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Difference between revisions of "Call of Duty: Advanced Warfare"

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=="MAHEM"==
 
=="MAHEM"==
A fictional design of the real MAHEM ('''Ma'''gneto '''H'''ydrodynamic '''E'''xplosive '''M'''unition), a program developed by DARPA, appears alongside the game's launchers. It is appropriately described as utilizing molten metal. However, reloading the weapon is a procedure that can be best described as "daft". It consists of pulling a short, strange hatch over to the side and placing into it a near-featureless (lacking any sort of exhaust port) metal drum that is actually wider than it is long (raising the question of what purpose the entire rest of the launcher tube's length serves other than to add unnecessary weight and bulk to the weapon, and how such a small object contains both a rocket motor and liquid metal-based warhead, unless the weapon is supposed to form its penetrator on firing). The player character then flips the hatch closed, then reaches back on the launcher to push a button, causing part of the launcher to slide forward, then go backward, despite a lack of any obvious source of power (or purpose) for this. To top it all off, the scope overlay doesn't disappear before the unscoping animation begins, leading to a scene not unlike ''[[Homefront]]''- for a few frames, the user is looking at a scope, through the scope they're looking at the scope through.
+
A fictional design of the real MAHEM ('''Ma'''gneto '''H'''ydrodynamic '''E'''xplosive '''M'''unition), a program developed by DARPA, appears alongside the game's launchers. It is appropriately described as utilizing molten metal. However, reloading the weapon is a procedure that can be best described as "daft". It consists of firstly pulling a short, strange hatch over to the side and placing into it a near-featureless (lacking any sort of exhaust port) metal drum that is actually wider than it is long (raising the question of what purpose the entire rest of the launcher tube's length serves other than to add unnecessary weight and bulk to the weapon, and how such a small object contains both a rocket motor and liquid metal-based warhead, unless the weapon is supposed to form its penetrator on firing). The player character then flips the hatch closed, then reaches back on the launcher to push a button, causing part of the launcher to slide forward, then go backward, despite a lack of any obvious source of power (or purpose) for this. To top it all off, the scope overlay doesn't disappear before the unscoping animation begins, leading to a scene not unlike ''[[Homefront]]''- for a few frames, the user is looking at a scope, through the scope they're looking at the scope through.
[[File:CoDAW-MAHEM.jpg|thumb|none|600px|The MAHEM in the selection menu.]]
+
[[File:CoDAW-MAHEM.jpg|thumb|none|600px|The MAHEM in the weapon selection menu.]]
 
[[File:CoDAW-MAHEM-2.jpg|thumb|none|600px|A custom variant about to be fired.]]
 
[[File:CoDAW-MAHEM-2.jpg|thumb|none|600px|A custom variant about to be fired.]]
  

Revision as of 17:37, 12 July 2018

Annihlator 2000.jpg

Nice, but where's the trigger?

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Call of Duty: Advanced Warfare (2014)

Call of Duty: Advanced Warfare is a first-person shooter developed by Sledgehammer Games for Playstation 4, Xbox One and PC, and by High Moon Studios for Playstation 3 and Xbox 360. It is the eleventh title in the series, and was officially released on November 4th, 2014, though preorders were given access the day before.

The story once again does not follow on from any previous entry in the series, instead taking place in a high-tech future dominated by the massive Atlas PMC, an independent armed force as powerful as a first-rate military. The player takes on the role of US Marine Jack Mitchell, who loses an arm during the defence of Seoul from the North Koreans and accepts an offer of recruitment from Atlas rather than retiring. Following a series of attacks on nuclear power plants by the KVA terror group, Atlas' power grows even more, but Mitchell soon finds evidence that charismatic Atlas CEO Jonathan Irons is hiding a sinister secret.

The following firearms are seen in the video game Call of Duty: Advanced Warfare:

Note: spoilers are present in some descriptions.

Overview

Advanced Warfare features the same two-weapon system as previous games in the series; in singleplayer the player can use any two weapons they can find, while in multiplayer they can use one primary and one secondary weapon, or use a perk to allow the use of two primary weapons. As usual, weapons often have different stats in multiplayer modes (including Exo Survival) compared to singleplayer. Multiplayer also introduces variant weapons in "supply drops" which have altered stats and special titles, in a system a little reminiscent of the Borderlands games.

The game also features "Exo Survival," a class-based variant on the Survival mode of Modern Warfare 3 where weapons are bought from an armoury using upgrade points earned during the game. Unlike MW3, there is no persistent unlock system based on player level, the unlocks instead resetting after every match. The class system limits the weapons the player character can use; all classes can use pistols, while the Light class is limited to assault rifles and SMGs, the Heavy to heavy weapons, and the Specialist to shotguns and sniper rifles. This limit can be removed if the player receives the "Weapons Free" perk from a supply drop.

Owing to the future setting, many of the weapons in the game are futuristic versions of weapons which have appeared previously in the series, often using reworked versions of the old models and identical or slightly altered animations for actions like reloading.

Handguns

Beretta 92FS

As in Modern Warfare 3, in Exo Survival mode an icon of a Beretta 92FS is used to mark the position of the Weapon Armoury, where the players can buy and upgrade their weapons.

Beretta 92FS - 9x19mm

Blunderbuss

During the campaign mission "Sentinel," a collection of antique weapons can be found in Johnathan Irons' office, including a pair of blunderbuss pistols; they cannot be used. A July 2015 update later added the blunderbuss as a shotgun in multiplayer. Contrary to what one might expect from a weapon with a highly complex reloading procedure in a game series known for incorrect weapon operation, the animations seem to be more or less functionally correct- to compensate for the length of the reloading animation (even at the feverish pace shown in game, it still takes far longer than the other shotguns), it is absurdly powerful- not so much based on raw damage (its per-pellet damage model is the same as the "Tac-19"), but on its pellet count- 18, compared to the previously universal standard of 8.

Modern replica of English 1766 Blunderbuss Flintlock
Mitchell looks over the two blunderbusses, seemingly annoyed that he cannot tape four of them together and call it a "Blundergat".
Some supply drop variants of the Blunderbuss in the multiplayer selection menu. Note the "Thunderpipe" variant at the left; this is actually a translation of the Dutch word "donderbus", from which the word "blunderbuss" was derived.

Colt M1911A1

The Colt M1911A1 has been added via a September 2015 update.

Colt M1911A1 - .45 ACP
The M1911 in the selection menu.

LeMat 1861

The LeMat 1861 single-action revolver has been added via a May 2015 update. The hammer is cocked with the user's dominant thumb when aimed or dual-wielded, and fanned when firing without aiming; either way, it is fired extremely quickly. It is called the "M1 Irons" in-game, and incorrectly holds 6 rounds per cylinder instead of 9. When upgraded in Exo Zombies mode, it gets the correct 9-round capacity, but the weapon model still shows a 6-round cylinder. Despite being based on the percussion model, the weapon fires centerfire cartridges, and, bizarrely, has a swing-out cylinder. The underbarrel shotgun also cannot be used, despite the visible presence of the selector lever on the hammer. At least though, the player character correctly de-cocks the hammer before reloading a non-empty cylinder.

LeMat 1861 - .36 or .44 caliber
The "M1 Irons" in the selection menu.
Dual-wielded LeMat revolvers.

MP-443 Grach

The MP-443 Grach appears in the game with enlarged cocking serrations. It mounts a very large front-mounted accessory rail when using optics, and incorrectly fires in 2-round bursts; only the version used in the mission "Sentinel" has the correct semi-automatic mode. It has an erroneous 12-round capacity by default, but the extended magazine attachment gives the correct 18-round capacity.

In Exo Survival mode it is the secondary starting weapon for the Heavy class; the version the Heavy starts with automatically has the extended mags upgrade. Oddly, this does not stop the player from buying it again by clicking on the word "equipped," which charges two upgrade points in return for nothing at all.

MP-443 "Grach" - 9x19mm
Mitchell reloads his MP-443 Grach equipped with a fictional "target enhancer" scope, pondering under what circumstances water would be leaking through the roof of a damaged warship. Oddly, even target enhancer scopes picked up from enemies will show enemies in red, meaning presumably they are trained to shoot everyone except the glowing ones.

VBR-Belgium PDW

The VBR-Belgium PDW returns from Ghosts as a sidearm, this time being fully automatic and having a garish paint job; unlike Ghosts where the player character holds it at arm's length in one hand, it is held close using the foregrip. By default it has a 15 round magazine, increasing to 22 with extended mags.

In Exo Survival mode it is the secondary starting weapon for the Specialist class. Like the Heavy's MP-443, the Specialist's PDW gets a free extended mags upgrade.

VBR-Belgium PDW - 7.92x24mm
Mitchell fires his VBR-Belgium PDW as he wonders who left science on the back of it.

Submachine Guns

"AMR9"

The "AMR9" is a fictional AR15-pattern carbine seemingly based on the AAC Honey Badger model from Ghosts: it is classified as an SMG, even though the magwell indicates that it is chambered in 5.56x45mm. It fires in 5-round bursts, and for some reason its fire mode is described as "double barrel" in the HUD in multiplayer.

AAC Honey Badger with magazine removed - 7.62x35mm
In-game menu icon of the "AMR9".
During the mission "Captured," Mitchell is forced to use only SMGs, as he only has one working arm. He is momentarily distracted from this by the question of how on Earth someone could put the fire selector in the wrong position on a weapon they made up themselves.
In happier times, Mitchell reloads his AMR, equipped with the game's bizarrely overcomplicated unfolding thermal sight. Note that "AMR" somehow stands for "automatic pistol rifle," so presumably it fires entire Beretta 93Rs at people.
It does at least feature handy arrows on the magazine and magwell so even the terminally stupid can figure out how to load it.

"ASM1"

The "ASM1" is essentially a futuristic Thompson Submachine Gun; the campaign version and the "Speakeasy" supply drop variant in multiplayer come with an M1921 / M1928-style foregrip. It uses a thick dual-column straight magazine with a capacity of 35 rounds in multiplayer, 45 in campaign and 50 in Exo Zombies. The extended magazine attachment in multiplayer gives a 52-round capacity without changing the magazine model, but the "Speakeasy" and "Royalty" variants are actually loaded with a drum magazine; the "Speakeasy" and "Strider" variants also have an actual Thompson stock. The ASM1 is used by Atlas PMC forces, and is one of the most common weapons in the game.

Colt M1921AC Thompson with 20-round magazine - .45 ACP
The "ASM1" in the selection menu.
During the mission "Collapse," Mitchell looks out over San Francisco Bay, admiring the sight of a fleet of ships dramatically doing absolutely nothing in line with series traditions. Note the destroyer packed with advanced weaponry Littoral Combat Ship model recycled from Call of Duty: Ghosts.
While defending America's giant silly catamaran aircraft carrier USS Arrowhead in "Armada," Mitchell takes a moment to reload his space Thompson, the similarities in design clearly visible when it is held at an angle.
The similarity is even more obvious when looking at the in-world model.

"MP11"

The "MP11" is a fictional SMG which appears to be rebuilt from the Saab Bofors Dynamics CBJ-MS model from Ghosts. One particularly clear sign of this is that the player character always holds it as if it has a foregrip, even when it does not, due to reused animations from the CBJ-MS from Ghosts. Another one is that "Made in Sweden" can be seen on the left side of the gun, the real CBJ-MS being indeed Swedish.

Saab Bofors Dynamics CBJ-MS - 6.5x25mm CBJ-MS
The "MP11" in the selection menu.
Mitchell holds an "MP11" as he takes part in a rather strange simulation in "Atlas." The hand positions for this weapon are identical to those used by the CBJ-MS in Ghosts, including holding the foregrip...
...which the weapon doesn't necessarily have.

MP40

The MP40 has been added via a September 2015 update. This is the only Call of Duty title where the player character holds the underside of the weapon behind the magwell, when in idle. In the other games of the series, the character grasps either the magwell or (incorrectly) the magazine itself.

MP40 submachine gun - 9x19mm
The MP40 in the selection menu.

"SAC3"

The "SAC3" is a futurised version of the TDI Vector. The player character always uses one in each hand (meaning it has an automatic akimbo "attachment") and it is only available in multiplayer and Exo Zombies mode. Two supply drop variants, "Blood & Glory" and "Pain & Suffering", are altered to have their stock removed but a longer barrel. An update later added some supply drop variants that are single-wielded.

TDI / KRISS USA Vector SMG - .45 ACP
Menu icon of the "SAC3".
Lilith Swann (Rose McGowan) firing her dual SAC3s in Exo Zombies.
TDI / KRISS USA Vector - .45 ACP as seen in Resident Evil: Retribution
Menu icon of the "SAC3 - Blood & Glory".
The "Pain & Suffering" variant in first person. Note what appears to be a gas tube atop the barrel, which isn't seen on other variants, presumably because of reasons.

SIG-Sauer MPX

The SIG-Sauer MPX appears as the "KF5." It is the primary starting weapon for the Light class in Exo Survival. The charging handle incorrectly reciprocates during firing; it seems that the weapon model wasn't designed for this animation, as missing textures can be seen when the charging handle moves backward. Interestingly, the empty reloading animation is the same as the "even" animation of the Call of Duty: Black Ops II "Peacekeeper" when the "fast mag" is used.

SIG-Sauer MPX - 9x19mm
In-game menu icon of the MPX.
An MPX fitted with a laser sight and a suppressor.

"SN6"

The "SN6" is a futuristic HK-style SMG taking most of its style cues from the Heckler & Koch UMP45. Despite clearly having a paddle magazine release, it has the same incorrect detaching operation for an empty magazine as the AK-12. The left side of the receiver indicates "Made in America" and "9x19 Luger", but weapon in-game has a straight magazine; the actual UMP is German, and one with a straight magazine would be chambered in .45 ACP or .40 S&W.

Heckler & Koch UMP45 - .45 ACP
In-game menu icon of the "SN6".

Sten Mk II

The Sten Mk II has been added via a November 2015 update. It is correctly held from the handguard, unlike in most Call of Duty games where it is held from the magazine.

Sten Mk II - 9x19mm

Shotguns

Metal Storm MAUL

The MAUL returns from Ghosts, still called the "Bulldog"; indeed, it appears to share the same model with some touch-ups. It is now only available in standalone configuration, since there is no longer a shotgun accessory option for rifles. It has an incorrect capacity of 6 loads instead of 5. Notably, the player character makes the poor decision (during reloading) of lining up the barrel, then driving it fully into place by slapping the muzzle; this breaks just about the #1 rule of firearm safety: "Don't point a firearm at anything you aren't willing to destroy- such as, say, your own hand".

MAUL shotgun in standalone configuration - 12 gauge preloaded barrel
Oz (John Malkovich) at the left with a MAUL. Note the spare barrels in the stock; these are never used.
A custom variant equipped with a foregrip.

"S-12"

The "S-12" is a fictional fully-automatic bullpup shotgun; it appears to be based on a Saiga 12 "Kushnapup" conversion, though the model itself most closely resembles a Heckler & Koch G36C. The reloading animation seems to be a modified version of the reload of the Titus 6's flechette mode in Black Ops II; it is a poor fit, since the player character's right hand clips straight through the pistol grip. "12 GA. 2-3/4" can be seen on the side of the weapon.

Heckler & Koch G36C - 5.56x45mm
Kushnapup with EOTech red dot sight - 12 gauge
In-game menu icon of the "S-12".
Mitchell holds an "S-12" shotgun in the mission "Traffic" as he ponders how a purpose-built vehicle with railguns qualifies as a technical.
Back in "Atlas," he takes a moment from seeing if he is a bad enough dude to save the President to vaguely encourage a drum into the S-12 associated with his hand. Notably, this particular drum seems to lack any sort of opening that would allow the shells inside to reach the weapon's chamber, something that magazines are generally expected to have.

"Tac-19"

The "Tac-19" is a reworked version of the UTAS UTS-15 model from Ghosts; interestingly, the game files refer this weapon to as the "UTS-19". It now only has a capacity of 6 rounds, which is at least correct for the reloading animation. The weapon now features a massive forward section and is apparently some sort of concussive sonic cannon rather than a conventional firearm, meaning presumably the cartridges are some kind of energy cell or reactant. Mechanically, however, it is handled as a standard shotgun, with the spherical blast effect purely cosmetic; the weapon actually fires eight hitscan "pellets."

It is the primary starting weapon for the Specialist class in Exo Survival.

Gen 2 UTAS UTS-15 - 12 gauge
In-game menu icon of the "Tac-19".

Rifles

AK-12

The AK-12 returns from Ghosts, this time with bakelite magazines from the AK-74. Its model and animations are overly similar to that in Ghosts, but with a lighter paint job and a curious ghost magazine that manages to detach itself with no assistance from the character holding it when performing an empty reload. The iron sights have been changed from Ghosts, making them less true to that of the real weapon; the front sight is also mounted on the gas block. However, the singleplayer version has the actual front sight seen in Ghosts (including that fact that it is attached to the muzzle brake, like the 2012 prototype of the real AK-12), and some supply drop variants in multiplayer have the correct front and rear sights.

AK-12 - 5.45x39mm, 2012 prototype
Multiplayer menu icon of the AK-12.
The AK-12 in Exo Zombies, found in the "3D Printer" (equivalent of the mystery box from the Black Ops Zombies mode). In third-person view of all game modes, the weapon uses the more correct campaign model (except that here in the 3D Printer it is shown with dual magazines, even tough the attachment isn't actually used when picking up the weapon).
An AK-12 equipped with an "Auto Focus Sight".

AK-47

The classic AK-47 has been added to multiplayer via a September 2015 update. It is specifically the Type II model, but hybridized with the ribbed receiver cover of an AKM like in Modern Warfare 2 and Modern Warfare 3. It is also shown with a scope mount, as well as a barrel that is slightly extended past the front sight. The reloading animation has been changed compared to the past Call of Duty games, but the empty reload involves a weird automatic detaching operation of the magazine, similarly to the AK-12.

Type II AK-47 - 7.62x39mm

"Bal-27"

The "Bal-27" is a fictional weapon based on the MSBS-5.56B Radon model from Ghosts, but with a P90-style overhead polycarbonate box magazine mounted on the top of the stock. It appears to be the primary weapon for Atlas PMC troops, and is used by them throughout the campaign. Despite the proportions of the rounds suggesting it is an SMG, it is classified as an assault rifle.

MSBS-5.56B Radon 2011 design mock-up - 5.56x45mm
FN P90 TR with optics removed - 5.7x28mm
Side view of the "AE" supply drop variant of the Bal-27.

Beretta ARX-160

The Beretta ARX-160 returns from Ghosts, with a reskinned model; it is now drab green rather than white, does not automatically mount a laser sight, and has a sling added. It still has markings suggesting it is chambered in 5.45x39mm, and oddly retains the US flag on the side of the receiver, despite being mostly used by Korean forces. It incorrectly fires in 3-round burst mode instead of fully-automatic. The "Damnation" supply drop variant has an elongated barrel like that of the civilian ARX-100 variant.

Beretta ARX-160 Coyote brown with 11.89" barrel - 5.56x45mm
Mitchell holds an ARX-160 as he secures Seoul's strategically vital bars from the Northern menace.
Reloading, he notices the North Koreans helpfully put an American flag on the side just in case he came along.
Beretta ARX-100, the civilian version of the ARX-160 - 5.56x45mm
Menu icon of the "ARX-160 - Damnation." Note the strange AK-style stock.

Brown Bess Flintlock Musket

The collection in "Sentinel" also includes what appear to be a pair of Brown Bess Flintlock Muskets. They cannot be used.

Original "Short Land Pattern" Brown Bess musket made 1768-1805 - .75 caliber
Completely ignoring his current mission, Mitchell takes a look at Irons' irons.

Browning BLR

The Browning BLR has been added via a November 2015 update, and is simply referred to as "Lever Action". The lever is operated extremely fast, making it behave almost like a semi-automatic weapon, similarly to the "M1 Irons". It has a large Wild West Guns style lever loop, which is flip-cocked during an empty reload in Terminator 2-style, similarly to the Winchester Model 1887 from Call of Duty: Modern Warfare 2 and Call of Duty: Black Ops. In addition, the standard rear sight has been replaced by an extremely large flip-up aperture sight seemingly mounted on the front of the stock; given the FOV used in the game, this isn't actually visible until one aims down the sights.

Browning BLR - .308 Winchester

"EPM3"

The "EPM3" is a semi-automatic energy weapon with a player model rather blatantly rebuilt from an FN SCAR, most likely the SCAR-L from Modern Warfare 3. It is only available in multiplayer modes, where it is classified as a heavy weapon. It has infinite ammunition, but can overheat; it will do so after around nine shots if fired rapidly.

Third-Generation FN SCAR-L - 5.56x45mm NATO
Menaced by a horrifying lens flare, the player character in Exo Survival holds her certainly-not-a-SCAR.
Though granted, the integral plasma space reactor is a new one.

"HBRa3"

The "HBRa3" appears to be a reworking of the CZ 805 BREN model from Ghosts; the resulting weapon seems to take a lot of visual cues from the Robinson Armament XCR. It has a VLTOR style stock, and the magwell indicates that it is chambered in 7.62x39mm, which is possible for both the CZ 805 and the XCR. It appears to be the standard weapon of the US military in the game's universe, though it is also sometimes used by other factions. It is also seen held by a soldier on the game's box cover.

CZ 805 BREN A1 - 5.56x45mm NATO
Robinson Armament XCR - 5.56x45mm
"Ooo-Rah!"
Mitchell holds his "HBRa3" with an ACOG scope on the Golden Gate Bridge.
Reloading.

"IMR"

The "IMR" ("Integrated Munitions Rifle") is a fictional assault rifle based on the IWI X95 Flattop model from Ghosts. In the game it is described as having an integral 3D printer which appears to actually be a Star Trek replicator since it never requires any additional base materials; it simply regenerates ammunition into the player's reserve, presumably meaning the weapon contains several hundred rounds of ammunition. The weapon appears to functionally be a liquid propellant rifle using a tank of copper thermite (!) mounted in the stock; this is never replaced, oddly enough. Reloading involves pulling a mysterious tube above the receiver in line with the front of the 3D printer unit, which makes bullets go into to the magazine in a way that is not particularly clear.

It is not particularly clear how the 3D printer is actually supposed to be useful since it would simply add bulk to the weapon and cannot print different types of ammunition for different targets which would be the only conceivable advantage of such a device, and since the weapon does not have variable charge settings, using liquid propellant would only decrease the mass of propellant carried in a particular space due to the lower density of a liquid compared to a solid.

IWI X95 Flattop with various accessories - 5.56x45mm
Concept art of the "IMR" rifle showing the propellant tank and 3D printer. Note the "unbonded aluminum and copper oxide" label on the propellant tank. This means the propellant is copper thermite, a much faster-burning reaction than the more familiar iron thermite, to the point it behaves more like flash powder. Precisely how the weapon would deal with the residual molten copper or survive the immense heat of a thermite reaction inside its receiver is not clear.
The weapon fitted with a "Hybrid Sight".
In singleplayer, the only version of the "IMR" that can actually print ammunition is the one that has a printing indicator behind the red dot sight, in contrast in other game modes where all IMRs have 3D printing capabilities. This version has a unique front sight as well.

M1 Garand

The M1 Garand has been added via a February 2016 update. Like in Call of Duty: World at War and Call of Duty: Black Ops, a non-empty clip can be manually ejected in a longer reloading process.

The M1 Garand is also depicted with a "sticky bolt" which requires a manual push of the bolt to close it at the end of either reload (as with some older games like Call of Duty 3). This scenario is possible for the M1 Garand, though abnormal. It is normally supposed to snap forward automatically after loading a clip.

M1 Garand - .30-06
The M1 Garand in the selection menu.

M16A4

The M16A4 has been added via a September 2015 update; it is simply referred to as "M16".

M16A4 with carry handle attached and standard A2 handguards - 5.56x45mm

Mk 14 Mod 0 Enhanced Battle Rifle

The Mk 14 Mod 0 Enhanced Battle Rifle is a retextured version of the model from Ghosts. It is treated more like its Modern Warfare 3 incarnation, with no dedicated scope and sharing the accessories used by other standard rifles. It has the same curious detaching operation of an empty magazine as the AK-12.

Mk 14 Mod 0 EBR with a Harris bipod and RIS foregrip - 7.62x51mm NATO
Mitchell holds a Mk 14 Mod 0 in "Fission" as he takes a moment out from preventing a nuclear meltdown to supervise the oddly adorable Shelfbots.

Sturmgewehr 44

The Sturmgewehr 44 has been added via an August 2015 update.

Sturmgewehr 44 - 7.92x33mm
Some supply drop variants of the Sturmgewehr 44 in the selection menu.

Winchester Model 1885

The collection in "Sentinel" also includes a Winchester Model 1885 rifle fitted with a peep sight and two-step trigger, and with the rear iron sight removed and a large scope fitted. It cannot be used.

Winchester Model 1885 - .45-70
Mitchell reels as he discovers the true scale of Atlas' advanced weapon programs.

Sniper Rifles

"Atlas 20mm"

A giant fictional anti-materiel rifle called the "Atlas 20mm" is available in the game; it is a futuristic version of the Barrett M82A2, with a free-floating barrel resembling that of the WA2000. Its enormous size means it is held lowered like some rocket launchers in the series, and it can only be fired while using the scope. Oddly, it repeats the error of the Modern Warfare 3 UMP of featuring a caution to read the user manual before use on the side, even though presumably a military-issue weapon would not feature such a warning. Additionally, the weapon is never seen being cocked in any way; while this could be possible were the weapon open-bolt (with some form of mechanism to prevent the bolt from dropping on an empty magazine), such an accuracy-reducing configuration would make precious little sense on a sniper rifle.

Barrett M82A2 - .50 BMG
In-game menu icon of the "Atlas 20mm".

Gepard GM6 Lynx

The Gepard GM6 Lynx is essentially identical to its Ghosts incarnation, including the immobile bubble in its side-mounted cant indicator. In singleplayer it only appears in the mission "Throttle", where it is present among a heap of guns at the beginning of the on-foot section. It has an incorrect magazine capacity of 8 rounds instead of 5. It has the same curious detaching operation of an empty magazine as the AK-12 and the Mk 14 Mod 0.

Gepard GM6 Lynx - .50 BMG
Mitchell holds a GM6 Lynx as he witnesses a PMC soldier's rather unorthodox response to his presence.
Scope of the GM6 Lynx; note that Advanced Warfare does not feature dual-rendered scopes as Ghosts did, and so the area outside the scope is magnified just as much as the area inside.

SVD Dragunov

The SVD Dragunov has been added via a July 2015 update; it is called "SVO" in-game.

SVD Dragunov sniper rifle - 7.62x54mm R
Some supply drop variants of the Dragunov in the selection menu.

Machine Guns

CETME Ameli

A reworked version of the CETME Ameli is used by Atlas PMC troops; for no obvious reason it has a side-folding stock, and features additional RIS rails on the handguard and new iron sights. The belt features an odd lighting error; the rounds will reflect the colour of the level's sky but not local light sources, which means they will appear to be blue in the singleplayer mission "Utopia." The logo on the side of the weapon implies they are now manufactured by the fictional Atlas Corporation.

CETME Ameli light machine gun - 5.56x45mm
Mitchell holds a CETME Ameli as he enjoys a grand view of New Baghdad.

Handheld General Dynamics GAU-19/A

The GAU-19/A is the basis of the "XMG," a dual-wielded drum-fed gatling gun available only in multiplayer modes. Normally it has retracted barrels, but it has a special "lockdown" mode which extends the barrels and increases rate of fire and damage, at a cost of rendering the player character unable to move. Bizarrely, this mode is the only time in which the barrels actually rotate; in standard mode, they remain in the same alignment, and, just to make things more confusing, reciprocate all at once during firing.

General Dynamics GAU-19/A - .50 BMG
The player character in Exo Survival holds a pair of "XMGs" with the barrels retracted, having just wasted upgrade points on the remarkably useless laser sight attachment.
"Lockdown Mode" extends the barrels and anchors the player character to the ground; oddly, the sights on the weapons are not positioned where they would be useful in this mode, even though this is the only time the weapon can really be fired accurately.
Reloading the XMGs; the player character lifts the guns right up to do this, presumably so the player can see the rather small drums. Moments later, these are ejected by what can be assumed to be the same ghost of nonsensical reloads past that automatically removes the magazines from some of the other weapons.

"Pytaek"

The fictional "Pytaek" machine gun appears to be a reworked version of the LSAT model from Ghosts; interestingly, "LSAT" can be seen inscribed below the rear sight, and the game files refer this weapon to as such. The side of the weapon indicates that it is manufactured by "Sledgehammer Industries" and chambered in "7.62mm×51 Caseless", the latter of which suggests a futuristic caliber development, as there is no caseless version the 7.62x51mm NATO round currently in existence. It features a rather unique rear iron sight which is apparently a holo-projector; hovering indirect fire numbers are visible in the air above it at all times, and when aimed the sight ring splits open, leaving two orange circles hanging in the air.

AAI Corporation LSAT light machine gun with front and rear sights removed - 5.56x45mm Caseless
In-game menu icon of the "Pytaek".

Launchers

Carl Gustav M3

The Carl Gustav M3 returns as the "MAAWS". It is seen fitted with a side-mounted (and sideways) reflex sight, which, as with the other launchers, must be aimed through to fire the weapon, an AN/PEQ laser, and a seemingly pointless sling strap wrapped around it.

Carl Gustav M3 - 84mm
In-game model of the Carl Gustav M3.

"MAHEM"

A fictional design of the real MAHEM (Magneto Hydrodynamic Explosive Munition), a program developed by DARPA, appears alongside the game's launchers. It is appropriately described as utilizing molten metal. However, reloading the weapon is a procedure that can be best described as "daft". It consists of firstly pulling a short, strange hatch over to the side and placing into it a near-featureless (lacking any sort of exhaust port) metal drum that is actually wider than it is long (raising the question of what purpose the entire rest of the launcher tube's length serves other than to add unnecessary weight and bulk to the weapon, and how such a small object contains both a rocket motor and liquid metal-based warhead, unless the weapon is supposed to form its penetrator on firing). The player character then flips the hatch closed, then reaches back on the launcher to push a button, causing part of the launcher to slide forward, then go backward, despite a lack of any obvious source of power (or purpose) for this. To top it all off, the scope overlay doesn't disappear before the unscoping animation begins, leading to a scene not unlike Homefront- for a few frames, the user is looking at a scope, through the scope they're looking at the scope through.

The MAHEM in the weapon selection menu.
A custom variant about to be fired.

RPG-7

The RPG-7 can secretly be found in the singleplayer mission "Throttle". The weapon is mostly recycled from Modern Warfare 3, and has no firing sound in-game.

RPG-7 - 40mm
The RPG-7's glitched third person position in "Throttle".

Explosives

M18 Smoke Grenade

Two M18 smoke grenades are visible on Gideon's chest rig at the start of the mission "Atlas."

M18 smoke grenade
Two M18 smoke grenades are visible among the series of random objects attached to Gideon's chest.

Model 7290 Flashbang

The Model 7290 flashbang grenade is used as the model for a fictional "variable grenade" that has the ability to switched between Flash, EMP and Threat modes.

Model 7290 flashbang grenade
The in-game tactical grenade in Flash mode.

"Smart grenade" (Airsoft 40mm grenade)

The homing "smart grenade" used in singleplayer is actually based on an Airsoft 40mm "grenade" round with channels for firing a burst of 6mm BBs. It has grenade fuze and safety lever stuck in one end; while it will vent from both ends while stabilising itself, it does use the BB channels as thrusters when homing in. These grenades are also fired by the "MDL" grenade launcher found in the missions "Induction" and "Crash", though in other missions the MDL fires a rocket-like round instead. Precisely how one could fit a sensor suite, computerised target assessment and guidance system and a set of thrusters into a grenade body and still have any room left for explosives is not clear.

In multiplayer the player character is much too lazy to actually throw grenades and so instead uses a wrist-mounted launcher which fires odd, vaguely organic-looking glowy blobs which look like either an executive toy or something a Metroid would hatch out of.

Swiss Arms 40mm Airsoft "grenade," a typical example of an Airsoft 40mm round
"It's not stupid, it's advanced."
A smart grenade fired from the MDL in "Induction" is visible flying through the air to the left; not only can this MDL apparently fire entire hand grenades, but it does so with the safety levers still attached.

Mounted weapons

Browning M2HB

Two Browning M2HBs in remote weapon stations (more precisely, two Browning M2 barrels sticking out of remote weapon stations) can be seen mounted on most of the Titan walking tanks in the game, including the one the player can save from a drone swarm in "Induction" and the one that must be destroyed in "Fission." Some Titans, like the ones in "Atlas," lack them.

Browning M2HB on vehicle mount - .50 BMG
In the future, heavy machine guns will have progressed to the point where they no longer require receivers.

DShK

DShK heavy machine guns are seen mounted on GAZ-2975 trucks in several missions, and are also seen mounted in the seized building in the mission "Traffic."

DShKM on tripod - 12.7x108mm
Mitchell takes a look at a mounted DShK after dealing with a group of KVA terrorists who had planned for everything except his team's ability to commit point violations of the laws of physics.
Fleeing from a nuclear plant built in accordance with the Command & Conquer school of architecture, Mitchell dashes past a DShK-equipped GAZ-2975.

Heckler & Koch GMG

The Heckler & Koch GMG used on Abrams tanks in Ghosts is seen mounted on the turret of the T-740 tank in the mission "Biolab," though it is not used in the driving section that follows. Two GMGs are also seen mounted on the non-walking tanks seen when Irons' car drives through a hangar in the mission "Atlas;" presumably these tanks are the older T-600s mentioned in "Biolab."

Heckler & Koch GMG on tripod mount - 40x53mm
Two GMGs are visible on the turret side-structures of what is presumably a T-600 tank.
Later, while the characters who are allowed to talk during gameplay plot their escape from the Biolab, Mitchell takes a moment to use his futurescope to admire the GMG mounted on the T-740.

General Dynamics GAU-19/A

The GAU-19/A is also the basis of the mounted miniguns in the maps Bio Lab, Atlas Gorge and Kremlin, and of the sentry gun scorestreak as well. The two models appear to be based on the GAU-19-based "Death Machine" from Black Ops II; the sentry gun model is substantially reworked, with longer and more slender barrels.

General Dynamics GAU-19/A - .50 BMG
The player character in Exo Survival takes a look at the business end of her sentry gun's futuristic GAU-19/A.

General Dynamics M197 Vulcan

The "GAU-3/A" on the "XS1 Goliath" powered armour is based on the General Dynamics M197 Vulcan. In the singleplayer mission "Terminus" it has a realistic rate of fire, but in "Captured" and in multiplayer it has a very low fire rate of 400 RPM compared to the real 750-1,500 RPM.

General Dynamics M197 Vulcan - 20mm
While participating in ridiculous plan to infiltrate New Baghdad with two robot suits dangling from helicopters, Mitchell makes use of his futuristic M197.

General Electric GAU-8/A Avenger

The futuristic VTOL A-10 replacement used in the "bombing run" scorestreak and seen in several singleplayer missions mounts a General Electric GAU-8/A Avenger cannon under the nose.

General Electric GAU-8/A Avenger - 30x173mm

M61 Vulcan

M61 Vulcan cannons in Phalanx installations can be seen mounted on the distant fictional US destroyers seen in "Collapse" and "Armada." The ships seem oddly apathetic about actually using them.

Phalanx Block 1B with improved barrels and FLIR - 20x102mm

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