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Call of Duty: World at War

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Listen up inmates,

We're doing our damnedest at finding a way to break you out of that madhouse, but it's slow going. Some of our guys have tried to fight through, but as expected we lost radio contact with them shortly after departure. Until we can get a hold of some heavy artillery, I'm sorry to say that you'll have to hold out on your own.

First things first, let's review some of the basics. Before you can hope to pull off anything fancy, you've got to have the tools to survive.

Call of Duty: World at War: Zombies - Verrückt Essentials

First, let's review the main differences between Verrückt on consoles and mobile Verrückt.

  1. You can not sprint.
  2. You can not crouch or go prone.
  3. Few teammates will have the ability to talk to one another.
  4. Your weapon has a very nice auto aim.

The first two differences really don't pose much of a problem. As long as you're aware of your surroundings at all times, you can move quickly enough to make an escape if you get trapped.An even smaller issue, the inability to crouch just means that you're going to have to be polite to one another and try not to get in each other's way. You can play nice, right?Because the game is played on the iPhone, you won't be talking with your teammates when playing online. This doesn't mean you can't communicate, however. When opening up new doorways, you can walk to your teammate to show them the new path. Designate specific doorways and windows for yourself and your teammate(s) will often take the hint and cover the remaining. Be more attentive and you'll soon find other ways to communicate.Lastly, and most importantly, you'll find your weapon's improved auto aim ability, outside of iron sights, a great boon to your survival. While aiming down the sights is still recommended for long distance and head shots, it's important to fire from the hip when you start to get surrounded. This increased hip firing ability alone makes the Trench Gun an absolute must until you near the tenth wave when zombies can take two blasts before going down.Verrückt Achievement GuideOpen Wide - Activate the dentist's chairDread going to the dentist every month? The doctor in this mad house most surely drilled more than just teeth. For a terrifying glimpse into Verrückt's dental practices, slice the side of the dentist's chair with your knife. The sound of a drill followed by a scream accompany your Achievement.The chair can be found in the spawn room with the Kar98K and Gewehr-43.Electro Shock Therapy - Kill 50 zombies with Electro-Shock BarriersAfter turning on the electricity upstairs, you can set traps by activating the electro-shock barriers in the doorways of the balcony. Hit the switch located by a rigged doorway and for the price of 1000 points an electric barrier will fry anything that tried to get through, including you and your teammates.You Got the Powah! - Activate the generatorYou're not going to get too far without turning on the electricity. Make your way upstairs and follow the signs to the power room. Be the first to flip the switch and this Achievement is yours.I'm Buzzing Baby! - Have all Perk-A-Colas at onceThis is best completed when you've got at least three players. Toward the fifth wave, you're going to want to start gathering Perks, but first the power has to be turned on and you've got to have the money to purchase them after equipping yourself with some decent weapons. A great time to run for Perks is toward the end of a round. Either cripple a zombie with a grenade or just leave a slow one lumbering around as you and your teammates search the asylum and purchase the Perks.

  • Double Tap Root Beer - 2000 points
  • Revive Soda - 1500 points
  • Speed Cola - 3000 points
  • Jugger-Nog - 2500 points

Das Ist Mein Haus - Opened up all the asylum areas

While you're busy running around drinking soda, open up any doors that have been left unlocked. This is best done with a group that needs the Achievement, as opening up every single door isn't often the best strategy.

Pass Me a Straight Jacket - Reach wave 5

Easy as pie.

Lock Me Up… - Reach wave 12

Join up with at least one other player for this Achievement. By the fifth or sixth round you should have a designated camp you can fall back to when the hordes start to thicken.

Throw Away the Key - Reach wave 20

This is going to take some practice and some luck. The practice part comes in finding a good team. Share points, help each other out, and designate several defense points for those times you start to get trapped. The luck part comes down to the Mystery Box. The Ray Gun and a Browning can make those teen waves go by a lot more smoothly. Look for choke points and have the majority of your team concentrate fire on them with one member designated to locking down any rear entry points.

And Stay Down! - Kill a zombie as it emerges from the ground

Neutralize the zombie before it can become a threat. When a cloud of black smoke erupts from the courtyard, look for the zombie pulling himself up from the ground and quickly shoot him down.

My Kind of Psychiatry - Survive 5 waves using only the flamethrower

Requiring the most luck out of any of the Achievements, this requires getting the flamethrower out of the Mystery Box and using it exclusively for five whole rounds. Obviously, the first requirement is that you get it, and this may take several matches. When you do get it, however, take note of how your team is doing. If your teammates are well equipped and you have a good, defendable position, then position yourself at an angle where your flames won't obscure the vision of your allies and soften the zombies up with flame as your teammates finish them off.

Good luck, soldiers. We wish you the best.

To download Verrückt for the iPhone and iPod Touch, you must get the latest update and then select New Maps within the CoDWaW: ZOMBIES app itself.

 

 

 

The battle against the zombie blight has just gone portable. That's why we're here to educate you recruits on how to tackle the living dead on a whole new platform. Revisiting Nacht der Untoten on the iPhone should feel familiar, but we want make sure you recruits can be the best you can be with a couple of tips and pointers.

Controls are the first aspect of the battle that every soldier will have to readjust to. Luckily, there are three distinct control styles to fight every type of recruit. Touch Screen allows the player to use the right side of the screen to aim and offers the greatest degree of precision. Next is the Dual Stick layout that places two virtual analog sticks at the bottom of the screen and creates a nice balance between precision and speed. Lastly, the Tilt control scheme offers incredible speed and maneuverability for slaying zombies. Make sure to try out all the controls to see which style fits you best. You may find that Touch Screen works well in the earlier stages, where as Tilt control is better in the more hectic, later rounds.

After finding the control scheme that suits you, it's time to starting gibbing some zombies and collecting Achievements. You'll find the classic Call of Duty gameplay to be largely unchanged from its console brethren. You can shoot from the hip, but we of course recommend looking down the sight for maximum accuracy. A slight auto-aim has been added to the game to assist you, but over relying on it can have deadly consequences. The auto-aim is best used as a primer, which then allows you to quickly look down the sight and land a headshot.

Speaking of headshots, we have a couple pointers for those looking to get their first Achievements. Right at the start of a match, pick up the Kar98k next to the metal bars. The Kar98K offers accuracy and high firepower at the cost of a slow fire rate, but for these early rounds, that shouldn't be a problem as we attempt to pick up the Severanceand Eagle Eye Achievements. After picking up the Kar98K, head to the far west side of the house and look out the window in the southwestern corner. Aim down the sight and start firing at the zombies as soon as they appear; with a little luck, you should be able to nab the Eagle Eye Achievement. After sniping through the southwestern window, other zombies should be approaching the house near where you picked up the Kar98K. If you spot a zombie near the window, keep on repairing it to keep him at bay and wait for another zombie to queue up behind him. Once two zombies are camped outside a window, let them in and back up to a safe distance. Orientate yourself so that the zombies are walking straight towards you in a single file line. Look down the sights and aim for their heads. If you've timed it right, one bullet should take the weight off of both of their shoulders.

Land both of these Achievements and you'll be well on your way towards mastering Nacht Der Untoten on the go. Keep an eye on the Intel section for more blog post, as we'll be sure to be coming back at you troops with more tips and tricks for Achievements and Co-Op within the new Call of Duty: World at War: Zombies app. Good luck soldiers!

Happy Halloween

Posted by Bl@@dSt@n3 Oct 19, 2011

Steel your nerves, soldiers. The undead are out, and tonight is their night.

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The dead have risen and they're hungry for flesh. In between last minute costume stitching in the trenches and repeat runs to the candy stores in the mess hall, we fully encourage you to load up your rifles and go knock out some zombies, lest they begin tossing us into the fire for a filling BBQ.

To celebrate this haunted holiday, and ensure that as many of you are out there as possible helping to keep the zombie population from getting out of control, Map Pack 1, 2 and 3 are being offered at half price until November 1st in both the XBL Marketplace and the Playstation Store (only in North America for PS3 owners).

So get out there and start clearing out the hordes. And most importantly, have a happy and safe Halloween.

Headquarters out.

The Karabiner 98 "Kurz" (affectionately called the "Kars" among German soldiers) was a bolt-action rifle adopted as the standard infantry rifle in 1935 by the German Wehrmacht. It was a controlled-feed bolt-action rifle based on the Mauser M 98 system, and could be loaded with five rounds of 7.92x57mm IS ammunition from a stripper clip into an internal magazine. Since it was shorter than the earlier Karabiner 98b from which it was derived, it was given the designation Karabiner 98 Kurz, meaning "Carbine 98 Short". Just like its predecessor, the rifle was noted for its reliability, good accuracy and an effective range of up to 500 meters with iron sights.

There were many variations created for combat during the War. Snipers used Karabiner 98k rifles, selected for being exceptionally accurate during factory tests. These weapons were fitted with a telescopic sight and had an effective range of up to 800 meters when used by a skilled sniper. For the Fallschirmjäger (German paratroopers), special versions of the Karabiner 98k that could be transported in shortened modes were produced. Two experimental specimens, one with folding stocks called "Klappschaft" and the other with unscrewable barrels known as "Abnehmbarer Lauf," are both known to have been produced.

The Kar 98K was widely used during World War II. It saw action in every theater of war involving German forces, including occupied Europe, North Africa, the Soviet Union, Finland, and Norway. Although comparable to the weapons fielded by Germany's enemies at the beginning of the War, its disadvantages in rate of fire became more apparent as the American and Soviet armies began to field more semi-automatic weapons among their troops. Captured in large numbers by the Soviets after the War, it was later sold to their allies. During the Vietnam War, many Vietcong captured by the U.S. Army had used the Kar 98K as their primary weapon.

 

Tips for the Kar98K

  • This rifle has excellent stopping power. Take your time with each shot, and you'll be guaranteed a kill per round. However, its recoil is intense. Make sure you've got adequate cover before you start shooting.
  • Accuracy doesn't decrease greatly over distance with this weapon. Feel free to line up distant shots. However, this gun only has a few rounds before reloading, so be sure to reload between battles.
  • Zombies despise this gun. In early rounds, one well-placed shot will usually take down the ghoul. Watch out though! The undead know that superiority lies in numbers. If you've got a swarm, then the reload time between each round won't help you. Aim this bolt-action beauty from a safe position with plenty of options to retreat if necessary.

 

Do you think you have what it takes to master this bolt-action rifle? Whether you are just picking it up for the first time or sharpening your already honed skills, head over to theMissions tab and enlist for the Kar98K challenge.

Sometimes it's not always the clip size, the rate of fire, or the range that makes the gun. Sometimes, you just want to get that kill in style and with a bit of class: enter the .357 Magnum Revolver. The weapon is loaded with sheer firepower and bravado that is unmatched in terms of handguns. Certain soldiers during World War II were allowed to purchase and take their own sidearms into battle and it was not uncommon to see soldiers with their Magnum strapped to their side. General Patton was known to carry a Smith and Wesson Model 27 into the battle; he dubbed the firearm arm as his special "killing gun."

The .357 Magnum Revolver, that you troops use on the field, is named after the special .357 Magnum cartridges that are loaded inside. The .357 Magnum cartridge was created by Elmer Keith, Phillip B. Sharpe, and Colonel D.B. Wesson to compete with the Colt's .38 Super Automatic. The bullet used the .38 Special cartridges as a starting point and then improved the design to withstand greater pressures within the barrel. The .357 Magnum became known for its incredible stopping power, which produces enough energy to create a hydrostatic shock capable of creating remote wounding within its targets. To this day, the .357 Magnum is still held in extremely high regard for its stopping power among handgun ammunition.

 

Tips for the .357 Magnum Revolver

  • The .357 Magnum has both considerable stopping power and recoil, therefore it is best to aim for the chest. With a couple shots to the chest, you are guaranteed to bring down your target, where as a couple shoots to the head are most likely going to miss their destination.
  • Reload times with the .357 Magnum are fairly long when compared to other handguns, so it is smart to have the Sleight of Hand perk equipped as well as another weapon that could benefit from a faster reload.
  • With only six rounds in the chamber, it's going to be tough to take down an entire army. Stick close to your teammates and use the .357 Magnum to finish off enemies engaged in a firefight. Think of it as the final nail in their coffin.

 

Do you think you have what it takes to master this legendary sidearm? Whether you are just picking it up for the first time or sharpening your already honed skills, head over to the Missions tab and enlist for the .357 Magnum Challenge.

Back at HQ, we were lucky enough to sit down and chat with another one of the many talented members of the Treyarch team. Jimmy Zielinski was generous enough to chat with us about Call of Duty: World at War as well as other topics circling the video game industry. Jimmy is a Lead Animator at Treyarch whose responsibilities include maintaining the animation quality, overseeing the concept of behaviors for the AI, and working with scripters, designers, artists, and level builders to make sure that all the animations hold up. Basically, it's his job to make sure that the animation quality is high and that it is able to impact the gameplay in a big way. Jimmy has been in the industry for a while now and has plenty of stories and insight to share with the community.

Are there one or two big challenges in the World at War development that you can remember?

Yeah sure, one in particular would be the flamethrower. So we have this new concept of AI running around with flamethrowers or even the player running around with flamethrowers and what's the implication there? Well, right off the bat what it means is a lot of new animations added to a set that's already pushing the limits of how much animation we can get in the game. So we had to come up with efficient ways to supplement the AI with ways that show him holding the flamethrower and running around with the flamethrower. We had to limit what he could do to make sure that he wouldn't go into cover where a flamethrower might be stuck in a wall or things like that. At the same time, while we consider the quality aspect, we have to maintain the gameplay aspect of the flamethrower and not make it too slow or too heavy or something that would make it not fun to use. There is also the aspect of what the player does with the flamethrower. So now he's burning everything and the AI have to burn, and they have to have animations that aren't "shot with a bullet" death animations, but "burned with a flamethrower" animations. So it's just a matter of really connecting all the dots to that behavior so we can make the animations that make it look appropriate and make it stand out.

What do you love about working at Treyarch and working on the Call of Duty franchise?

One of the things is the fanbase; they are just really passionate. It's really a challenge to live up to their expectations and that is what we really strive to do. At the end of the day, we just want to make a great game. We know there is a fanbase that loves this game and we want to try to push it and come out with new things. That is a huge challenge for me as a developer, to have a built in audience that is just ready to receive it and give me a lot of good feedback.

How long have you been working at Treyarch?

I've been here a little over five years, but I've been on the Call of Duty franchise longer than I've been here. I worked at a company previously that did Call of Duty: Finest Hour. So, my history in games goes back further with Call of Duty than it does with Treyarch. I was always a big World War II buff and I loved the history of it and the lesson to be learned as humans, that kind of emotional side of it. Now that we're pushing that emotional side, I'm really happy that the franchise is going in that direction.

That brings up an interesting question. In terms of the emotional aspect, how do you think games have progressed into the realm of storytelling?

I think the way we finished World War II with our last game, really was the first time that any game, personally, showed war the way that it is supposed to be. You know, it's gruesome and it's horrific. We didn't want to push it so far that we were on a soapbox saying how tragic war is, because at the end of the day we are making a game. So we really wanted to find a balance of making this fun while at the same time showing the player and letting them experience that side of war. It gives us that contrast of sweet and sour. We have the sweet gameplay and the fun experience and we have that sour contrast of this really horrible stuff that is still going on in wars today as well as back then.

On a lighter note, can you remember any funny moment or experience that happened during World at War's development?

Oh, definitely, on a daily basis. I mean we all take our jobs seriously and we want to respect the art and the craft of all things. But really, when you break it down, we're a bunch of kids making games. We still have toys and Nerf guns and all that kind of stuff going on around me that just makes it a really great environment to work in. Funny thing, going back to my first experience with Call of Duty, me and one of the lead engineers at the time, we scripted in some temp dancing Nazis that he then put in a secret room. We put even more Easter eggs like that into the game. When we saw that go out on the community, it was like the funniest thing in the world.

Do you have a favorite mission from World at War?

Not really a mission, but the ending with the Berlin stuff, with the visuals was just really…, we had never seen Berlin done that way in a game before. I think the scale was captured, the end of the war was captured, the way everything was destroyed, and that was just a really good-looking level. Gameplay wise I think it offered some unique challenges with the follow-sniper kind of stuff. The whole level was just orchestrated from moment to moment of just really intense, really severe, diving under flamethrowers, being chased by dogs, running up ladders, running across scaffolding, it all just really had an epic feel. I think that the whole ending of the Berlin level really did it for me.

So what was your story for getting into the game industry?

So it was kind of an accident, to some degree. I started out as a fine artist, sketching and oil painting and stuff. I started getting older, had a kid and decided that I needed to make some money, because you don't make much money painting pictures, or at least I couldn't figure out how. So then I got into something a little more digital. I got into web design and HTML and even writing various low level scripts. From that I realized that I still wanted to do art, so I got into 3D modeling. I realized I wanted to make my previously 2D static art come to life and move. I really kind of evolved over this path where I wanted to be the next guy that animates the next Jurassic Park. That was all I wanted to do, was make my dinosaur. I spent a lot of years refining my dinosaur, all the way from building it, rigging it, skinning it, lighting it, animating it, and I just made it all the way. Now that it was done, I was going to ship my stuff off to Dreamworks or ILM or somebody whose going to do some big production with dinosaurs. So I got a call from this guy who said he saw my resume and reel online and he thinks I would really fit with this company whose doing this title as a kind of technical/artist or animator where I would do scripting of scenes within video games. So, I thought that might be cool and I took them up on it and the rest is really history. I jumped on Finest Hour. I helped script and animate some scenes of the game and realized, this is it. I can do art and bring it to life and people can actually play it. Right then, I realized that there was another dimension to art and that now people can actually experience and make things happen themselves. So, I left the film side behind me and went in that direction.

For people looking to get into the game industry, do you have some general advice for them to follow?

Well, there is always that question of where to start. There's school, but I'm also very self-taught. I went on the Internet and found tutorials and whatever I needed for that moment to learn how to get me to that next step, get me to whatever I was doing personally. So, I always recommend that people just learn constantly and get a really good expertise in what they are doing and you know its never too early to start shopping around and putting your resume and reels online. You never know when you are going to get a break or not and the earlier you start putting yourself out there, even if you feel like your animation or art might not live up to whatever the standard is for the industry, you are still going to get that feedback from people online. So, by putting your stuff out there, you are going to find ways to get better. Get yourself out there and just start knocking on doors.

On a different note, what are your top three games of all time?

Well directly, and as of recent history, I think Nazi Zombies is easily in that top three. I can't say enough about it. I was there from the beginning and I really have a place in my heart for that game and I think it is just so much fun. To be franticly chased by zombies and have your friends try to help you and keep you alive, while you keep them alive, we just did a solid job with that and I am really happy with it. I don't think you could go into the studio today and not find 10 or 15 people who are waiting to jump into that game. I would also probably have to go back to the archives and say, even though it's cliché, Pong. As far as a game goes, you can't get more fun than a little glowing square going back and forth. So, that's probably on my list. Lastly, maybe I'll go with a game I played a long time ago, a game called Parasite Eve. I think that game still resonates for me today. I still draw up that game for ideas. When people are coming up with new features, I say, "well there was this thing in Parasite Eve…," and I just always find myself doing that. It just tells me that I really had a connection with that game, whether it was the music, the cinematics, and the animation, all of it. I really just think they did a great job with that game. You find little treasures, there's the whole sci-fi element, the monsters, and I just had a good time with that game.

Speaking of top games, do you have any genres, outside of shooters, that you are a big fan of?

Totally, I am huge fan of chess. Whether online or video chess, I also have a real chess board that is 4-way chess. It's really fun and I actually pull it out at work when we are having a social day or barbeque or something. The animators will all play a game of 4-way chess. I also love music games, I mean in my heart, aren't we all rock stars? Playing Guitar Hero and stuff I get to live out those dreams and still be a father of two.

Going back to the Map Packs and Zombie mode, are there any great Easter eggs that you know about?

I know that in the new one, Der Reise, there are an overwhelming amount of Easter eggs and I am pretty sure that not everything has been discovered yet.

So for the last question, are there any big trends you see coming up in the industry?

In terms of bringing our industry in line with cinema and film and what qualities we can reach, we are always pushing the boundaries. Especially this year, we've been making significant upgrades in our engine, animation tools, and art quality that are going to get us a lot closer to that cinematic feel. So there are definitely some cinematic-esque features that will make it into our future projects.

 

Any last things you would like to say to the Call of Duty community?

Yeah, just keep playing the game and the more you play it and the more we hear from you, the more we know what direction to take the game in. We definitely listen, we definitely hear the comments, and in fact a lot of the things that went into the Map Packs were based on feedback from the community. So, that's all I can say, just keep voicing your opinions.

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It's hard to believe that we are approaching the two-month anniversary of Map Pack 3. Seems like only yesterday that our troops bravely ventured out onto the shores of Battery, the streets of Breach, and the inner walls of Revolution. We've collected a lot of intel from our soldiers fighting on the frontlines and we've been able to discover some interesting loadouts to help you troops achieve high kill streaks while taking on the enemy. After looking over our intel, make sure to sound off in the comments section with some tips of your own.

The Revolution Runner

Primary Weapon:Silenced Thompson

Perk 1: Primary Grenades x2

Perk 2: Sleight of Hand

Perk 3: Dead Silence

 

Revolution may be a sniper's playground, but that doesn't mean they get to have all the fun. While the many snipers wait in the shadows along the perimeter, a skilled SMG gunner can weave in and out of Revolution's buildings and collect the easy kills. Equip the Thompson SMG with its silencer attached and then head onto the battlefield packing Primary Grenades x2, Sleight of Hand, and Dead Silence. Use the central building as your base and then quickly dart out into the outer buildings. Head to the second story and quickly run through the corridors. Dead Silence and your silencer should keep you undetected and the speed of your Thompson should mean that you're capable of taking on any enemy. If any soldier happens to anticipate your arrival, cook then toss a grenade in their direction. If the grenade doesn't net you a kill, then at least the enemy will be shaken up and you can run in to finish him off. With this loadout, you should be able to dominate the tight quarters within Revolution. Just make sure not wander in the open streets or else the snipers may try to get revenge.

The Breach Sharpshooter

Primary Weapon: Arisaka with Scope

Perk 1: Bouncing Betties x2

Perk 2: Overkill

Perk 3: Iron Lungs

 

While playing on Breach, you should always let the lesser recruits head out into the streets to fight it out. Find a building on the sidelines and head to the second story to find a perfect sniper perch. Set up some Bouncing Betties at the top of any stairs or ladders that lead to your location and then start sniping. The long road that leads towards Brandenburg Gate should give you a line of sight that covers at least half of the map. Soldiers walking through the streets should be easy targets, but don't forget to scan the buildings on the sides as well. The buildings are so broken down, that it shouldn't be too difficult to snipe through the holes in the structures exterior.

Be careful though, because while sniping, it is possible to get lost in the scope and forget about what is going on around you. If you hear one of your Bouncing Betties go off, quickly switch to your second weapon. With the Overkill perk, you should also be packing a SMG of your choice. With the SMG out, it's time play defense. Either seek out the enemy in your vicinity or escape from your position and try to find a new sniper perch.

 

The Battery Defender

Primary Weapon: MG42

Perk 1: M2 Flamethrower

Perk 2: Stopping Power

Perk 3: Deep Impact

 

On Battery you might discover that running is vastly overrated. Equip a MG42 with Stopping Power and Deep Impact, and then find a comfortable place to lie down and supply suppressive fire. Whether you are on the north or south side, there are plenty of spots to occupy. Soldiers are almost always trying to travel to either side of the map and only spend a small amount of time in the center. When enemies make it to your side of the map, use your MG42 to mow them down. If you have a teammate watching the other side of your sector, then you may be able to stay stationary for the long run. However, if you are going commando, then you will probably want to switch up your position regularly to keep the enemy guessing. When you run out of ammo for your MG42, switch to the M2 Flamethrower and head toward the center of the map. Stick to the corners of tight alleyways and fry the enemy as he runs right into you. Your time with the M2 Flamethrower may be short lived, but the memories last a lifetime.

Weapon Focus: PTRS-41

Posted by Bl@@dSt@n3 Oct 19, 2011

Designed in 1938 by Sergei Gavrilovich Simonov, the PTRS-41 is a semi-automatic anti-tank rifle that was used along the Eastern Front in World War II and then used again in the Korean War and Chinese Civil War by various factions. Along with his partner Vaily Degtyaryov, Simonov helped the Soviet Union develop new weapons between World Wars. During this time, Vaily Degtyaryov would go on to create the PTRD-41 while Sergei Simonov would create and design its cousin rifle, the PTRS-41. As one of Sergei Simonov's greatest creations, the PTRS-41 would sometimes be known as simply the “Simonov” on the battlefield.

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The PTRS-41 performed exceptionally well against early German tanks and was mass-produced for the Red Army in 1941. However, due to the rifle's expensive nature and the scarcity of its ammo, it was rare to see many PTRS-41s on the battlefield. To make matters worse, once the Germans began to upgrade their tanks and armor plate their vehicles, the PTRS-41 became inefficient on the battlefield and was seldom used in the later stages of the war. However, the gun did prove to be useful outside of anti-tank warfare and was sometimes used to destroy mortars and machine gun emplacements.

The PTRS-41 utilizes a five round magazine that is loaded into the receiver and held by a swing magazine. Inside the magazine, there are five 14.5x144mm armor-piercing rounds, capable of inflicting massive damage. The PTRS-41 is a gas-operated rifle that has been known to jam, but its muzzle velocity of 1012 m/s and maximum range of 800m maintain the weapon's standing as a strong asset on the battlefield. In the right hands, the PTRS-41 is able to rip through an armor plate of up to 40 mm thick at a distance of 100 meters.

Tips for the PTRS-41

  • Before you head onto the battlefield, make sure you've equipped the Stopping Power perk. With Stopping Power, the PTRS-41 generally produces one-shot kills if you can connect with the torso or head.
  • The PTRS-41's gun shots can be heard from across even the biggest battlefields, so it is important to keep moving unless you want your location to be known to the world.
  • Just because the PTRS-41 is a semi-automatic rifle, don't start thinking that you are going to win many close quarter battles. Be aware of your location and try to make sure that the enemy isn't able to sneak up on you, because if they do, the odds are usually going to be in their favor.

 

Now that you know the history of the PTRS-41 and have some tips to try out, it's time to find a dark corner and start sniping. Whether you are picking it up for the first time or are just looking practice your shot, head on over to the Missions tab and enlist for the PTRS-41 challenge.

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Time for a little history, troops.

Imagine for a second, September 17th, 1944. You and your comrades wait at the side door of your C-47. The light overhead turns green and it's go time. Out of the plane and parachuting behind enemy lines, you look to your side and see paratroopers fill the Dutch sky; it's the largest airborne operation of all time. Operation Market Garden is in full effect.

The plan was to land in Holland, capture key strategic bridges, and then make way straight into the German lowlands. If everything worked as planned, our troops would have bypassed the damned Siegfried line and made it to the heart of Germany. Once in Germany, our boys would end the war and be home in time for Christmas. Operation Market Garden was our road to victory, but somewhere along Hell's Highway things took a turn for the worse.

It was a joint operation with troops from the US, United Kingdom, Poland, Canada, and fighters in the Dutch Resistance. The plan was to fly in from Britain and then parachute behind enemy lines and seize the bridges that lined the Maas River and two arms of the Rhine. By doing this, our troops would then be able outflank the Germans and capture the Ruhr. With the Ruhr under our control, we would have thrown a massive sized wrench into Germany's industrial productions.

In the two months prior to Operation Market Garden, the Wehrmacht had more than 20,000 K.I.As, a little under 200,000 missing, and more than 60,000 injured. Operation Market Garden could have been a nail in their coffin, but the Wehrmacht wasn't ready to lie down. Their ability to restructure their troops and refill their lines was beyond anything we imagined. After restructuring, German troops began moving north to the Netherlands and dug in deep, awaiting our arrival.

Once Operation Market Garden was in full swing, a lot of things went right, but even more went wrong. There were mishaps in intelligence, bad luck with the weather, and severe delays in our advances, but perhaps the biggest setback was a highway through our planned route that we later dubbed Hell's Highway. It was a two-lane path composed of soft polder and elevated above the surrounding terrain. Not only did Hell's Highway make transporting large vehicles difficult, but it also left our soldiers standing on the high ground like sitting ducks. The Germans saw this and used it to their advantage.

Outside of Hell's Highway, Arnhem Bridge was another key strategic point that we were unable to control. The Germans got word of an impending strike and made sure that they would be ready to defend their territories. The British fought valiantly at Arnhem Bridge, but the German Wehrmacht simply overpowered them. A small group of British troops were able to hold one end of the Arnhem Bridge for a while, but when reinforcements did not arrive, they too were overpowered.

Continuous setbacks and unforeseen tragedies meant that Operation Market Garden never got the momentum it needed to succeed. What could have ended the war, instead turned into one of the biggest Allied operational failures. A lot of controversy still exists around the planning and execution of the operation and whether the right strategic points were attacked, but all we can truly do now is to learn from our mistakes. Operation Market Garden took place in 1944 and lasted from September 17th to the 26th.

Elevate Your Achievements

Posted by Bl@@dSt@n3 Oct 19, 2011

Listen up!

Mysterious reports keep pouring into our HQ and these new reports are bringing more then just new intel concerning our latest threats. Just when we started to wrap our heads around the idea of a zombie outbreak, we're now receiving reports of paranormal activity affecting our troops! While some of you soldiers may have witnessed something strange, we happen to know that there are still some secrets that have yet to be discovered within Der Riese. That Germen research facility from Hell holds a fair amount of riddles behind its walls, and we're thinking that they're just waiting to be solved.

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While it may be no secret that there is a hidden achievement to be gained within Der Riese, the exact procedures are still rather hazy for us generals on the sidelines. We've heard scattered reports and rumors of a machine known as the Fly Trap. Supposedly activating this Fly Trap device is connected to the coveted achievement. We're not sure how to activate it, but we did see one of our skilled snipers carrying the achievement, so maybe we should ask him.

If you troops happen to be heading back to Der Riese for another go, please remember to keep your wits about you and rely on the strength of your teammates. We've lost too many good soldiers and I'm not talking about the ones who've become zombie chow. Our psych ward back at base is filled with G.I.s whose heads are filled with voices of little demons. They say that these tiny voices won't leave them alone. The voices are begging them for another game of Hide and Go Seek, whatever that means.

Well there you go. We've told you troops what we know about Der Riese, so now it's your turn to share some stories. How has Der Riese been treating you since it opened its cursed doors? Have any wartime horror stories worth sharing? Sound off below.

Confidential Information / Security Level 5

Consider yourself lucky troops, because we're about to let you in on a little secret. Soldiers from the darkest reaches of our offensive are finding themselves facing the army of the damned, but that's not all they're discovering. Underneath this evil, we're guessing there is a Nazi spider web that connects all of these outbreaks and that out there, there are clues that can expose its gossamer threads. We are gathering reports of strange sightings and happenings, besides the undead rising from their graves that is, which seem to be creating trends within the field. What we're presenting to you today is one of these trends. Ever since the second outbreak at Nacht der Untoten, troops have been noticing strange radio transmissions and broadcasts taking place in the dead of the night. Back at HQ, we are hoping these rumors can help you soldiers come closer to unraveling the truth.

Some of our men who've braved through the woods of Nacht der Untoten have dug up intel, which we found earlier to be irrelevant, but under recent circumstances, we now deem it vital to our growing case file. Our contacts say that there is a hidden radio, that for all rational reasons should not operate, but does. Those who've managed to activate the radio say that it plays an endless cycle of haunting songs and some of our Soviet allies have reported hearing their homeland's victory song through its cursed speakers.

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Of course, these phantom transmissions do not end in Nacht der Untoten. Shi No Numa holds it own fair share of mysteries. Within the walls of Shi No Numa, some have reported hearing not music, but radio calls from a rogue signal. We haven’t been able to get an accurate report on what is said within this radio call, but we are sure it is connected to this conspiracy.

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We can't be sure, but we are thinking that hidden transmissions can be found in the recently discovered Der Riese as well. That’s why we’re sharing this information with you troops. We need you to head out into the field and discover what we can't. You'll need to be smart and you'll need teamwork to survive, but if you can get past the hordes of the flesh-eating undead, you may find the truth behind the horror. Within the supplies section of the Call of Duty HQ, you'll find the only known transmissions we have. Visit theMap Pack 1 page for the "Lullaby of a Dead Man" MP3 as well as the Map Pack 2 andMap Pack 3 pages for more MP3s and iPhone ringtones. Good luck soldiers.

End of transmission.

The flamethrower is a devastating, demoralizing weapon with origins that date back to the early 1st century AD, with perhaps even earlier implementations being used as far back as 424 BC at the Battle of Delium. Sometime in the 7th century AD, it was the Byzantines who were first to truly harness the power of a flamethrower. With their invention of Greek Fire, the Byzantines were able to attach flamethrowers near the stern of their naval ships and douse their enemies with liquid fire. The evolution of the flamethrower continued through several nations and militaries. However, it was not until Richard Fiedler, a German scientist, invented the Flammenwerfer in 1901, that the flamethrower was ready for modern combat.large (4).jpg

Richard Fiedler created a portable device, made of a single vertical cylinder that was horizontally divided in two, with flammable oil on top and pressurized gas below. Upon firing, the pressurized gas pushed the flammable oil through a rubber tube and over a lit wick. The weapon projected a stream of fire about 20 yards. Richard Fiedler submitted his model to the German Army and thus began the modern flamethrower.

Built upon the design of the Flammenwerfer, the M2 Flamethrower was also a portable backpack flamethrower. The US Army Chemical Warfare Services designed the M2 with around 14,000 being built for active duty. The M2 had a burn time of around 7 seconds and was able to shoot a stream of fire as far as 33 meters. The M2 was used by American troops during World War II on both fronts and for specific situations, was an invaluable asset on the battlefield. However, as newer tanks, specifically flamethrower tanks, arrived on the battlefield, the need for infantrymen to risk their lives with the M2 became unnecessary.

 

Tips for the M2 Flamethrower

  • Don't expect to go commando with your M2 Flamethrower and sweep the level on your own. Teamwork is vital when you are packing the M2. Stick close to a SMG gunner or have the cover of an MG as you move through the map. The M2 is a very opportunistic weapon, so if the opportunity isn't there, you are going to need cover fire.
  • Tight corridors and sharp corners are going to be your playground. Avoid staying out in the open for too long, because if you give your enemy too much room to run around in, they suddenly become exponentially tougher to kill.
  • Smoke doesn't always have to follow fire. Toss a Smoke Grenade or Tabun Gas into a group of enemies and then run into the epicenter with your M2 ablaze. You may start choking on the fumes yourself, but your stream of fire should find the enemies with ease if you gently sweep in their general direction.

 

Now that you know the history of the flamethrower, it's time to see how you'll perform while strapped to this highly flammable backpack. Whether you are picking it up for the first time or are just looking to indulge your inner pyro, head on over to the Missions tab and enlist for the M2 Flamethrower challenge.

Starting the weekend of September 12th at 12pm PST, users* will once again be pitted against each other to win some exclusive CODWaW prizes!

 

Click here to sign up!

To compete in the Weekend Warrior competition, all recruits must follow these simple orders.

How to Enlist

  1. Sign up for an account:
    If you haven’t already done so, the first necessary step is to register at the Call of Duty: HQ. New to the site? Then you should check out the Tour of the Site post in the Intel section for a guided tour of all the site’s features.
  2. Link your stats account:
    After enlisting, all soldiers must link their accounts to their online gamer profiles. For detailed instructions on how to do this, visit our detailed Dossier post to learn everything you need to know about this amazing feature. Without linking your account prior to engagement, our troops back home managing logistics won’t be able to accurately track your stats.
  3. Accept the Weekend Warrior Competition mission:
    Lastly, once your account is ready, head over to the Missions tab at www.codwaw.com to register for the Weekend Warrior Competition. The deadline for registrations isThursday, 09/10 at 3pm PST. Keep in mind that accepting the mission only registers you for that specific Weekend Warrior competition. To enlist in future competitions, you will have to register once more at the Missions page.

Contest Periods:
Saturday, September 12th at 12:00pm – 06:00pm PST and Sunday, September 13th at 12:00pm – 06:00pm PST

Winning Criteria:
After the competition is over, kill counts are combined from both time frames back at HQ to determine which players reigned supreme. All matches MUST be completed before the deadline in order for them to count. Scores are counted separately for games taking place on Xbox Live and the PlayStation Network, and top players from each console are awarded prizes. Participants who won the last contest are ineligible to win Weekend Warrior Round 3.

Capture the Flag Kills: Players who get the most kills in Capture the Flag (CTF) mode will win the following prizes.**

 

1st Place:
•     1 iPod Touch
•     1 Joker hoodie
•     2 Limited Edition Perks-a-Cola T-shirts
•     1 Call of Duty: World at War duffle bag
•     1 Call of Duty: World at War cap
•     1 Pack of Call of Duty: World at War Death Cards

 

2nd Place:
•     2 Limited Edition Perks-a-Cola T-shirts
•     1 Call of Duty: World at War duffle bag
•     1 Call of Duty: World at War cap
•     1 Pack of Call of Duty: World at War Death Cards

 

3rd Place:
•     2 Limited Edition Perks-a-Cola T-shirts
•     1 Call of Duty: World at War cap

 

Random Prizes:
•     1 Random Grand Prize winner will receive an iPod Touch
•     4 Random winners will receive a Limited Edition Perks-a-Cola T-shirt

Sign Up Today!

 

*Open to US residents only.

**There will be a 1st, 2nd and 3rd place winner from both Xbox360 and PS3.

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This is it soldiers!

This is the final front of our latest offensive and it happens to be the biggest logistical challenge yet. Revolution is deep within Soviet territory and is a multi-tiered death trap for both sides. Revolution used to be a vodka distillery back in the day, but the only thing it's brewing now a days is large doses of chaos and confusion. I've heard too many horror stories of soldiers running blindly through the outdoor paths only to become receptacles for sniper fire or tales of troops unknowingly playing hop scotch on Bouncing Betties. This is unacceptable, we must fight smarter. Revolution does not favor the bold; it favors the patient strategist. Back at HQ we've gone over all the collected intel and we think we've found the right tactics to keep your troops safe and your kills high. Whether you are a silent sniper or a sneaking SMG gunner, we've got you covered.

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Let us start things off by talking to the wild, running and gunning, SMG wielding soldier. Your kill count is at a decent high and you live your short life happily sprinting in and out of every building till you find your target. We want to tell you that there is a better way and Revolution is the perfect place for you to reconsider your combat choices. Revolution is too massive of a map to run around carelessly, so don't do it. Break up the map in to many small sections, about 10 in total, and it suddenly becomes more manageable to tackle the enemy. If you find a section of the map that is home to heavy traffic, find a corner and wait for the enemy to enter the building or hallway. If you can get at least a one second jump on the enemy, then your SMG should be able to take care of the rest. Your kills will still be high and your chances of survival will greatly increase. If you are into booby trapping your surroundings than setting up Bouncing Betties at the entrances is a great way to get an extra kill or at least provide a signal to when the enemy is coming.

For those soldiers that like to wield an MG and take down multiple enemies at a distance, then Revolution has a special place for you to settle your heavy load. Head to the second story of any building that lines the perimeter and find some crates to hide behind that give you the perfect vantage point of a long hallway or rooftop. If you focus on the hallways you should be able to find side cover from sniper fire, where as if you were to look towards the center of the map, snipers would surely spot your muzzle flash and take you out. If you can manage to get settled and keep the long hallways clear then not only will you get the kills, but you will also be a huge asset to your team by controlling enemy traffic.

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Lastly, we have some tips for the patient sniper. Revolution is your playground to set up shop and get revenge on all those SMG gunners that have given you hell. Nothing should stop you from picking off enemies in the distance. Head to the second story of any of the perimeter buildings and find a comfortable spot with decent cover to start sniping. Look for muzzle flashes across the map to spot your victims and then take a deep breath and pull the trigger. One of the best sniper perches in the map is located on the second story of a building in the northeast section. This building is filled with forgotten mannequins that create the ideal cover for snipers. Set up some Bouncing Betties behind you, to keep your backside safe, and let the killing commence. If things ever get hectic upstairs, make a quick getaway downstairs and start sniping on the ground level. As a sniper, you should always have an escape plan ready at all times.

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There you have it. The final battlefield of our latest offensive push. Choose your loadout wisely and defeat the enemy by fighting smarting than them. If you stick to the plan and stay close to your allies, then there is no way we can lose this battle. Sound off in the comments with any tips of your own or attack strategies that have worked particularly well. Good luck soldiers.

Weapon Focus: MP40

Posted by Bl@@dSt@n3 Oct 19, 2011

A descendent of the MP36 and MP38, the MP40 was a well tested, streamlined submachine-gun that arrived just in time for World War II. Developed in Nazi Germany, the MP (MP stands for Maschinenpistole, literally meaning Machine Pistol) line of weapons was a staple in the Wehrmacht’s arsenal. In combat, the MP40 was compact and light, well known both for its slow rate of fire and low recoil.

In the Nazi invasion of Poland, the MP38 was used by several thousand troops in battle. After the battle, these soldiers returned with their experience and feedback surrounding the gun, allowing further improvements to be made. The MP38 was given further simplifications and its production started using more pressed parts as opposed to machined parts. This updated MP38 became known as the MP40.

The MP40 utilizes an open-bolt, blowback-operated system to achieve fully automatic fire. Though it only supports fire in a single automatic setting, soldiers were able to shoot single shots with precise trigger pulls. The MP40 also featured a foldout resting bar and a hand guard between the magazine and the pistol grip. These features improved the weapon’s recoil, but if a soldier were to ever get too close to the barrel, they would have suffered burns due to the weapon’s non-existent insulation. While the weapon was generally reliable, its 32-round magazine left much to be desired. The MP40 used a double-column, single-feed designed which sometimes resulted in the weapon jamming under intense conditions.

Contrary to popular beliefs, MP40s were generally issued to paratroopers and platoon and squad leaders only. However, as the war progressed and Nazi forces began to face Soviets in increasing numbers, their tactics had to change. The Soviets had entire forces of submachine gunners that were able to decimate Nazi troops. To combat this threat, the Nazis began to deal out MP40s to entire platoons on a limited basis.

 

Tips for the MP40

  • The MP40 is arguably the most powerful SMG in the game. Equip this weapon with Stopping Power and Steady Aim to create a close quarters killing machine.
  • Attach the Aperture Sight to the MP40 to boost your accuracy. You may not have the accuracy of a rifle, but soldiers with a good eye can at least soften the enemy up for the assist or the grenade that’s coming their way.
  • The best offence is always a good defense, and the best defender is always packing a fully loaded MP40. Equip the MP40 with Dual Magazines, pack some Bouncing Betties, and be sure to utilize the Sleight of Hand and Steady Aim perks. With this load out, you will be able to defend your location with lethal speed and power.

Whether you are just picking it up for the first time or sharpening your already honed skills, head over to the Missions tab and enlist for the MP40 challenge.

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