Editor’s note: This is yet another in a long list of kick ass Sarcastic Gamer Survival Guides. If you want to check out the other ones in the series, click here for our list of guides for games like GTA IV, Call of Duty 4, Battlefield Bad Company and Burnout Paradise, among others.
The next installment of the Call of Duty franchise will debut this November. Call of Duty: World at War takes the basic principles and gameplay of Call of Duty 4: Modern Warfare and send it back to World War II.
Animathias and I have scraped together a Beginner’s Guide through the first 11 levels, so you can get a leg up on the competition when this game ships on November 11, 2008.
Check out the Sarcastic Gamer Survival Guide for Call of Duty: World at War, after the jump.
We’re going to go step-by-step through the levels and touch on each of the guns and new perks you’ll acquire.
Levels 1-3 – When you start off in the beta, you’ll get a limited selection of classes from level one through 3.
Rifleman
- SVT-40 – This semi-automatic rifle will be your friend through most of the beta if you’re not much of a run and gunner. It deals great damage with high accuracy at medium to long range. Because it is semi-automatic, It deals a good amount of damage and doesn’t lose much accuracy because of it. The only downside of it being semi-auto is that you’ll only shoot it as fast as you can pull the trigger. It’s going to do a better job in medium range than a bolt-action, but the machine guns trump it in close range.
Attachments: Flash Hider (Silencer), Aperture Sight, Telescopic Sight
- Water Cooler – One of the two vehicle perks you’ll get, Water Cooler decreases the rate at which the turret overheats. There’s only one map in the beta with vehicles, and that’s Roundhouse, so when that one comes up in the rotation, make sure you know which vehicle perk you have before taking a seat in the tank.
Light Gunner – (Just a note about this class. Instead of giving you Gas Grenades with the Special Grenade x3 and the Gas Mask, they give you Signal Flares. How stupid is that?)
- Thompson -This sub machine gun has a very high fire rate, but a small clip of only 20 rounds. That means you’ll have to be very disciplined and fire in bursts. This can be difficult to do when things get hectic, but if you can, the Thompson is THE weapon that will win you more firefights than the badguy on almost every map. The only downside is it’s high inaccuracy at long range, which is to be expected.
Attachments: Suppressor, Aperture Sight, Round Drum
- Signal Flare x3 – Signal Flares aren’t nearly as powerful as their modern counterparts, the Flashbangs, but they’re still useful in the field. Toss down a flare in the enemy’s line of sight, and all they’ll see when they look towards it is a bright light while it lasts. Toss it into close proximity of your foe, and their vision will turn red, making it extremely hard to see anything that isn’t directly in front of them. Flares are extremely useful when thrown in doorways, or in narrow corridors to deter entry while defending a position. Another use is to throw a flare to a strategic area to deny the sight lines of snipers.
- Gas Mask – The Gas Mask makes you completely immune to the effects of the Tabun Gas Grenades. These suckers release a cloud of gas into the air that makes whoever breathes it in move extremely slowly and completely messes with their senses. A good strategy is to create a class with 3x Tabun Gas and a Gas Mask, so you can toss one or two into a room and move in to clear it out without being affected.
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Hey man i love it thanks for the advice! do you have any idea when the next one will be out?