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Difference between revisions of "Call of Duty: Ghosts"
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==Beretta M9A1== | ==Beretta M9A1== | ||
− | The [[Beretta M9A1]] is a common starting weapon in singleplayer missions, and seems to be the standard sidearm for US forces | + | The [[Beretta M9A1]] is a common starting weapon in singleplayer missions, and seems to be the standard sidearm for US forces. It is always shown with tritium illuminated sights, an accessory rail in front of the rear sight, and a mounted Inforce APL flashlight that has no in-game function. In Extinction mode it is incorrectly shown firing in bursts. It has an incorrect 12-round magazine by default (which is possible on the .40 S&W [[Beretta 96 pistol series|Beretta 96]] instead), but the extended magazine attachment and the Extinction variant give a correct 18-round capacity (18-round magazines do exist for the 92 series). The top rail serves no purpose, since the M9A1 has no ability to accept sight attachments in-game. |
[[Image:BerettaM9A1.jpg|thumb|none|400px|Beretta M9A1 - 9x19mm]] | [[Image:BerettaM9A1.jpg|thumb|none|400px|Beretta M9A1 - 9x19mm]] | ||
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[[File:CODG M9A1 (1).jpg|thumb|none|600px|Feeling particularly [[Hard Boiled|hard-boiled]], he exacts revenge on a squad of Federation troops that gunned down some scavenging civilians. ]] | [[File:CODG M9A1 (1).jpg|thumb|none|600px|Feeling particularly [[Hard Boiled|hard-boiled]], he exacts revenge on a squad of Federation troops that gunned down some scavenging civilians. ]] | ||
[[File:CODG M9A1 (2).jpg|thumb|none|600px|Hitting the M9A1's slide release on a dry reload.]] | [[File:CODG M9A1 (2).jpg|thumb|none|600px|Hitting the M9A1's slide release on a dry reload.]] | ||
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==MP-443 Grach== | ==MP-443 Grach== | ||
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[[Image:MP433Grach.jpg|none|thumb|400px|MP-443 "Grach" - 9x19mm]] | [[Image:MP433Grach.jpg|none|thumb|400px|MP-443 "Grach" - 9x19mm]] | ||
− | [[Image:CoDGhosts-MP443-1.jpg|thumb|600px|none|Logan reloads his MP-443 in "Severed Ties," wondering when "Impact" became a proper noun.]] | + | [[Image:CoDGhosts-MP443-1.jpg|thumb|600px|none|Logan reloads his MP-443 in "Severed Ties," wondering when "Impact" became a proper noun. Note that the safety is on.]] |
[[File:CODG MP-443 (1).jpg|thumb|none|600px|Iron sights of the pistol.]] | [[File:CODG MP-443 (1).jpg|thumb|none|600px|Iron sights of the pistol.]] | ||
[[File:CODG MP-443 (2).jpg|thumb|none|600px|Reloading a suppressed MP-443.]] | [[File:CODG MP-443 (2).jpg|thumb|none|600px|Reloading a suppressed MP-443.]] | ||
− | [[File:CODG MP-443 (3).jpg|thumb|none|600px|Rorke executes a prisoner with his MP-443.]] | + | [[File:CODG MP-443 (3).jpg|thumb|none|600px|Rorke executes a prisoner with his MP-443. Note the disengaged safety on the third-person model.]] |
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− | The [[SIG-Sauer P226 | + | ==SIG-Sauer P226 MK 25== |
+ | The [[SIG-Sauer P226 MK 25]] is a common starting weapon in singleplayer, sometimes with a suppressor, and the default starting weapon in Extinction mode. It has a capacity of 14 rounds in multiplayer, which does not match any version of the P226 but is closest to the 15-round mags of the 9x19mm P226; in singleplayer and Extinction mode it holds 12 rounds per magazine, correct for the .40 S&W and .357 SIG versions. The hammer always remains in a half-cocked position, even though it should be fully cocked after the first shot. Despite lacking the Navy Anchor insignia, the presence of an underbarrel MIL-STD 19-13 rail instead of the SIG proprietary one distinguishes it as a Mk 25 model. | ||
− | [[ | + | [[File:SIG 226 MK25.jpeg|thumb|none|400px|SIG-Sauer P226 Mk 25 TB - 9x19mm]] |
− | [[Image:P226 model CoDG.jpg|thumb|401px|none|The game's P226 pistol model. Note the two mirrored cuts in the barrel, which are not present on the real-life pistol. | + | [[Image:P226 model CoDG.jpg|thumb|401px|none|The game's P226 pistol model. Note the two mirrored cuts in the barrel, which are not present on the real-life pistol. Also note the bowdlerized "Sic Sohn" marking.]] |
− | [[Image:CoDGhosts-P226-1.jpg|thumb|600px|none|Logan holds a | + | [[Image:CoDGhosts-P226-1.jpg|thumb|600px|none|Logan holds a MK25 as an ill-conceived interrogation on a cargo plane's open ramp is interrupted by an even more ill-conceived rescue, all of which was apparently conceived straight from the infamous prologue sequence of [[Dark_Knight_Rises,_The#Heckler_.26_Koch_USP_Compact|The Dark Knight Rises]].]] |
− | [[File:CODG P226 (1).jpg|thumb|none|600px|After surviving the skyjacking, Logan's SIG gains an Osprey suppressor and is paired with both a wrist mounted heartbeat sensor and tactical knife.]] | + | [[File:CODG P226 (1).jpg|thumb|none|600px|After surviving the skyjacking, Logan's SIG gains an Osprey suppressor and is paired with both a wrist mounted heartbeat sensor and tactical knife. When empty, it looks like the slide doesn't go far back enough to engage the slide release.]] |
[[File:CODG P226 (2).jpg|thumb|none|600px|Releasing the slide. At least he is still able to shoot at men, after being thrown from a plane.]] | [[File:CODG P226 (2).jpg|thumb|none|600px|Releasing the slide. At least he is still able to shoot at men, after being thrown from a plane.]] | ||
− | [[File:CODG P226 (3).jpg|thumb|none|600px|Elias aims a | + | [[File:CODG P226 (3).jpg|thumb|none|600px|Elias aims a MK25 at a Venezuelan soldier in the "Legends Never Die" flashback.]] |
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==Taurus Raging Bull== | ==Taurus Raging Bull== | ||
+ | The [[Taurus Raging Bull]] appears in the game as the ".44 Magnum", equipped with a top rail. Despite its name, the barrel marking clearly indicates that it is chambered in .454 Casull. The barrel also labels the weapon as a "Roaring Wolf," presumably to avoid Taurus' trademark. | ||
− | + | It appears only once in the campaign, in the hands of villain Rorke; when Logan briefly has control of it, it is shown firing in double-action mode. In multiplayer and Extinction, it operates in single-action mode; it has a capacity of six shots, despite that a .454 Casull Raging Bull should only have five rounds in the cylinder, whereas the .44 Magnum version would correctly have six rounds. In Extinction mode, it is the first alternative starting weapon available, and unlocks at level 7. Also notable is that, when upgraded to level 2 in Extinction via skill points, the cylinder capacity is incorrectly changed to 9 rounds, which is impossible for any caliber variant of the Raging Bull (though 8-round cylinders exist). It can incorrectly be suppressed, as with the [[Taurus Raging Judge]] in ''[[Call of Duty: Black Ops II]]''. | |
In multiplayer it can, rather pointlessly, be dual-wielded with ACOG scopes fitted to both weapons (as there is no way to aim dual-wielded weapons in the CoD series); getting a large number of kills with this setup unlocks a badge called "Clueless." | In multiplayer it can, rather pointlessly, be dual-wielded with ACOG scopes fitted to both weapons (as there is no way to aim dual-wielded weapons in the CoD series); getting a large number of kills with this setup unlocks a badge called "Clueless." | ||
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[[Image:Taurus Raging Bull.JPG|thumb|none|400px|Taurus Raging Bull - .44 Magnum]] | [[Image:Taurus Raging Bull.JPG|thumb|none|400px|Taurus Raging Bull - .44 Magnum]] | ||
[[Image:CoDGhosts-Taurus-1.jpg|thumb|600px|none|The player character in Extinction mode holds a Raging Bull as the match starts, a helpful officer explaining that humanity has yet to realize that a maximum of four people is not a good size for a world-saving task force. Then again, if it was good [[Call of Duty: World at War|enough]] [[Call of Duty: Black Ops|for]] [[Call of Duty: Black Ops II|Zombies]]...]] | [[Image:CoDGhosts-Taurus-1.jpg|thumb|600px|none|The player character in Extinction mode holds a Raging Bull as the match starts, a helpful officer explaining that humanity has yet to realize that a maximum of four people is not a good size for a world-saving task force. Then again, if it was good [[Call of Duty: World at War|enough]] [[Call of Duty: Black Ops|for]] [[Call of Duty: Black Ops II|Zombies]]...]] | ||
[[File:CODG Raging Bull (1).jpg|thumb|none|600px|Aiming the Raging Bull.]] | [[File:CODG Raging Bull (1).jpg|thumb|none|600px|Aiming the Raging Bull.]] | ||
− | [[File:CODG Raging Bull (2).jpg|thumb|none|600px|Cocking the hammer.]] | + | [[File:CODG Raging Bull (2).jpg|thumb|none|600px|Cocking the hammer. The player character cocks the hammer after every shot except after firing the last round in the cylinder.]] |
− | [[File:CODG Raging Bull (3).jpg|thumb|none|600px|Ejecting shells out of the cylinder.]] | + | [[File:CODG Raging Bull (3).jpg|thumb|none|600px|Ejecting shells out of the cylinder. This is a non-empty reload, so the hammer is cocked here; this is impossible in reality because the cylinder cannot be swung out with the hammer cocked. Note also that the crane stays in place within the gun, meaning that the cylinder is simply hovering in place.]] |
− | [[File:CODG Raging Bull (6).jpg|thumb|none|600px|Tossing the speed loader away; note that the shell casing textures are part of its model even though it is empty.]] | + | [[File:CODG Raging Bull (6).jpg|thumb|none|600px|Tossing the speed loader away; note that the shell casing textures (which for some reason have struck primers) are part of its model even though it is empty.]] |
− | [[File:CODG Raging Bull (4).jpg|thumb|none|600px| | + | [[File:CODG Raging Bull (4).jpg|thumb|none|600px|When reloading from empty, the player character pulls the hammer back after loading and throwing out the speed loader. Like the error in the non-empty reloads, this is also physically impossible as a revolver cannot be cocked while the cylinder is out of place.]] |
[[File:CODG Raging Bull (5).jpg|thumb|none|600px|Closing the cylinder shut. When reloaded with the "Tactical Knife" attachament, it uses the same animations as the Colt Anaconda from the previous games.]] | [[File:CODG Raging Bull (5).jpg|thumb|none|600px|Closing the cylinder shut. When reloaded with the "Tactical Knife" attachament, it uses the same animations as the Colt Anaconda from the previous games.]] | ||
==VBR-Belgium PDW== | ==VBR-Belgium PDW== | ||
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The [[VBR-Belgium PDW]] machine pistol, referred to as the "PDW," appears late in the campaign in the missions "Severed Ties" and "The Ghost Killer." The standard VBR in multiplayer has a 12-round magazine and is incorrectly shown firing 3-round bursts, while the gold-plated variant available with the June 3rd patch gets a 20-round magazine and a correct fully-automatic fire mode. The singleplayer version is fully-automatic by default and has a 32-round magazine. While this ammo count would be possible with a 33-round Glock 18 magazine, the weapon is shown with a non-projecting magazine which would not have anything like this capacity; the model appears to be a 19-round Glock 18 magazine. For some reason, the charging handle is always pulled after reloading, regardless of whether the magazine was empty or not. | The [[VBR-Belgium PDW]] machine pistol, referred to as the "PDW," appears late in the campaign in the missions "Severed Ties" and "The Ghost Killer." The standard VBR in multiplayer has a 12-round magazine and is incorrectly shown firing 3-round bursts, while the gold-plated variant available with the June 3rd patch gets a 20-round magazine and a correct fully-automatic fire mode. The singleplayer version is fully-automatic by default and has a 32-round magazine. While this ammo count would be possible with a 33-round Glock 18 magazine, the weapon is shown with a non-projecting magazine which would not have anything like this capacity; the model appears to be a 19-round Glock 18 magazine. For some reason, the charging handle is always pulled after reloading, regardless of whether the magazine was empty or not. | ||
− | + | [[File:Vbr-b-compact.jpg|thumb|400px|none|VBR-Belgium PDW - 7.92x24mm]] | |
− | [[ | + | [[File:CoDGhost-VBRPDW-1.jpg|thumb|600px|none|Logan holds a VBR-Belgium PDW equipped with an ACOG scope after clearing out the control room in "Severed Ties."]] |
− | [[ | + | [[File:CoDGhosts-VBRPDW-2.jpg|thumb|600px|none|Logan finishes up a reload of a different VBR with a red dot sight; note the magazine is ''much'' too small for the weapon's 32-round capacity.]] |
− | [[ | + | [[File:CODG VBR (1).jpg|thumb|none|600px|Aiming the PDW. Note the weird aperture-sight like things along the sides of the rear sight.]] |
+ | [[File:CODG VBR (2).jpg|thumb|none|600px|Dumping out a magazine.]] | ||
+ | [[File:CODG VBR (3).jpg|thumb|none|600px|Sliding in a new one.]] | ||
+ | [[File:CODG VBR (4).jpg|thumb|none|600px|Yanking the charging handle; note that the weapon lacks an ejection port.]] | ||
=Submachine Guns= | =Submachine Guns= | ||
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==Daewoo K7== | ==Daewoo K7== | ||
− | The [[Daewoo K7]], referred to as the "K7," is an uncommon weapon in singleplayer, appearing in the missions "Sin City," "Severed Ties" and "The Ghost Killer," where Hesh also uses one. It is one of the weapons which features an integral suppressor, which in gameplay terms means it has one without the player having to give it the "silencer" attachment in multiplayer. Interestingly, the weapon features the same reloading action as the | + | The [[Daewoo K7]], referred to as the "K7," is an uncommon weapon in singleplayer, appearing in the missions "Sin City," "Severed Ties" and "The Ghost Killer," where Hesh also uses one. It is one of the weapons which features an integral suppressor, which in gameplay terms means it has one without the player having to give it the "silencer" attachment in multiplayer. Interestingly, the weapon features the same reloading action as the UMP45 from previous games, but with a (obviously) different cocking action. |
− | [[ | + | [[File:Daewoo K7 red dot scope.jpg|thumb|none|400px|Daewoo K7 with picatinny rail and C-More Railway Series red dot sight - 9x19mm]] |
− | [[ | + | [[File:CoDGhosts-K7-1.jpg|600px|thumb|none|Logan reloads a K7 at the start of "Sin City;" note that this is one of the few weapons in the game to commit the classic FPS error of being shown with the safety on.]] |
[[File:CODG K7 (1).jpg|thumb|none|600px|Iron sights of the K7 and the aftermath of a headshot.]] | [[File:CODG K7 (1).jpg|thumb|none|600px|Iron sights of the K7 and the aftermath of a headshot.]] | ||
[[File:CODG K7 (2).jpg|thumb|none|600px|Reloading an empty magazine into the K7. It appears to use 32-round Uzi mags.]] | [[File:CODG K7 (2).jpg|thumb|none|600px|Reloading an empty magazine into the K7. It appears to use 32-round Uzi mags.]] | ||
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==Saab Bofors Dynamics CBJ-MS== | ==Saab Bofors Dynamics CBJ-MS== | ||
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The [[Saab Bofors Dynamics CBJ-MS]] is used by Federation forces, mostly during indoor levels. It has the highest rate of fire of any weapon in the game, but is otherwise fairly mediocre. It incorrectly holds 32 rounds in campaign and extinction, and 34 in multiplayer, instead of the real 30-round capacity. In multiplayer, it is described as having custom armor-piercing tungsten rounds, which, apart from the "custom" bit, is a reasonable description of the special saboted 6.5x25mm round the CBJ-MS can fire. Unlike the PM-9 from Modern Warfare 3, the character does hold the foregrip, although they only bother to hold it properly if the "Foregrip" attachment is added. | The [[Saab Bofors Dynamics CBJ-MS]] is used by Federation forces, mostly during indoor levels. It has the highest rate of fire of any weapon in the game, but is otherwise fairly mediocre. It incorrectly holds 32 rounds in campaign and extinction, and 34 in multiplayer, instead of the real 30-round capacity. In multiplayer, it is described as having custom armor-piercing tungsten rounds, which, apart from the "custom" bit, is a reasonable description of the special saboted 6.5x25mm round the CBJ-MS can fire. Unlike the PM-9 from Modern Warfare 3, the character does hold the foregrip, although they only bother to hold it properly if the "Foregrip" attachment is added. | ||
− | + | [[File:CBJ-MS.jpg|thumb|none|400px|Saab Bofors Dynamics CBJ-MS - 6.5x25mm CBJ-MS]] | |
− | [[ | + | [[File:CBJ-MS model CoDG.jpg|thumb|none|400px|The in-game CBJ-MS model. Note the Noveske flash hider and entirely useless flashlight.]] |
− | [[ | + | [[File:CoDGhosts-CBJ-1.jpg|600px|thumb|none|Logan holds a CBJ-MS as he celebrates his capture of the enemy's inexplicable indoor patio.]] |
− | [[ | + | [[File:CODG CBJ-MS (1).jpg|thumb|none|600px|Shoving a fresh stick magazine into the CBJ; said magazine appears to have been modeled off an extended 9x19mm [[Glock]] magazine, albeit altered to feed/sit straight (i.e. with a perpendicular baseplate and body).]] |
− | [[File:CODG CBJ-MS (1).jpg|thumb|none|600px| | ||
[[File:CODG CBJ-MS (2).jpg|thumb|none|600px|Pulling the charging handle.]] | [[File:CODG CBJ-MS (2).jpg|thumb|none|600px|Pulling the charging handle.]] | ||
[[File:CODG CBJ-MS (3).jpg|thumb|none|600px|Aiming a snow-camouflaged CBJ-MS.]] | [[File:CODG CBJ-MS (3).jpg|thumb|none|600px|Aiming a snow-camouflaged CBJ-MS.]] | ||
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[[Image:CoDGhosts-Vector-1.jpg|600px|thumb|none|Logan climbs down the outside of a building holding a suppressed TDI Vector in "Federation Day," glad that the high-tech future does not include security cameras.]] | [[Image:CoDGhosts-Vector-1.jpg|600px|thumb|none|Logan climbs down the outside of a building holding a suppressed TDI Vector in "Federation Day," glad that the high-tech future does not include security cameras.]] | ||
[[File:CODG Vector (1).jpg|thumb|none|600px|Reloading the Vector with its Glock 21 magazine fitted with the KRISS "25+" extension.]] | [[File:CODG Vector (1).jpg|thumb|none|600px|Reloading the Vector with its Glock 21 magazine fitted with the KRISS "25+" extension.]] | ||
− | [[File:CODG Vector (2).jpg|thumb|none|600px|Pressing the bolt release.]] | + | [[File:CODG Vector (2).jpg|thumb|none|600px|Pressing the bolt release. Note the pressure pad that is supposed to be connected to the internal flashlight.]] |
[[Image:CoDGhosts-Vector-2.jpg|600px|thumb|none|Keegan and Hesh hold suppressed Vectors as the Ghost unit quickly determines the flaw in Rorke's plan to issue threats using an invincible television set.]] | [[Image:CoDGhosts-Vector-2.jpg|600px|thumb|none|Keegan and Hesh hold suppressed Vectors as the Ghost unit quickly determines the flaw in Rorke's plan to issue threats using an invincible television set.]] | ||
[[File:CODG Vector (3).jpg|thumb|none|600px|Logan unfolds his Vector's stock after getting out of a helicopter in "Severed Ties".]] | [[File:CODG Vector (3).jpg|thumb|none|600px|Logan unfolds his Vector's stock after getting out of a helicopter in "Severed Ties".]] | ||
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=Shotguns= | =Shotguns= | ||
− | == | + | ==UTAS UTS-15== |
− | + | The [[UTAS UTS-15]] only appears in multiplayer and Extinction, and is referred to as the "Tac 12." The version shown in the game is the initial "Gen 1" variant, with the notoriously fragile hooked tube selector the most obvious sign of this. The player character apparently only uses the left tube, since reload animations only show the player character loading the left tube. The tube selector is pointed partway to the right, which indicates feeding from the left tube, assuming it even feeds in this position. While only using the left tube means the weapon should only have a capacity of 6+1 rounds (since it appears to be firing 3" shells), the capacity in multiplayer is actually 10 rounds (15 with extended mags). In addition, the "windows" in the top of the tube magazines always show the weapon to be completely loaded with six shells visible on each side; it also incorrectly ejects spent shells out of what appears to be the right side of the forend, rather than through the ejection port in the stock. | |
− | The [[UTAS UTS-15]] only appears in multiplayer and Extinction, and is referred to as the "Tac 12." The version shown in the game is the initial "Gen 1" variant, with the notoriously fragile hooked tube selector the most obvious sign of this. The | + | [[File:UTAS UTS-15.jpg|thumb|none|400px|UTAS UTS-15 (Gen 1) - 12 gauge]] |
− | + | [[File:Tac 12 model CoDG.jpg|thumb|none|400px|The in-game UTAS UTS-15 model.]] | |
− | [[ | + | [[File:CoDGhosts-UTS-1.jpg|thumb|none|600px|The player character in multiplayer holds a UTS-15 equipped with an EOTech optic and a foregrip; this is the multiplayer version, which replaces the switches on the side of the EOLAD-1V with a damage indicator display. Note six visible shells in the window at the top of the tube magazine and the tube selector pushed partway to the right.]] |
− | [[ | ||
− | [[ | ||
[[File:CODG UTS-15 (1).jpg|thumb|none|600px|Aiming the UTS.]] | [[File:CODG UTS-15 (1).jpg|thumb|none|600px|Aiming the UTS.]] | ||
[[File:CODG UTS-15 (2).jpg|thumb|none|600px|Reloading the left magazine tube.]] | [[File:CODG UTS-15 (2).jpg|thumb|none|600px|Reloading the left magazine tube.]] | ||
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==Heckler & Koch FABARM FP6== | ==Heckler & Koch FABARM FP6== | ||
+ | The [[Heckler & Koch FABARM FP6]], called the "FP6," is not available to the player in the campaign; only Hesh carries one without the stock on his back, although he never uses it (similarly to Vasquez's Winchester 1200 in ''[[Call of Duty 4: Modern Warfare]]''). However, the FP6 is available in Extinction mode and multiplayer. | ||
− | + | The reload, interestingly, shows the player character's hand with the correct number of rounds in it to reload the tube, rather than being a cycled one-at-a-time animation as is common in games (though the pump is still always operated after reloading, even if the tube wasn't empty). Because of each of the weapon's five possible reload animations appear to be hard coded to one of the five possible magazine states at the start of the reload, it is impossible to interrupt the weapon's reloading animation by firing. For likely similar reasons, the FP6 doesn't have an "extended mags" attachment, even though the capacity of the real FP6 magazine tube can be extended from 5 to 7 shells. | |
− | + | [[File:Fabarmgripstock.jpg|thumb|none|400px|FABARM Martial Ultrashort with collapsible stock - 12 gauge]] | |
− | [[ | + | [[File:CoDGhosts-FP6-1.jpg|thumb|none|600px|The player character in Extinction mode holds a FABARM as a Cryptid admires his laser drill. The FABARM is one of the better weapons in Extinction, having good one-hit kills within the range that most Cryptids will attack.]] |
− | [[ | ||
[[File:CODG FABARM (1).jpg|thumb|none|600px|Aiming the FP6.]] | [[File:CODG FABARM (1).jpg|thumb|none|600px|Aiming the FP6.]] | ||
− | [[File:CODG FABARM (2).jpg|thumb|none|600px|Reloading.]] | + | [[File:CODG FABARM (2).jpg|thumb|none|600px|Reloading; note that this particular FP6 has been fitted with a folding vertical foregrip.]] |
− | [[File:CODG FABARM (3).jpg|thumb|none|600px|Pumping the shotgun.]] | + | [[File:CODG FABARM (3).jpg|thumb|none|600px|Pumping the shotgun at the end of a reload. The player character flips the weapon over to do this, showing off the ejection port; given that the bolt doesn't actually move when they do so, it's not at all clear why.]] |
==Metal Storm MAUL== | ==Metal Storm MAUL== | ||
− | + | The semi-automatic [[Metal Storm Weapons#Metal Storm MAUL|Multi-shot Accessory Underbarrel Launcher]], or MAUL, referred to as the "Bulldog," is sometimes seen in singleplayer in the hands of Federation soldiers. The Create-a-soldier icon showns it with two spare barrel/magazine tubes in the stock; these are never used for reloading in-game, with the player character instead seemingly grabbing one from their chest rig and seating it with a wince-inducing smack of the muzzle. It is also available in multiplayer as both a standalone weapon and an accessory for assault rifles, and can be found in the second area of Extinction mode. Only the standalone version in singleplayer has the correct capacity of 5 loads. In multiplayer and Extinction it has an incorrect capacity of 6 loads (9 with the "extended mags" attachment), and the underbarrel version available in multiplayer contains only 4. | |
− | The semi-automatic [[Metal Storm Weapons#Metal Storm MAUL|Multi-shot Accessory Underbarrel Launcher]], or MAUL, referred to as the "Bulldog," is sometimes seen in singleplayer in the hands of Federation soldiers. The Create-a-soldier icon showns it with two spare barrel/magazine tubes in the stock. It is also available in multiplayer as both a standalone weapon and an accessory for assault rifles, and can be found in the second area of Extinction mode. Only the standalone version in singleplayer has the correct capacity of 5 loads. In multiplayer and Extinction it has an incorrect capacity of 6 loads (9 with the "extended mags" attachment), and the underbarrel version available in multiplayer contains only 4. | ||
In a fairly obvious oversight by the developers, shotgun soldiers armed with MAULs will still be shown with holders for standard 12 gauge rounds attached to their webbing, even though they could not possibly be used by the MAUL. | In a fairly obvious oversight by the developers, shotgun soldiers armed with MAULs will still be shown with holders for standard 12 gauge rounds attached to their webbing, even though they could not possibly be used by the MAUL. | ||
− | + | [[File:MAUL Shotgun.jpg|thumb|none|400px|MAUL shotgun in standalone configuration - 12 gauge preloaded barrel]] | |
− | [[ | + | [[File:CoDGhosts-MAUL-2.jpg|thumb|600px|none|Logan holds a standalone MAUL in "No Man's Land" as he successfully secures the enemy's facilities.]] |
− | [[ | + | [[File:CoDGhosts-MAUL-1.jpg|thumb|600px|none|The player character in multiplayer reloads her MSBS assault rifle, equipped with an underbarrel MAUL. Unlike other ''Call of Duty'' games, there is no D-Pad selection; instead, an underbarrel weapon is fired using the grenade button.]] |
− | [[ | ||
==MTs255== | ==MTs255== | ||
− | + | During "No Man's Land," Hesh picks up an [[MTs255]] shotgun from a table and places it on his back; he will occasionally use it at close range in any mission where he is present. It seems it was a family weapon since he comments he never thought he would see it again, but it is not particularly clear why attention is drawn to it since his possession of it is never important to the story. The MTs255 appears occasionally in the hands of enemies; it is fitted with ''Modern Warfare 3's'' bracket-mounted accessory rail and illuminated sights. It seems the developers did not actually know how the shotgun operates, since the cylinder latch is marked as if it is a safety, and the cylinder is instead operated by lifting a throw lever just ahead of it; the hammer is also always in the uncocked position, but somehow goes ''further'' forward upon firing (such that the hammer ring hits the firing pin, which would require the actual hammer strike face to go completely through it), and then automatically resets itself afterwards. | |
− | During "No Man's Land," Hesh picks up an [[MTs255]] shotgun from a table and places it on his back; he will occasionally use it at close range in any mission where he is present. It seems it was a family weapon since he comments he never thought he would see it again, but it is not particularly clear why attention is drawn to it since his possession of it is never important to the story. The MTs255 appears occasionally in the hands of enemies; it is fitted with ''Modern Warfare 3's'' bracket-mounted accessory rail and illuminated sights. It seems the | + | [[File:MTs255.jpg|thumb|none|400px|MTs255 - 12 gauge]] |
− | + | [[File:CoDGhosts-MTs255-2.jpg|thumb|none|600px|Braving the rampant particle effects to discover their old family home, Logan and his brother Hesh (it's short for "David") come across a MTs255 on a table, but are interrupted by a passing earthquake.]] | |
− | [[ | + | [[File:CoDGhosts-MTs255-3.jpg|thumb|none|600px|While society was supposed to have collapsed, some parts are clearly still working on it.]] |
− | [[ | + | [[File:CoDGhosts-MTs255-1.jpg|thumb|none|600px|Logan holds an MTs255 with an EOTech EOLAD-1V sight as he makes his way through the Federation factory in "End of the Line," which in spite of the name is not the last mission.]] |
− | [[ | ||
− | [[ | ||
[[File:CODG MTs-225 (1).jpg|thumb|none|600px|The MTs-255 has a rather curious draw animation; apparently the stock has to be reattached whenever shotgun is acquired.]] | [[File:CODG MTs-225 (1).jpg|thumb|none|600px|The MTs-255 has a rather curious draw animation; apparently the stock has to be reattached whenever shotgun is acquired.]] | ||
[[File:CODG MTs-225 (2).jpg|thumb|none|600px|Snapping the stock in place.]] | [[File:CODG MTs-225 (2).jpg|thumb|none|600px|Snapping the stock in place.]] | ||
− | [[File:CODG MTs-225 (3).jpg|thumb|none|600px|Opening up the incorrect cylinder latch.]] | + | [[File:CODG MTs-225 (3).jpg|thumb|none|600px|Opening up the incorrect cylinder latch; following this, the player character tips the shotgun up to dump the shells out, rather than using the ejector rod as is necessary on the real weapon (since the shells expand upon firing and stick in the chambers).]] |
− | [[File:CODG MTs-225 (4).jpg|thumb|none|600px|Loading the cylinder.]] | + | [[File:CODG MTs-225 (4).jpg|thumb|none|600px|Loading the cylinder with a seemingly-fictional speedloader.]] |
[[File:CODG MTs-225 (5).jpg|thumb|none|600px|About to smack it closed.]] | [[File:CODG MTs-225 (5).jpg|thumb|none|600px|About to smack it closed.]] | ||
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==AAC Honey Badger== | ==AAC Honey Badger== | ||
− | + | The [[AAC Honey Badger]] seems to be a standard weapon for the Ghost unit; the version shown is equipped with a custom charging handle, Magpul MBUS Gen 2 sights and Magpul PMAGs. Like the K7, it is integrally suppressed, without the need for a suppressor attachment. It is first seen in the mission "Brave New World," used by Logan and Hesh. One of the first weapons shown in previews, it repeats a common ''Call of Duty'' error in that it is shown with the safety on, one of the few weapons in this game to commit that error. It correctly holds 30 rounds per magazine in campaign and multiplayer, but erroneously 35 in Extinction Chaos mode (as it was replaced by other assault rifles in later patches for standard Extinction). | |
− | The [[AAC Honey Badger]] seems to be a standard weapon for the Ghost unit; the version shown is equipped with a custom charging handle and Magpul PMAGs. Like the K7, it is integrally suppressed, without the need for a suppressor attachment. It is first seen in the mission "Brave New World," used by Logan and Hesh. One of the first weapons shown in previews, it repeats a common ''Call of Duty'' error in that it is shown with the safety on, one of the few weapons in this game to commit that error. It correctly holds 30 rounds per magazine in campaign and multiplayer, but erroneously 35 in Extinction. | + | [[File:AAC honey badger.jpg|thumb|none|400px|AAC Honey Badger with magazine removed - .300 AAC Blackout (7.62x35mm)]] |
− | + | [[File:Honey Badger model CoDG.jpg|thumb|none|400px|The in-game Honey Badger model.]] | |
− | [[ | + | [[File:CoDGhosts-HoneyBadger-1.jpg|600px|thumb|none|Logan holds a Honey Badger at the start of "Brave New World" as he and his brother make their way through an abandoned theater. Note that the charging handle has an extended latch similar to the Guntec Gen 4 latch.]] |
− | [[ | ||
− | [[ | ||
[[File:CODG Honeybadger (1).jpg|thumb|none|600px|Extending the stock on the draw animation of the Honey Badger.]] | [[File:CODG Honeybadger (1).jpg|thumb|none|600px|Extending the stock on the draw animation of the Honey Badger.]] | ||
− | [[File:CODG Honeybadger (2).jpg|thumb|none|600px|Flinging a PMAG out of the Honey Badger.]] | + | [[File:CODG Honeybadger (2).jpg|thumb|none|600px|Flinging a still-loaded PMAG out of the Honey Badger. Note that the receiver's model and texture are mirrored; as a result, it lacks several key features, like a magazine release and ejection port - as with the FP6, it's not clear why the weapon was animated in a way that makes this apparent.]] |
− | [[File:CODG Honeybadger (3).jpg|thumb|none|600px|Holding up a new one.]] | + | [[File:CODG Honeybadger (3).jpg|thumb|none|600px|Holding up a new one. The rounds in the magazine appear to be 5.56x45mm NATO; while the later Q Honey Badger would be offered in this caliber, the AAC version that existed when ''Ghosts'' came out was only offered in .300 Blackout.]] |
− | [[File:CODG Honeybadger (4).jpg|thumb|none|600px|Pulling the | + | [[File:CODG Honeybadger (4).jpg|thumb|none|600px|Pulling the extended charging handle latch.]] |
− | [[File:CODG Honeybadger (5).jpg|thumb|none|600px|Magpul | + | [[File:CODG Honeybadger (5).jpg|thumb|none|600px|Magpul MBUS iron sights of the Honey Badger; the actual rear aperture has been removed and replaced by a rather meager "U" shape.]] |
[[File:CODG Honeybadger (6).jpg|thumb|none|600px|When reloading with the "Sleight of Hand" perk, the bolt release is smacked instead of the charging handle being yanked.]] | [[File:CODG Honeybadger (6).jpg|thumb|none|600px|When reloading with the "Sleight of Hand" perk, the bolt release is smacked instead of the charging handle being yanked.]] | ||
− | ==AK-12 | + | ==AK-12 Prototype== |
− | + | The 2012 prototype of the [[AK-12]] (based on the canceled AK-200 derivative) is used by Federation troops, as a replacement for the series' long-running anachronistic use of AK-47s. The AK-12 has a 30-round magazine in singleplayer and multiplayer (which increases to 45 with the "extended mags" attachment, which doesn't actually change the model of the magazine), and 40 in Extinction mode. The reload animation is unusual; the player character rests the new magazine against the old, swaps them with the magazines held together, then quickly pulls the old magazine away and retains it instead of dropping it or throwing it like it's about to explode as is more usual for the series. "7.62x39mm" is written on the receiver, but the magazine model is that of the 5.45x39mm version. | |
− | [[ | + | [[File:AK-12 2012.jpg|thumb|none|400px|AK-12 - 5.45x39mm, 2012 prototype]] |
[[Image:CoDGhosts-AK-1.jpg|600px|thumb|none|Reacting with disgust at Hesh and Logan's cowardly attempt to get the dog to breach a room for them, a group of Federation soldiers proceed to burst through the door, knee Hesh in the groin and breach the room themselves.]] | [[Image:CoDGhosts-AK-1.jpg|600px|thumb|none|Reacting with disgust at Hesh and Logan's cowardly attempt to get the dog to breach a room for them, a group of Federation soldiers proceed to burst through the door, knee Hesh in the groin and breach the room themselves.]] | ||
[[File:CODG AK12 (1).jpg|thumb|none|600px|Logan performs the tacticool reload with a pilfered AK-12.]] | [[File:CODG AK12 (1).jpg|thumb|none|600px|Logan performs the tacticool reload with a pilfered AK-12.]] | ||
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==Beretta ARX-160== | ==Beretta ARX-160== | ||
The [[Beretta ARX-160]] is referred to as the "ARX-160" in game. In singleplayer, it is only seen in the outer space mission "Loki," where it incorrectly fires in 2-round bursts; in multiplayer it is correctly shown as fully automatic. Unlike the X95, it defaults to its white "OSA" space skin in multiplayer. The magazine features odd black-cased rounds with "CO2" printed on them, possibly implying they are filled with pressurized gas (despite the fact that such a round could hardly achieve any sort of lethal muzzle velocity, and that tests have shown standard ammunition is perfectly capable of firing in a vacuum), and the STANAG-style magazine is also labelled as 5.45x39mm. In multiplayer, it includes a remarkably hideous built-in laser sight and a vaguely defined ability to have reduced recoil for the first three rounds of every burst. | The [[Beretta ARX-160]] is referred to as the "ARX-160" in game. In singleplayer, it is only seen in the outer space mission "Loki," where it incorrectly fires in 2-round bursts; in multiplayer it is correctly shown as fully automatic. Unlike the X95, it defaults to its white "OSA" space skin in multiplayer. The magazine features odd black-cased rounds with "CO2" printed on them, possibly implying they are filled with pressurized gas (despite the fact that such a round could hardly achieve any sort of lethal muzzle velocity, and that tests have shown standard ammunition is perfectly capable of firing in a vacuum), and the STANAG-style magazine is also labelled as 5.45x39mm. In multiplayer, it includes a remarkably hideous built-in laser sight and a vaguely defined ability to have reduced recoil for the first three rounds of every burst. | ||
− | [[ | + | [[File:ARX160.jpg|thumb|none|400px|Beretta ARX-160 - 5.56x45mm NATO]] |
− | [[ | + | [[File:ARX-160 model CoDG.jpg|thumb|none|400px|A render of the game's third-person model, which is less detailed than the viewmodel, most notably the flash hider. The weapon has the fire selector lever of early ARX-160 versions, incorrectly set to safe. However, the selector markings (not visible here) are shown at the opposite end of the switch (like [[:File:Arx-160 12-inch.jpg|later models]]), resulting in them being incorrectly at the bottom left of the selector rather than the top. Moreover, they read "S-1-R" on the left side of the gun rather than "R-1-S".]] |
− | [[ | + | [[File:Arx-160 ghosts.jpg|thumb|none|600px|ARX-160 developer model as seen in the developer trailer.]] |
− | [[ | + | [[File:CoDGhosts-ARX-1.jpg|thumb|600px|none|One-off character Sergeant Thompson holds an ARX-160 during the attack on the enemy space station in "Loki." For some reason, the ARX-160 is the only weapon available during this level.]] |
[[File:CoD Ghosts ARX reloading in space.jpg|thumb|600px|none|Thompson reloading his space ARX. Here the odd bullets can be seen. Also note the FN EGLM and incorrect "battery cover open" marking on the elevation adjustment cover of the ACOG scope.]] | [[File:CoD Ghosts ARX reloading in space.jpg|thumb|600px|none|Thompson reloading his space ARX. Here the odd bullets can be seen. Also note the FN EGLM and incorrect "battery cover open" marking on the elevation adjustment cover of the ACOG scope.]] | ||
− | [[File:CODG ARX-160 (1).jpg|thumb|none|600px| | + | [[File:CODG ARX-160 (1).jpg|thumb|none|600px|The draw animation of the ARX-160: the player character unfolds the weapon's Magpul-esque stock.]] |
[[File:CODG ARX-160 (2).jpg|thumb|none|600px|The iron sights of the ARX; these appear to be a "space-ified" version of the Honey Badger's MBUIS.]] | [[File:CODG ARX-160 (2).jpg|thumb|none|600px|The iron sights of the ARX; these appear to be a "space-ified" version of the Honey Badger's MBUIS.]] | ||
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[[File:COD CZ805 (1).jpg|thumb|none|600px|Iron sights of the CZ.]] | [[File:COD CZ805 (1).jpg|thumb|none|600px|Iron sights of the CZ.]] | ||
[[File:COD CZ805 (2).jpg|thumb|none|600px|Inserting a mag into a red-dot sight equipped BREN during a mid-magazine reload. Note the absent 3D components on the lower receiver...]] | [[File:COD CZ805 (2).jpg|thumb|none|600px|Inserting a mag into a red-dot sight equipped BREN during a mid-magazine reload. Note the absent 3D components on the lower receiver...]] | ||
− | [[File:COD CZ805 (3).jpg|thumb|none|600px|...while they reappear on this vanilla model. The empty reload has the character knock out the spent magazine with a fresh one.]] | + | [[File:COD CZ805 (3).jpg|thumb|none|600px|...while they reappear on this vanilla model. The empty reload has the character knock out the spent magazine with a fresh one. According to the markings, this is the A23 variants, which would make you wonder what has been changed since the last 22 iterations of the rifle.]] |
[[File:COD CZ805 (4).jpg|thumb|none|600px|Logan pulls the charging handle on his CZ 805 during the mission "Clockwork".]] | [[File:COD CZ805 (4).jpg|thumb|none|600px|Logan pulls the charging handle on his CZ 805 during the mission "Clockwork".]] | ||
==Diseños Casanave SC-2010== | ==Diseños Casanave SC-2010== | ||
− | |||
The [[FN FAL#Diseños Casanave SC-2010|SC-2010]], a Peruvian upgrade for the [[FN FAL]], is probably the most common Federation weapon in singleplayer, where it can be found with a variety of accessories in most missions. It is also available in multiplayer and is found in the first area of Extinction mode, where for some reason it is restricted to semi-automatic fire only and to a lower 24-round capacity compared to the 30-round capacity seen in campaign and multiplayer (the latter is still not appropriate, since the weapon model uses a 20-round magazine). | The [[FN FAL#Diseños Casanave SC-2010|SC-2010]], a Peruvian upgrade for the [[FN FAL]], is probably the most common Federation weapon in singleplayer, where it can be found with a variety of accessories in most missions. It is also available in multiplayer and is found in the first area of Extinction mode, where for some reason it is restricted to semi-automatic fire only and to a lower 24-round capacity compared to the 30-round capacity seen in campaign and multiplayer (the latter is still not appropriate, since the weapon model uses a 20-round magazine). | ||
− | + | [[File:SC-2010.jpg|thumb|none|400px|SC-2010HPMWS with RIS foregrip and M68 Aimpoint red dot scope - 7.62x51mm NATO. This is a photoshopped official image from Diseños Casanave.]] | |
− | [[File:SC-2010.jpg|thumb|none|400px|SC- | ||
[[File:SC-2010 model CoDG.jpg|thumb|none|400px|The in-game SC-2010 model.]] | [[File:SC-2010 model CoDG.jpg|thumb|none|400px|The in-game SC-2010 model.]] | ||
[[File:CoDGhosts-SC2010-1.jpg|600px|thumb|none|Logan sneaks through the jungle with a suppressed SC-2010 in "The Hunted."]] | [[File:CoDGhosts-SC2010-1.jpg|600px|thumb|none|Logan sneaks through the jungle with a suppressed SC-2010 in "The Hunted."]] | ||
[[File:CODG SC-2010 (1).jpg|thumb|none|600px|ADS of the SC-2010.]] | [[File:CODG SC-2010 (1).jpg|thumb|none|600px|ADS of the SC-2010.]] | ||
− | [[File:CODG SC-2010 (2).jpg|thumb|none|600px|Performing a tactical reload with the new mag in hand; this is the "Sleight of Hand" animation.]] | + | [[File:CODG SC-2010 (2).jpg|thumb|none|600px|Performing a tactical reload with the new mag in hand; this is the "Sleight of Hand" animation. Without Sleight of Hand, the user presses the magazine release with their left hand and manually removes the magazine. With Sleight of Hand, the user hits the magazine release with a new magazine and knocks out the old mag. In both cases, the bolt release is incorrectly depicted as the magazine release.]] |
− | [[File:CODG SC-2010 (3).jpg|thumb|none|600px|Letting the charging handle go on a full reload. | + | [[File:CODG SC-2010 (3).jpg|thumb|none|600px|Letting the charging handle go on a full reload. During the whole reloading process the operator maintains a surprisingly consistent awful trigger discipline.]] |
− | |||
− | |||
− | |||
− | |||
− | [[ | + | ==FAD== |
− | [[ | + | The [[FAD Assault Rifle|FAD]] is one of the most common weapons among the Federation forces seen in singleplayer; it is redesigned from ''Modern Warfare 3'', with a non-slip style surface texture and less fiddly-looking iron sights, though these are less true to the sights of the real weapon as a result. It is shown, oddly, with a two-setting safe/fire selector, while the real weapon has both semi and full auto modes; the in-game FAD is auto only. It has a correct capacity of 30 rounds in campaign, but an incorrect 42-round one in multiplayer. Unlike ''Modern Warfare 3'', the character actually bothers to chamber a round after an empty reload, giving the charging handle an underhand tug. |
− | [[ | + | [[File:I-i07-12-036fad-peru4.jpg|thumb|none|400px|FAD assault rifle - 5.56x45mm NATO]] |
− | [[File:CODG FAD (1).jpg|thumb|none|600px|Elias flips the safety off on the latest FAD he picked up.]] | + | [[File:FAD model CoDG.jpg|thumb|none|400px|The in-game FAD model. Note the slightly differently-shaped, simpler-looking furniture compared to the reference image.]] |
− | [[File:CODG FAD (2).jpg|thumb|none|600px|Inserting a STANAG magazine into the FAD's left magwell.]] | + | [[File:CoDGhosts-FAD-1.jpg|thumb|600px|none|During the flashback level "Legends Never Die," Elias holds a FAD assault rifle.]] |
+ | [[File:CODG FAD (1).jpg|thumb|none|600px|Elias flips the safety off on the latest FAD he picked up; this serves as the weapon's draw animation. Note the "FUSIL AUTOMATICO DOBLE" marking on the side of the receiver; this is the weapon's full name, and what "FAD" stands for.]] | ||
+ | [[File:CODG FAD (2).jpg|thumb|none|600px|Inserting a STANAG magazine into the FAD's left-canted magwell.]] | ||
== Heckler & Koch G28== | == Heckler & Koch G28== | ||
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[[File:CODG G28 (2).jpg|thumb|none|600px|Using the base scope of the G28.]] | [[File:CODG G28 (2).jpg|thumb|none|600px|Using the base scope of the G28.]] | ||
[[File:CODG G28 (3).jpg|thumb|none|600px|And aiming down its iron sights.]] | [[File:CODG G28 (3).jpg|thumb|none|600px|And aiming down its iron sights.]] | ||
− | [[File:CODG G28 (4).jpg|thumb|none|600px|Reloading the G28.]] | + | [[File:CODG G28 (4).jpg|thumb|none|600px|Reloading the G28. The stack of rounds that are seen through the translucent magazine are actually separate from its model, and are instead seen levitating in a bugged state underneath the magwell when reloading.]] |
[[File:CODG G28 (5).jpg|thumb|none|600px|Mashing the bolt release tab.]] | [[File:CODG G28 (5).jpg|thumb|none|600px|Mashing the bolt release tab.]] | ||
− | == | + | == "M27-IAR" == |
+ | |||
+ | A custom AR-15 made of various parts and outfitted with an HK416 grip and stock appears in Ghosts as the M27 IAR, a variant of the HK416 used as a squad automatic weapon. It comes with a fictional Beta C-Mag/AK drum hybrid and is listed as a "light machine gun" in-game. The receiver model seems designed after a direct gas inpingement AR-15, with both the upper and lower looking like non-milspec parts, the upper specifically, which has a rail section that sits flat with the charging handle, instead of being raised to accommodate for the piston system like in the real M27 and HK416 (it even has a railed standard gas block at the end of the quad-rail). | ||
− | The | + | The whole gun itself is made to look battered and poorly serviced; the fire selector is completely missing, the handguard is held on with plastic ties, and a section of the rear sight is gone if the weapon has iron sights, leaving a crescent-moon shape. Both this section of the rear sight and the front sight pin are missing if the weapon mounts optics. The model is always shown with a (useless) bipod and a MagPul AFG, regardless of whether the "foregrip" attachment is used or not. Additionally, the Beta C-Mag appears to be backwards. |
[[Image:H&K M27 IAR.jpg|thumb|none|400px|Heckler & Koch M27 IAR - 5.56x45mm]] | [[Image:H&K M27 IAR.jpg|thumb|none|400px|Heckler & Koch M27 IAR - 5.56x45mm]] | ||
− | [[Image:CoDGhosts-IAR-1.jpg|thumb|600px|none|Logan holds an M27 | + | [[File:GGPSLIGHTRCVR67032.jpg|none|400px|thumb|Grey Ghost Precision Billet AR-15 Receiver, this seems to be what the in-game faux-M27's receiver is based on.]] |
− | [[File:CODG M27 IAR (1).jpg|thumb|none|600px|Logan acquires another IAR during the defense of Santa Monica; the draw animation has him rather dramatically yank the charging handle back.]] | + | [[Image:CoDGhosts-IAR-1.jpg|thumb|600px|none|Logan holds an M27 lookalike as he makes his way through a stadium which the devastating orbital bombardment has turned into a level from a videogame. Note the cable ties around the handguard, missing aperture of the folded-down rear sight, what looks like a Radian Raptor ambi charging handle and the shape of the receiver, reminiscent of some custom AR-15 receivers.]] |
+ | [[File:CODG M27 IAR (1).jpg|thumb|none|600px|Logan acquires another "IAR" during the defense of Santa Monica; the draw animation has him rather dramatically yank the charging handle back.]] | ||
[[File:CODG M27 IAR (2).jpg|thumb|none|600px|Aiming down the "crescent-moon" rear sight at a Russian Zubr hovercraft.]] | [[File:CODG M27 IAR (2).jpg|thumb|none|600px|Aiming down the "crescent-moon" rear sight at a Russian Zubr hovercraft.]] | ||
− | [[File:CODG M27 IAR (3).jpg|thumb|none|600px|Reloading the M27 IAR with a fresh fictional C-Mag after dumping the original. The C-Mag appears to incorrectly be made of stamped steel and its design more closely resembles two small | + | [[File:CODG M27 IAR (3).jpg|thumb|none|600px|Reloading the "M27-IAR" with a fresh fictional C-Mag after dumping the original. The C-Mag appears to incorrectly be made of stamped steel and its design more closely resembles two small 7.62x39mm Chinese style drums stuck together. Note how the lower receiver is not from a regular M27, as the custom trigger guard is integrated in the design, and doesn't seem interchangeable or removable.]] |
[[File:CODG M27 IAR (4).jpg|thumb|none|600px|Rather awkwardly thumbing the bolt release tab.]] | [[File:CODG M27 IAR (4).jpg|thumb|none|600px|Rather awkwardly thumbing the bolt release tab.]] | ||
− | == IMBEL IA2 == | + | ==IMBEL IA2== |
− | + | The [[FN FAL#IMBEL IA2|IMBEL IA2]] is referred to as the "IA-2." It is configured as a marksman rifle and is classified as such; it features a fixed stock instead of a folding stock, and is restricted to semi-automatic fire. It is one of Logan's starting weapons in "Federation Day". It has a 10-round magazine size in singleplayer (which is relatively correct, as FAL 10-rounders seem to have existed prior to the game's release, though the weapon is always modeled with the much more common 20-round magazine), but a strange 18-round capacity in multiplayer (27 with Extended Mags) and a slightly incorrect 21 in Extinction. | |
− | The [[FN FAL#IMBEL IA2|IMBEL IA2]] is referred to as the "IA-2 | + | [[File:IMBEL IA2 762.jpg|thumb|none|400px|IMBEL IA2 7.62mm Prototype - 7.62x51mm NATO]] |
− | + | [[File:Imbelia2.jpg|thumb|none|400px|Photoshopped mock-up of IMBEL IA2 7.62mm sniper rifle - 7.62x51mm NATO. This image was made by the Small Arms Illustrated project.]] | |
− | [[ | + | [[File:IA-2 model CoDG.jpg|thumb|none|400px|The in-game IMBEL IA2 model; note the polymer Thermold magazine.]] |
− | [[ | + | [[File:CoDGhosts-IA2-1.jpg|600px|thumb|none|Keegan strikes a dramatic pose with his suppressed IMBEL IA2 at the start of "Federation Day."]] |
− | [[ | ||
[[File:CODG IA2 (1).jpg|thumb|none|600px|Flipping off the safety when equipping the IA2.]] | [[File:CODG IA2 (1).jpg|thumb|none|600px|Flipping off the safety when equipping the IA2.]] | ||
[[File:CODG IA2 (2).jpg|thumb|none|600px|Aiming at the Federation's inverted pentagon symbol with the rifle's unique Leupold CQ/T scope.]] | [[File:CODG IA2 (2).jpg|thumb|none|600px|Aiming at the Federation's inverted pentagon symbol with the rifle's unique Leupold CQ/T scope.]] | ||
[[File:CODG IA2 (3).jpg|thumb|none|600px|Looking down the iron sights of another IMBEL rifle.]] | [[File:CODG IA2 (3).jpg|thumb|none|600px|Looking down the iron sights of another IMBEL rifle.]] | ||
− | [[File:CODG IA2 (4).jpg|thumb|none|600px|Inserting the polymer magazine.]] | + | [[File:CODG IA2 (4).jpg|thumb|none|600px|Inserting the polymer magazine; unlike the SC-2010, the player character doesn't use the bolt release as a magazine release, though they don't seem to use the actual mag release either.]] |
[[File:CODG IA2 (5).jpg|thumb|none|600px|Pulling the charging handle.]] | [[File:CODG IA2 (5).jpg|thumb|none|600px|Pulling the charging handle.]] | ||
== IWI X95 Flattop == | == IWI X95 Flattop == | ||
− | The [[IWI X95 Flattop]] appears in the singleplayer levels "Ghost Stories" and "The Hunted." The markings on the receiver indicate that the weapon is chambered in 5.45x39mm, a modification originally developed for Ukrainian license-built TAR-series rifles manufactured by RPC Fort. It uses a STANAG-style magazine, though these are available for 5.45mm cartridges, so this is not necessarily an error. It is referred to as "MTAR-X" in-game, and is classified as a submachine gun; this classification would only be correct if it were modeled after the 9x19mm version, which has a straight and thinner magazine. In singleplayer it has a 32-round magazine, indeed only possible for the 9x19mm variant, while in multiplayer it has an even more incorrect 38-round magazine (57 with extended mags). In Extinction it has a 40-round magazine, or 60 with extended mags: while both capacities are available to the real assault rifle counterpart (at least in 5.56x45mm), it visibly still uses a 30-rounder. | + | The [[IWI X95 Flattop]] appears in the singleplayer levels "Ghost Stories" and "The Hunted." The markings on the receiver indicate that the weapon is chambered in 5.45x39mm, a modification originally developed for Ukrainian license-built TAR-series rifles manufactured by RPC Fort. It uses a STANAG-style magazine, though these are available for 5.45mm cartridges, so this is not necessarily an error. |
+ | |||
+ | It is referred to as "MTAR-X" in-game, and is classified as a submachine gun; this classification would only be correct if it were modeled after the 9x19mm version, which has a straight and thinner magazine. In singleplayer it has a 32-round magazine, indeed only possible for the 9x19mm variant, while in multiplayer it has an even more incorrect 38-round magazine (57 with extended mags). In Extinction it has a 40-round magazine, or 60 with extended mags: while both capacities are available to the real assault rifle counterpart (at least in 5.56x45mm), it visibly still uses a 30-rounder. | ||
A variant called "MTAR-X2" appears during the outer space portion of the singleplayer level "Ghost Stories". This variant fires in 3-round bursts (which is not possible on a real TAR-series rifle), and a has a special white skin. | A variant called "MTAR-X2" appears during the outer space portion of the singleplayer level "Ghost Stories". This variant fires in 3-round bursts (which is not possible on a real TAR-series rifle), and a has a special white skin. | ||
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[[File:CODG X95 (4).jpg|thumb|none|600px|Charging the X95.]] | [[File:CODG X95 (4).jpg|thumb|none|600px|Charging the X95.]] | ||
− | == | + | =="Maverick"== |
− | + | The "Maverick" assault rifle and the "Maverick-A2" sniper rifle are a pair of weapons included in the Onslaught DLC. Their design is fictional, but is essentially a custom [[FN FAL]] build (in 5.56x45mm NATO, if the 5.56 Magpul PMAGs it feeds from are any indication); it has an FAL type lower receiver, with a DSA-esque railed upper receiver mounting Diamondhead's Diamond Integrated Sighting System flip up sights. The stock appears to be inspired by the wooden thumbhole stock for the Norinco-branded [[IMI Uzi|Model 320]], while the trigger guard resembles the one from the [[Heckler & Koch G3]]; the flash hider and (wooden) handguard appear to be custom, with the latter covering only the barrel and leaving the gas tube exposed on the sides (the top being covered by a Picatinny rail). The gas system appears to be from an FAL as well, complete with a forward-mounted spring (though this appears to be wrapped around the gas tube, rather than inside it). Markings on the weapon refer to it as the "RM-22", and is also referenced as such in the game files. Similar to the SC-2010, what would normally be the FAL's bolt release is depicted as the magazine release; the charging handle is also depicted as reciprocating (unlike a typical FAL), though (presumably due to a bug) it only does so when firing without aiming. | |
− | + | [[File:DSA-SA-58-OSW.jpg|none|thumb|400px|DSArms SA58 OSW Carbine - 7.62x51mm NATO. Somewhat similar to the Maverick.]] | |
− | + | [[File:Norinco 320 Thumbhole.jpg|thumb|none|400px|Model 320 (Norinco-branded) with wooden thumbhole stock - 9x19mm Parabellum]] | |
− | [[ | + | [[File:CoDGhosts-Maverick.jpg|thumb|none|600px|An official promo render of the Maverick. The handguard's lower rail is apparently just screwed straight into the wood.]] |
− | [[ | + | [[File:CODG Maverick (1).jpg|thumb|none|600px|The Maverick in-game.]] |
− | + | [[File:CODG Maverick (2).jpg|thumb|none|600px|The iron sights, modeled after the Diamond Integrated Sighting System. The rear doesn't actually employ its adjustable notches, which isn't really helpful.]] | |
− | + | [[File:CODG Maverick (3).jpg|thumb|none|600px|Throwing away a used PMAG.]] | |
+ | [[File:CODG Maverick (4).jpg|thumb|none|600px|Operating the charging handle.]] | ||
+ | [[FIle:CoDGhosts-Maverick-A2.jpg|thumb|none|600px|An official promo render of the Maverick-A2. Contrary to what its design (and absurd size) would suggest, the scope is just a normal scope, rather than some sort of night-vision or electronic-assisted optic.]] | ||
+ | [[File:CODG Maverick (5).jpg|thumb|none|600px|The Maverick-A2 in-game.]] | ||
+ | [[File:CODG Maverick (6).jpg|thumb|none|600px|Aiming down the scope. Apparently, all the electrical components do is illuminate it; this could explain how the battery manages to stay at 96% at all times.]] | ||
+ | [[File:CODG Maverick (7).jpg|thumb|none|600px|Swapping out the 10-round PMAGs.]] | ||
− | The [[M14 Rifle#Mk 14 Mod 0.2F1 Enhanced Battle Rifle|Mk 14 Mod 0 Enhanced Battle Rifle]] returns from the previous Modern Warfare series, this time referred to as "MK14 EBR". It has a correct 10-round magazine in singleplayer, but a strange 18-round capacity in multiplayer (27 with Extended Mags) and another incorrect 21 in Extinction. In any event, it is always modeled with a 20-round magazine. | + | ==Mk 14 Mod 0 Enhanced Battle Rifle== |
+ | The [[M14 Rifle#Mk 14 Mod 0.2F1 Enhanced Battle Rifle|Mk 14 Mod 0 Enhanced Battle Rifle]] returns from the previous Modern Warfare series, this time referred to as "MK14 EBR". It has a correct (or, at least, plausible) 10-round magazine in singleplayer, but a strange 18-round capacity in multiplayer (27 with Extended Mags) and another incorrect 21 in Extinction. In any event, it is always modeled with a 20-round magazine. | ||
Oddly, it is the only one of the marksman rifles to actually mount its own scope in singleplayer; the three others all have an ACOG scope instead in their respective mission, while the Mk 14 Mod 0 gets its own scope in "Brave New World" and an ACOG like the others in "Homecoming." | Oddly, it is the only one of the marksman rifles to actually mount its own scope in singleplayer; the three others all have an ACOG scope instead in their respective mission, while the Mk 14 Mod 0 gets its own scope in "Brave New World" and an ACOG like the others in "Homecoming." | ||
− | + | [[File:M14EBR.jpg|thumb|none|400px|Mk 14 Mod 0 EBR with a Harris bipod and RIS foregrip - 7.62x51mm NATO]] | |
− | [[ | + | [[File:CoDGhosts-Mk14Mod0-1.jpg|thumb|600px|none|Logan holds a Mk 14 Mod 0 as he takes a wrong turn and finds himself in ''[[Homefront]]'', while the positions of the HUD and weapon model conspire to make the weapon seem to have its name written on the rear of the receiver.]] |
− | [[ | ||
[[File:CODG EBR (1).jpg|thumb|none|600px|Aiming at some not-North Koreans with the EBR. Note that the area outside the scope is ''not'' magnified as much as the area inside: the next-gen versions of the game and the PC version feature dual-rendered scopes on some weapons.]] | [[File:CODG EBR (1).jpg|thumb|none|600px|Aiming at some not-North Koreans with the EBR. Note that the area outside the scope is ''not'' magnified as much as the area inside: the next-gen versions of the game and the PC version feature dual-rendered scopes on some weapons.]] | ||
− | [[File:CODG EBR (2).jpg|thumb|none|600px|Reloading | + | [[File:CODG EBR (2).jpg|thumb|none|600px|Reloading. For some reason, the magazine is modeled extremely thin in this game, unlike its predecessors; this could at least explain the 10-round capacity, though not how it manages to lock securely in the Mk 14's double-stack magazine well.]] |
[[File:CODG EBR (3).jpg|thumb|none|600px|Tugging the charging handle.]] | [[File:CODG EBR (3).jpg|thumb|none|600px|Tugging the charging handle.]] | ||
− | [[File:CODG EBR (4).jpg|thumb|none|600px|The iron sights of the Mark 14.]] | + | [[File:CODG EBR (4).jpg|thumb|none|600px|The iron sights of the Mark 14; as with many video game depictions of M1 Garand and M14 derivatives, the rear sight is raised high for long-range fire, but the rifle shoots straight-on at close range anyway.]] |
− | == MSBS-5.56B Radon | + | ==FB MSBS-5.56B Radon== |
− | The [[MSBS | + | The [[FB MSBS Grot#FB MSBS Grot B|FB MSBS-5.56B Radon]], a bullpup version of a Polish-designed prototype next-gen modular rifle now called the GROT, is called the "MSBS." It incorrectly fires in 3-round bursts, but the correct fully-automatic and semi-automatic modes are available as optional "attachments". The fire selector on the weapon is always pointed to auto, possibly indicating the switch to burst fire as the default mode of operation was made after the weapon model was finished. The version shown in the game is based on a 3D printed design mock-up made in 2011, and is fitted with a Magpul AFG by default. |
[[Image:MSBS-5,56.jpg|thumb|none|400px|MSBS-5.56B Radon 2011 design mock-up - 5.56x45mm]] | [[Image:MSBS-5,56.jpg|thumb|none|400px|MSBS-5.56B Radon 2011 design mock-up - 5.56x45mm]] | ||
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[[Image:CoDGhosts-R5-1.jpg|thumb|600px|none|Logan holds a Remington R5 in "Homecoming."]] | [[Image:CoDGhosts-R5-1.jpg|thumb|600px|none|Logan holds a Remington R5 in "Homecoming."]] | ||
[[File:CODG R5 (1).jpg|thumb|none|600px|The draw animation of another R5 as he approaches the burning building seen in the above screenshot.]] | [[File:CODG R5 (1).jpg|thumb|none|600px|The draw animation of another R5 as he approaches the burning building seen in the above screenshot.]] | ||
− | [[File:CODG R5 (2).jpg|thumb|none|600px|Elias rather oddly slides the tan PMag into his Remington R5, while ignoring trigger discipline. At least | + | [[File:CODG R5 (2).jpg|thumb|none|600px|Elias rather oddly slides the tan PMag into his Remington R5, while ignoring trigger discipline, this also results in the him flicking out the spent magazine without pressing the mag-release button, at least on the non-empty reloads. At least the muzzle is pointed in a safe-ish direction, though...]] |
− | [[File:CODG R5 (3).jpg|thumb|none|600px|Thumbing the bolt release; note his rather fashionable choice of only wearing one glove.]] | + | [[File:CODG R5 (3).jpg|thumb|none|600px|Thumbing the bolt release, this time minding where his trigger finger is positioned; note his rather fashionable choice of only wearing one glove. The reload animation is largely identical to the CM901's reload animation from ''[[Call of Duty: Modern Warfare 3|Modern Warfare 3]]''.]] |
− | |||
− | |||
+ | ==Vepr== | ||
The [[AK-74#Vepr|Vepr]] assault rifle, a Ukrainian bullpup AK, appears under its real name, but is incorrectly classified as a submachine gun. It is one of the first weapons available in Extinction mode, and one of the cheapest. In singleplayer it features a correct capacity of 30 rounds, while in Extinction mode this is incorrectly increased to 32 rounds, and to 42 rounds in multiplayer. | The [[AK-74#Vepr|Vepr]] assault rifle, a Ukrainian bullpup AK, appears under its real name, but is incorrectly classified as a submachine gun. It is one of the first weapons available in Extinction mode, and one of the cheapest. In singleplayer it features a correct capacity of 30 rounds, while in Extinction mode this is incorrectly increased to 32 rounds, and to 42 rounds in multiplayer. | ||
− | + | [[File:Vepr scoped.jpg|thumb|none|400px|Vepr - 5.45x39mm]] | |
− | [[ | + | [[File:CoDGhosts-Vepr-1.jpg|thumb|600px|none|Vepr in hand, Logan takes a look at some classic ''Call of Duty'' reading material.]] |
− | [[ | ||
[[File:CODG Vepr (1).jpg|thumb|none|600px|Reloading an unscoped Vepr after massacring a room full of oil platform workers, part in parcel of the Ghosts' questionable plan to outdo the ''Exxon-Valdez'' and ''Deepwater Horizon'' oilspills by blowing up a Federation oil rig anchored in the Drake Passage.]] | [[File:CODG Vepr (1).jpg|thumb|none|600px|Reloading an unscoped Vepr after massacring a room full of oil platform workers, part in parcel of the Ghosts' questionable plan to outdo the ''Exxon-Valdez'' and ''Deepwater Horizon'' oilspills by blowing up a Federation oil rig anchored in the Drake Passage.]] | ||
− | [[File:CODG Vepr (2).jpg|thumb|none|600px|Pulling the tiny charging handle.]] | + | [[File:CODG Vepr (2).jpg|thumb|none|600px|Pulling the tiny charging handle an even tinier distance back (i.e. not nearly far enough to actually chamber a round, seemingly because the charging handle slot is likewise too short). Note that the weapon is modeled with the folding stock latch of an [[AKS-74]]; while pointless, this is somewhat accurate, as it appears that some Veprs were built off of folding-stock receivers.]] |
[[File:CODG Vepr (3).jpg|thumb|none|600px|Iron sights of the Vepr.]] | [[File:CODG Vepr (3).jpg|thumb|none|600px|Iron sights of the Vepr.]] | ||
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[[File:CODG GM6 (3).jpg|thumb|none|600px|Similar to the Gepard GM6 in [[Far Cry 4]], the initial draw animation has the character extend the rifle's collapsible barrel, although in a less volatile way.]] | [[File:CODG GM6 (3).jpg|thumb|none|600px|Similar to the Gepard GM6 in [[Far Cry 4]], the initial draw animation has the character extend the rifle's collapsible barrel, although in a less volatile way.]] | ||
− | == Accuracy International Arctic Warfare Magnum == | + | ==Accuracy International Arctic Warfare Magnum== |
− | + | The [[Accuracy International Arctic Warfare Magnum]] appears as the "L115". This is a reference to the British Armed Forces' designation, in this case being the L115A2 (as the A1 has a non-folding stock and the A3 is configured with different accessories and has a tan stock). The weapon bizarrely combines a right-handed stock and bolt (with non-standard spiral fluting) with a left-handed receiver, which is a physical impossibility. It correctly holds 5 rounds in campaign and multiplayer, but incorrectly 8 in Extinction. | |
− | The [[Accuracy International Arctic Warfare Magnum]] appears as the "L115". This is a reference to | + | [[File:Accuracy International Arctic WarfareM - Psg 90.jpg|thumb|none|400px|Accuracy International AWSM - .338 Lapua Magnum]] |
− | + | [[File:CoDGhosts-AWM-1.jpg|thumb|600px|none|AWM in hand, Logan makes his way through the wasteland in "No Man's Land." Note the taped scope and ballistic computer, which is used for the integrated "recoil compensator" attachment; precisely how a Barrett BORS ballistic computer is supposed to affect the weapon's recoil is not clear. The ballistic computer displays the .338 chambering. Also note the striker, which always remains in this exact position - not only does it stay cocked when the rifle is fired, but it actually stays there when the bolt is pulled back, somehow sliding into the bolt body; among other obvious issues, this would mean that a particularly forceful removal of a live chambered round would slam said round's primer directly into the firing pin, causing what is formally known as an "out-of-battery detonation", and informally known as a "very bad day".]] | |
− | [[ | ||
− | [[ | ||
[[File:CODG L115 (1).jpg|thumb|none|600px|Aiming down the nicely-dual rendered scope.]] | [[File:CODG L115 (1).jpg|thumb|none|600px|Aiming down the nicely-dual rendered scope.]] | ||
[[File:CODG L115 (2).jpg|thumb|none|600px|The draw animation shows off the folding stock of the AWM.]] | [[File:CODG L115 (2).jpg|thumb|none|600px|The draw animation shows off the folding stock of the AWM.]] | ||
[[File:CODG L115 (3).jpg|thumb|none|600px|Reloading the "L115", despite the left-handed receiver, it still ejects casings to the right.]] | [[File:CODG L115 (3).jpg|thumb|none|600px|Reloading the "L115", despite the left-handed receiver, it still ejects casings to the right.]] | ||
− | == Remington 700 USR == | + | ==Remington 700 USR== |
− | + | The USR (Urban Sniper Rifle) variant of the [[Remington Model 700]] appears only in multiplayer and Extinction. It is shown fitted with a partially-filled cartridge holder on the left side of the receiver, the cartridges in which are never used. It only holds 6 rounds per magazine in multiplayer (9 with Extended Mags) and 8 in Extinction, as opposed to the real one's 10-round mag. | |
− | The USR (Urban Sniper Rifle) variant of the [[Remington Model 700]] appears only in multiplayer and Extinction. It is shown fitted with a cartridge holder on the left side of the receiver. It only holds 6 rounds per magazine in multiplayer (9 with Extended Mags) and 8 in Extinction, as opposed to the real one's 10-round mag. | + | [[File:Remington USR.jpg|thumb|none|400px|Remington 700 USR - .308 Winchester]] |
− | + | [[File:USR model CoDG.jpg|thumb|none|400px|The in-game USR model; note the JAE-style grip and stock.]] | |
− | [[ | + | [[File:CoDGhosts-USR-1.jpg|thumb|600px|none|The player character in multiplayer looks up with her USR, watching as a "Battle Hind" flies over. Like the AWM, the USR mounts a ballistic computer on its scope, which also indicates an integral "recoil compensator" attachment and displays ".338". While some Remington 700 variants are indeed available in .338 Lapua Magnum, the real USR is currently only known to be chambered in .308 Winchester / 7.62x51mm NATO.]] |
− | [[ | ||
− | [[ | ||
[[File:CODG R700 (1).jpg|thumb|none|600px|Looking at a warning with the R700 USR.]] | [[File:CODG R700 (1).jpg|thumb|none|600px|Looking at a warning with the R700 USR.]] | ||
− | [[File:CODG R700 (2).jpg|thumb|none|600px|Operating the R700's bolt.]] | + | [[File:CODG R700 (2).jpg|thumb|none|600px|Operating the R700's bolt; the entire thing rotates during this process, including parts like the cocking piece that really aren't supposed to.]] |
− | [[File:CODG R700 (3).jpg|thumb|none|600px|Reloading.]] | + | [[File:CODG R700 (3).jpg|thumb|none|600px|Reloading; note that the safety is on.]] |
==SVU Dragunov== | ==SVU Dragunov== | ||
− | |||
The [[SVU Dragunov]] returns from Black Ops II, this time classified as a marksman rifle. It is referred to as "SVU" in-game; while it mounts a bipod, it is not the correct one for an SVU-AS, instead seemingly being a standard Harris bipod mounted on the front of the handguard. In singleplayer it only appears in the final level, "The Ghost Killer," where it is fitted with an ACOG optic. Enemy snipers use SVUs with their standard scope in the level, but these ones cannot be picked up by the player. | The [[SVU Dragunov]] returns from Black Ops II, this time classified as a marksman rifle. It is referred to as "SVU" in-game; while it mounts a bipod, it is not the correct one for an SVU-AS, instead seemingly being a standard Harris bipod mounted on the front of the handguard. In singleplayer it only appears in the final level, "The Ghost Killer," where it is fitted with an ACOG optic. Enemy snipers use SVUs with their standard scope in the level, but these ones cannot be picked up by the player. | ||
It has a correct 10-round magazine in singleplayer, but a strange 18-round capacity in multiplayer (27 with Extended Mags), and another incorrect 21 in Extinction. While the latter capacities would theoretically be possible using the extended 20 and 30 round magazines made for the SVU-A and SVU-AS, these were not produced in quantity, and the model shows a standard Dragunov 10-round magazine anyway. | It has a correct 10-round magazine in singleplayer, but a strange 18-round capacity in multiplayer (27 with Extended Mags), and another incorrect 21 in Extinction. While the latter capacities would theoretically be possible using the extended 20 and 30 round magazines made for the SVU-A and SVU-AS, these were not produced in quantity, and the model shows a standard Dragunov 10-round magazine anyway. | ||
− | + | [[File:Svu.jpg|thumb|none|400px|SVU Dragunov - 7.62x54mmR]] | |
− | [[ | + | [[File:CoDGhosts-SVU-1.jpg|thumb|600px|none|Making his way along the world's most visually busy train, Logan is thankful for his SVU.]] |
− | [[ | ||
[[File:CODG SVU (1).jpg|thumb|none|600px|A suppressed SVU in idle.]] | [[File:CODG SVU (1).jpg|thumb|none|600px|A suppressed SVU in idle.]] | ||
[[File:CODG SVU (2).jpg|thumb|none|600px|Aiming down the PSO-1 scope.]] | [[File:CODG SVU (2).jpg|thumb|none|600px|Aiming down the PSO-1 scope.]] | ||
− | [[File:CODG SVU (3).jpg|thumb|none|600px|Iron sights of the SVU, | + | [[File:CODG SVU (3).jpg|thumb|none|600px|Iron sights of the SVU; these are relatively close to the sights of an SVD, but the SVU is supposed to use raised sights in reality.]] |
[[File:CODG SVU (5).jpg|thumb|none|600px|Inserting the magazine.]] | [[File:CODG SVU (5).jpg|thumb|none|600px|Inserting the magazine.]] | ||
− | [[File:CODG SVU (4).jpg|thumb|none|600px|Charging the rifle.]] | + | [[File:CODG SVU (4).jpg|thumb|none|600px|Charging the rifle; as with many video game Dragunovs, the bolt doesn't lock back like it's supposed to.]] |
− | == VSSK | + | == VSSK Vykhlop== |
− | The [[VSSK | + | The [[VSSK Vykhlop]] appears with its alternate name, the VKS. It incorrectly operates semi-automatically instead of being a straight-pull bolt-action. In singleplayer it only appears at the very end of the mission "Severed Ties." It has a correct 5-round magazine in singleplayer, but an incorrect 10-round capacity in multiplayer and Extinction (15 with Extended Mags). |
− | [[Image:VSSK50.jpg|thumb|none|400px|VSSK | + | [[Image:VSSK50.jpg|thumb|none|400px|VSSK Vykhlop - 12.7x55mm]] |
[[Image:CoDGhosts-VSSK-1.jpg|thumb|600px|none|While it would seem that some of the things in this room would not react well to bullets, in practice this only includes the enemies.]] | [[Image:CoDGhosts-VSSK-1.jpg|thumb|600px|none|While it would seem that some of the things in this room would not react well to bullets, in practice this only includes the enemies.]] | ||
[[File:CODG VSSK (1).jpg|thumb|none|600px|Reloading the VSSK.]] | [[File:CODG VSSK (1).jpg|thumb|none|600px|Reloading the VSSK.]] | ||
[[File:CODG VSSK (2).jpg|thumb|none|600px|Awkwardly pulling the bolt handle on an empty reload.]] | [[File:CODG VSSK (2).jpg|thumb|none|600px|Awkwardly pulling the bolt handle on an empty reload.]] | ||
[[File:CODG VSSK (3).jpg|thumb|none|600px|The reload animation changes when using the "Sleight of Hand" perk; the character reloads the rifle with his right hand instead.]] | [[File:CODG VSSK (3).jpg|thumb|none|600px|The reload animation changes when using the "Sleight of Hand" perk; the character reloads the rifle with his right hand instead.]] | ||
− | [[File:CODG VSSK (4).jpg|thumb|none|600px|Rechambering the | + | [[File:CODG VSSK (4).jpg|thumb|none|600px|Rechambering the Vykhlop.]] |
=Machine Guns= | =Machine Guns= | ||
− | + | A more realistic aspect compared to previous ''Call of Duty'' games is that reloading a belt-fed machine gun in ''Ghosts'' differs when the belt is empty or when it still has rounds in it, since the charging handle is only pulled after replacing an empty belt box. However, in a similar fashion to past ''Call of Duty'' games, the ammunition belt model does not accurately reflect rounds remaining. The exposed portion of the belt is a set model that, when running very low, will display more rounds in the belt then actually available to the player. The belt is still visible in reloading animations, even when all rounds have been expended. As a last note, and rather bizarrely, MGs can for the first time accept underbarrel attachments, meaning it's possible to use an MG with an underbarrel shotgun in multiplayer. | |
− | A more realistic aspect compared to previous Call of Duty games is that reloading a belt-fed machine gun in ''Ghosts'' differs when the belt is empty or when it still has rounds in it, since the charging handle is only pulled after replacing an empty belt box. However, in a similar fashion to past Call of Duty games, the ammunition belt model does not accurately reflect rounds remaining. The exposed portion of the belt is a set model that, when running very low, will display more rounds in the belt then actually available to the player. The belt is still visible in reloading animations, even when all rounds have been expended. As a last note, and rather bizarrely, MGs can for the first time accept underbarrel attachments, meaning it's possible to use an MG with an underbarrel shotgun in multiplayer. | ||
Since the minigun is not included in it, the "light machine guns" category is for once accurately named, since there are no GPMGs in the game; however, since the M27 IAR is functionally an assault rifle with a large magazine, it is listed with the other assault rifles on this page. | Since the minigun is not included in it, the "light machine guns" category is for once accurately named, since there are no GPMGs in the game; however, since the M27 IAR is functionally an assault rifle with a large magazine, it is listed with the other assault rifles on this page. | ||
− | == CETME Ameli == | + | ==CETME Ameli== |
− | + | The [[MG42#CETME Ameli|CETME Ameli]] is one of the available machine guns, used by Federation forces in "Legends Never Die" and "All or Nothing". | |
− | The [[MG42#CETME Ameli|CETME Ameli]] is one of the available machine guns, used by Federation forces in "Legends Never Die" and "All or Nothing. | ||
− | [[ | + | [[File:CetmeAmeli556.jpg|thumb|none|400px|CETME Ameli (late NB model) - 5.56x45mm]] |
− | [[ | + | [[File:CodGhosts-Ameli-1.jpg|thumb|600px|none|Elias holds a CETME Ameli with a red dot sight during "Legends Never Die" as he encounters someone who was clearly not a legend.]] |
− | [[File:CODG Ameli (1).jpg|thumb|none|600px|The fancy draw animation of the Ameli. The player characters will actually use the carry handle when equipping or unequipping the Ameli.]] | + | [[File:CODG Ameli (1).jpg|thumb|none|600px|The fancy draw animation of the Ameli. The player characters will actually use the carry handle/barrel handle when equipping or unequipping the Ameli. Note also how the weapon is depicted with oval-shaped barrel shroud vents (like the [[MG42|MG42/MG3]] on which it was based); the real Ameli has round vents.]] |
− | [[File:CODG Ameli (2).jpg|thumb|none|600px|Aiming the CETME.]] | + | [[File:CODG Ameli (2).jpg|thumb|none|600px|Aiming the CETME Ameli.]] |
[[File:CODG Ameli (3).jpg|thumb|none|600px|Opening the top cover of the machine gun.]] | [[File:CODG Ameli (3).jpg|thumb|none|600px|Opening the top cover of the machine gun.]] | ||
− | [[File:CODG Ameli (4).jpg|thumb|none|600px|Removing the belt box.]] | + | [[File:CODG Ameli (4).jpg|thumb|none|600px|Removing the belt box. The magazine of the Ameli notably lacks the transparent cover for the gunner to see the remaining ammunition inside, either due to limited information of the Ameli itself or due to engine/game limitations and capabilities.]] |
[[File:CODG Ameli (5).jpg|thumb|none|600px|Loading a fresh belt.]] | [[File:CODG Ameli (5).jpg|thumb|none|600px|Loading a fresh belt.]] | ||
− | [[File:CODG Ameli (6).jpg|thumb|none|600px|Charging the Ameli.]] | + | [[File:CODG Ameli (6).jpg|thumb|none|600px|Charging the Ameli; the charging handle is based on the T-shaped vertical MG42-styled charging handle, which did exist on the Ameli NA pattern. The charging handle incorrectly reciprocates upon drawing or reloading the weapon, however; likely due to the aforementioned scarce information at the time.]] |
== GE M134 Minigun == | == GE M134 Minigun == | ||
− | |||
A handheld [[GE M134 Minigun|M134 Minigun]] appears as the "Minigun" in multiplayer and "Death Machine" in Extinction. In multiplayer it is available as the primary weapon for the Juggernaut Pointstreak and as a random special weapon from air deliverable ammo crates. The minigun starts with 255 rounds in a single belt and cannot be reloaded, but it is otherwise treated as a standard weapon. In Extinction mode, the minigun is an "Equalizer" option with only 100 rounds, and once activated cannot be reloaded or unequipped until the weapon is dry. In this mode it can be upgraded with skill points to a capacity of up to 200 rounds. The multiplayer version of the weapon fires at only 750 rounds per minute, only a fraction of the rate of fire of a real minigun, while in Extinction it fires at 1200 RPM. Furthermore, the handheld minigun in ''Ghosts'' is not spun up before being fired. | A handheld [[GE M134 Minigun|M134 Minigun]] appears as the "Minigun" in multiplayer and "Death Machine" in Extinction. In multiplayer it is available as the primary weapon for the Juggernaut Pointstreak and as a random special weapon from air deliverable ammo crates. The minigun starts with 255 rounds in a single belt and cannot be reloaded, but it is otherwise treated as a standard weapon. In Extinction mode, the minigun is an "Equalizer" option with only 100 rounds, and once activated cannot be reloaded or unequipped until the weapon is dry. In this mode it can be upgraded with skill points to a capacity of up to 200 rounds. The multiplayer version of the weapon fires at only 750 rounds per minute, only a fraction of the rate of fire of a real minigun, while in Extinction it fires at 1200 RPM. Furthermore, the handheld minigun in ''Ghosts'' is not spun up before being fired. | ||
Like the ''Black Ops II'' GAU-19, the ''Ghosts'' version tries to introduce an original variation on the now standard chainsaw grip, with a single overhead grip and the trigger shifted to the weapon's left side, resulting in a left-handed weapon. This is probably done so the player character's arm does not block the view of the weapon model. In contrast, the in-world model seems to be based on the ''T2'' configuration and features a centered trigger mechanism with a right-handed trigger. | Like the ''Black Ops II'' GAU-19, the ''Ghosts'' version tries to introduce an original variation on the now standard chainsaw grip, with a single overhead grip and the trigger shifted to the weapon's left side, resulting in a left-handed weapon. This is probably done so the player character's arm does not block the view of the weapon model. In contrast, the in-world model seems to be based on the ''T2'' configuration and features a centered trigger mechanism with a right-handed trigger. | ||
− | The weapon features several embellishments including a mounting rail on the left side of the Y-frame with a functionless device which appears to be a laser sight attached to it, a digital readout which appears to be an ammunition counter which is always stuck on 1,159, and additional clamps mounted around the lower sections of the barrels. The in-world model has an Echo1 Minigun Barrel Guard, which is actually an optional accessory for Airsoft | + | The weapon features several embellishments including a mounting rail on the left side of the Y-frame with a functionless device which appears to be a laser sight attached to it, a digital readout which appears to be an ammunition counter which is always stuck on 1,159, and additional clamps mounted around the lower sections of the barrels. The in-world model has an Echo1 Minigun Barrel Guard, which is actually an optional accessory for Airsoft Miniguns. The barrel clamps appear to be based on an M61 Vulcan barrel clamp/muzzle brake combination (with the muzzle brakes omitted) and some embellishments found on older Airsoft Miniguns. |
[[Image:Minigun 2.JPG|thumb|none|400px|'''Airsoft''' handheld M134 Minigun with 'Chainsaw grip' to handle the recoil force. This variant was seen in ''[[Terminator 2: Judgement Day]]''. This is an airsoft version which retains the half-circle attachment point for the M60 foregrip from ''Predator''; the real T2 minigun did not have this - (fake) 7.62x51mm]] | [[Image:Minigun 2.JPG|thumb|none|400px|'''Airsoft''' handheld M134 Minigun with 'Chainsaw grip' to handle the recoil force. This variant was seen in ''[[Terminator 2: Judgement Day]]''. This is an airsoft version which retains the half-circle attachment point for the M60 foregrip from ''Predator''; the real T2 minigun did not have this - (fake) 7.62x51mm]] | ||
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==KAC ChainSAW== | ==KAC ChainSAW== | ||
+ | A [[KAC ChainSAW]] appears as the "Chain SAW;" in singleplayer, it appears only in the final level, "The Ghost Killer." The weapon can only be fired from the hip and cannot equip any optics; using the aim button simply provides a slight zoom accompanied by a change in stance. The player character grips the carry handle lower down rather than gripping their hand over it; like the minigun, this is probably to give a clearer view of the weapon model. In multiplayer it has a laser aiming module, but this is not present in any other mode. | ||
− | + | The underbarrel Spike's Tactical Havoc Launcher mounted on the weapon is unusable; equipping a grenade launcher will change the launcher model to an FN 40GL. Likely for balance reasons, the ChainSAW feeds from a non-standard 80-round belt in multiplayer (rather than 100 or 200 rounds), or 120 rounds if using the "extended mags" attachment. In campaign and Extinction mode however, it feeds from a correct 100-round belt. | |
− | [[ | + | [[File:KAC ChainSAW.jpg|thumb|none|400px|KAC ChainSAW with 200 round ammo box, suppressor and Spike's Tactical 37mm “Havoc” flare launcher - 5.56x45mm NATO / 37mm]] |
− | [[ | + | [[File:Chain SAW model CoDG.jpg|thumb|none|400px|The game's KAC ChainsSAW model; the trigger of the flare launcher is missing from this specific render. Also note the rear grip, which is somewhat strangely tilted downward.]] |
− | [[ | + | [[File:CoDGhosts-ChainSAW-1.jpg|thumb|600px|none|Logan holds a ChainSAW as he witnesses the player character from the previous level having way more fun than him.]] |
[[File:CODG ChainSAW (1).jpg|thumb|none|600px|Closing the tray cover on the ChainSAW.]] | [[File:CODG ChainSAW (1).jpg|thumb|none|600px|Closing the tray cover on the ChainSAW.]] | ||
− | [[File:CODG ChainSAW (2).jpg|thumb|none|600px|Pulling the charging handle. This is actually the initial draw animation, but the full reload | + | [[File:CODG ChainSAW (2).jpg|thumb|none|600px|Pulling the charging handle, which is erroneously depicted on the left side rather than the right. This is actually the initial draw animation, but in the full reload this is done basically off-screen.]] |
==LSAT== | ==LSAT== | ||
− | |||
The [[LSAT]] light machine gun returns from ''Black Ops II'', this time with a more rugged, utlilitarian look that lacks the polymer cases and ammo counter on ammo box. It is occasionally seen in the hands of Federation soldiers in singleplayer. | The [[LSAT]] light machine gun returns from ''Black Ops II'', this time with a more rugged, utlilitarian look that lacks the polymer cases and ammo counter on ammo box. It is occasionally seen in the hands of Federation soldiers in singleplayer. | ||
− | [[ | + | [[File:LSAT.jpg|thumb|none|400px|AAI Corporation LSAT Light Machine Gun with bipod and front and rear sights removed - 5.56x45mm Caseless]] |
− | [[ | + | [[File:CoDGhosts-LSAT-1.jpg|thumb|600px|none|Making his daring escape from an abandoned Las Vegas, Logan takes a moment to relieve a Federation soldier of his LSAT.]] |
− | [[File:CODG LSAT.jpg|thumb|none|600px|Logan reloads an iron-sight equipped LSAT; for some reason, it uses an FN Minimi/M249 style rear sight.]] | + | [[File:CODG LSAT.jpg|thumb|none|600px|Logan reloads an iron-sight equipped LSAT; for some reason, it uses an FN Minimi/M249 style rear sight. Here, he is about to close the feed tray cover; despite this, the feed tray is clearly empty. For whatever reason, the LSAT's belt falls out of the tray in this portion of the animation, and is then brought back on screen terminating right at the belt feed opening without actually going in; this is even subtly visible in the above image, with the round in the opening visibly having nothing to its right.]] |
=Launchers= | =Launchers= | ||
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[[Image:CarlGustavM3.jpg|thumb|none|400px|Carl Gustav M3 - 84mm]] | [[Image:CarlGustavM3.jpg|thumb|none|400px|Carl Gustav M3 - 84mm]] | ||
[[Image:CoDGhosts-MAAWS-1.jpg|thumb|600px|none|During "Brave New World", Logan finds himself wondering why someone would stick a Panzerfaust 3 rocket in the muzzle of a Carl Gustav.]] | [[Image:CoDGhosts-MAAWS-1.jpg|thumb|600px|none|During "Brave New World", Logan finds himself wondering why someone would stick a Panzerfaust 3 rocket in the muzzle of a Carl Gustav.]] | ||
+ | [[File:CODG M3 MAAWS (1).jpg|thumb|none|600px|It's pretty handy for taking out the Federations light Eurocopters though.]] | ||
+ | [[File:CODG M3 MAAWS (2).jpg|thumb|none|600px|Most of the reload is done offscreen other than when the user first opens the lever for the blast cone.]] | ||
==FN 40GL== | ==FN 40GL== | ||
+ | The [[FN 40GL]] is used as the underbarrel grenade launcher for all assault rifles and light machine guns. It has no trigger, and on every weapon excluding the ARX-160 it is also missing the entire assembly that goes around the parent rifle's magazine well, and is incorrectly muzzle-loaded instead of breech-loaded. | ||
+ | [[File:Mk13.jpg|thumb|none|400px|FN 40GL - 40x46mm]] | ||
+ | [[File:ARX-160 FN 40GL CoDG.jpg|thumb|none|600px|The ARX-160 is the only weapon in-game to actually have the FN 40GL's entire assembly around the magazine, though it is only the case for the first-person model, and in both cases the launcher's trigger is still missing.]] | ||
+ | [[File:CoDGhosts-40GL-1.jpg|thumb|none|600px|Luckily, Logan is too busy trying to eat a magazine to notice that his FN 40GL has no trigger.]] | ||
+ | [[File:CODG FN 40GL (1).jpg|thumb|none|600px|Stuffing a 40mm round down the muzzle of the 40GL. This apparently still requires opening up the breech, albeit not far enough to actually fit in a grenade; given the preceding statement, however, this is a bit of a moot point.]] | ||
− | + | ==MGL Mk 1L== | |
− | [[ | + | The [[Milkor MGL#MGL Mk 1L|Milkor MGL Mk 1L]] is called the "MK32," and appears in singleplayer only in the mission "Struck Down." In single player it fires remote-detonated "sticky" grenades at the start of "Struck Down," and short-timed ones for the rest of the level. It cannot be reloaded except when all six rounds have been fired; the player character will then reload it two rounds at a time. In Extinction mode the weapon appears as an "Equalizer" option, where it fires normal impact rounds, but is sometimes referred to as 'War Machine' when equipped, the name that was used for it in ''Black Ops II''. It cannot be unequipped until all ammunition has been expended, in which case the weapon will be discarded. |
− | |||
− | |||
− | + | In multiplayer, the MGL appears as a standard secondary weapon under the launchers category. It functions differently in this mode, with a strange two-round burst mode and timed sticky grenades; these are ''hand'' grenades, since the weapon actually fires the fictional "Semtex Grenade" model from previous games. In multiplayer and extinction it is not fitted with any sights; the view is zoomed in when aiming. | |
− | The | + | The reload animation of the MGL is unrealistic for several reasons. For one, the grenades are for some reason modeled to be smaller than the cylinder's chambers, and visibly roll around inside the chambers during the reload animation. Two, the animation doesn't bother with winding up the cylinder when reloading, and instead simply gives the cylinder a weak pull after closing it, which is not even remotely enough to fully wind up the cylinder's spring. The animation also neglects the fact that the cylinder cannot be manually rotated when the cylinder's spring is partially winded. |
[[Image:MGL Mk 1 L.jpg|thumb|none|400px|Milkor MGL Mk 1L in desert tan finish fitted with Armson OEG reflex sight - 40x46mm]] | [[Image:MGL Mk 1 L.jpg|thumb|none|400px|Milkor MGL Mk 1L in desert tan finish fitted with Armson OEG reflex sight - 40x46mm]] | ||
[[Image:MGL Menu Icon CoDG.jpg|thumb|none|400px|The game's menu icon of the MGL.]] | [[Image:MGL Menu Icon CoDG.jpg|thumb|none|400px|The game's menu icon of the MGL.]] | ||
[[Image:CoDGhosts-MGL-1.jpg|thumb|600px|none|Logan holds his MGL near the start of "Struck Down;" in this mission it is fitted with an EOTech sight, which was clearly not designed with this weapon in mind...]] | [[Image:CoDGhosts-MGL-1.jpg|thumb|600px|none|Logan holds his MGL near the start of "Struck Down;" in this mission it is fitted with an EOTech sight, which was clearly not designed with this weapon in mind...]] | ||
− | [[Image:CoDGhosts-MGL-2.jpg|thumb|600px|none|...since during a reload the left side ends up inside the the cylinder.]] | + | [[Image:CoDGhosts-MGL-2.jpg|thumb|600px|none|...since during a reload the left side ends up inside the the cylinder. The sight ''should'' actually rotate off to the side on the same axis as the cylinder when reloading though, which would avoid this.]] |
+ | [[File:CODG MGL (1).jpg|thumb|none|600px|Acquiring the MGL at the beginning of the mission, note the highlighter finish.]] | ||
+ | [[File:CODG MGL (2).jpg|thumb|none|600px|For some reason, Logan has to top it off with one last Semtex round.]] | ||
+ | [[File:CODG MGL (3).jpg|thumb|none|600px|Clicking the primer arms the round and activates the red ring around the rim.]] | ||
+ | [[File:CODG MGL (4).jpg|thumb|none|600px|The scopeless MGL in multiplayer.]] | ||
+ | [[File:CODG MGL (5).jpg|thumb|none|600px|"Aiming."]] | ||
==Panzerfaust 3-IT== | ==Panzerfaust 3-IT== | ||
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[[File:CODG Panzerfaust (1).jpg|thumb|none|600px|Logan aims a Panzerfaust 3 in the mission "Birds of Prey".]] | [[File:CODG Panzerfaust (1).jpg|thumb|none|600px|Logan aims a Panzerfaust 3 in the mission "Birds of Prey".]] | ||
[[File:CODG Panzerfaust (2).jpg|thumb|none|600px|Reloading the launcher.]] | [[File:CODG Panzerfaust (2).jpg|thumb|none|600px|Reloading the launcher.]] | ||
+ | [[File:CODG Panzerfaust (3).jpg|thumb|none|600px|Equipping a Panzerfaust in MP, showing off the details.]] | ||
==RGM-40 Kastet== | ==RGM-40 Kastet== | ||
− | + | The [[RGM-40 Kastet]] grenade launcher, a standalone version of the GP launcher series, is called the "Kastet;" it only appears in multiplayer and Extinction. It does not use its iron sights at all, instead simply being bought slightly closer to the middle of the screen. Like the [[GP-30]] from the ''Modern Warfare'' games, a western 40mm grenade stands in for the Russian caseless VOG-25 grenades used by the Kastet, and the launcher is still incorrectly flicked downwards to eject a nonexistent spent grenade casing (like all the previous COD games), with a full grenade model standing in for the nonexistent casing. | |
− | The [[ | ||
[[Image:RGM Kastet.jpg|thumb|none|400px|RGM-40 Kastet - 40mm]] | [[Image:RGM Kastet.jpg|thumb|none|400px|RGM-40 Kastet - 40mm]] | ||
[[Image:CoDGhosts-Kastet-1.jpg|thumb|600px|none|Obeying the graffiti bird, the player character in multiplayer holds her RGM-40 Kastet after firing a shot at a hugely threatening truck.]] | [[Image:CoDGhosts-Kastet-1.jpg|thumb|600px|none|Obeying the graffiti bird, the player character in multiplayer holds her RGM-40 Kastet after firing a shot at a hugely threatening truck.]] | ||
+ | [[File:CODG Kastet (1).jpg|thumb|none|600px|"Aiming" the RGM-40; this doesn't do much help when in Hardcore mode.]] | ||
+ | [[File:CODG Kastet (2).jpg|thumb|none|600px|Dumping out an unfired 40mm cased round.]] | ||
+ | [[File:CODG Kastet (3).jpg|thumb|none|600px|Reloading another.]] | ||
==RPG-7== | ==RPG-7== | ||
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[[Image:RPG-7 model CoDG.jpg|thumb|none|400px|The game's RPG-7 model.]] | [[Image:RPG-7 model CoDG.jpg|thumb|none|400px|The game's RPG-7 model.]] | ||
[[Image:CODG RPG 01.jpg|thumb|none|600px|A group of Federation soldiers firing RPG-7s.]] | [[Image:CODG RPG 01.jpg|thumb|none|600px|A group of Federation soldiers firing RPG-7s.]] | ||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
=Explosives= | =Explosives= | ||
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[[File:AN-M14 Dummy Grenade.jpg|thumb|300px|none|AN/M14 incendiary grenade, airsoft version with modern-day markings.]] | [[File:AN-M14 Dummy Grenade.jpg|thumb|300px|none|AN/M14 incendiary grenade, airsoft version with modern-day markings.]] | ||
[[Image:Thermobaric Grenade model CoDG.jpg|thumb|none|180px|The game's AN/M14 incendiary grenade model.]] | [[Image:Thermobaric Grenade model CoDG.jpg|thumb|none|180px|The game's AN/M14 incendiary grenade model.]] | ||
+ | [[File:CODG ANM14.jpg|thumb|none|600px|Pulling the pin on an AN/M14 grenade.]] | ||
− | == M18 smoke grenade == | + | ==M18 smoke grenade== |
− | + | [[M18 smoke grenade]]s are often seen on NPCs, and can be selected by the player in multiplayer; they are also used to mark locations for "care package" rewards. As is often the case in video games, they incorrectly produce white smoke. | |
− | [[M18 smoke grenade]]s are often seen on NPCs, and can be selected by the player in multiplayer; they are also used to mark locations for "care package" rewards. | + | [[File:M18red.jpg|thumb|none|140px|M18 smoke grenade]] |
− | + | [[File:Smoke Grenade Menu Icon CoDG.jpg|thumb|none|200px|In-game menu icon of the smoke grenade.]] | |
− | [[ | + | [[File:CODG M18.jpg|thumb|none|600px|About to throw a M18.]] |
− | [[ | ||
== M18A1 Claymore == | == M18A1 Claymore == | ||
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[[Image:M18a1 07.jpg|thumb|none|300px|M18A1 Claymore anti-personnel mine]] | [[Image:M18a1 07.jpg|thumb|none|300px|M18A1 Claymore anti-personnel mine]] | ||
− | [[Image:CoDGhosts-Claymore-1.jpg|thumb|none|600px|The player character in Extinction locates a ghostly Claymore. Note the fictional motion-sensor detonator on top of the mine's | + | [[Image:CoDGhosts-Claymore-1.jpg|thumb|none|600px|The player character in Extinction locates a ghostly Claymore. Note the fictional motion-sensor detonator on top of the mine's detonator inputs.]] |
== M67 Hand Grenade == | == M67 Hand Grenade == | ||
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[[Image:Baseball.jpg|thumb|none|140px|M67 hand grenade]] | [[Image:Baseball.jpg|thumb|none|140px|M67 hand grenade]] | ||
+ | [[File:CODG M67.jpg|thumb|none|600px|Pulling the pin on a M67 frag.]] | ||
==M84 Stun Grenade== | ==M84 Stun Grenade== | ||
− | Ghost unit members generally carry [[M84 stun grenade]]s on their webbing, as do some Federation soldiers. M84s are not usable by the player; instead | + | Ghost unit members generally carry [[M84 stun grenade]]s on their webbing, as do some Federation soldiers. M84s are not usable by the player; the game's main stun grenade is instead an entirely fictional design (see "9-Bang" below). However, the fictional grenade still leaves a burned-out M84 body on the ground after detonating. |
[[File:M84-Flash-Bang-Grenade.jpg|thumb|none|140px|M84 stun grenade]] | [[File:M84-Flash-Bang-Grenade.jpg|thumb|none|140px|M84 stun grenade]] | ||
− | [[Image:9-Bang Menu Icon CoDG.jpg|thumb|none|300px|The | + | |
+ | =="9-Bang"== | ||
+ | A fictional grenade serves as the main stun grenade in ''Ghosts''. In campaign, it is known as the "Flashbang", and functions like a normal COD flashbang. In multiplayer, it is known as the "9-Bang", and releases multiple flashes and an EMP effect after it is "cooked". | ||
+ | |||
+ | [[Image:9-Bang Menu Icon CoDG.jpg|thumb|none|300px|The 9-Bang in ''Ghosts''.]] | ||
+ | [[File:CODG 9bang.jpg|thumb|none|600px|Twisting the top to arm the flashbang grenade.]] | ||
== Model 7290 Flashbang Grenade == | == Model 7290 Flashbang Grenade == | ||
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[[Image:Model 7290.jpg|thumb|none|140px|Model 7290 flashbang grenade]] | [[Image:Model 7290.jpg|thumb|none|140px|Model 7290 flashbang grenade]] | ||
[[Image:Concussion Grenade model CoDG.jpg|thumb|none|180px|The in-game flashbang grenade model]] | [[Image:Concussion Grenade model CoDG.jpg|thumb|none|180px|The in-game flashbang grenade model]] | ||
+ | [[File:CODG M7290.jpg|thumb|none|600px|Preparing to toss a M7290 grenade.]] | ||
+ | |||
+ | == RDG-2 Smoke Grenade == | ||
+ | |||
+ | Seen on the uniforms of Federation troops. | ||
+ | |||
+ | [[Image:rdg2.jpg|thumb|none|300px|RDG-2 smoke grenade]] | ||
+ | [[File:CODG RDG-5.jpg|thumb|none|600px|An RDG-2 smoke grenade on the vest of a dead Venezuelan soldier. Note the two RGD-5 grenades also strapped next to it.]] | ||
== RGD-5 Hand Grenade == | == RGD-5 Hand Grenade == | ||
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[[Image:Rdg5.jpg|thumb|none|140px|RGD-5 High-Explosive Fragmentation hand grenade]] | [[Image:Rdg5.jpg|thumb|none|140px|RGD-5 High-Explosive Fragmentation hand grenade]] | ||
+ | [[File:CODG RDG-5.jpg|thumb|none|600px|Two RGD-5 grenades on the vest of a dead Venezuelan soldier. Apparently the Federation supplies its army mainly from Russia as evidenced by these grenades and the distinctive Russian uniforms, as with the real-world Venezuelan military.]] | ||
+ | |||
+ | == TMRP-6 anti-tank mine == | ||
+ | |||
+ | The [[TMRP-6 anti-tank mine]] is featured as the "Thermobaric Mine". | ||
+ | |||
+ | [[Image:Tmrp6.jpg|thumb|none|300px|TMRP-6 anti-tank mine]] | ||
+ | |||
+ | ==MK 3 CLAM== | ||
+ | The same [https://www.slideshare.net/navydiver/pmseod21-exchange-officer-end-of-tour-report MK 3 CLAM] limpet mine from Modern Warfare 3 is used in "Clockwork". | ||
=Mounted Weapons= | =Mounted Weapons= | ||
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[[Image:GhostsShipunov-1.jpg|thumb|none|600px|"Nowhere is safe from crashing helicopters! NOWHERE!"]] | [[Image:GhostsShipunov-1.jpg|thumb|none|600px|"Nowhere is safe from crashing helicopters! NOWHERE!"]] | ||
− | ==SVD | + | ==SVD Dragunov== |
− | The ''Modern Warfare 3'' [[SVD Dragunov | + | The ''Modern Warfare 3'' [[SVD Dragunov]] model appears in the mission "Struck Down," fitted with a suppressor and the scope from the "Lynx" and mounted on a remote-controlled rig. The weapon's HUD incorrectly refers to it as a .50 cal, and the firing sound seems to have not been told it isn't one either (and neither has the suppressor, for that matter). It can assumed that the weapon was a placeholder, much like the UMP-45 and the M4A1, but was never replaced and therefore managed to sneak its way into the final version of the game. |
− | [[ | + | [[File:SVD-TigerCarbine.jpg|thumb|none|400px|Izhmash Tiger with synthetic furniture used on later production military SVDs - 7.62x54mm R]] |
+ | [[Image:GepardM6.jpg|thumb|none|400px|Gepard GM6 Lynx - .50 BMG. Image used to show the scope.]] | ||
[[Image:CoDGhosts-SVD-1.jpg|thumb|600px|none|Keegan sets up the sniper rig at the start of "Struck Down." Note that the mounting is pivoting in the wrong place, most likely caused by a misplaced rotator joint in the model.]] | [[Image:CoDGhosts-SVD-1.jpg|thumb|600px|none|Keegan sets up the sniper rig at the start of "Struck Down." Note that the mounting is pivoting in the wrong place, most likely caused by a misplaced rotator joint in the model.]] | ||
− | [[Image:CoD Ghosts SVD misc1.jpg|thumb|none|600px|Somehow the Ghosts unit manages to squeeze this poor SVD full of .50 BMG and then make it remote controlled.]] | + | [[Image:CoD Ghosts SVD misc1.jpg|thumb|none|600px|Somehow the Ghosts unit manages to squeeze this poor SVD full of .50 BMG and then make it remote controlled. Note the scope from the "Lynx" being wired presumably to provide visual feed to the remote control tablet.]] |
== Yakushev-Borzov Yak-B == | == Yakushev-Borzov Yak-B == | ||
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[[Image:CoDGhosts-YakB-1.jpg|thumb|none|600px|Making his way through the jungle, Logan is ambushed by a pair of "Battle Hinds," the one in the foreground showing off its mismounted Yak-B gatling gun.]] | [[Image:CoDGhosts-YakB-1.jpg|thumb|none|600px|Making his way through the jungle, Logan is ambushed by a pair of "Battle Hinds," the one in the foreground showing off its mismounted Yak-B gatling gun.]] | ||
[[Image:GhostsSameOldHind-1.jpg|thumb|none|600px|Logan continues to flee from the results of sinking a boat full of spare helicopters from the previous games.]] | [[Image:GhostsSameOldHind-1.jpg|thumb|none|600px|Logan continues to flee from the results of sinking a boat full of spare helicopters from the previous games.]] | ||
+ | |||
+ | =Unusable Weapons= | ||
+ | This section excludes mounted and emplaced weapons as well as grenades and explosives - you can find them under their respective categories. | ||
+ | |||
+ | ==Browning Hi-Power== | ||
+ | A [[Browning Hi-Power]] is used by a co-pilot in the intro cutscene of the Extinction map "Exodus", though the weapon is not available for use in-game. | ||
+ | [[Image:BrowningHiPowerPistol9mm.jpg|thumb|none|400px|Classic Commercial Browning Hi-Power (Belgian manufacture) - 9x19mm]] | ||
+ | |||
+ | ==Colt Anaconda== | ||
+ | The pickup icon for the ''Modern Warfare 2'' [[Colt Anaconda]] can be seen on a poster in the multiplayer map "Octane." The weapon itself does not appear anywhere in the game. | ||
+ | [[Image:Colt Anaconda HQ.jpg|thumb|400px|none|Colt Anaconda with 6" barrel - .44 Magnum]] | ||
+ | [[Image:CoDGhosts-Anaconda-1.jpg|thumb|600px|none|Presumably the gun owner has to stand in front of this poster and hold F.]] | ||
+ | |||
+ | ==Flintlock Pistol== | ||
+ | [[Flintlock Pistol]]s are dual-wielded by one of the ghost pirates of the "Ghostly Crew" field order reward, in the Invasion DLC map "Mutiny". The weapon is not available to the player. | ||
+ | |||
+ | ==FN FNP-9== | ||
+ | The [[FN FNP-9]] is seen as the symbol for the perks "Ready Up" and "Quickdraw", though the weapon itself does not appear in the game. | ||
+ | [[Image:FNP-9mm2Tone.jpg|thumb|none|400px|FNP-9 Pistol - 9x19mm]] | ||
+ | [[Image:Ready-up-quickdraw-cod-ghosts.jpg|thumb|none|240px|Ready Up (left) and Quickdraw (right)]] | ||
+ | |||
+ | ==Springfield Armory Loaded 1911== | ||
+ | A [[Springfield Armory Loaded 1911]] is seen holstered on John Price's multiplayer model from the Cpt. Price Legend Pack. It is not available for use in the game, though. | ||
+ | [[File:SA loaded m1911.jpg|thumb|none|400px|Springfield Armory Loaded M1911A1 - .45 ACP]] | ||
+ | |||
+ | ==M16A4== | ||
+ | An [[M16A4]] is seen as the symbol for the perks "Reflex" and "Overkill", though the weapon itself does not appear in the game. | ||
+ | [[File:M16A4Standard.jpg|thumb|none|400px|M16A4 - 5.56x45mm]] | ||
+ | [[File:Reflex-overkill-cod-ghosts.jpg|thumb|none|240px|Reflex (left) and Overkill (right)]] | ||
+ | |||
+ | ==Spike's Tactical Havoc Launcher== | ||
+ | The KAC ChainSAW by default mounts an unusable 12-inch [[Spike's Tactical Havoc Launcher]] under the barrel. The right-hand side cocking handle and safety markings have been mirrored to the left, but the rotatry safety catch itself is oddly absent. The text has been changed to say it is a 40mm launcher instead of 37mm; despite this, it cannot be used and if a grenade launcher attachment is mounted on the ChainSAW it will be replaced with an FN 40GL. | ||
+ | [[Image:Spike Tactical Havoc 12 inch.jpg|thumb|none|400px|Spike's Tactical Havoc Launcher, 12" barrel - 37mm]] | ||
+ | [[Image:CoDGhosts-Havoc-1.jpg|thumb|600px|none|Logan reloads his ChainSAW, showing off the underbarrel Havoc launcher. Note the cocking handle on the wrong side, and the safety markings without the safety itself, making the cocking handle (which is purely a texture without a modeled handle) look like it's a safety catch.]] | ||
=Cut Weapons= | =Cut Weapons= | ||
− | The following weapons | + | The following weapons appear in pre-release gameplay footage but not in-game. |
==Heckler & Koch UMP45== | ==Heckler & Koch UMP45== | ||
+ | A camouflaged [[Heckler & Koch UMP45]] was seen briefly in the behind the scenes trailer as the narration discusses the addition of sliding. This was ''[[Modern Warfare 3]]'' UMP model, fitted with a new EOTech EOLAD-1V reflex sight. This weapon does not appear in the final game, and was most likely a development placeholder for the K7, if only due to the suppressor and the K7's reload animation. | ||
+ | [[File:UMP45 RIS.jpg|thumb|none|400px|Heckler & Koch UMP45 - .45 ACP]] | ||
+ | [[Image:GhostsUMP-1.jpg|thumb|none|600px|While continuing the ''Black Ops II'' tradition of infiltrating disused ''Crysis'' sets, the player character goes for a slide with his UMP.]] | ||
− | + | ==AK Hybrid== | |
+ | Soldiers in ghillie suits are seen jumping out of a helicopter with suppressed AK rifles in the reveal trailer. This is the "AK-47" model from ''Modern Warfare 3'', actually a custom hybrid of the [[AK-47]] and the [[AKM]]. It does not appear in the final game, and seems to have been a placeholder for the AK-12. | ||
+ | [[File:MW3 AK 47.jpg|thumb|none|400px|'''Photoshopped''' AK-47 with synthetic M4 style stock, pistol grip and handguard, AK-74 style muzzle brake, and side mounted RIS rail as seen in ''[[Modern Warfare 3]]'' - 7.62x39mm]] | ||
+ | [[File:CoDGhosts-AK47-1.jpg|thumb|none|600px|Ghillie-suited soldiers with their suppressed AKs.]] | ||
− | + | ==Colt M4A1 Carbine== | |
− | |||
− | |||
− | == Colt M4A1 Carbine == | ||
The [[M4A1]] model from ''Modern Warfare 3'' was seen several times in the behind the scenes trailer, with other shots showing the ''[[Modern Warfare 2]]'' model with a variation of the ARMS SIR rail system which had a carry handle gap between the top of the receiver and the rail. Neither appears in the final game, most likely replaced by either the Honey Badger or the Remington R5. However, one of the pseudo-Intel "Rorke Files" shows the aforementioned antagonist training with such weapon. | The [[M4A1]] model from ''Modern Warfare 3'' was seen several times in the behind the scenes trailer, with other shots showing the ''[[Modern Warfare 2]]'' model with a variation of the ARMS SIR rail system which had a carry handle gap between the top of the receiver and the rail. Neither appears in the final game, most likely replaced by either the Honey Badger or the Remington R5. However, one of the pseudo-Intel "Rorke Files" shows the aforementioned antagonist training with such weapon. | ||
− | |||
[[Image:ColtM4.jpg|thumb|none|400px|Colt M4A1 Carbine with Aimpoint M68 red dot sight and Knight's Armament RAS railed handguard and vertical forward grip - 5.56x45mm]] | [[Image:ColtM4.jpg|thumb|none|400px|Colt M4A1 Carbine with Aimpoint M68 red dot sight and Knight's Armament RAS railed handguard and vertical forward grip - 5.56x45mm]] | ||
[[Image:GhostsM4-1.jpg|thumb|none|600px|The player character holds the ''Modern Warfare 3'' M4. While most likely a placeholder, ''Modern Warfare 3'' demonstrated this was no guarantee it would not end up in the final game.]] | [[Image:GhostsM4-1.jpg|thumb|none|600px|The player character holds the ''Modern Warfare 3'' M4. While most likely a placeholder, ''Modern Warfare 3'' demonstrated this was no guarantee it would not end up in the final game.]] | ||
Line 757: | Line 783: | ||
==M203 Grenade Launcher (Airsoft)== | ==M203 Grenade Launcher (Airsoft)== | ||
− | |||
In early previews where the ''Modern Warfare 3'' M4 appeared as a placeholder, it was equipped with that game's Airsoft [[M203 grenade launcher]]. This weapon does not appear in the final game. | In early previews where the ''Modern Warfare 3'' M4 appeared as a placeholder, it was equipped with that game's Airsoft [[M203 grenade launcher]]. This weapon does not appear in the final game. | ||
− | |||
[[Image:G&P M203.jpg|thumb|none|400px|'''Airsoft''' M203 made by G&P - (fake) 40x46mm. Note the RIS mount and removed trigger guard]] | [[Image:G&P M203.jpg|thumb|none|400px|'''Airsoft''' M203 made by G&P - (fake) 40x46mm. Note the RIS mount and removed trigger guard]] | ||
[[Image:GhostsM4-2.jpg|thumb|none|600px|The ''MW3'' M4 with a fake M203, seen during a demonstration of the all-important levitating fish hurricane mechanics.]] | [[Image:GhostsM4-2.jpg|thumb|none|600px|The ''MW3'' M4 with a fake M203, seen during a demonstration of the all-important levitating fish hurricane mechanics.]] | ||
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[[Category:War]] | [[Category:War]] | ||
[[Category:Covert-ops]] | [[Category:Covert-ops]] | ||
+ | [[Category:Post Apocalyptic]] |
Revision as of 21:41, 21 February 2024
Call of Duty: Ghosts is a first person shooter developed by Infinity Ward, Sledgehammer Games and Neversoft and published by Activision for Playstation 3, Playstation 4, Xbox 360, Xbox One, Wii U and PC. Ghosts does not continue the story of previous Modern Warfare games, instead being set in the aftermath of an attack by an orbiting kinetic weapons platform which has crippled the United States, with the player taking on the role of a "Ghost" soldier, a member of a fictional elite unit created from the combined remnants of the US special operations forces. The game was released on November 5th, 2013.
The following firearms are seen in the videogame Call of Duty: Ghosts:
Handguns
Beretta M9A1
The Beretta M9A1 is a common starting weapon in singleplayer missions, and seems to be the standard sidearm for US forces. It is always shown with tritium illuminated sights, an accessory rail in front of the rear sight, and a mounted Inforce APL flashlight that has no in-game function. In Extinction mode it is incorrectly shown firing in bursts. It has an incorrect 12-round magazine by default (which is possible on the .40 S&W Beretta 96 instead), but the extended magazine attachment and the Extinction variant give a correct 18-round capacity (18-round magazines do exist for the 92 series). The top rail serves no purpose, since the M9A1 has no ability to accept sight attachments in-game.
MP-443 Grach
The MP-443 Grach appears in-game with a custom reverse two-tone finish, and uses incorrect 10 and 15 round magazines (10-round magazines are only available to the MP-446 Viking variant in reality) instead of the real 18-rounder. It is seen in the hands of Rorke in "Sin City" and used by enemies in "Severed Ties" and "The Ghost Killer." In Extinction mode it is the last starting pistol that can be unlocked, and is incorrectly depicted as fully automatic. In the Squads mode Safeguard, a variation on Modern Warfare 3's Survival mode, it is the starting weapon, always equipped with an extended magazine (likely to match the capacity of the Five-Seven used in MW3's version of the mode). Unlike the M9A1, the hammer is never cocked back.
SIG-Sauer P226 MK 25
The SIG-Sauer P226 MK 25 is a common starting weapon in singleplayer, sometimes with a suppressor, and the default starting weapon in Extinction mode. It has a capacity of 14 rounds in multiplayer, which does not match any version of the P226 but is closest to the 15-round mags of the 9x19mm P226; in singleplayer and Extinction mode it holds 12 rounds per magazine, correct for the .40 S&W and .357 SIG versions. The hammer always remains in a half-cocked position, even though it should be fully cocked after the first shot. Despite lacking the Navy Anchor insignia, the presence of an underbarrel MIL-STD 19-13 rail instead of the SIG proprietary one distinguishes it as a Mk 25 model.
Taurus Raging Bull
The Taurus Raging Bull appears in the game as the ".44 Magnum", equipped with a top rail. Despite its name, the barrel marking clearly indicates that it is chambered in .454 Casull. The barrel also labels the weapon as a "Roaring Wolf," presumably to avoid Taurus' trademark.
It appears only once in the campaign, in the hands of villain Rorke; when Logan briefly has control of it, it is shown firing in double-action mode. In multiplayer and Extinction, it operates in single-action mode; it has a capacity of six shots, despite that a .454 Casull Raging Bull should only have five rounds in the cylinder, whereas the .44 Magnum version would correctly have six rounds. In Extinction mode, it is the first alternative starting weapon available, and unlocks at level 7. Also notable is that, when upgraded to level 2 in Extinction via skill points, the cylinder capacity is incorrectly changed to 9 rounds, which is impossible for any caliber variant of the Raging Bull (though 8-round cylinders exist). It can incorrectly be suppressed, as with the Taurus Raging Judge in Call of Duty: Black Ops II.
In multiplayer it can, rather pointlessly, be dual-wielded with ACOG scopes fitted to both weapons (as there is no way to aim dual-wielded weapons in the CoD series); getting a large number of kills with this setup unlocks a badge called "Clueless."
VBR-Belgium PDW
The VBR-Belgium PDW machine pistol, referred to as the "PDW," appears late in the campaign in the missions "Severed Ties" and "The Ghost Killer." The standard VBR in multiplayer has a 12-round magazine and is incorrectly shown firing 3-round bursts, while the gold-plated variant available with the June 3rd patch gets a 20-round magazine and a correct fully-automatic fire mode. The singleplayer version is fully-automatic by default and has a 32-round magazine. While this ammo count would be possible with a 33-round Glock 18 magazine, the weapon is shown with a non-projecting magazine which would not have anything like this capacity; the model appears to be a 19-round Glock 18 magazine. For some reason, the charging handle is always pulled after reloading, regardless of whether the magazine was empty or not.
Submachine Guns
The in-game SMG category also includes the X95 Flattop and Vepr, despite the fact that these are assault rifles.
Daewoo K7
The Daewoo K7, referred to as the "K7," is an uncommon weapon in singleplayer, appearing in the missions "Sin City," "Severed Ties" and "The Ghost Killer," where Hesh also uses one. It is one of the weapons which features an integral suppressor, which in gameplay terms means it has one without the player having to give it the "silencer" attachment in multiplayer. Interestingly, the weapon features the same reloading action as the UMP45 from previous games, but with a (obviously) different cocking action.
Izhmash PP-19 Bizon-2
The PP-19 Bizon-2 appears as the "Bizon". It is another common weapon among Federation forces, but it is mostly seen in outdoor levels. Despite the receiver indicating the weapon is chambered in 9x18mm Makarov, the magazine only holds a paltry 36 rounds; even the "extended mags" attachment does not get this up to the correct 64, instead giving only 54 rounds.
Saab Bofors Dynamics CBJ-MS
The Saab Bofors Dynamics CBJ-MS is used by Federation forces, mostly during indoor levels. It has the highest rate of fire of any weapon in the game, but is otherwise fairly mediocre. It incorrectly holds 32 rounds in campaign and extinction, and 34 in multiplayer, instead of the real 30-round capacity. In multiplayer, it is described as having custom armor-piercing tungsten rounds, which, apart from the "custom" bit, is a reasonable description of the special saboted 6.5x25mm round the CBJ-MS can fire. Unlike the PM-9 from Modern Warfare 3, the character does hold the foregrip, although they only bother to hold it properly if the "Foregrip" attachment is added.
TDI Vector
Logan starts with a TDI Vector in "Federation Day" and "Severed Ties." It is incorrectly referred to in-game as the "Vector CRB," which is actually a civilian semi-automatic version with a 16-inch barrel sold in states that do not allow the shorter version due to SBR bans. The Vector is shown with a strobe light mounted above the barrel, only usable in "Federation Day," and is fitted with a Magpul AFG by default. It has a correct 30-round magazine in singleplayer and Extinction, but incorrectly 32 rounds in multiplayer (48 with extended mags)
Shotguns
UTAS UTS-15
The UTAS UTS-15 only appears in multiplayer and Extinction, and is referred to as the "Tac 12." The version shown in the game is the initial "Gen 1" variant, with the notoriously fragile hooked tube selector the most obvious sign of this. The player character apparently only uses the left tube, since reload animations only show the player character loading the left tube. The tube selector is pointed partway to the right, which indicates feeding from the left tube, assuming it even feeds in this position. While only using the left tube means the weapon should only have a capacity of 6+1 rounds (since it appears to be firing 3" shells), the capacity in multiplayer is actually 10 rounds (15 with extended mags). In addition, the "windows" in the top of the tube magazines always show the weapon to be completely loaded with six shells visible on each side; it also incorrectly ejects spent shells out of what appears to be the right side of the forend, rather than through the ejection port in the stock.
Heckler & Koch FABARM FP6
The Heckler & Koch FABARM FP6, called the "FP6," is not available to the player in the campaign; only Hesh carries one without the stock on his back, although he never uses it (similarly to Vasquez's Winchester 1200 in Call of Duty 4: Modern Warfare). However, the FP6 is available in Extinction mode and multiplayer.
The reload, interestingly, shows the player character's hand with the correct number of rounds in it to reload the tube, rather than being a cycled one-at-a-time animation as is common in games (though the pump is still always operated after reloading, even if the tube wasn't empty). Because of each of the weapon's five possible reload animations appear to be hard coded to one of the five possible magazine states at the start of the reload, it is impossible to interrupt the weapon's reloading animation by firing. For likely similar reasons, the FP6 doesn't have an "extended mags" attachment, even though the capacity of the real FP6 magazine tube can be extended from 5 to 7 shells.
Metal Storm MAUL
The semi-automatic Multi-shot Accessory Underbarrel Launcher, or MAUL, referred to as the "Bulldog," is sometimes seen in singleplayer in the hands of Federation soldiers. The Create-a-soldier icon showns it with two spare barrel/magazine tubes in the stock; these are never used for reloading in-game, with the player character instead seemingly grabbing one from their chest rig and seating it with a wince-inducing smack of the muzzle. It is also available in multiplayer as both a standalone weapon and an accessory for assault rifles, and can be found in the second area of Extinction mode. Only the standalone version in singleplayer has the correct capacity of 5 loads. In multiplayer and Extinction it has an incorrect capacity of 6 loads (9 with the "extended mags" attachment), and the underbarrel version available in multiplayer contains only 4.
In a fairly obvious oversight by the developers, shotgun soldiers armed with MAULs will still be shown with holders for standard 12 gauge rounds attached to their webbing, even though they could not possibly be used by the MAUL.
MTs255
During "No Man's Land," Hesh picks up an MTs255 shotgun from a table and places it on his back; he will occasionally use it at close range in any mission where he is present. It seems it was a family weapon since he comments he never thought he would see it again, but it is not particularly clear why attention is drawn to it since his possession of it is never important to the story. The MTs255 appears occasionally in the hands of enemies; it is fitted with Modern Warfare 3's bracket-mounted accessory rail and illuminated sights. It seems the developers did not actually know how the shotgun operates, since the cylinder latch is marked as if it is a safety, and the cylinder is instead operated by lifting a throw lever just ahead of it; the hammer is also always in the uncocked position, but somehow goes further forward upon firing (such that the hammer ring hits the firing pin, which would require the actual hammer strike face to go completely through it), and then automatically resets itself afterwards.
Assault & Battle Rifles
One thing to note is that the assault rifles and marksman rifles in the game can be used in 3-round burst mode via the "Burst Fire" attachment. However, this burst mode is incorrect for almost all rifles used in the game: the AK-12 is the only one of them that has the 3-round burst option in reality. The real CZ 805 BREN has a burst setting, but it is 2-round burst instead of 3.
AAC Honey Badger
The AAC Honey Badger seems to be a standard weapon for the Ghost unit; the version shown is equipped with a custom charging handle, Magpul MBUS Gen 2 sights and Magpul PMAGs. Like the K7, it is integrally suppressed, without the need for a suppressor attachment. It is first seen in the mission "Brave New World," used by Logan and Hesh. One of the first weapons shown in previews, it repeats a common Call of Duty error in that it is shown with the safety on, one of the few weapons in this game to commit that error. It correctly holds 30 rounds per magazine in campaign and multiplayer, but erroneously 35 in Extinction Chaos mode (as it was replaced by other assault rifles in later patches for standard Extinction).
AK-12 Prototype
The 2012 prototype of the AK-12 (based on the canceled AK-200 derivative) is used by Federation troops, as a replacement for the series' long-running anachronistic use of AK-47s. The AK-12 has a 30-round magazine in singleplayer and multiplayer (which increases to 45 with the "extended mags" attachment, which doesn't actually change the model of the magazine), and 40 in Extinction mode. The reload animation is unusual; the player character rests the new magazine against the old, swaps them with the magazines held together, then quickly pulls the old magazine away and retains it instead of dropping it or throwing it like it's about to explode as is more usual for the series. "7.62x39mm" is written on the receiver, but the magazine model is that of the 5.45x39mm version.
APS Underwater Rifle
The APS Underwater Assault Rifle is seen only in singleplayer, and is used by Logan at the very start of "Atlas Falls" and throughout the underwater mission "Into the Deep." It is shown with a bracket accessory rail like the AK-47 in Modern Warfare 3 which never mounts anything, and features an incorrect 30-round magazine, as opposed to the real weapon's 26. Enemy divers in the level also use APS rifles; the weapon is a little anachronistic since by 2026 it would almost certainly have been replaced by the more advanced ADS Amphibious Rifle, an A-91 derivative that uses a dart round that can fit in a standard AK-74 magazine. It is also not clear how the North American Ghost Unit and the South American Federation frogmen came to be using Russian underwater rifles.
Interestingly, the weapon is never cocked after reloading an empty magazine. This is mechanically possible, since the APS is an open-bolt weapon, which means in it wouldn't need to be cocked if the user lets their finger off of the trigger on the last shot. The weapon also fires modelled projectiles rather than hitscan traces like the rest of the game's rifles; in-game, it is in fact noted that the weapon's projectiles are slower than a normal bullet. On the unrealistic side, the rate of fire is fixed at 400 rpm and it always has the same range: in reality, both range and rate of fire depend on the depth the APS is being used at.
Beretta ARX-160
The Beretta ARX-160 is referred to as the "ARX-160" in game. In singleplayer, it is only seen in the outer space mission "Loki," where it incorrectly fires in 2-round bursts; in multiplayer it is correctly shown as fully automatic. Unlike the X95, it defaults to its white "OSA" space skin in multiplayer. The magazine features odd black-cased rounds with "CO2" printed on them, possibly implying they are filled with pressurized gas (despite the fact that such a round could hardly achieve any sort of lethal muzzle velocity, and that tests have shown standard ammunition is perfectly capable of firing in a vacuum), and the STANAG-style magazine is also labelled as 5.45x39mm. In multiplayer, it includes a remarkably hideous built-in laser sight and a vaguely defined ability to have reduced recoil for the first three rounds of every burst.
CZ 805 BREN
The CZ 805 BREN is one of the more common assault rifles in the game, referred to as the "SA-805" ("SA" presumably being short for "samopal", which is Czech (as is the rifle) for "submachine gun"; while this may seem odd, it is somewhat justified by the fact that the Vz. 58 assault rifle (also Czech) is often designated this way). It appears to have been one of the first models made for Ghosts, and is significantly less detailed than those made later; in particular, the weapon's lower features very "flat" seams. More bizarrely, if the weapon is fitted with any kind of optic, the 3D magazine release and fire selector will vanish, leaving only the "painted on" textures underneath them.
The SC-2010, a Peruvian upgrade for the FN FAL, is probably the most common Federation weapon in singleplayer, where it can be found with a variety of accessories in most missions. It is also available in multiplayer and is found in the first area of Extinction mode, where for some reason it is restricted to semi-automatic fire only and to a lower 24-round capacity compared to the 30-round capacity seen in campaign and multiplayer (the latter is still not appropriate, since the weapon model uses a 20-round magazine).
FAD
The FAD is one of the most common weapons among the Federation forces seen in singleplayer; it is redesigned from Modern Warfare 3, with a non-slip style surface texture and less fiddly-looking iron sights, though these are less true to the sights of the real weapon as a result. It is shown, oddly, with a two-setting safe/fire selector, while the real weapon has both semi and full auto modes; the in-game FAD is auto only. It has a correct capacity of 30 rounds in campaign, but an incorrect 42-round one in multiplayer. Unlike Modern Warfare 3, the character actually bothers to chamber a round after an empty reload, giving the charging handle an underhand tug.
Heckler & Koch G28
The Heckler & Koch G28 in patrol configuration is referred to as the "MR-28," combining the civilian designation "MR308" with the German military designation. It has a correct 20-round magazine in singleplayer, but an incorrect 24-round capacity in multiplayer (36 with Extended Mags), and in Extinction mode it is restricted to a meager 8 rounds per mag. The gun uses the exact same mid-magazine reload animation as the SCAR-H from Modern Warfare 2 (and the SCAR-L from Modern Warfare 3).
"M27-IAR"
A custom AR-15 made of various parts and outfitted with an HK416 grip and stock appears in Ghosts as the M27 IAR, a variant of the HK416 used as a squad automatic weapon. It comes with a fictional Beta C-Mag/AK drum hybrid and is listed as a "light machine gun" in-game. The receiver model seems designed after a direct gas inpingement AR-15, with both the upper and lower looking like non-milspec parts, the upper specifically, which has a rail section that sits flat with the charging handle, instead of being raised to accommodate for the piston system like in the real M27 and HK416 (it even has a railed standard gas block at the end of the quad-rail).
The whole gun itself is made to look battered and poorly serviced; the fire selector is completely missing, the handguard is held on with plastic ties, and a section of the rear sight is gone if the weapon has iron sights, leaving a crescent-moon shape. Both this section of the rear sight and the front sight pin are missing if the weapon mounts optics. The model is always shown with a (useless) bipod and a MagPul AFG, regardless of whether the "foregrip" attachment is used or not. Additionally, the Beta C-Mag appears to be backwards.
IMBEL IA2
The IMBEL IA2 is referred to as the "IA-2." It is configured as a marksman rifle and is classified as such; it features a fixed stock instead of a folding stock, and is restricted to semi-automatic fire. It is one of Logan's starting weapons in "Federation Day". It has a 10-round magazine size in singleplayer (which is relatively correct, as FAL 10-rounders seem to have existed prior to the game's release, though the weapon is always modeled with the much more common 20-round magazine), but a strange 18-round capacity in multiplayer (27 with Extended Mags) and a slightly incorrect 21 in Extinction.
IWI X95 Flattop
The IWI X95 Flattop appears in the singleplayer levels "Ghost Stories" and "The Hunted." The markings on the receiver indicate that the weapon is chambered in 5.45x39mm, a modification originally developed for Ukrainian license-built TAR-series rifles manufactured by RPC Fort. It uses a STANAG-style magazine, though these are available for 5.45mm cartridges, so this is not necessarily an error.
It is referred to as "MTAR-X" in-game, and is classified as a submachine gun; this classification would only be correct if it were modeled after the 9x19mm version, which has a straight and thinner magazine. In singleplayer it has a 32-round magazine, indeed only possible for the 9x19mm variant, while in multiplayer it has an even more incorrect 38-round magazine (57 with extended mags). In Extinction it has a 40-round magazine, or 60 with extended mags: while both capacities are available to the real assault rifle counterpart (at least in 5.56x45mm), it visibly still uses a 30-rounder.
A variant called "MTAR-X2" appears during the outer space portion of the singleplayer level "Ghost Stories". This variant fires in 3-round bursts (which is not possible on a real TAR-series rifle), and a has a special white skin.
"Maverick"
The "Maverick" assault rifle and the "Maverick-A2" sniper rifle are a pair of weapons included in the Onslaught DLC. Their design is fictional, but is essentially a custom FN FAL build (in 5.56x45mm NATO, if the 5.56 Magpul PMAGs it feeds from are any indication); it has an FAL type lower receiver, with a DSA-esque railed upper receiver mounting Diamondhead's Diamond Integrated Sighting System flip up sights. The stock appears to be inspired by the wooden thumbhole stock for the Norinco-branded Model 320, while the trigger guard resembles the one from the Heckler & Koch G3; the flash hider and (wooden) handguard appear to be custom, with the latter covering only the barrel and leaving the gas tube exposed on the sides (the top being covered by a Picatinny rail). The gas system appears to be from an FAL as well, complete with a forward-mounted spring (though this appears to be wrapped around the gas tube, rather than inside it). Markings on the weapon refer to it as the "RM-22", and is also referenced as such in the game files. Similar to the SC-2010, what would normally be the FAL's bolt release is depicted as the magazine release; the charging handle is also depicted as reciprocating (unlike a typical FAL), though (presumably due to a bug) it only does so when firing without aiming.
Mk 14 Mod 0 Enhanced Battle Rifle
The Mk 14 Mod 0 Enhanced Battle Rifle returns from the previous Modern Warfare series, this time referred to as "MK14 EBR". It has a correct (or, at least, plausible) 10-round magazine in singleplayer, but a strange 18-round capacity in multiplayer (27 with Extended Mags) and another incorrect 21 in Extinction. In any event, it is always modeled with a 20-round magazine.
Oddly, it is the only one of the marksman rifles to actually mount its own scope in singleplayer; the three others all have an ACOG scope instead in their respective mission, while the Mk 14 Mod 0 gets its own scope in "Brave New World" and an ACOG like the others in "Homecoming."
FB MSBS-5.56B Radon
The FB MSBS-5.56B Radon, a bullpup version of a Polish-designed prototype next-gen modular rifle now called the GROT, is called the "MSBS." It incorrectly fires in 3-round bursts, but the correct fully-automatic and semi-automatic modes are available as optional "attachments". The fire selector on the weapon is always pointed to auto, possibly indicating the switch to burst fire as the default mode of operation was made after the weapon model was finished. The version shown in the game is based on a 3D printed design mock-up made in 2011, and is fitted with a Magpul AFG by default.
Remington R5 RGP
The Remington R5 RGP seems to be a service rifle for the US military and Ghost unit; it is a starting weapon for the Ghosts in "Legends Never Die" and "Atlas Falls," and is used by US forces during "Homecoming." Since no M4s or M16s are present in the game, it seems that in Ghosts' future the R5 has replaced both weapons. It has a correct 30-round magazine in campaign but an incorrect 24-round one in multiplayer (36 with Extended Mags); in Extinction it holds 40 rounds, which is possible on the real weapon (albeit not with the magazine actually shown in the weapon).
Vepr
The Vepr assault rifle, a Ukrainian bullpup AK, appears under its real name, but is incorrectly classified as a submachine gun. It is one of the first weapons available in Extinction mode, and one of the cheapest. In singleplayer it features a correct capacity of 30 rounds, while in Extinction mode this is incorrectly increased to 32 rounds, and to 42 rounds in multiplayer.
Sniper Rifles
Sniper rifles are now accompanied by a new "Marksman Rifle" category for lighter semi-automatic weapons, which are the Mk 14 Mod 0, G28, IMBEL IA2 and SVU. These four weapons have correct magazine capacities in campaign, but incorrect ones in multiplayer and Extinction; this was probably done to prevent an incomplete burst at the the end of the magazine when the "Burst Fire" attachment is used.
Gepard GM6 Lynx
A GM6 Lynx anti-materiel rifle simply called the "Lynx" is one of the game's sniper rifles, and is seen in singleplayer in the missions "Clockwork," where a suppressed version is a starting weapon for Logan, and "End of the Line" where unsuppressed versions can be found in the factory. In multiplayer it is automatically equipped if the "Helo Scout" pointstreak is used. Like the FN Ballista in Black Ops 2, it is shown fitted with a cant indicator; unlike in that game, the bubble in the cant indicator appears to be completely static, in particular staying oriented to the top of the weapon when it is tilted upwards to be reloaded. It has a correct 5-round magazine in singleplayer, but an incorrect 8-round capacity in multiplayer (12 with Extended Mags), and only 4 rounds when using the "Helo Scout" pointstreak. Interestingly, "Leopard GM6" can be seen written on the side of the weapon while reloading.
Accuracy International Arctic Warfare Magnum
The Accuracy International Arctic Warfare Magnum appears as the "L115". This is a reference to the British Armed Forces' designation, in this case being the L115A2 (as the A1 has a non-folding stock and the A3 is configured with different accessories and has a tan stock). The weapon bizarrely combines a right-handed stock and bolt (with non-standard spiral fluting) with a left-handed receiver, which is a physical impossibility. It correctly holds 5 rounds in campaign and multiplayer, but incorrectly 8 in Extinction.
Remington 700 USR
The USR (Urban Sniper Rifle) variant of the Remington Model 700 appears only in multiplayer and Extinction. It is shown fitted with a partially-filled cartridge holder on the left side of the receiver, the cartridges in which are never used. It only holds 6 rounds per magazine in multiplayer (9 with Extended Mags) and 8 in Extinction, as opposed to the real one's 10-round mag.
SVU Dragunov
The SVU Dragunov returns from Black Ops II, this time classified as a marksman rifle. It is referred to as "SVU" in-game; while it mounts a bipod, it is not the correct one for an SVU-AS, instead seemingly being a standard Harris bipod mounted on the front of the handguard. In singleplayer it only appears in the final level, "The Ghost Killer," where it is fitted with an ACOG optic. Enemy snipers use SVUs with their standard scope in the level, but these ones cannot be picked up by the player.
It has a correct 10-round magazine in singleplayer, but a strange 18-round capacity in multiplayer (27 with Extended Mags), and another incorrect 21 in Extinction. While the latter capacities would theoretically be possible using the extended 20 and 30 round magazines made for the SVU-A and SVU-AS, these were not produced in quantity, and the model shows a standard Dragunov 10-round magazine anyway.
VSSK Vykhlop
The VSSK Vykhlop appears with its alternate name, the VKS. It incorrectly operates semi-automatically instead of being a straight-pull bolt-action. In singleplayer it only appears at the very end of the mission "Severed Ties." It has a correct 5-round magazine in singleplayer, but an incorrect 10-round capacity in multiplayer and Extinction (15 with Extended Mags).
Machine Guns
A more realistic aspect compared to previous Call of Duty games is that reloading a belt-fed machine gun in Ghosts differs when the belt is empty or when it still has rounds in it, since the charging handle is only pulled after replacing an empty belt box. However, in a similar fashion to past Call of Duty games, the ammunition belt model does not accurately reflect rounds remaining. The exposed portion of the belt is a set model that, when running very low, will display more rounds in the belt then actually available to the player. The belt is still visible in reloading animations, even when all rounds have been expended. As a last note, and rather bizarrely, MGs can for the first time accept underbarrel attachments, meaning it's possible to use an MG with an underbarrel shotgun in multiplayer.
Since the minigun is not included in it, the "light machine guns" category is for once accurately named, since there are no GPMGs in the game; however, since the M27 IAR is functionally an assault rifle with a large magazine, it is listed with the other assault rifles on this page.
CETME Ameli
The CETME Ameli is one of the available machine guns, used by Federation forces in "Legends Never Die" and "All or Nothing".
GE M134 Minigun
A handheld M134 Minigun appears as the "Minigun" in multiplayer and "Death Machine" in Extinction. In multiplayer it is available as the primary weapon for the Juggernaut Pointstreak and as a random special weapon from air deliverable ammo crates. The minigun starts with 255 rounds in a single belt and cannot be reloaded, but it is otherwise treated as a standard weapon. In Extinction mode, the minigun is an "Equalizer" option with only 100 rounds, and once activated cannot be reloaded or unequipped until the weapon is dry. In this mode it can be upgraded with skill points to a capacity of up to 200 rounds. The multiplayer version of the weapon fires at only 750 rounds per minute, only a fraction of the rate of fire of a real minigun, while in Extinction it fires at 1200 RPM. Furthermore, the handheld minigun in Ghosts is not spun up before being fired.
Like the Black Ops II GAU-19, the Ghosts version tries to introduce an original variation on the now standard chainsaw grip, with a single overhead grip and the trigger shifted to the weapon's left side, resulting in a left-handed weapon. This is probably done so the player character's arm does not block the view of the weapon model. In contrast, the in-world model seems to be based on the T2 configuration and features a centered trigger mechanism with a right-handed trigger.
The weapon features several embellishments including a mounting rail on the left side of the Y-frame with a functionless device which appears to be a laser sight attached to it, a digital readout which appears to be an ammunition counter which is always stuck on 1,159, and additional clamps mounted around the lower sections of the barrels. The in-world model has an Echo1 Minigun Barrel Guard, which is actually an optional accessory for Airsoft Miniguns. The barrel clamps appear to be based on an M61 Vulcan barrel clamp/muzzle brake combination (with the muzzle brakes omitted) and some embellishments found on older Airsoft Miniguns.
KAC ChainSAW
A KAC ChainSAW appears as the "Chain SAW;" in singleplayer, it appears only in the final level, "The Ghost Killer." The weapon can only be fired from the hip and cannot equip any optics; using the aim button simply provides a slight zoom accompanied by a change in stance. The player character grips the carry handle lower down rather than gripping their hand over it; like the minigun, this is probably to give a clearer view of the weapon model. In multiplayer it has a laser aiming module, but this is not present in any other mode.
The underbarrel Spike's Tactical Havoc Launcher mounted on the weapon is unusable; equipping a grenade launcher will change the launcher model to an FN 40GL. Likely for balance reasons, the ChainSAW feeds from a non-standard 80-round belt in multiplayer (rather than 100 or 200 rounds), or 120 rounds if using the "extended mags" attachment. In campaign and Extinction mode however, it feeds from a correct 100-round belt.
LSAT
The LSAT light machine gun returns from Black Ops II, this time with a more rugged, utlilitarian look that lacks the polymer cases and ammo counter on ammo box. It is occasionally seen in the hands of Federation soldiers in singleplayer.
Launchers
Carl Gustav M3
The Carl Gustav M3 appears as a pointstreak, referred by its U.S. military designation, the "MAAWS". The weapon is portrayed unrealistically in the game; first, it is incorrectly depicted as having two rockets loaded at the same time, fired semi-automatically. It is also equipped with a laser sight (replacing the real telescopic scope on the weapon model) that allows the user to manually guide the rockets to the desired location, a feature that the real weapon does not have. Furthermore, the rocket is loaded through the muzzle instead of the back of the weapon. In singleplayer, the launcher it is used by Logan against two enemy choppers in the mission "Brave New World." In multiplayer, each rocket fired splits into two rockets. A reflex sight is present at the left side, under the laser emitter, but it is unusable; instead, the view is slightly zoomed in when aiming the weapon.
FN 40GL
The FN 40GL is used as the underbarrel grenade launcher for all assault rifles and light machine guns. It has no trigger, and on every weapon excluding the ARX-160 it is also missing the entire assembly that goes around the parent rifle's magazine well, and is incorrectly muzzle-loaded instead of breech-loaded.
MGL Mk 1L
The Milkor MGL Mk 1L is called the "MK32," and appears in singleplayer only in the mission "Struck Down." In single player it fires remote-detonated "sticky" grenades at the start of "Struck Down," and short-timed ones for the rest of the level. It cannot be reloaded except when all six rounds have been fired; the player character will then reload it two rounds at a time. In Extinction mode the weapon appears as an "Equalizer" option, where it fires normal impact rounds, but is sometimes referred to as 'War Machine' when equipped, the name that was used for it in Black Ops II. It cannot be unequipped until all ammunition has been expended, in which case the weapon will be discarded.
In multiplayer, the MGL appears as a standard secondary weapon under the launchers category. It functions differently in this mode, with a strange two-round burst mode and timed sticky grenades; these are hand grenades, since the weapon actually fires the fictional "Semtex Grenade" model from previous games. In multiplayer and extinction it is not fitted with any sights; the view is zoomed in when aiming.
The reload animation of the MGL is unrealistic for several reasons. For one, the grenades are for some reason modeled to be smaller than the cylinder's chambers, and visibly roll around inside the chambers during the reload animation. Two, the animation doesn't bother with winding up the cylinder when reloading, and instead simply gives the cylinder a weak pull after closing it, which is not even remotely enough to fully wind up the cylinder's spring. The animation also neglects the fact that the cylinder cannot be manually rotated when the cylinder's spring is partially winded.
Panzerfaust 3-IT
The Panzerfaust 3-IT, a version with a dual-mode HEAT warhead designed to defeat reactive armor, is simply referred to as the "Panzerfaust." The rocket is marked as a much older DM-10 HEAT round rather than the dual-mode version shown.
RGM-40 Kastet
The RGM-40 Kastet grenade launcher, a standalone version of the GP launcher series, is called the "Kastet;" it only appears in multiplayer and Extinction. It does not use its iron sights at all, instead simply being bought slightly closer to the middle of the screen. Like the GP-30 from the Modern Warfare games, a western 40mm grenade stands in for the Russian caseless VOG-25 grenades used by the Kastet, and the launcher is still incorrectly flicked downwards to eject a nonexistent spent grenade casing (like all the previous COD games), with a full grenade model standing in for the nonexistent casing.
RPG-7
The RPG-7 is seen in the game, but is not available to the player. It is used by Federation soldiers in the campaign mission "Struck Down", where they use it from the stadium's stands against the Ghosts team when they are searching for Ajax. It is also used by an enemy in the final level "The Ghost Killer", right before the confrontation with Rorke.
Explosives
AN/M14 incendiary grenade
The AN/M14 incendiary grenade is available in multiplayer as the "Thermobaric Grenade" (which is entirely incorrect; AN/M14s are, rather obviously, incendiary, not thermobaric).
M18 smoke grenade
M18 smoke grenades are often seen on NPCs, and can be selected by the player in multiplayer; they are also used to mark locations for "care package" rewards. As is often the case in video games, they incorrectly produce white smoke.
M18A1 Claymore
M18A1 Claymores can be found in Extinction mode, where they replace the player character's lethal grenades if equipped. Fictional "Shockwave Claymores" are also used in the defense of the factory near the end of "Clockwork."
M67 Hand Grenade
The standard grenade in all modes is the M67 hand grenade; in singleplayer it is used by both factions.
M84 Stun Grenade
Ghost unit members generally carry M84 stun grenades on their webbing, as do some Federation soldiers. M84s are not usable by the player; the game's main stun grenade is instead an entirely fictional design (see "9-Bang" below). However, the fictional grenade still leaves a burned-out M84 body on the ground after detonating.
"9-Bang"
A fictional grenade serves as the main stun grenade in Ghosts. In campaign, it is known as the "Flashbang", and functions like a normal COD flashbang. In multiplayer, it is known as the "9-Bang", and releases multiple flashes and an EMP effect after it is "cooked".
Model 7290 Flashbang Grenade
The "concussion grenade" in multiplayer is a Model 7290 flashbang grenade. Merrick is shown with two of these grenades on the back of his belt, rather crudely marked as "flash in your pants" grenades.
RDG-2 Smoke Grenade
Seen on the uniforms of Federation troops.
RGD-5 Hand Grenade
During the flashback level "Legends Never Die," General Almagro's soldiers carry RGD-5 hand grenades on their chest rigs, though they still throw M67s.
TMRP-6 anti-tank mine
The TMRP-6 anti-tank mine is featured as the "Thermobaric Mine".
MK 3 CLAM
The same MK 3 CLAM limpet mine from Modern Warfare 3 is used in "Clockwork".
Mounted Weapons
Browning M2HB
Browning M2HBs are mounted on American M1A2 Abrams tanks and Maxxpro MRAPs during the campaign. Crates of dismantled M2s are also present in the Federation factory in "End of the Line;" this is odd, since no Federation vehicle mounts one.
DShK
DShK heavy machine guns are seen mounted on Federation GAZ-2975 trucks in several missions.
FN P90 TR
A strange drone gun rig found in the mission "Clockwork" mounts a pair of FN P90 TRs. These appear to be the Modern Warfare 3 P90 TR model with the iron sights removed; the rig is still essentially the same as the old drone minigun rig, and even makes the same firing sound. This marks the first non-WWII-based Infinity Ward game in the series not to feature the P90 as a useable weapon.
General Dynamics GAU-17/A
General Dynamics GAU-17/As are used twice during the campaign, mounted on a truck in the mission "Clockwork" and on a helicopter during "Severed Ties." Crates of them can also be found in the factory in "End of the Line." GAU-17/As are also present throughout Extinction mode in fixed mountings which can be activated temporarily by spending money, with a limited ammunition count per activation. Oddly, the campaign uses the Modern Warfare 3 GAU-17/A model, while Extinction mode uses the ancient Call of Duty 4 model.
General Electric GAU-8/A Avenger
General Electric GAU-8/A Avengers are seen mounted on A-10 Thunderbolt II ground-attack aircraft in "Homecoming." These aircraft are apparently retrofitted as drones, and at several points in the level Logan controls them remotely for strafing runs. In multiplayer the A-10 returns, bizarrely, as the "Air Superiority Fighter" pointstreak, despite being a ground-attack plane.
Gryazev-Shipunov GSh-30-1
At various points in the campaign MiG-29 fighters can be seen, presumably armed with Gryazev-Shipunov GSh-30-1 guns.
Gryazev-Shipunov GSh-30-2
The same conglomerate of Mi-35M and Mi-24P seen in Modern Warfare 3 and Black Ops II appears yet again, as a sinking nose section, during the mission "Into the Deep." As ever, it is armed with both a chin-mounted Yakushev-Borzov Yak-B gatling gun and a GSh-30-2 twin gun on the side of the fuselage.
Gryazev-Shipunov GSh-6-30
Russian surface ships can be seen armed with Gryazev-Shipunov GSh-6-30 rotary guns in AK-630 installations.
Heckler & Koch GMG
Heckler & Koch GMGs in remote weapon stations are seen mounted on the commander's hatches of most Abrams tanks that have commander's weapons. The player never takes control of one.
Kalashnikov PKT
The Federation's T-90MS main battle tanks usually mount a UDP T05BV-1 remote weapon station with a PKT machine gun on the roof. This gun is not present on the lower-detail T-90s present in "Severed Ties," presumably to save resources. These tanks also mount a coaxial PKT, though this is never used.
KPV Heavy Machine Gun
KPV heavy machine guns in ZPU-4 quad AA mountings are seen in "Birds of Prey." The model appears to be the same one used in Black Ops and Black Ops II, with new textures.
M230 Chain Gun
The M230 Chain Gun can be seen mounted on AH-64 Apache attack helicopters at various points in the campaign, including "Birds of Prey" where the player controls one.
M240C
Abrams tanks can be seen mounting M240C machine guns coaxially; these are present on the M1A2 tanks seen in singleplayer and the multiplayer map "Overlord," and on the M1A1s in the maps "Octane" and "Warhawk." They are also present, for no obvious reason, on the strange defense guns mounted in casemates in "Homecoming." In "Severed Ties" the player takes control of an Abrams, and can fire the M240C using the grenade button. M240Cs are presumably also the coaxial armament of the Sharpshooter turrets of the Federation's FNSS Pars APCs.
M242 Bushmaster Chaingun
M242 Bushmaster chainguns can be seen mounted on Federation APCs based on the Turkish FNSS Pars, which are seen throughout the campaign.
The heavy machine gun seen in "Homecoming" and incorrectly referred to as a "minigun" in Extinction mode is based on the ATK LW25 cannon, a short-barrel M242 Bushmaster variant designed for mounting in remote weapon stations and certainly not for use on a tripod mounting. The version seen is shown fitted with spade grips, which would be an interesting way to destroy the bones in the operator's arms, but not a practical weapon system. This gun is also used in "Sentry Gun" rigs in multiplayer and Extinction, with a sensor unit added to the rig and a large muzzle brake fitted.
M61 Vulcan
M61 Vulcan cannons in Block 1B Phalanx installations are mounted on the Gerald Ford-class carrier CVN-81 USS Liberator in "All or Nothing," and fire at Federation aircraft throughout the level. F-15 Eagle and F/A-18 Hornet fighters seen during various levels also presumably mount M61s, though they are never seen firing them.
Mk 19 Grenade Launcher
Mk 19 Grenade Launchers are used as line launchers in "Federation Day."
Mk 47 Mod 0 Grenade Launcher
Mk 47 Mod 0 Grenade Launchers are mounted on the truck used during the escape sequence in "Clockwork" and on the commander's hatch of the tank Badger One in "Severed Ties." This appears to be a reworked version of the model used on the UGV in the level "Persona Non Grata" in Modern Warfare 3. The version shown in "Severed Ties" very obviously has no belt and only mounts an empty box. A partly dismantled Mk 47 Mod 0 can be found on a bench in the multiplayer map "Sovereign," a tank factory producing fictional "X-08 Selva Tigre" tanks which never appear in the actual game.
Oerlikon GDF-007
Twin Oerlikon GDF-007 35mm gun installations can be seen in the levels "Brave New World" and "Homecoming," being used to defend the US firebase in Los Angeles. The mounting used appears to be fictional.
Oerlikon Skyshield
In the level "Severed Ties," the Federation's satellite uplink facility is protected by a series of Skyshield gun installations, referred to in the introduction as the German MANTIS variant.
Shipunov 2A42
The crashed Mi-28N Havoc model from Modern Warfare 3 sinks on top of Logan and Keegan after the Littoral Combat Ship is destroyed in "Into the Deep," with the same neatly curved Shipunov 2A42 chin gun visible. A Shipunov can also be seen mounted on a BTR-80A which drives past a checkpoint in "Clockwork."
SVD Dragunov
The Modern Warfare 3 SVD Dragunov model appears in the mission "Struck Down," fitted with a suppressor and the scope from the "Lynx" and mounted on a remote-controlled rig. The weapon's HUD incorrectly refers to it as a .50 cal, and the firing sound seems to have not been told it isn't one either (and neither has the suppressor, for that matter). It can assumed that the weapon was a placeholder, much like the UMP-45 and the M4A1, but was never replaced and therefore managed to sneak its way into the final version of the game.
Yakushev-Borzov Yak-B
The sinking Hind helicopter in "Into the Deep" is armed with a chin-mounted Yakushev-Borzov Yak-B four-barrel Gatling gun. Elsewhere in the game, "Battle Hind" helicopters are seen, a fictional coaxial-rotor design which is equipped with a set of oversized Yak-B barrels attached to the ammunition feed of the Shipunov 2A42 mounting for the South African "Super Hind."
Unusable Weapons
This section excludes mounted and emplaced weapons as well as grenades and explosives - you can find them under their respective categories.
Browning Hi-Power
A Browning Hi-Power is used by a co-pilot in the intro cutscene of the Extinction map "Exodus", though the weapon is not available for use in-game.
Colt Anaconda
The pickup icon for the Modern Warfare 2 Colt Anaconda can be seen on a poster in the multiplayer map "Octane." The weapon itself does not appear anywhere in the game.
Flintlock Pistol
Flintlock Pistols are dual-wielded by one of the ghost pirates of the "Ghostly Crew" field order reward, in the Invasion DLC map "Mutiny". The weapon is not available to the player.
FN FNP-9
The FN FNP-9 is seen as the symbol for the perks "Ready Up" and "Quickdraw", though the weapon itself does not appear in the game.
Springfield Armory Loaded 1911
A Springfield Armory Loaded 1911 is seen holstered on John Price's multiplayer model from the Cpt. Price Legend Pack. It is not available for use in the game, though.
M16A4
An M16A4 is seen as the symbol for the perks "Reflex" and "Overkill", though the weapon itself does not appear in the game.
Spike's Tactical Havoc Launcher
The KAC ChainSAW by default mounts an unusable 12-inch Spike's Tactical Havoc Launcher under the barrel. The right-hand side cocking handle and safety markings have been mirrored to the left, but the rotatry safety catch itself is oddly absent. The text has been changed to say it is a 40mm launcher instead of 37mm; despite this, it cannot be used and if a grenade launcher attachment is mounted on the ChainSAW it will be replaced with an FN 40GL.
Cut Weapons
The following weapons appear in pre-release gameplay footage but not in-game.
Heckler & Koch UMP45
A camouflaged Heckler & Koch UMP45 was seen briefly in the behind the scenes trailer as the narration discusses the addition of sliding. This was Modern Warfare 3 UMP model, fitted with a new EOTech EOLAD-1V reflex sight. This weapon does not appear in the final game, and was most likely a development placeholder for the K7, if only due to the suppressor and the K7's reload animation.
AK Hybrid
Soldiers in ghillie suits are seen jumping out of a helicopter with suppressed AK rifles in the reveal trailer. This is the "AK-47" model from Modern Warfare 3, actually a custom hybrid of the AK-47 and the AKM. It does not appear in the final game, and seems to have been a placeholder for the AK-12.
Colt M4A1 Carbine
The M4A1 model from Modern Warfare 3 was seen several times in the behind the scenes trailer, with other shots showing the Modern Warfare 2 model with a variation of the ARMS SIR rail system which had a carry handle gap between the top of the receiver and the rail. Neither appears in the final game, most likely replaced by either the Honey Badger or the Remington R5. However, one of the pseudo-Intel "Rorke Files" shows the aforementioned antagonist training with such weapon.
M203 Grenade Launcher (Airsoft)
In early previews where the Modern Warfare 3 M4 appeared as a placeholder, it was equipped with that game's Airsoft M203 grenade launcher. This weapon does not appear in the final game.