Call of Duty: Modern Warfare II – Weapons Guide: Vehicles and Customization

Discover each vehicle’s advantages and disadvantages as well as its customizability.

Weapons Guide: Vehicles

In the universe of Call of Duty: Modern Warfare II, operators have more transportation options than simply their own two feet and a parachute.

There are more than a dozen distinctive and drivable land, sea, and air vehicles available in some game types, like Ground War. Every vehicle won’t be available for every mission, but if it does, it’s best to understand how it can benefit the mission.

If you want to obtain a tactical advantage in the larger game style fights, you can choose or destroy a vehicle that travels by land, sea, or air.

In Modern Warfare II, the following vehicles can be accessed and used across modes, albeit some of them might not be visible on the map or in the game you’re playing:

Land Vehicles:

  • ATV (All-Terrain Vehicle)
  • UTV (Utility Terrain Vehicle)
  • TAC-V (Tactical Vehicle)
  • Hatchback
  • Chop Top
  • SUV
  • Cargo Truck

Land Vehicles (Ground War Only*):

  • Heavy Tank
  • Light Tank
  • APC (Armored Personnel Carrier)

Air Vehicles:

  • Light Helo
  • Heavy Chopper

Sea Vehicles:

  • RHIB (Rigid-Hull Inflatable Boat)
  • Armored Patrol Boat

And, of course, how each one can be customized to ensure that everyone in the lobby is aware of who is driving.

Get to know each of the driveable vehicles that can (eventually) be customized by visiting the Weapons menu’s Vehicle Customization section.

Customization

A look at one of the many incentives for participating in and rating well in the Modern Warfare II Beta: the “Floor It” Skin for the APC.

One of the vehicles in the Modern Warfare II Beta, the APC, can be personalized with the “Floor It” Skin once it has been obtained through Beta progression.

In the entire game, you may anticipate seeing more Skins for the aforementioned vehicles in addition to unique War Tracks that play while you utilize them.

Vehicle Guide: General Tips

Despite their differences, all vehicles share roughly the same purpose: to get you and your squad across the map as quickly as possible.

Loud and Proud: No matter what vehicle you grab, these are louder modes of transportation compared to running around the map, and they aren’t as discreet as parachuting into a location. In other words, using a vehicle may not help your stealthy approach to a situation.

Drive and Thrive: If you are the designated driver for a vehicle, make sure your entire squad is inside of it or has an alternate mode of transportation before driving or flying off. That way, no Operator is left behind in your road trip to victory.

Got ’em Leaning: New to Modern Warfare II, passengers in contained vehicles – e.g. a hatchback or SUV – can lean out the window to fire their weapons. This is helpful for getting a better angle on the action in front of or behind a vehicle.

Seat-Swapping: A more advanced strategy with vehicles involves swapping seats. Those who can quickly swap to a passenger seat will make the vehicle coast for a few seconds, allowing you to heal using a Stim, throw on an Armor Plate, or potentially pick up a kill. Alternatively, switching sweats often as a passenger can throw off enemy fire.

Get On Up: Want an even riskier maneuver? You can also now climb onto the roof of some ground vehicles from the passenger or driver seat. This is great for bailing out quickly or when you want to jump on an enemy vehicle for a unique engagement starter.

There Goes a Tire!: Vehicles also have more realistic damage in Modern Warfare II compared to previous games. Try shooting out the tires of an enemy vehicle to make it harder to control, or blow off the doors to make it easier to target enemies inside.

Vehicular Health: All vehicles explode if they take enough damage from bullets or explosive devices. Their engine could release a deadly blast that takes down anyone in the vehicle or a few feet next to it. All vehicles have a health meter, which is displayed slightly above the bottom of your screen; it flashes red whenever your vehicle is at low health.

When to Bail: Generally, smaller vehicles such as ATVs can take less damage compared to a Cargo Truck or APC, but in any case, it’s best to abandon ship once that health meter starts flashing.

Trophy Time: To prevent enemies from destroying you or your vehicle, one tactic to try is to choose the Trophy System Field Upgrade and place it in your vehicle. This requires skill, and you have only one chance to drop it correctly, but if the Trophy System locks into a vehicle chassis, the vehicle becomes temporarily immune to enemy projectile attacks, which is great when you’re driving or hiding behind it.

As for specific tactics, this is what you need to know!

Vehicle Guide: Land

ATV

  • Capacity: 1 Driver, 2 Passengers + Additional “Hop-Ons”
  • Damage Rating: Low

Take charge with gobs of low-rpm torque and power delivered with rough and ready capability. Hold ‘er wide and send it: top-tier rack capacity gives an excellent payload capability.

The ATV is the smallest and most maneuverable of the ground vehicles, providing high speed on all terrains at the expense of lacking any practical defense against weapons of mass destruction.

The ATV is best for players who are either alone or who have just one or two remaining companions because only three Operators can ride at once—one driver, one passenger up front, and one passenger in the back.

Anyone behind the ATV as well as to the left and right can be shot at by the passenger in the back of the car. Regarding the person in front… This is only advised if the squad is prepared to carry out Operation: Meat Shield.

Do you have to create way for extra squad members? Although you are a little more vulnerable to being hit than your seated squadmates, you can physically climb up onto the front or back of the vehicle and stand there. In other words, there aren’t any free hop-on rides available.

The ATV is a compact, agile choice for traveling over the map, to sum up.

UTV

  • Capacity: 1 Driver, 3 Passengers
  • Damage Rating: Low

The apex of ultralight tactical off-road vehicles, capable of deploying soldiers in short order for squads of up to four. Go far and fast in even the harshest settings with unparalleled mobility and adaptability.

The UTV, an ATV’s larger cousin, is somewhat agile and gives little protection, but it has greater space for the entire squad and a stronger engine for quicker land movement.

The UTV is a little more difficult to control in exchange for some of the fastest movement of any land vehicle, but it can still fit in smaller spaces than more military-ready vehicles.

Due to the ATV’s lightweight doors (or lack thereof) and the UTV’s, the driver and passengers of both vehicles are more vulnerable to enemy fire. Be prepared to do evasive manoeuvres when operating either vehicle through a combat, zigzagging and zagging to evade gunfire and keeping an eye out for rockets or sniper glints.

Tactical Vehicle (TAC-V)

  • Capacity: 1 Driver, 3 Passengers
  • Damage Rating: Medium-High

a customized light combat vehicle with a.50 caliber machine gun on the mount that is made to tackle difficult terrain and unorthodox battle.

The Tactical Vehicle is the industry standard for vehicle combat because it strikes a balance between speed and armored, battle-ready capabilities.

The Tactical Vehicle, despite its bulk making it less than graceful, is the strongest land vehicle with four wheels and has some good maneuverability. One Operator can occupy the top turret while the others swarm within and are free to fire their weapons at will.

The TAC-V is also available in another, turretless variant. With this one, the turret seat is replaced by a sizable platform on top, providing superior maneuverability and the ability to obliquely fire from a loadout weapon.

This is the future for either version of the TAC-V when the necessity arises for something that can do it all—escape danger quickly, lay down fire when necessary, and take a few hits in a tense firefight.

Hatchback

  • Capacity: 1 Driver, 3 Passengers
  • Damage Rating: Medium

A four-door hatchback with no armor or other important safeguards.

The SUV and this Hatchback, the other civilian vehicle, are not designed for combat. Compared to more tactical vehicles, their general usability is restricted by their subpar speed and weak chassis.

However, the Hatchback can be useful in a pinch:

It has a similar engine as a UTV and at least a little bit better protection. Because of this, it might already be the favored option for Operators who at the very least want their lower halves shielded or a quick departure.

Compared to off-road vehicles, it has wheels that are more suited to tarmac and other paved roads, making it useful on lengthy highways where it can accelerate.

Its size is also respectable; it can fit in a small area while still having room for four Operators, and because to its short wheelbase, it has good handling characteristics.

The Hatchback can nevertheless maneuver around major roads and transport the squad to and from locations, despite the disappointment of many enthusiasts over its lack of a dual-clutch transmission, four-cylinder turbo engine, or extended door.

Chop Top

  • Capacity: 1 Driver, 3 Passengers
  • Damage Rating: Low-Medium

Although it offers minimal protection, this open-air, off-road vehicle can be employed for quick transitions between targets.

This larger four-seater straddles the UTV/Tactical Vehicle divide. In comparison to the TAC-V, it turns more easily, travels at a little higher pace, and offers superior protection and health.

Thanks to its all-terrain tires, it can manage tarmac better than the UTV while still traveling off-road at a respectable speed.

It will be simpler to combat threats with loadout weaponry since the vehicle lacks a roof. The driver and passenger will, however, be entirely exposed to the elements and hostile fire.

We advise a full squad to use this vehicle as a high risk, high speed option.

SUV

  • Capacity: 1 Driver, 3-4 Passengers
  • Damage Rating: Medium

a civilian all-terrain 4×4 that can be employed for speedy infiltration or extraction during combat.

In contrast to the Chop Top, the SUV is slightly more protective and handles better.

Given its boxy appearance, the SUV may double as mobile cover in an emergency and serve as a makeshift defense wall to hide behind if a gunfight breaks out in the middle of a road trip. Although its design makes it an easy target, if you stay on major routes and avoid being caught in a jam, the squad may be able to win because to this vehicle’s usefulness.

Some SUVs can also be ordered with a turret on the roof, which obviously improves their offensive and defensive capabilities. A turret SUV can be a more agile TAC-V that can tackle threats on all terrains when combined with Operators on the inside shooting their weapons through the windows.

Cargo Truck

  • Capacity: 1 Driver, 1 Indoor Passenger + Flat Bed – As Many Passengers and Vehicles that Can Fit (Experimentation Encouraged)
  • Damage Rating: Medium-High

A big commercial vehicle. Slow moving, but could offer some protection during firefights.

The Cargo Truck is a powerful multipurpose military vehicle that fills a void between the Tactical Vehicle and all the tanks by sacrificing speed and agility for a ton of extra protection and space.

Even though it only has a passenger or driver seat, it can fit a lot of cargo in the back and is the most durable of both civilian and tactical vehicles.

This might involve more than ten Ground War squad members or even another vehicle! Yes, driving vehicles off higher ground and placing them in the cargo truck’s back will keep them there. This makes the cargo truck an excellent transit option for particular vehicles that your team might require in the future.

Although a cargo truck is not the fastest way to get somewhere, it is the best option for hauling many vital people or for protecting yourself.

Vehicle Guide: Land (Ground War)

To clarify earlier information, it is presently planned that Modern Warfare II Multiplayer’s Ground War modes will be the only ones to use the tank class of ground vehicles.

This includes the APC, which has a skin that can be obtained as a Beta Reward and is the only Beta Reward that Call of Duty: Warzone 2.0 does not have at launch.

Heavy Tank

  • Capacity: 1 Driver, 1 Passenger/Indoor .50 Cal Gunner
  • Damage Rating: High

A large tank with a mounted machine gun and an anti-armor smoothbore cannon.

Most of the time, Ground War mode will be used to view this tank and the two armored vehicles that follow.

Bulky front-line powerhouses known as heavy tanks may destroy squads with their two weapons or rip through vehicles. It will frequently be one of the initial targets for the opposing team because of its strength.

The Heavy Tank possesses reactive armor on its body and the main turret, unlike any other vehicle in the game. Hits that might otherwise drive vehicles to a fiery demise can be deflected by these regions. Therefore, the Heavy Tank can be a nuisance against other vehicles and anti-vehicle infantry with the right deployment.

The smoothbore gun frequently engages in offensive fire against other tanks, which may require numerous bullets to destroy, or against smaller vehicles, which it may readily destroy.

When the cannon is focused on other dangers, the mounted machine gun, which is controlled by another squadmate, can be employed to deal with lone adversaries or those smaller vehicles.

A good heavy tank crew consists of two people who can work together seamlessly. The gunner must fend off minor threats without setting the tank ablaze while the driver controls this clumsy armored vehicle while firing the cannon.

Light Tank

  • Capacity: 1 Driver, 1 Passenger/Exposed Gunner
  • Damage Rating: High

A tank that can be maneuvered, has a versatile turret, and has minimal armor.

The Light Tank is a Ground War workhorse that has three attack options and is simpler to maneuver than the Heavy Tank.

The first two, a main, quick-firing turret designed for anti-infantry, and a set of missiles designed for vehicle combat, are managed by the driver. A second Operator is needed to operate the exposed in the third. fifty-cal gunner’s seat Despite the fact that it can quickly destroy smaller vehicles, it is also designed to deal with threats from infantry.

It is better appropriate for use in urban areas and against infantry because it is slightly faster than the Heavy Tank but has less armor.

A decent way to learn about armored combat is to use a light tank, but you should be aware of their rarity. If no one else is taking the wheel, it is safe for a novice player to take it; otherwise, you risk robbing an experienced driver of a vehicle that could swing the tide.

Even so, it’s still preferable to starting out with the controls of a Heavy Tank or APC. If none are available, however, we advise using the Tactical Vehicle and Cargo Truck to become accustomed to operating heavier machinery.

APC

  • Capacity: 1 Driver, 5 (Active) Passengers, 12 Passenger Maximum Capacity
  • Damage Rating: High

This 30 mm cannon-equipped amphibious APC can also carry up to 12 squad members to the front lines and act as a mobile spawn point.

The most powerful ground vehicle in Modern Warfare II is as follows: It is the slowest vehicle in the region, but it is also the most powerful, carrying a third of a Ground War team, allowing you to choose where everyone spawns in.

APC users are expected to be expert drivers who can control the 30 mm cannon efficiently while simultaneously navigating into a dangerous but safe place.

With a little practice, the cannon can effectively take out any other vehicle in the game, including aerial aircraft. It can also destroy targets with a single blast, but the lengthy reload time will make you reconsider using troops.

Driving the APC is similar to being an elephant in a jungle in terms of grace and selective movement, unless you want to stomp over everything and eventually fall over.

When employing the APC, be prepared to deal with Ground War players spawning in on your location; if at all feasible, stay in regions with adjacent cover or that are not currently engaged in a battle.

Vehicle Guide: Air

Light Helo

  • Capacity: 1 Pilot, 4 Passengers
  • Damage Rating: Medium-High

A light twin-engine helicopter for quick movement across the engagement zone and combat support

The Light Helo, which can soar through the air with space for the entire squad, is by far the quickest way to move across any level.

Other squad members can sit on the landing rails, also known as the personnel platform, on each side and fire their weapons or use equipment while the pilot is holding the flight stick. The helicopter may give you the highest ground on the map even though it may be challenging to hit targets from these landing rails because it can be flown above even the tallest structures.

The Light Helo has significant limitations despite being the fastest and most practical mode of transportation: like any other vehicle, it can be locked on to, and because of its high profile, it is quite obvious in the sky. Fortunately, it has a built-in warning system that can warn you and the squad when missiles latch on to it, allowing you time to escape and jump to safety.

Heavy Chopper

  • Capacity: 1 Pilot, Cargo Bay – As Many Passengers and Vehicles that Can Fit (Experimentation Encouraged)
  • Damage Rating: High

A search and rescue helicopter with thick armor. capable of delivering troops to the area of conflict and deploying flares when attacked by anti-aircraft weapons.

The Light Helo has just received support from its older sibling.
Heavy Choppers are more huge, bulkier, and slower. Its flares aid in avoiding the nearly certain barrage of anti-aircraft fire, but as there is a finite number of flares that can be used, it is only a temporary fix to the problem.

Heavy Choppers can still make a difference by carrying large numbers of Operators or even vehicles on their massive bodies and allowing them to land anywhere on the map.

It can function as a mobile spawn point in Ground War just like an APC. The Heavy Chopper will remain in midair as the pilot moves around the cargo compartment if the pilot is in the vehicle.

Similar to the APC, we advise experienced players to fly this vehicle; until you gain your wings, stick to the Light Helo for better aerial practices.

Vehicle Guide: Sea

RHIB

  • Capacity: 1 Captain, 3 Seated Passengers + Flat Body – As Many Passengers that Can Fit (Experimentation Encouraged)
  • Damage Rating: Low-Medium

A tactical watercraft with good manoeuvrability made for Special Forces.

The RHIB, which is the fastest of the two seagoing vehicles, has enough room for a squad (or three) and even a small truck.

When swimming isn’t quick enough, use this vehicle on the high seas or any body of water, albeit using it will practically eliminate any aspect of stealth that swimming gives.

With this vehicle, it’s important to reconsider how to navigate huge areas of maps like Sariff Bay. In comparison to flying a helicopter everywhere, an ocean, lake, or other big body of water can be transformed into one enormous flank route.

If your squadmates aren’t using their guns while on the RHIB, prepare ready to sleep with the fishes since enemies can and will try to intercept you in this upgraded boat.

Armored Patrol Boat

  • Capacity: 1 Captain, 2 Passenger/Exposed .50 Cal Gunner + Flat Body – As Many Passengers that Can Fit (Experimentation Encouraged)
  • Damage Rating: High

An armored patrol boat that is armored. Machine Guns, 50 Cal.

Similar to how a tactical vehicle is to an SUV, an armored patrol boat is to a RHIB.

The Armored Patrol Boat is a larger, battle-ready ship that works well for hunting down foes on the high seas or invading coastal targets. Although the two.50 Cal machine guns, one in the front and one at the back, are not very effective against tanks, they can nevertheless cause damage to big groups of foes and other land or sea vehicles.

The Armored Patrol Boat is slower than the RHIB, requires a little bit more expertise than your typical inflatable boat, and needs a crew to help man the machine guns. Be ready for evasive movements, even if it means abandoning ship when health is low, as it will also be a more alluring target for the opponent.

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