Callofduty4 created this guide for the AA-12
The AA-12 is an automatic shotgun which debuted in Modern Warfare 2. It is very powerful, but suffers a few shortcoming, almost all of which can be overcome through use of the correct perks, attachments and tactics.
Specs[]
Damage - 20-15 per pellet (up to a maximum damage of 160 - 120)
Rate Of Fire - 400 RPM
Recoil - Medium (Low with grip)
Magazine Size - 8 (16 with ex. mags)
Pros[]
- Automatic, though for effective use, the user shouldn't be using fully auto often
- High Damage
- Moderate range for a shotgun
- Great for sweeping rooms full of enemies
- Fast magazine reload, rather than per buckshot
Cons[]
- Small magazine size
- Extremely low starting ammo amount
- Fully automatic makes conserving ammo difficult
Attachments[]
Red Dot Sight (2/10) - Pointless, sights should rarely be used on shotguns, and if they are to be used the AA-12's iron sights are more than adequate.
Silencer (2/10) - Reduces the range to that of a Commando knife lunge. Very ineffective.
Grip (6/10) - Makes the AA-12 more controllable recoil-wise, and reduces the swap to time.
FMJ (5/10) - Allows the AA-12 to actually shoot through thin surfaces, but still not as effective as other attachments
Holographic Sight (2/10) - Same reasoning as the RDS.
Extended Mags (10/10) - Doubles the AA-12's magazine capacity. Very useful, but only one magazine is granted, and scavenger must be used to get more ammo. Still by far the best attachment.
Perks[]
The AA12 benefits greatly from certain perks, and less so from others. Try and use perks which benefit combat of close-range weapons in general.
Tier 1[]
- Scavenger - The most useful perk to use with the AA-12 if using it as a main weapon as the pro version increases the weapon's starting ammo.
- Sleight of Hand - This mitigates the low magazine capacity. If using extended mags, this perk isn't as useful.
- Marathon - Makes rushing with the AA-12 easier.
Tier 2[]
- Stopping Power - Makes the AA-12 more effective at range, and makes one-shot kills at close range more common.
- Lightweight - Makes rushing with the AA-12 easier.
- Cold-Blooded - This perk is great for flanking the enemy.
Tier 3[]
- Steady Aim - Boosts the AA-12's effectiveness at longer ranges by increasing range and tightening it's reticule.
- Commando - Good for when caught out of ammo at close range.
- Ninja - Great for flanking the enemy.
Tactics[]
While shotguns are mainly used for rushing and assaulting the enemy, the AA-12 can be effectively used as both an offensive and defensive weapon. Of course, there will be discrepancies between offensive and defensive classes. The AA-12 is best used defensively to defend objectives in confined areas, such as bomb site A in Estate.
Offensive Classes[]
Rusher[]
- AA-12 Attachment - Extended Mags
- Perk 1 - Marathon
- Perk 2 - Lightweight
- Perk 3 - Commando
Rusher 2[]
- AA-12 Attachment - Extended Mags
- Perk 1 - Marathon
- Perk 2 - Stopping Power
- Perk 3 - Steady Aim
Flanker[]
- AA-12 Attachment - Extended Mags
- Perk 1 - Marathon
- Perk 2 - Cold Blooded
- Perk 3 - Ninja
This class is great on larger maps where it is easy to flank the enemy. A silenced primary may be helpful, but not necessary.
Street Sweeper[]
- AA12 Attachment - Grip
- Perk 1 - Scavenger
- Perk 2 - Stopping Power
- Perk 3 - Steady Aim
Staying in tight alleyways such as those on Skidrow can net you plenty of kills.
Defensive Classes[]
Defender[]
- AA12 Attachment - Extended Mags
- Perk 1 - Scavenger
- Perk 2 - Stopping Power
- Perk 3 - Steady Aim
Camper[]
- AA12 Attachment - Extended Mags
- Perk 1 - Scavenger
- Perk 2 - Cold Blooded
- Perk 3 - Ninja
This class is most effective on objective based game modes, like demolition, CTF or Sabotage
Notes[]
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