RPD

In the last two weeks I brought you two classes, based on assault rifles. This week I decided to choose another category for the primary weapon, the light machine guns. This class is based around the RPD. To find out about then rest of the class and some tips for using this class, please read on!
Here’s the class for this week:

Primary: RPD with grip
Secondary: AA-12 with grip
Equipment: Claymore
Special grenade: Stun
Perk 1: Scavenger
Perk 2: Cold-Blooded
Perk 3: Steady Aim

I noticed that a lot of players, including myself, are using assault rifles and submachine guns almost exclusively. If you’re one of those players, this class might be a little difficult to use at first. But once you’re used to it, it’s a really nice class to have.

The RPD is solid light machine gun. The reasons for using an LMG (light machine gun) are that they have loads of ammo, you won’t need to reload often, they are very powerful and pretty accurate as well. Most rifles in MW2 do less damage on long range, but the LMG’s are an exception to that rule (sniper rifles are too). I found that using an LMG is particularly useful for providing support for the team, for instance protection a certain area of the map or slowly moving to enemy lines. There’s a major disadvantage to using LMG’s: you move a lot slower. This means that flanking or playing aggressively are two things that are very hard with an LMG. Within the LMG’s, the RPD is very good one, although you might like the AUG-HBAR better if you haven’t used light machine guns before (the AUG-HBAR feels a bit like an assault rifle).

As a secondary weapon I picked the SPAS-12 first, but we’ve had that shotgun last week too, so I decided to go with the AA-12. The AA-12 is an automatic shotgun, great for short range. Although in my opinion the SPAS-12 is superior, the AA-12 has it’s uses as well. With the SPAS, if your first shot isn’t dead on, chances are you get killed (pump-action shotguns take a while before you can fire another shot). The AA-12 doesn’t suffer from this, simply hold the trigger until you’re done. It does need Scavenger since it goes through ammo very fast.

With both weapons (RPD and AA-12), I highly recommend the grip attachment (although for the RPD you almost NEED it). This reduces the recoil and improves accuracy a lot. You might even think the RPD is a inferior rifle if you use it without grip. Luckily, grip is unlocked after 10 kills on the RPD. For the shotguns, it takes a little longer, you’ve got to get 75 shotgun kills. Just make a class with an assault rifle, the AA-12 and Scavenger and try to only use the AA-12. The 75 kills will go pretty quick that way.


So this class is particularly useful for providing overwatch, defending a certain area. You move a little slower but you can fire a lot of rounds for a pretty long time. I’ve had a 5 kill spray with the RPD the other day on Terminal. I would have definitely died if I had to reload there. You see, the LMG’s can be very effective. When you’re used to assault rifles or submachine guns, you have to get used to the LMG’s and adapt your playing style quite a lot. But once you get it (just try it for an hour or so), it’s a lot of fun.

17 Comments »

  1. [...] Class of the Week: #3 (RPD) | MW2 Tactics [...]

    Pingback by Racquetball — Playing Tips | Racquetball — March 28, 2010 @ 4:02 am 

  2. I’m gonna try. Okay, i just got raped. Ill keep trying though!

    Comment by DracoX — April 11, 2010 @ 11:34 pm 

  3. Okay, no matter what, even if you are doing good, this class can be countered by other common classes making it very bad. For example, any sniper will completely destroy this class even from medium range. same goes for SMGs and Assualt rifles. If your enemy is under good cover such as sandbags, which are very common, you will get raped. Because of the recoil of RPD, there is no possible way in the universe, even with grip, to get accurate shots off. If only a small part of the enemy is sticking out, the user is as good as dead.

    Theres a reason people use assault rifles. to kill people using innacurate classes such as this.

    The game is based on cover. This class can shoot through cover, but thats basically all it can do. All in all, though it is good for overwatch, you can easily be sniped, smged, or rifled down by anyone under good cover.

    Comment by DracoX — April 12, 2010 @ 12:00 am 

  4. Every class can be countered. Name me one class that will beat any other? These classes aren’t necessarily meant to be great, they’re meant to give you something to try. I think one should be able to do reasonably well with almost any class. I think this class is a good introduction to LMG’s, which do have their advantages (not having to reload for instance). Burst-firing and grip do A LOT for keeping recoil in control. But hey, it’s entirely possible it just isn’t your cup of tea. That’s fine.

    Comment by MW2 Tactics.net — April 12, 2010 @ 12:09 am 

  5. okay, finally got the hang of it. you should probably make a reference to your other guide on defensive play. That will really help people using this class. Hotspot + this class= major ownage

    Comment by DracoX — April 15, 2010 @ 2:37 am 

  6. Overall, if you are a fairly inaccurate shooter, LMGs are the way to go, because of the large magazines. You’ll get the “way to spray” comments from dead kill-cam people, but as soon as you have your 10 kill you must ALWAYS have grip for your LMG.

    After you have grip if you have Sleight of Hand and a fairly good reaction time I have found the RPD and AUG-HBAR wih Stopping Power to provide very good kill/death ratios.

    This is as with the grip the long-range accuracy is very good, and the Sleight of Hand makes up for the slowness in bringing the LMG up to shoot, and the Stopping Power makes it only a 2-3 bullet kill.

    So with these perks it is good at mid and long range, but in at short range because of the large clips you can hip fire effectively with Steady Aim

    Comment by Jezza — May 7, 2010 @ 8:44 am 

  7. There is a very significant period in every MW2 player’s experience, which is the moment they get to be familiar with a weapon. I spent my time trying out different assault rifles until I was level 30 approximately. Since I wasn’t feeling comfortable with any, I thought maybe the answer was not in ARs; my ideal weapon could be a LMG. I started playing with the RPD, and I rarely get a K/D ratio below 2.0 on any match now.
    I found out that my problems were getting killed every time I reloaded, not being able to perform multi-kills, not making kill streaks thanks to running out of ammo and being overpowered by the other guy’s weapon. Well, all of these went away with the RPD.
    If you are just like me, you will feel comfortable using the RPD with a grip, an AA-12, and sleight of hand, stopping power and steady aims as perks. You will end up camping a lot to get loads of kills, so you may want to use some claymores to protect your safe zone.
    Give this awesome weapon a chance, Peace!

    Comment by Santiago — May 13, 2010 @ 4:57 am 

  8. The RPD + Spas (though with red dot) is the best combo and when used in defensive orientated and intelligent approach, it severely hinders any enemy advance on objective and enemy attack on your team mates. This gets me top 3 every time

    Comment by Chrus1 — June 3, 2010 @ 9:34 am 

  9. Hardline is a great perk to add to an RPD + Grip setup. I play mostly team death matches and focus on getting killstreak rewards. Often times I will have a UAV, Care Package and Sentry Gun (or Emergency Airdrop) before reloading. It really helps my teammates get to an early lead. Its advised to switch to your shotgun after a respawn untill you can fall under a teams protection or good cover. Claymores are definately a great idea. Great article.

    Comment by Joe — June 28, 2010 @ 1:46 pm 

  10. MG4 is a great LMG, it has the lowest recoil of them all which means you don’t have to put grip on it leaving you open to other options. Lately I have been using FMJ and ACOG/Thermal between game modes normal and hardcore. I would have to try out the shotguns, currently I have Stinger equipped for Air Defense so I don’t have to switch classes, and I’ll have to use claymores. I have been using Blast Shield for Domination games.

    Comment by BoSox SD — July 20, 2010 @ 10:15 am 

  11. RPD is only useful in Ground War, and using Bling [FMJ Grip] Stopping Power and Steady Aim

    Comment by Corey — August 19, 2010 @ 1:23 am 

  12. Why?

    Comment by admin — August 21, 2010 @ 10:27 pm 

  13. Simple, the RPD is an effective spawn killer, say in Domination the other team only has A, they’ll spawn in the shop like mad, letting you spray through the walls to get easy kills.

    Comment by robrabbitman — February 14, 2011 @ 10:49 pm 

  14. i need CLAYMORE and GRIP for AA12 and then i will go

    RPD RAMPAGE!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!

    Comment by MOTI LOL — May 3, 2011 @ 6:26 pm 

  15. 100 XP LEFT FOR KILLER CLAY AND 2 MORE KILLS FOR GRIP
    IM THAT CLOSE CANT WAIT FOR IT

    I SO LOVE RPD IS MY FAVORITE LMG

    Comment by MOTI LOL — May 23, 2011 @ 2:44 pm 

  16. I dont know but i think the heartbeat is beast on a rpd

    Comment by BRONXSBURNING — July 19, 2011 @ 11:47 pm 

  17. I like to use the extended mags for my rpd class but grip and that are my top to perk i use but i have an rpg as my secondary but its not tue best thing to use but with scavenger coldblooded and steady aim thats my favorite class for defending an area

    Comment by chet — August 19, 2011 @ 4:12 am 

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