The useful question about modern warfare 2 captain price is income per hour, and almost nobody states it.

Short answer

Do the setup once properly, then repeat the short loop. That ordering is where the difference sits.

Daily and weekly caps make a theoretical hourly rate meaningless past a point. Anything advertised as unlimited has a rate limit somewhere. Patch notes move numbers around constantly; the shape of the answer holds even when a specific value shifts.

What to buy first

Idle income sounds appealing and is almost always the worst rate available. A method that was patched still shows up in search results for years afterwards. Where the game contradicts its own documentation, the game wins. Event weeks distort every comparison, and normal weeks are what you should plan around.

Bonus events distort every comparison, and they are also when it makes most sense to grind. Where something depends on your platform or region, that is called out rather than glossed over. Selling to a vendor and selling to players are different economies with different risks.

The loop worth repeating

Group multipliers change the ranking of methods completely, which is why lists disagree. Screenshots age faster than text, which is why this describes rather than shows. The best earner is usually whatever you will actually repeat without getting bored.

  • Buy whatever removes the most friction first.
  • Do the daily and weekly resets first — they are the best rate available.
  • Ask what a step is meant to achieve before deciding to skip it.
  • Finish the setup before starting the loop.

Events versus normal weeks

The cap on a given activity matters more than its headline number. Where two approaches both work, the one with fewer moving parts is the one to keep. In-game conversion rates are set to lose you value in one direction. Inflation is real in games with open markets, and older guides quote pre-inflation prices.

Older threads are worth reading for the reasoning rather than the conclusions. Setup cost only matters relative to how long you intend to keep playing. The first purchase should be whatever removes the most friction, not whatever is strongest.

Methods that aged badly

The interesting question is usually why the obvious approach fails. Time to first payout matters as much as the payout, especially for anything with a setup phase. A method that requires other players is not a reliable method.

Half the pages on this topic were written for a build that no longer exists, which is why they stop matching what you see. Storage and inventory limits quietly cap income in games that have them. Payout figures quoted without a time attached are marketing rather than information.

What it earns per hour

A specific answer beats a comprehensive one when you are in the middle of something. A purchase that increases your rate either pays for itself or it does not, and that maths is worth doing once. A method patched out often leaves a slower version behind that still works.

Where people go wrong

  • Skipping the prerequisite because it looked optional in someone else's summary.
  • Confusing a server-side outage with something broken locally.
  • Reading a summary of the patch notes instead of the patch notes.

Call of Duty FAQ

Why do other guides describe this differently?

Most were written for an earlier version and never revisited. Compare the steps against what your build actually shows.

Is this still accurate after the latest Call of Duty update?

The method is; individual numbers may not be. If a value on your screen differs, trust the screen and keep the sequence.

Do I need other players?

For some activities the multiplier is large enough to matter. For the rest, solo is fine and less coordination.

Do I need anything else set up first?

No. Where a step assumes something, it says so at that point rather than up front.

Anything that shifts with the next Call of Duty update will show up as a changed number, not a changed approach.