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Modern Warfare 2 Weapon Analysis: M4A1

Modern Warfare 2 is *the* online multiplayer game, right now, and gamers worldwide are looking for that little edge that allows them to dominate the competition. Hopefully, this feature will help. Loading Reality will be publishing a weekly (sometimes more frequently) editorial feature highlighting a single weapon from Modern Warfare 2, bringing with it recommendations for perks, map use, and tactics. Weapon attachments are not generally discussed, save for a few cases, since they allow for such customization and player-specific preference.

This week: the M4A1.


Weapon Details (via Dr. Wik E. Pedia)

The M4A1 carbine is a fully-automatic variant of the basic M4 carbine intended for special operations use. The M4A1 has a "S-1-F" (safe/semi-automatic/fully automatic) trigger group, while the M4 has a "S-1-3" (safe/semi-automatic/3-round burst) trigger group. The M4A1 is used by almost all U.S special operation units. The M4A1 is especially favored by counter-terrorist and special forces units for close quarters combat because of the carbine's compactness and firepower. These features are also very useful in urban warfare. Although the M4 has less effective range than the longer M16, many military analysts consider engagement with a non-specialized small arm above a range of 300 meters (330 yd) to be unnecessary. It is effective at ranges of 150 meters (160 yd) or less and has a maximum effective range of about 500 to 600 meters (550–660 yd).

Modern Warfare 2 Weapon Statistics

The M4A1 is the first assault rifle that players of MW2 come across. Doing between 20-30 damage per round makes the M4A1 one of the lower damage assault rifles, along with the ACR and F2000. The M4A1 puts out 30 damage up to 38 meters, at which point it drops to 20 damage at around 46 meters. Adding a silencer reduces the range of these damage numbers pretty significantly, causing the M4A1 to push out 30 damage until 18 meters and 20 damage from 22 meters out.

All standard assault rifle weapon attachments are available for the M4A1, and the rifle uses a Red Dot Sight, not a MARS Sight.

Like all assault rifles, the hip spread on the M4A1 is as follows:

  • Standing: 3 - 7
  • Crouching: 2.5 - 6
  • Prone: 2 - 5

(Hip Spread is the amount of deviation suffered by rounds fired from a weapon at an aimed target. Some bullets, undoubtedly, stray from targets. The lower the hit spread, the more accurate your shots will be.)

Recommended Perks (assume all perks are Pro)

  • Perk 1: Scavenger Pro, Slight of Hand
  • Perk 2: Stopping Power, Hardline, Cold-Blooded
  • Perk 3: Ninja, Steady Aim, Scrambler

For players that find themselves carrying a high kill-to-death ratio, Scavenger Pro is almost always the perk of choice. The ability to constantly replenish your ammo from fallen enemies' weapons is key. Slight of Hand is more than acceptable, however, for those players that rarely find themselves out of ammunition.

The M4A1 is the weakest (along with the F2000) assault rifle and benefits greatly from Stopping Power. Stopping Power multiplies weapon damage by 1.4, on top of all other multipliers. Hardline or Cold-Blooded would be the second recommendation, and are able to be used effectively to either attain quick killstreak rewards, or flanking.

Players that use quality headsets while playing Modern Warfare 2 will find that Ninja Pro is one of the best perks in the game. The ability to hear your enemies' footsteps and have them not drowned out by your own is simply necessary, in my mind. Gamers not using headsets will benefit more from Steady Aim, for quick close-quarters combat situations. Also, Scrambler is rapidly improving in my mind, as it basically creates a silenced weapon. If anyone is within close range to a player using Scrambler, they're radar becomes jammed. This will allow for a Scrambler user (provided they are not found out first) the ability to never use a silencer, freeing up a weapon attachment.

Recommended Maps & Tactics

The M4A1 excels in corridor-style and vertical combat and thus finds itself more suited to maps such as Rundown, Highrise, Quarry, and Sub Base. Sticking to the outer edges and sides of these maps, along with primarily centering your fights in the corridors of them, will let the M4A1 shine and do its job.

On Rundown, stick to either the east or west half of the map, usually negotiating back and forth, checking the bridges for enemies. For Highrise, choose either the north or south office building, making it your point of origin. Venture out of the buildings along the east and west edges, using the two long pathways to your advantage over shotgun and submachingun users. Quarry rewards the defense of both warehouse buildings, located in the center and southeast areas of the map. Finally, Sub Base is easily controlled by maintaining and defending the rooftops, with the M4A1's strength in verticality pulling through.

That's it. Go dominate.

What do you think? Is the M4A1 a weapon of choice for you? Do you agree or disagree with the perk selection? What about the next installment of Loading Reality's weapon analysis? The next analysist published will be based upon comments in this story - which weapon do you want to know more about?


Other Weapon Analyses

Assault Rifles: M4A1, FAMAS, SCAR-H, TAR-21, FAL, M16A4, ACR, F2000, AK47

Sub Machine Guns: MP5K, UMP45, Vector, P90, Mini-Uzi

Light Machine Guns: L86, RPD, MG4, AUG HBAR, M240

Sniper Rifles: Intervention, Barrett .50, WA2000, M21 EBR

Shotguns: SPAS-12, AA-12, Striker, Ranger, M1014, Model 1887, Undermounted Shotgun

Handguns: USP .45, Magnun, M9, Desert Eagle

Machine Handguns: PP2000, Glock 18, M93 Raffica, TMP


Written by Brandon Tabbert Tuesday, 05 January 2010 09:39