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The Stinger is a single-shot weapon, unlocked once you reach Level 30.
Designated the FIM-92, it was designed in the United States by Raytheon Missile systems with the intent to replace the ageing FIM-43 Redeye.
It entered service with the US military in 1981.
The Stinger relies on infrared homing to guide itself to the target once fired. It locks on to an aircraft's hot exhaust ports until it's close to the target, at which point it diverts towards the main airframe.
The Stinger is a 70mm diameter missile, 1.5m long, and weighs 10kg. It's effective payload is 3kg of high explosive with an impact fuze, meaning that the Stinger must strike the target to kill.
In-game, the Stinger is only capable of firing when locked on - it can not be used against targets other than air support.
Usage is very simple - aim, lock and fire. Hold the target in the sight for a couple of seconds and the high-pitched long beep means the Stinger is ready to fire.
You get two missiles with the Stinger, and can restock with Scavenger, allowing you to take out all but the most resilient support.
It's possible that an errant missile may strike the ground, and can get you kills, but it's a very rare occurrence.
UAVs and Counter UAVs are the easiest air support to shoot down - as long as you can spot them.
They move silently and are a relatively small target, but once spotted a single missile will down them, denying the enemy any radar advantage.
Harriers are among the most common prey of Stinger missiles - they are loud, stationary targets that lack any countermeasures against the Stinger.
They're also dangerous when left in the sky - harriers will often turn a seven killstreak into an altogether more dangerous eleven, so shooting them down promptly should be your prime concern.
Attack Helicopters also lack countermeasures and can be downed with one missile, but they are mobile and you may not always have a sightline to the target.
They're regarded as less of a threat as harriers but they persist for longer so it's wise to take them out when you are able.
Above a seven killstreak we start to see effective countermeasures against anti-air missiles, with flares being the countermeasure of choice.
Pavelows have one set of flares at their disposal, effectively diverting one missile launch but leaving them vulnerable for another.
If you're using the cold-blooded perk you'll be able to take it out on your own with no problem, as you get 2 missiles with the Stinger. Fire once to force the Pavelow to expend flares, and fire again to destroy it.
Note that if both an enemy Harrier and Pavelow are in the sky at once, you can effectively kill two birds with one stone by firing at the Harrier when the two killstreaks are close.
The blast radius of the Stinger will destroy both with one missile, effectively bypassing the higher killstreak's countermeasures.
Chopper Gunners boast impressive firepower and can devastate teams, so taking one down on your own can be tricky, even while cold blooded.
An observant gunner will see the missile launch and will likely spray the area with 20 millimetre cannon fire, so getting a second missile off can be risky.
It's best if you're some distance from your teammates as the gunner's attention will be focussed on their red boxes. Chopper Gunners have one countermeasure, like the PaveLow, so one Stinger operator can quickly bring it down.
AC130s are a different story. They boast two countermeasures and so require 3 missiles to down effectively.
This means coordination between two or three teammates is the most effective way to quickly down them, but as the AC130 last for only 40 seconds if you can't rely on your team it might be best to seek overhead cover instead.
On occasion, you might find your missiles miss your intended target, even those without countermeasures or when they have been expended.
In these cases, you will have to fire again - but don't fire from the same location, as you'll likely miss again.
Relocate to another position, some distance away, and fire again. Your second missile should find its target.
Shooting down air support is one of the most effective ways of denying the enemy kills, particularly if you can't rely on your teammates to stay out of the open.
Shooting down harriers might seem like a chore, but Harriers left unchecked bloom into Pavelows and Chopper Gunners, which in turn can lead to Tactical Nukes.
If you can nip a killstreak in the bud before the higher, more dangerous support takes to the sky you can effectively deny the enemy a substantial amount of kills.
The Stinger is the most important weapon in Modern Warfare 2. It's capable of denying the enemy 20 or more kills with just one missile launch. If your team is diligent in shooting down enemy air support, you'll find victory comes around all the more often.
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