target isn't a tank.
:===========================================================================:
2.1 - Colt .45
:===========================================================================:
Designation: Colt M1911A1 Automatic Pistol
Country of origin: USA
Available to: Allies
Caliber: .45 ACP
Feed mechanism: 7 round clip
Operation: Single action, recoil operated
--------------------------
History of the Colt .45
--------------------------
The Colt Model 1911 was designed by John Moses Browning, a genius when it
comes to firearm design, in 1900 and was adopted by the Colt Company in hopes
that they may interest the US Army with a suitable model. The 1911A1 was
based off of his previous blowback design, still featuring the same
innovative features, but refined as a locked-breech design. The handgun
consisted of three main parts: the barrel, the slide, and the handle. The
slide was locked to the barrel by means of two locking ribs machined into the
top of the barrel which corresponded with two grooves in the slide. When
fully loaded, the user would pull the slide back, which allowed a cartridge
to rise in position to be chambered. The slide would be pushed forward by
means of a return spring, and the breech block would push a cartridge into
the chamber, and lock against the ribs. The hammer, already cocked by the
slide, hit a firing pin inside the breech block, and fired the cartridge. The
recoil of the cartridge hitting the head of the breech block would force the
slide back, which in turn caused the barrel to fall and unlock from the
locking ribs by means of two hinges on the gun body. The extractor on the
breech block then ejected the spent case and allowed the entire process to
restart.
In 1907, a test was conducted by the US Army Ordinance department to find the
most suitable design to adopt. The Colt models came out on top, and were
asked to make refinements to the previous design, which included the
abandonment of the two hinges on the barrel in favor of only one. After more
trials, the Colt was adopted by the US Army as the Colt Model 1911. Minor
modifications in 1921 changed it to the Model 1911A1, which saw service in
WW2, Korea, and Vietnam, and continues to be manufactured worldwide.
-----------------------
The Colt .45 in CoD3
-----------------------
Apart from minor visual modifications, the Colt .45 has remained the same
throughout the CoD series. It is the lightest weapon to run with, still uses
a 7 round clip, and still takes anywhere from 3-5 shots to dispatch a foe. It
reloads at the same speed mid clip as it would while fully depleted. It has
quite a bit of recoil while sustaining rapid fire, so some time between shots
is required to place all rounds on your target.
While aiming down the sights, the rear sight appears as a U-notch, while the
front sight consists of a post, which has been enlarged and raised from the
previous game. The contrast between the two sights is peculiar, as the rear
sight appears dark grey, and the front sight is almost white, which has the
player often focusing on the rear sight. Shots impact just below the tip of
the front sight at distances up to 50 ft.
:===========================================================================:
2.2 - Walther P38
:===========================================================================:
Designation: Walther Pistole Model 1938
Country of Origin: Germany
Available to: Axis
Caliber: 9mm Lugar
Feed mechanism: 8 round clip
Operation: Double Action, recoil operated
-----------------------------
History of the Walther P38
-----------------------------
With the advent of the Lugar in 1908, some criticism followed the birth of
the military sidearm. It was clear that the Lugar '08 was not ideal for mass
production with its delicately machined parts and complex mechanisms, and did
not operate well in a combat environment. The German army began to look for a
replacement pistol, and the response came from the Walther company.
In 1929, Walther had developed the Walther PP, which gained the arms
manufacturer a considerable amount of fame for the pistol's effective
implication of a double action lock on an automatic pistol. Once the German
Army began looking for a replacement to the Lugar, Walther already had a
suitable model, which they planned to convert to 9mm and submit to the
Military. The Army was not in favor of the pistol, however, due to alleged
problems with the Walther PP recoil spring. So Walther began work on a new
design, and came back with a completely different pistol, one that still used
a double action lock, but fired from a locked breech (similar to the Colt
M1911), and featured a wedge below the barrel to hold it firm against the
slide until chamber heat and pressure had dropped to a suitable level. After
a few modifications, the German Army was keen to adopt the new design as P-38
or Pistole Model 38.
The design used the same breech block and slide mechanism as the Colt .45 to
chamber a round, and used a complex safety mechanism that the German army was
especially particular to. Upon engaging the safety mechanism, the firing pin
locked solidly, and if the hammer fell, could not fire a round. Alternately,
using the double action lock, a soldier could chamber a round, then lower the
hammer carefully, and when the time came, un-holster his sidearm and simply
pull the trigger to draw the hammer and release it to fire a round in one
motion.
After the war, the Walther P38 remained in use to some extent by the West
German Armed Forces, and was later replaced. Production of the P38 from 1938
to 1945 topped nearly 1 and a quarter million.
------------------
The P38 in CoD3
------------------
Along with the Colt .45, the P38 has changed very minimally from the last CoD
game. It is still the fastest pistol to run with and just as weak as it ever
was. Considering all aspects, the Colt .45 and P38 are similar in almost
every way (gameplay-wise at least), except for the difference of one more
bullet in the magazine. The only difference is that it feels like the P38
fires at a slightly slower rate than the Colt .45, but shouldn't be much of
an issue since the recoil will cause the weapon to rise after the first shot.
The P38 will take anywhere from 3-5 shots to incapacitate a target.
The sights consist of a rear fixed U-notch and a front Blade sight, very
similar to the Colt .45.
:===========================================================================:
2.3 – Pistol efficiency.
:===========================================================================:
There are probably two main reasons why you should be using a pistol. The
first is that things aren't going too great. You've ran out of ammunition in
your primary weapon or have found yourself in a situation where you primary
weapon is outmatched. The second is that things are going really great, and
that you are putting yourself to the test by using your sidearm. Either way,
I am going to tell you how to effectively use a pistol against your foes.
The first thing you should consider is your situation. Let's say you are a
Scout armed with a sniper rifle and a pistol. The scout class is particular
to medium and long range combat, but when the fight gets up close and
personal, the Sniper Rifle may be rendered useless. Your opponent undoubtedly
has a much more potent weapon. This is a situation where a pistol could
actually be quite useful.
When using a pistol, always try to aim for the head, as recoil will make
multiple shots to the body difficult. The pistol is only accurate to within
50 feet, as any further your shots will tend to disperse. When firing, make
sure that you are not tapping the trigger and shooting above your target.
Allow at least three fourths of a second between shots.
Pistols are also useful for more than just close up fighting. If you need to
cover a large, unknown distance on foot, or you're simply an impatient
person, a pistol is ideal. The light weight of pistols combined with the new
sprint feature to multiplayer will feel as if your character is hopped up on
Red Bull or Monster or some other kind of happy drink.
However, 9 out of 10 times, you will find that you're primary weapon will be
more useful in most situations than a pistol, as this primary weapon will
fire faster, harder, more accurately, or all of the above than your standard
issue sidearm. Pistols are certainly very easy to use, however.
(Another thing that should be noted is your inability to swap both weapons in
your inventory for a scavenged weapon, as this could get in the way of your
class's special ability. The only weapon you are able to trade is your
secondary weapon, or your sidearm.)
:===========================================================================:
3.0 – Rifles
:===========================================================================:
The Rifleman is the backbone of the infantry, serving a healthy combination
of suppressive fire, close range AND long range assault, and tactical combat.
Rifles in CoD3 still serve that same purpose, and despite major visual
enhancements, still perform in basically the same way.
The main difference is the way the sights appear. Most non-scoped rifles have
typically received rear-sight enlargements, while the front sights remain
either the same or smaller. The Kar98k seems to be the most changed by this
(more on that in 3.3). While some fans may not agree on this decision, it
effectively helps new players learn faster and makes using rifles all the
more easier.
Rifles are obviously associated with the Rifleman class, which comes with a
Rifle, a Pistol, and a Rifle Grenade, which attaches to the end of your
barrel (included in 8.6).
Sniper Rifles are linked with the Scout Class, which comes with a sniper
rifle, a pistol, a frag grenade, and binoculars (artillery strike).
:===========================================================================:
3.1 – M1 Garand
:===========================================================================:
Designation: US Rifle M1
Country of origin: USA
Available to: Allies, American
Caliber: .30-06 Springfield
Feed mechanism: 8 round En Bloc clip
Operation: Gas operated, closed bolt
---------------------------
History of the M1 Garand
---------------------------
The famous M1 Garand rifle was designed by a Canadian-American named John C.
Garand in the US Army Springfield arsenal from 1922 to 1932, after which it
was adopted by the Army (although mass production didn't begin until 1937).
Garand invented the rifle with certain Army qualifications in mind, such as
the demands of a fixed, non-protruding magazine. To get around this, Garand
used a type of feed mechanism called the "en bloc" clip, a charger-type
system that was inserted into the rifle from the top, designed by John
Pederson. When all rounds were depleted from the magazine, a feed arm would
eject the empty clip from the rifle, producing the Garand's characteristic
"ping" song. Originally chambered for the .276 Pederson cartridge, the Garand
prototypes were later converted to .30 '06 due to ammunition availability.
The M1 Garand was the first semi-automatic rifle ever adopted into widespread
military use. It also implemented a very successful gas-piston system not
commonly seen before in semi-auto rifles. When the first round was fired, a
portion if the expanding gas pressure was diverted to a chamber under the
barrel, and drove a stainless steel piston, which was attached to the
charging rod, back. The charging rod was attached to the bolt, and unlocked
it by means of rotating the bolt head out of two locking grooves on the inner
surface of the breech. The bolt was forced back to cock the hammer, eject the
spent case, and returned by means of a spring on the piston to chamber a new
round. When the last round was fired, the piston was blown back and engaged
an arm which ejected the empty clip from the rifle. This allowed the firer to
quickly insert a new clip and resume firing.
The Garand officially replaced the Springfield in 1936, (although some still
remained in use until Korea) and was the iconic image of the American
infantryman during WW2. A fan of its performance, General George S. Patton
dubbed it "the greatest implement of battle ever devised.) A number of
Garands were converted to sniper variants during WW2 (M1C and M1D), although
these were not as popular as Springfields. The Garand was replaced by the M14
in 1957.
------------------------
The M1 Garand in CoD3
------------------------
Apart from stunning visual alterations, the M1 Garand is practically the same
as it was in CoD2. It feels as if it fires slightly faster, and kills in
about the same amount of shots. In Campaign it only takes about 1 or 2 shots
to effectively put down a target, and in multiplayer it may take 3-4 shots to
incapacitate an opponent if you shoot for the torso. The sound effects sound
a little wimpy on a regular TV, especially the clip ejection, which you may
not even notice. It almost sounds like someone lightly tapping on a triangle.
Aside from disappointing sounds, the Garand is a tough, reliable weapon and
suitable for most combat scenarios.
The sights consist of a rear aperture sight and a blade front sight. The rear
aperture sight is wider around the edges, and more resembles a circular plate
with a hole than a skinny ring like in CoD2. The front sight has decreased in
size just a little bit, but the Garand is still very easy to use.
It has a small degree of recoil, but the barrel will immediately snap back on
target, allowing for quick, efficient fire at close and medium ranges. Even
in a standing position, the Garand is accurate down to the very last pixel,
making the M1 Garand a very good firearm to use at long range.
:===========================================================================:
3.2 – Lee-Enfield
:===========================================================================:
Designation: Rifle, No. 4 Mk. 1, Lee-Enfield
Country of origin: Great Britain
Available to: British, Canadian, Polish
Caliber: .303 British
Feed mechanism: 10 round box magazine
Operation: Lee bolt
-----------------------------
History of the Lee-Enfield
-----------------------------
The history of the entire Lee-Enfield series starts with the Lee-Metford
Rifle of 1889, which followed Lee's prototype design manufactured by
Remington. It was the first bolt action rifle to be fed by a detachable box
magazine, which held 8 cartridges. It was a combination of James Paris Lee's
bolt and magazine with a barrel developed by William Metford to counter
fouling by the current Black-Powder charges. Later, after the adoption of
cordite as the British cartridge, the barrel was converted by the Enfield to
help stop erosion in smokeless powder guns. The result was the Lee-Enfield
Rifle.
Two rifles were manufactured for the British Army: a long, infantry rifle,
and a short, Cavalry carbine. To eliminate the complication of developing two
rifles, a universal rifle was invented, dubbed the SMLE, or "Short, Magazine,
Lee-Enfield." This rifle, developed in 1903, was well designed and was
suitable for both infantry and Cavalry units, and served the British Army
well through the Boer War and WW1. After the War, however, some question and
skepticism from old traditionalists came up whether the rifle was acceptable
to military standards. Plans for a new rifle based off the Mauser began to go
underway, but eventually failed. After that, it appeared that the best choice
would be the SMLE, which remained standard up until WW2. It was clear that
the SMLE was complicated to produce and manufacture in mass quantities, so it
was simplified, the characteristic nose-cap removed and the rear sights moved
back over the bolt-way in the form of an aperture sight. Its new name was the
Lee-Enfield No.4 Mk.1, first introduced to British troops in 1941.
The No. 4 Lee-Enfield remained in service until it was replaced by the EM2 in
1949. The No.4 was very popular with many countries such as Canada, Poland,
and Australia. It was well known for its ingenious bolt, which featured 2
locking lugs, one on the top and one on the bottom. The bolt head was
attached to a guide on the boltway, and when rotated, would stay in position
and kept the bolt attached. As the bolt was pushed back, the head would catch
another round and push it into the chamber, then locked. It is said that the
Lee-Enfield action features the fastest bolt-operation out of any bolt action
rifle of WW2.
--------------------------
The Lee-Enfield in CoD3
--------------------------
No longer available in multiplayer, the Lee-Enfield is included in a wide
variety of single player missions. It appears smaller than the Lee-Enfield in
CoD2, and simply looks better, not to mention, shinier. It may seem like a
very unusual way to describe a new weapon, but it is actually that simple.
Like most guns in CoD3, the Lee-Enfield looks as if it was submerged in a
thick coat of laminate, and none of the metal is blued.
The sounds are a wee bit of a let down, as it sounds not so much of a "Ker-
Pow!" like CoD2, but more of a "Smack!" Nonetheless, it's still a pretty
satisfying weapon to use. A welcome change to the reload system has been
implemented as well. Now, instead of having to wait for your ammunition to
drop down to 5 rounds to reload, you may now top up the Lee-Enfield at any
time and replenish its stock back to 10. Additionally, you can stop the
insertion of the second stripper clip after reloading. To do this, you simply
need to press the reload button, and then press the right trigger after
loading the first stripper clip, similar to reloading a sniper rifle.
The Iron sights are slightly different. The rear sight has been enlarged and
the aperture has been greatly increased in diameter. The front sight is
smaller, with a center blade and a small post on either side of it. The shot
will land just slightly above the center post, so be sure to keep this in
mind while firing from long range. The bolt takes longer to cycle, as it does
with all bolt action rifles, so also consider this as a factor.
:===========================================================================:
3.3 – Kar98k
:===========================================================================:
Designation: Der Karabiner 1898 Kurz
Country of Origin: Germany
Available to: Axis, German
Caliber: 8mm Mauser
Feed Mechanism: 5 round integral magazine
Operation: Mauser bolt
------------------------
History of the Kar98k
------------------------
The Mauser brothers were the fathers of the bolt action rifle. During as
early as 1867, Mauser began work on a new design that would outdate muskets
and all other muzzle loaders and replace them with the stunning bolt action.
They sold their design to an American businessman named Samuel Norris for
80,000 francs. Norris attempted to submit this design to the French military,
but did not succeed. Scared that the design would not take, Norris paid the
Mauser brothers his yearly payment and terminated the contract. Incidentally,
France is the only country to never accept a single Mauser.
The Mausers returned to Germany and submitted the design to the Army, which
they were more than happy to accept in 1871. After various refinements to the
design through the late 1800s, the Mausers finally took their design and
implemented it into a new rifle, the GEW 98, which used a powerful 8mm Mauser
cartridge. The G98 was an instant classic around the world, and sold to
various nations as a standard military rifle. After WW1, the Germans, acting
off of previous British intentions, took the Mauser rifle and carbine, and
combined them to form the Mauser Kar98k, very similar to the Lee-Enfield
SMLE. The barrel was reduced from 90cm to 61cm, and the bolt was curved down
so that some Kar98ks may be fitted with a scope.
The Mauser design used a bolt with two locking lugs in the front and one in
the back. The firer would unlock the bolt by rotating it 90 degrees, then
pull back and allow a cartridge to enter the boltway from the integral
magazine. The firer would return the bolt to push a round into the chamber,
and then lock it by pushing it back down. While on the return stroke, the
cocking piece would catch on the sear, pushing against the firing pin spring
until fully cocked. Upon pulling the trigger, the sear would allow the
cocking piece to release and fire the round.
The Mauser was adopted and manufactured by dozens of nations around the
world. It became the iconic image of the Third Riech and paved the way for
many rifles like the Springfield and the Lee-Enfield, as well as the entire
history of bolt-action rifles.
---------------------
The Kar98k in CoD3
---------------------
The Kar98k is still a strong, faithful bolt-action rifle that can be found
everywhere in the single and multiplayer modes. It has stayed relatively
similar to the CoD2 version, still holds 5 rounds, and still kills in 1-2
shots. In the hands of an expert, a Kar98k can be used to inflict bloody
carnage upon an entire squad of opponents. While it does take longer to cycle
the bolt, the rifle will snap back to the precise spot that you left it.
Cycling the bolt itself is smoother and crisper, and ultimately more
satisfying, and the sounds are actually quite dashing.
The most that's changed from CoD2 to CoD3 is the iron sights. Both sights
have shrunk, probably to balance multiplayer, and the rear sight has changed
from a wide U-notch to a tiny little V-notch, while the front sight has
changed from a hooded post to a lone blade. Aiming shouldn't be too
different, but it isn't exactly the same. The sights are more akin to CoD2:
BRO sights.
Reloading is much faster. In fact, it is almost as fast as just cycling the
bolt, which makes keeping up a sustained stream of fire all the more easier.
All in all, the Kar98k is a good, solid weapon that is easy to use.
:===========================================================================:
3.4 – G43
:===========================================================================:
Designation: Gewehr 1943
Country of origin: Germany
Available to: German
Caliber: 8mm Mauser
Feed Mechanism: 10 round detachable box magazine
Operation: Gas operated
---------------------
History of the G43
---------------------
The development of the G43 was actually effected by Germany's encounter with
the Russian SVT-40 models on the Eastern Front. These rifles offered more
firepower than the Kar98k and outclassed it in battle. Combat with the
American M1 Garand and M1 Carbine on the Western Front also brought to
realization that the Kar98k was no longer the best rifle in the world. Mauser
and Walther both got to work on developing a suitable semi-automatic for the
German Army. The G41 submitted by Walther seemed to be the best choice, if
not for the complex gas system, built around the Bang Rifle, which trapped
the gas as it expanded from the muzzle. In 1943, Walther submitted their
revised design with an improved gas-piston system similar to Tokarev model
rifles, and also replaced the integral 10 round system with a removable 10
round clip. The G43 entered service in 1943, and quickly proved to be an
accurate, reliable, and powerful semi-automatic rifle. Typically, semi-
automatic rifles were not as well suited to sniping and long range combat as
bolt-action rifles, but the G43 proved to be an exception, 53,000 of which
were fitted with scopes.
The G43 operated very similar to SVT-40 rifles and the M1 Garand, in which a
gas piston chamber ran over the barrel to drive the bolt back and eject the
spent case. But instead of the recoil spring around the gas piston, it ran
behind the bolt. A charging handle mounted along the top was attached to the
bolt carrier, which contained the bolt (duh). The bolt was attached to a
mainspring and when it recoiled, compressed the spring and pushed it against
the buffer. The spring drove the bolt back and chambered another round.
The G43 remained in service until the wars end, and was very popular among
infantry and sniper units. Although produced on a large scale, the G43 never
replaced the Kar98k because the German Army needed every firearm they could
get their hands on.
------------------
The G43 in CoD3
------------------
Only available in certain campaign levels, the G43 has changed quite a bit.
The first thing you'll notice is that it feels kind of stupid in your hands.
It lacks the pristine shine of other weapons, and isn't all that pretty to
look at. Despite awkward visual alterations, though, the G43 isn't all that
bad of a weapon. It takes 1-2 shots to kill, has a ten round clip, and
reloads fast. But on the down side, it fires at a much slower rate than in
CoD2. Players used to the G43 in the previous game may be used to its
relatively fast rate of fire, and may overestimate its new firing rate.
The iron sights have greatly increased in size, and still consist of a rear
V-notch and a front hooded post. At close to medium range, the G43 performs
quite nicely, but at long range it feels very hard to aim and place accurate
shots. It also has more recoil than you would expect. Nonetheless, the G43 is
worth picking up due to ammunition availability.
:===========================================================================:
3.4 – Scoped Springfield
:===========================================================================:
Designation: US Rifle M1903A4
Country of origin: USA
Available to: Allies, American
Caliber: .30-06 Springfield
Feed Mechanism: 5 round integral magazine
Operation: Mauser Bolt
-----------------------------
History of the Springfield
-----------------------------
Looking for a replacement for the trap-door Springfield, an old, outdated
single-shot rifle, the US examined at least 50 different models of rifles in
1892 and finally adopted the Krag-Jorgenson, a rather hasty decision. During
the Spanish American War in 1898, it was made clear that the American Krag
rifle was simply outclassed and inferior to the latest Mauser G98 models.
After the War, the US Army Ordinance department began to test the Mauser, and
decided that it was an ideal system to build a rifle around. It is not
exactly clear on how the rights were obtained from Mauser, whether the design
was stolen and later paid off or if Mauser gave a license to the Springfield
Armory for production, but the Mauser brothers were paid $200,000 dollars for
the design anyways. In 1903, Springfield had submitted their design, which
was accepted and designated the M1903.
Like the Lee-Enfield, the Springfield was a "short" rifle model with a 61cm
barrel suited for Infantry and Cavalry use. The Bolt and magazine were
identical to the Mauser bolt, with two locking lugs in the front and one in
the rear, perfect to fire the powerful .30cal Springfield rifle cartridge.
However, the bolt was also like the Mauser in which it had to be rotated a
full 90 degrees to unlock, unlike the Lee-Enfield, which only needed to be
rotated by half of that.
During 1905 and 06, the Springfield was refitted to use a different bayonet
and different sights, as well as upgrading the ammunition to a 150 grain ball
ammunition, designated the .30-06. Various models were produced, such as the
Model 1903A3 with sights moved to the back in the form of aperture sights, as
well as the implication of the Type-S stock, and the 1903A4, hand-selected
for accuracy, with the removal of the iron sights in the place of an M73 and
later an M84 telescopic 2.2x scope. These rifles were technically replaced by
the M1 Garand in 1937, but still remained in use as a popular snipers weapon
until the end of the Korean War.
---------------------------------
The Scoped Springfield in CoD3
---------------------------------
The Springfield is the Allies' sniper weapon, and is excellent in fulfilling
that roll. It is laser-accurate, retaining the ability to click the left
thumb-stick to hold your breathe and steady your aim. Visuals and sounds are
very different from CoD2. The graphics are actually one of the cons of the
rifle, as sometimes you may find yourself admiring the weapon's beauty
instead of watching for targets. The firing sounds and bolt operation have
been salvaged from CoD2: BRO.
The scope consists of two thin lines intersecting each other in the very
middle (marking the exact point of impact), one vertical and the other
horizontal. Three smaller lines intersect the bottom of the vertical line and
either side of the horizontal line, helping to box single targets and assist
aiming. (Note that this scope configuration is generic in all sniper rifles.)
The scope shakes wildly while not holding your breathe to steady your aim,
but it swirls in a fairly predictable pattern, so it is not always necessary
to hold your breathe. After each shot, you now exit zoom-mode to cycle the
bolt. Realistic, yet also allows your target to get away if you missed. Note
to sniper: don't miss!
:===========================================================================:
3.5 – Scoped Lee-Enfield
:===========================================================================:
Designation: Rifle, No.4 Mk.1(T), Lee-Enfield
Country of Origin: Great Britain
Available to: British, Canadian, and Polish
Caliber: .303 British
Feed Mechanism: 10 round box magazine
Operation: Lee bolt
------------------------------------
History of the Scoped Lee-Enfield
------------------------------------
Lee-Enfield No.4 Mk.1 Rifles tended to vary in accuracy. A battle rifle's
main role in an infantry unit was to (or at least back in the times of the
Great Wars) fill the air with enough lead at long enough ranges in hopes that
one round may find a target. This was the case with rifles such as the M1
Garand, Kar98k, Lee-Enfield, and Mosin-Nagant. However, as I said just
previously, accuracy varied within these rifles, and occasionally, one
distinguished itself from the rest.
Sniper Rifles are not a new idea. The concept of sharp-shooting first arose
with the acceptance of a rifled barrel during the mid 19th century, when iron-
sights first began to show up on modern breech loaders. It had already
occurred to the general public and various hunters and shooters that by
equipping a rifled gun with a telescope or monocular that accuracy could
improve by astronomical scale. Although scoped rifles were at first pretty
non-regulation with military rifles, by the First World War, sharp-shooters
were already using a telescopic sight to engage targets at up to 1200 meters.
The Lee-Enfield No.4 Mk.1 would typically go through a number of firing tests
before being packaged and shipped to appropriate arms dealers. One such test
pitted a Lee-Enfield against a 1x1 meter white square target at a range of
300 meters. If the rifle performed within certain parameters, then the rifle
was accepted and the guidelines slightly adjusted, this time being shot at
the same target at distances of up to 600 meters, scope not included. If the
rifle fired in groups of no more than a 10-inch diameter, the rifle was hand-
selected to be fitted with the No.32 British sniper Scope.
Only a handful of these rifles made the cut for the sniper conversion
program, which was conducted at both the Royal Arms Factory in England and
the Holland & Holland manufacturers in Canada. These rifles were distributed
to British snipers in distinct Sniper Programs or in regular infantry squads.
The 3.5x scope increased the effective range of the Lee-Enfield to 800
meters.
---------------------------------
The Scoped Lee-Enfield in CoD3
---------------------------------
Good thing the Scoped Lee-Enfield still uses the 5-round stripper clips to
reload instead of 1 round at a… wait. It DOESN'T! Blasphemy!
Yes, it's a sad truth. The Lee-Enfield is now equipped with the authentic
No.32 scope instead of the peculiar offset scope from CoD2. Now, even with
the hefty 10 round clip, you must reload the Enfield one agonizing round at a
time. Thus, as a rule, you should never fire more than five shots from the
scoped Lee-Enfield before reloading, or you will have to suffer the
consequences.
The Scoped Lee-Enfield looks and sounds exactly the same as the regular Lee-
Enfield, except for the 3.5x Scope mounted on the top. The scope
configuration is the same as the Springfield, so further explanation is not
necessary. You'll find that the scoped Lee-Enfield is very exclusive in the
single-player campaign, and unfortunately does not make an appearance in
multiplayer.
:===========================================================================:
3.6 – Scoped Kar98k
:===========================================================================:
Designation: Der Karabiner 1898 Kurz
Country of origin: Germany
Available to: Axis, German
Caliber: 8mm Mauser
Feed mechanism: 5 round integral magazine
Operation: Mauser bolt
-------------------------------
History of the Scoped Kar98k
-------------------------------
The Kar98k was a commonly accurate weapon for a battle rifle. While this was
of course affected by the quality of the breech, chamber, bore, and
ammunition, the Germans were more than capable of succeeding in high quality
production.
Kar98k rifles are fitted with 60cm barrels, and went through the same kind of
testing as other battle rifles like the Springfield and Lee-Enfield to
determine exactly what degree of accuracy an individual rifle was packing.
These rifles were then modified to be fitted with scope mounts and the
standard German 4x scope. These remained the most commonly encountered German
sniper rifles throughout the war, and easier to manufacture than the
expensive G43 sniper variant. The Kar98k, equipped with scope, was accurate
at up to 800 meters.
----------------------------
The Scoped Kar98k in CoD3
----------------------------
Your typical sniper rifle, the scoped Kar98k performs almost identically to
the scoped Springfield, with differences, of course, to the sounds and
visuals. The sounds are only slightly different than the regular Kar98k
model, and the weapon looks the same as well. The scope is essentially of the
same layout as any other sniper rifle in CoD3.
In multiplayer, you must zoom out of scoped mode to cycle the bolt, just as
you would with the Springfield. Accuracy is perfect, and will land on the
exact pixel that you aim for. With a slow rate of fire, low magazine
capacity, and extreme accuracy, the Kar98k (and Springfield) are well suited
to sniping.
:====================