Fandom

Call of Duty Wiki

Comments15

Callofduty4's guide to the SCAR-H

Ad blocker interference detected!


Wikia is a free-to-use site that makes money from advertising. We have a modified experience for viewers using ad blockers

Wikia is not accessible if you’ve made further modifications. Remove the custom ad blocker rule(s) and the page will load as expected.

The SCAR-H is widely regarded as one of the best assault rifles to choose from. This is most certainly true if, as with most weapons, one uses this weapon with the correct perks, attachments and tactics.

SpecsEdit

Damage - 40-30 (56-42 with stopping power)
Recoil - Low
Rate of Fire - ~625 RPM
Magazine Size - 20 rounds (30 with ex. mags)
Wall Penetration - Good

ProsEdit

  • Great accuracy
  • Good power
  • Manageable ROF
  • Camouflages looks great on it
  • Great iron sights
  • Unlocked early

ConsEdit

  • Small magazine size
  • Low starting ammo

AttachmentsEdit

The SCAR-H utilizes the same wide range of attachments as the other assault rifles:

  • Grenade Launcher (9/10) - Probably the best attachment, allows the user to take out groups of enemies extremely easily. Because the SCAR-H has very good iron sights, this is a great attachment on the SCAR-H. Works even better with Danger Close.
  • Red Dot Sight (1/10) - Only minimally useful, as the SCAR-H's iron sights are very clear and open. Generally regarded as a waste of an attachment.
  • Silencer (7.5/10) - The SCAR-H is an effective stealth weapon, but the silenced TAR-21 and ACR are better used for this role.
  • ACOG Scope (8/10) - The ACOG scope is very good on the SCAR-H. The recoil is made more noticeable but it resets very quickly, pretty much perfectly before the next shot is fired. Very effective if burst firing is used.
  • FMJ (8/10) - The SCAR-H's high accuracy and already high wall penetration boost the effectiveness of FMJ. The SCAR-H suffers from a small magazine size so shooting through walls without FMJ could use up the whole magazine and waste its small staring supply of ammo.
  • Shotgun (6/10) - The shotgun attachment is useful on the smaller maps, but with steady aim the SCAR-H can hold its own ground in CQB.
  • Holographic Sight (2/10) - Same as the RDS. Pointless. Slightly better at long range because the tiny dot will obstruct targets less, but it's still a waste.
  • Heartbeat Sensor (6.5/10) - Shares the same advantages as all weapons with heartbeat sensors, but sometimes part of the sensor can go out of view when moving, and it is not visible when aiming down the sights.
  • Thermal Scope (5.5/10) - Can be useful in hardcore where the SCAR-H can pull off one-shot kills at any range granted the target does not have painkiller or is behind a surface. Less useful in core, where the recoil becomes more noticeable.
  • Extended Mags (8/10) - Very useful. Fixes the problem of the small magazine. However, if one becomes skilled with the SCAR-H, it's small magazine ceases to be a problem, and extended mags is not needed by any means.

PerksEdit

The right perks are necessary.

Tier 1Edit

  • Scavenger - Mitigates low amount of ammo. Vital for camping/defending an objective.
  • Sleight of Hand - Mitigates low magazine capacity.

Tier 2Edit

  • Stopping Power - Minimizes ammo consumption, and of course increases damage. Useful due to low ROF.
  • Danger Close - Great with the grenade launcher. As the SCAR-H is very powerful and accurate, stopping power can be passed over for this perk and the grenade launcher.
  • Cold Blooded - This plus a silencer makes a great stealth class.

Tier 3Edit

  • Steady Aim - Greatly improves SCAR-H's CQB ability.
  • Commando - Great when caught out of ammo in CQB, which can happen often due to the SCAR-H's low ammo capacity.

TacticsEdit

The SCAR-H can be used defensively or offensively. But being an assault rifle, sticking between the two might be the best thing to do.

Offensive classesEdit

StreakerEdit

  • SCAR-H attachment - FMJ
  • Perk 1 - Scavenger
  • Perk 2 - Stopping Power
  • Perk 3 - Steady Aim

RunnerEdit

  • SCAR-H attachment - Shotgun
  • Perk 1 - Sleight of Hand
  • Perk 2 - Stopping Power
  • Perk 3 - Steady Aim

GL OffensiveEdit

  • SCAR-H attachment - Grenade Launcher
  • Perk 1 - Scavenger
  • Perk 2 - Danger Close
  • Perk 3 - Commando

Defensive ClassesEdit

CamperEdit

  • SCAR-H attachment - Extended Mags
  • Perk 1 - Scavenger
  • Perk 2 - Stopping Power
  • Perk 3 - Commando

SharpshooterEdit

  • SCAR-H attachment - ACOG Scope
  • Perk 1 - Scavenger
  • Perk 2 - Stopping Power
  • Perk 3 - Commando

GL DefensiveEdit

  • SCAR-H attachment - Grenade Launcher
  • Perk 1 - One Man Army
  • Perk 2 - Danger Close
  • Perk 3 - Commando

"In the middle" ClassesEdit

StealthEdit

  • SCAR-H attachment - Silencer
  • Perk 1 - Scavenger
  • Perk 2 - Cold Blooded
  • Perk 3 - Ninja

ThanksEdit

Thanks for reading this guide! I hope you enjoyed, feedback will be appreciated. Thanks!

Also on Fandom

Random Wiki