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Call of Duty: Infinite Warfare eGuide
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Contents

  • Single-Player
    • Campaign Boot Camp
      • For First-Time Players
      • For Call of Duty Veterans
      • The Retribution
      • Difficulty Levels
      • Collectibles
    • The Armory
      • Assault Rifles
      • LMGs
      • Sniper Rifles
      • SMGs
      • Shotguns
      • Handguns
      • Heavies
      • Tactical Equipment
      • Lethal Equipment
      • Scopes
      • Generic Attachments
    • Campaign Walkthrough
      • Rising Threat
      • Black Sky
      • Operation Port Armor
      • Target of Opportunity: Operation Taken Dagger
      • Target of Opportunity: Operation Phoenix
      • Target of Opportunity: Operation D-Con
      • Target of Opportunity: Operation Deep Execute
      • Operation Burn Water
      • Jackal Assault: Operation Safe Harbor
      • Jackal Assault: Operation Pure Threat
      • Jackal Assault: Operation Grave Robber
      • Jackal Assault: Operation Sudden DEath
      • Operation Dark Quarry
      • Jackal Assault: Operation Trace Kill
      • Operation Black Flag
      • Operation Blood Storm
    • Achievements
      • Achievement Tables
  • Multiplayer
    • What’s New?
    • Basic Training
      • Movement
      • HUD
      • Combat
      • Class Customization
    • Rigs
      • Customized Battle Armor
      • Warfighter
      • Merc
      • Synaptic
      • FTL
      • Stryker
      • Phantom
    • Arsenal
      • Weapons of War
      • Special Weapons
      • Assault Rifles
      • SMGs
      • LMGs
      • Sniper Rifles
      • Shotguns
      • Classic
      • Handguns
      • Launchers
      • Melee
    • Attachments
      • Overview
      • Sights
      • Sniper Sights
      • Shotgun Sights
      • Shared Upgrades
      • Ballistic Weapon Upgrades
      • Energy Weapons Upgrades
      • Sniper Rifle Attachments
      • Shotgun Attachments
      • Pistol Attachments
    • Equipment
      • Overview
      • Lethal
      • Tactical
    • Perks
      • Overview
      • Perk 1
      • Perk 2
      • Perk 3
    • Scorestreaks
      • Overview
      • Streaks
    • Multiplayer Maps
      • Overview
      • Breakout
      • Crusher
      • Scorch
      • Retaliation
      • Frontier
      • Grounded
      • Precinct
      • Frost
      • Throwback
      • Skydock
      • Mayday
      • Terminal
      • Dome
    • Game Modes
      • New Modes
      • Deathmatch Modes
      • Control Modes
      • Bomb Modes
      • Objective Modes
      • Bonus Modes
      • Multiplayer Goals
  • Spaceland Tours
    • Overview
    • Getting Started
    • The Zombie Hordes
    • Cash Only
    • Park Features
    • Park Quests
    • Surviving Spaceland
  • Call of Duty 4: Modern Warfare Multiplayer
    • Introduction
    • Basic Training
      • Multiplayer Overview
      • Weapons And Attachments
      • Weapon And Character Skins
      • Challenges
      • Custom Class Suggestions
      • Modes
      • Tactical Basics
    • Map Tactics
      • Ambush
      • Backlot
      • Bloc
      • Bog
      • Countdown
      • Crash
      • Crossfire
      • District
      • Downpour
      • Overgrown
      • Pipeline
      • Shipment
      • Showdown
      • Strike
      • Vacant
      • Wet Work
    • Clans
    • Fun
    • Master Unlockables List

Call of Duty: Infinite Warfare Guide › Multiplayer › Multiplayer Maps

Dome

Dome is another remake of a past Call of Duty level, this one from Call of Duty: Modern Warfare 3. It’s a small, tightly packed map that’s well suited for CQC loadouts.

Despite its small size, Dome doesn’t actually feel cramped, as there is a large building you can duck in and out of, and several different exterior areas that smaller firefights tend to break out in.

You can do quite well patrolling between the largest building and the exterior areas with a strong CQC build, though objective modes are likely to force you to move around to all parts of the map.

High powered scorestreaks and explosive loadouts can be quite lethal on this map, as there is little space to hide from bombardment or explosions, so make sure you have a loadout or two that can handle such threats.

The two smaller buildings on the outside are extremely dangerous to pass through, as their knife-fight engagement distances and limited routes in and out force head-on battles. Be ready for a brawl when you pass through either of them.

Objectives

Vantages

Movement is life

Learning how to take full advantage of the advanced mobility options in the game is incredibly important. This is doubly or triply true if you are an aggressive player. Learning how to use thrust jumps and slides (and wall runs to a lesser extent) is essential.

Most players are conditioned to fight and react to threats on the same level they are looking at. If you’re constantly attacking them from above that plane, you’re at a decided advantage. Beyond that, moving rapidly through the air in an arc (or sliding quickly at a sharp angle to your target) makes you a much tougher target to hit.

It’s rare, but it is possible to survive a direct ambush from behind if you’re really quick with your jumps, jumping directly backwards over a close range threat and dispatching them from above when they lose sight of you. Jumps also get you around corners much more safely. Enemies can ADS and target a corner at head height, but no one can predict exactly what angle, height, or speed you’re going to round a corner jumping. In general, jumps are most effective at disrupting enemy aim at close to close-medium range. At medium and longer distances, you just make for nice target practice.

Slides at a sharp angle relative to your enemy can disrupt their aim, sometimes even out to medium distance if you’re sliding hard left or right behind cover. If you’re really serious about taking full advantage of movement, at the very least, look at a control config that moves jump to a shoulder button. You may even want to look into a custom controller that has extra buttons on paddles, so that you can jump, slide, aim, and shoot all at the same time while never moving your fingers.

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