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MG4 - Modern Warfare 2 Multiplayer Weapon Guide

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Like all the LMGs, it's a fully automatic weapon. It's unlocked at level 16.

It's a German weapon, manufactured by Heckler and Koch, designed during the late 1990s and was adopted by the Bundeswehr in 2005.

It fires the intermediate 5.56 millimetre NATO cartridge, just like the M16 and its variants, although as a belt-fed weapon the MG4 is designed for support roles and more sustained fire.

In game, the MG4 is one of the lower powered LMGs, dealing 30 damage per shot at all ranges - the same as the M240.

It does, however, boast very low recoil - the MG4 is capable of putting rounds on a target even when firing full auto.

Unfortunately, the MG4 is marred by a couple of faults in-game - the silencer available doesn't function correctly, and worse still the iron sights are misaligned - the actual point of impact is somewhere near the bottom of the central front post, rather than the tip.

Because of this, the optical attachments are a very sensible choice with the MG4. You can compensate without, but even knowing the approxmiate offset, it's difficult to land shots accurately at long range.

To be most effective with the MG4, you need to fire from a stationary position, ideally from behind cover or while prone.

Good awareness of where the enemy is spawning and their likely movement should help you set up a firing position ahead of them, where you should have no trouble in taking them out.

In a more aggressive role you can push towards the enemy, and if you can flank them or take them by surprise you may be able to take out an entire group.

Hold your ground and if you're in a good position you may even be able to repel their counterattack, as they attempt to score a revenge kill.

Don't linger too long in one position, however, as the more people you kill the more who will be out for revenge - you can expect a barrage of grenades and explosives to come your way if the enemy suspect you're still in a position.

The MG4 is probably one of the few instances where I'd recommend Bling for your blue perk. The combination of the optics with the grip or FMJ is too good to pass up.

If you opt for just an optical attachment, Sleight of Hand is a good choice to speed up the reload, as otherwise you'll have to endure one of the slowest reloads in the game.

If the iron sights were aligned, I'd recommend Sleight of Hand with FMJ or the grip, but as it stands you will end up missing your target all too often.

The MG4 doesn't have as high damage as some of the other LMGs, so I'd recommend Stopping Power for your red perk.

The MG4 has flat damage - it will be a 3 hit kill at any range with stopping power, and 4 hits without.

For your Yellow perk I'd go for Sit Rep, especially if you're using FMJ - stealth is not the MG4's strongest suit and ideally you'll keep your distance from the enemy where possible so Ninja isn't as useful.

The red outline of claymores will indicate enemy positions, and - if you're lucky - you can shoot the claymore through the wall and potentially score a free kill.

The MG4 is an underused and underated weapon, derided for having low damage and inaccurate iron sights.

However, the optical attachments remedy the sighting issue, and if you use the MG4 primarily at long range you'll find it kills as quickly as the SCAR-H or AK-47 would.

There's no other LMG more precise at long range than the MG4, and this lack of recoil means the MG4 really is the equivalent of the ACR in the LMG category.

The flat damage means close range encounters might leave you outclassed, but if you play to the MG4's strengths by adopting good firing positions and predicting enemy movements, you'll do very well.

It's not without its flaws, but they are easily avoided or countered. With the right setup, the MG4 is more than capable of eliminating entire groups of enemies and ultimately winning matches.

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