Full Details on Modern Warfare 3 Hardcore Alternative Mode
Significantly less health – Players can only withstand 30% of the damage they could in normal modes before dying or going into Last Stand/Final Stand/Second Chance/Dead Man’s Hand.
Limited HUD – Nothing in the way of displays shows unless a UAV/Recon Plane/Spy Plane/Blackbird/Advanced UAV is called, in which the map in the upper left appears, promptly disappearing when it expires. However, in Modern Warfare 2 and Modern Warfare 3, the map is available if the player brings the menu up. Since players are not notified when they are over a dropped weapon they could pick up, weapon stealing seldom occurs. Exceptions to this include green text identifying teammates, a symbol that the player is carrying the bomb in Hardcore Search and Destroy, or the display of flags in Hardcore War and of the HQ location in Hardcore Headquarters. In the hardcore Wii version of Call of Duty: World at War, there is a white dot used as a reticule in the game. In Modern Warfare 2, all notifications (upper right corner of the screen) of players calling in or destroying killstreaks, achieving match targets or other notifications such as triple kills are disabled. There are two exceptions to this: players will be notified if someone copies their class or if someone destroys their tactical insertion.
Friendly Fire on – Teammates can be killed just as easily as enemy players. If this happens, the same point total earned for a kill is deducted from the team-killer’s score, although at the end of the game such penalties are not included. Deliberate team-killers are punished; in Call of Duty 4, a player is automatically killed and sat out for a period of time after 3 or more team-kills. In Call of Duty: World at War, a player is removed from the game entirely after three team-kills, excluding those from artillery or bouncing betties. Modern Warfare 2 returns to the same rules as Call of Duty 4, but friendly fire penalties are sometimes harsher (as much as 3 minutes for a RPG team-killer at the beginning of the round). Also, if a friendly fire penalty is triggered while using an AC-130 or Chopper Gunner, the killstreak will end. In Black Ops, the rules return to that of World at War, and players who score three teamkills in one match are removed.
Hardcore Ricochet – In Call of Duty: Modern Warfare 2, Hardcore Ricochet game modes replace Hardcore versions of Search and Destroy and Headquarters, and in Call of Duty: Modern Warfare 3 replace Hardcore versions of Search and Destroy, Headquarters, Domination, Team Deathmatch and Kill Confirmed, where instead of team-kills occurring with friendly fire, the player committing the friendly fire takes the same damage he inflicted on the teammate, which could mean getting killed. Team Deathmatch and Mosh Pit are the only game modes in Modern Warfare 2 with normal Hardcore rules however the Hardcore variants of Search and Destroy and Headquarters found within Hardcore Mosh Pit still use Ricochet friendly fire.
KillCam – A killcam is not shown to the player after death. This benefits players who like to be stealthy and hide in concealed locations, since it will not be made immediately obvious to the victim where his enemy was. Theoretically, a well concealed marksman could stay hidden for an entire game, although the view will still zoom in on the killer afterwards.
Respawn Delay - There is a respawn delay while playing Hardcore Team Deathmatch; this delay is not present in regular Team Deathmatch game types.
Mtion Sensors – Motion Sensors and Jammers are almost completely useless due to the fact there is no permanent mini-map.
In Call of Duty: Modern Warfare 3:
Hardcore Ricochet: Team Deathmatch
Hardcore Ricochet: Search and Destroy
Hardcore Ricochet: HQ Pro
Hardcore Ricochet: Kill Confirmed
Hardcore Ricochet: Domination
Hardcore Free for All
MW3 Hardcore Tips
Stealth classes are much more viable in Hardcore. Suppressed submachine guns and the requisite “cloaking” perk (i.e., UAV Jammer, Cold-Blooded, Blind Eye, etc.) are suggested.
In terms of Killstreaks, UAV/Recon Plane/Spy Plane is a must. Counter-UAV/Counter Spy Plane are barely useful at best but if called in when an enemy UAV is in use, can be devastating. Airstrikes are amplified, so the Assault Strike Package or generally offensive killstreaks such as Rolling Thunder and Precision Airstrikes are recommended, but Harriers are not, as not only most players will be using Cold Blooded, but it will be shot down in little time. On that note, don’t call in Attack Helicopters of any kind. EMPs are also of less use but still destructive, as it will still eliminate electronic attachments. Dogs are even more destructive. Don’t bother with Tactical Nukes.
Scrambler, Counter-UAVs and the like are nearly useless in Hardcore due to the radar only showing up during a UAV.
Guns with a high rate of fire are preferable to high-damage weapons.
Claymore is good during Hardcore matches since the explosion from any proximity will kill the victim, though SitRep/Hacker and both iterations of Blast Shield can be used to counter this.
Damage-boosting perks (Stopping Power, Fireworks, etc.) are not recommended, as the damage is so high enough already that the effect is negligible. Same goes for damage negating perks, too, such as Juggernaut.
Hardcore can be used as a resource to get weapon attachments that otherwise would be difficult to achieve. For example, the sniper rifles with silencers would (in core) be quite difficult to get a one shot kill with; in Hardcore, it becomes easy. It is also easy to receive XP from perk challenges, as Stopping Power is not needed.
Heartbeat Sensors are very good alternative for the missing radar, though not as effective.
Watch for teammates before using any weapons with splash damage, as the splash damage may kill the player’s teammate.
Last Stand/Second Chance or Final Stand can be a difference between a kill or a death, as the pistol damage can easily kill an enemy.
Only use an EMP when there is an enemy killstreak in the air, as the HUD is already disabled in Hardcore modes, meaning the only thing the EMP can do is to destroy killstreaks and reducing some of the effects of attachments (though mostly negliable).
Reconnaissance is nearly useless since minimap is already disabled.