Call of Duty: Advanced Warfare
Nice, but where's the trigger?
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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.
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 (along with a predetermined set loadout), while in multiplayer they can use one primary and one secondary weapon, or use the "Overkill" wildcard to allow the use of two primary weapons. As usual, weapons often have different stats in multiplayer modes (including Exo Survival and Exo Zombies) compared to singleplayer. One new addition added to multiplayer mode is the ability to perform a Fast Reload or a Speed Reload, in lieu of the "Slight of Hand" perk or "Fast Mags" attachment in previous entries (although "Dual Magazines" exist as an available attachment in this game). Wherein the player reloads the weapon faster (often by the dropping the magazine instead of switching to a new one or by gradually speeding up the animation) at the expense of all of the remaining ammo supply that the weapon has. This ability can be performed in all multiplayer modes, but it cannot be performed in both campaign and Exo Zombies modes.
Progression in multiplayer is similar to previous games of the series, with all weapons from the base game being unlocked through level progression. The game introduces variant weapons in "supply drops" which have altered stats, textures and models as well as special titles, in a system a little reminiscent of the Borderlands games. The game also introduces several weapons exclusive in multiplayer that require either obtaining the paid DLC (two of which are the fictional "AE4" and "Ohm" firearms, which will not be covered in this article) or obtaining the a variant of the DLC weapon in question (as it unlocks base version of the gun as well). Going to Prestige mode retains the weapon variants as well as the post-launch weapons unlocked from the variants. Obtaining a weapon variant (much less, getting a elite variant as well as a new gun) was notoriously rare (and especially grindy, even) during the game's lifetime, and it became a controversial element (along with randomized supply drop lootboxes and without any guarantees that it will reward a new gun as well as some overpowered weapon variants) that would plague the series until the 2019 Modern Warfare reboot, where it was ditched in favor of the battle pass or a challenge requirement entirely. Some enemies in the campaign wield weapon variants, and they can be used.
Multiplayer reuses the same Pick Ten system first used in Black Ops II, albeit modified to Pick 13 specifically for this title (as the streaks now cost points in this iteration), giving 13 allocation points to pick their equipment, perks and scorestreaks. In addition to this, some multiplayer maps feature water as a terrain element, but players cannot use firearms while on water, only a knife. Weapon categories are the same as Ghosts, but with the marksman rifles category moved to the assault rifles category (as with previous games), machine guns are renamed to "Heavy Weapons" (thus circumventing the "all machine guns are LMGs" definition) and include various fictional direct energy weapons, and "Special" weapons include a few various oddball weapons that fit a certain niche, with differing weapon choices depending on what weapon slot it takes.
The game also features "Exo Survival", a class-based variant on the Survival mode of Modern Warfare 3 where weapons are bought from an armory 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, the Specialist to shotguns and sniper rifles and the Demolitions class (added in a later update) to launchers and SMGs. This limit can be removed if the player receives the "Weapons Free" perk from a care package supply drop.
In later updates of the installment, the game introduces another mode of play, being "Exo Zombies" which is a variation of the Zombies gamemode originally started from World at War, only exclusive through DLC. As before, the player starts off with a pistol (this time being the fictional "Atlas 45"), in which they can purchase additional weapons off of the walls or via 3D Printer (which is the analogue of the "Mystery Box" of Treyarch's Zombies). Weapons cannot be upgraded through the "Pack-A-Punch" machine - instead, they must be upgraded through the "Upgrade Station" akin to Exo Survival, giving increased stats, attachments (with some exclusive to these modes) at various levels, and a camouflage applied to them, and unlike the previous games, upgrades are permanent, even when the gun was exchanged to a new one.
Attachments in the game follow the same system as Black Ops II, wherein the player can attach 2 and 1 modifications to the primary weapon and secondary weapon respectively, and it can be increased through the "Gunfighter" wildcards. The choice of attachments also differs if the weapon is a direct energy weapon or a ballistic one.
Owing to the future setting of the 2070s, 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. Some energy weapons featured in the game do not require ammo in most modes, they can overheat which forces the player to cool the weapon down (or for the case of the "AE4", exchanging some sort of battery), or when the player cools them down prematurely. In Exo Zombies, this is not the case, as while they cannot overheat, they can run of ammo.
Due to the extensive (much more so than any other game in the Call of Duty series) customizable element of the multiplayer character (often known as "Operator"), the player character's appearance will change throughout the page, and their gender may refer to "he" or "she" depending on the selected face of the character. This does not apply to Exo Zombies or the campaign due to having fixed playable characters.
See the discussion page for fictional weapon information.
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). Furthermore, the player character forgoes any sort of measurement of powder and shot, instead simply throwing a dash of powder (far too little to actually propel its payload any particularly substantial distance) and a few (9, to be exact) small buckshot pellets down the muzzle, tapping it all down with a too-short and too-narrow ramrod. 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 (doubled the actual pellet count in its reload animation), compared to the previously universal standard of 8.
Being a very obsolete weapon (even under the context of advanced, futuristic warfare, no pun intended), it can accept a few attachments, that being advanced rifling (despite being a smoothbore firearm), a stock (which is nonsensical, given that the firearm already has a stock), and a quickdraw grip, all of which do not affect the weapon's appearance whatsoever.
The Colt M1911A1 has been added via a September 2015 update, and only available in multiplayer modes as a supply drop gun. Here, it is known as the "1911", though it features upgrades from the A1 version. Unlike previous (or even later) installments of the M1911 featured throughout the series, the base variant isn't in its standard nor nickel finish, it is in a olive drab green finish instead, though the "Single Stack" variant of the M1911 allows the M1911 to use the standard finish as with previous games.
The LeMat 1861 single-action revolver has been added via a May 2015 update as a supply drop weapon available in multiplayer. It is called the "M1 Irons" in-game, and incorrectly holds 6 rounds per cylinder instead of 9 and it cannot accept extended magazines normally. When upgraded in Exo Zombies mode, it gets the correct 9-round capacity, but the weapon model still shows a 6-round cylinder. The underbarrel shotgun cannot be used, despite the visible presence of the selector lever on the hammer. Unlike every other handgun featured in the Call of Duty series so far, the M1 Irons is categorized at the "Specials" category (normally reserved for explosive or melee weapons) at the primary weapon by default, as opposed to being a pistol in its secondary slot (though having the Overkill wildcard allows the weapon to be placed in the secondary slot).
Despite being based on the percussion model, the weapon fires centerfire cartridges, and is modeled with a swing-out cylinder. The gun is modeled with a ramming lever on its left side, apparently purely for aesthetics, as it would logically be completely unusable on a cartridge-converted LeMat revolver. The player character appropriately de-cocks the hammer before reloading a non-empty cylinder.
The hammer is cocked with the user's dominant thumb when aimed or single-wielded (through either a tactical knife or its other pair), and fanned when firing without aiming; either way, it is fired extremely quickly. Given its very low recoil, extreme accuracy cone, fast firing rate, high damage output (that surpasses the 7.62mm MK14, as a comparison) and a long draw time (which is similar to most rifles, but pales in comparison to pistols), these characteristics give the reason why the LeMat revolver is to be put in the primary weapon slot instead of the secondary weapon slot.
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.
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. In addition to this, the charging handle is correctly not pulled after a partial reload (whereas in Ghosts it is always done regardless). However, the reload animation while holding a tactical knife was incorrectly changed to other pistols of its class, meaning the charging handle is not pulled after an empty reload. 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.
The "AMR9" is a fictional AR15-pattern carbine with a left side charging handle: it is classified as an SMG, even though the magwell indicates that it is chambered in 5.56x45mm. It fires in 5-round bursts (a nonexisting feature in any burst-firing weapon), and for some reason its fire mode is described as "double barrel" in the HUD in multiplayer. Unique to all SMGs in its category, it can accept a fictional underbarrel grenade launcher.
The "ASM1" is essentially a futuristic Thompson Submachine Gun; the campaign version and both the "Speakeasy" and "Royalty" elite supply drop variants in multiplayer come with an M1921 / M1928-style foregrip (though it does not stop the player from attaching a "foregrip" attachment in multiplayer, which does not change the model). 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.
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. Despite all of this, however, the design bears more similarity to the AEK-919K Kashtan with some elements of the Umarex Steel Storm BB submachine gun and a few others.
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. The rate of fire in-game is higher than its real life counterpart, at 800 - 1000 (with the Rapid Fire attachment) RPM by default, or 705 - 882 RPM while using the "Parabellum" variant. This uses the same firing sounds as the "KF5".
The "SAC3" is a futurized version of the KRISS K10 prototype from 2013, albeit with a stock based on a standard KRISS Vector. The player character always uses a SAC3 in each hand (meaning it has an automatic akimbo "attachment") and it is only available in multiplayer and Exo Zombies. Some variants (such as "JK", "Blood & Glory" and "Pain & Suffering") have removed stocks, while the latter two including the "Sporter" variant have longer barrels. An update later added some supply drop variants that are single-wielded, which come with a red-dot sight attachment by default.
The prototype version of the SIG-Sauer MPX appears as the "KF5", equipped with a carbon fiber handguard. It is the 2013 prototype, mainly evidenced by the number of diagonal vents above the handguard, though it is fitted with the telescoping stock of the 2012 prototype. 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. The KF5 features a weapon quirk that the first six rounds (incorrectly described as five rounds) in each magazine will deal increased damage to enemy targets, indicated by the brighter muzzleflash when the weapon fires. It may be attributed that the weapon's first six rounds use a different type of ammunition, though it is unclear if that is the case.
As usual for weapons in the Call of Duty series, the selector switch is set to safe. Interestingly, the empty reloading animation is the same as the "even" animation of the Call of Duty: Black Ops II "Peacekeeper" when the latter's "fast mag" is used.
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 (which Mitchell can interact in his reload animations during the singleplayer campaign), it has the same incorrect detaching operation for an empty magazine as the AK-12 in multiplayer. The left side of the receiver indicates "Made in America" and "9x19 Luger", but weapon in-game has a straight magazine (which holds 30 rounds in Exo Zombies, 32 rounds for all other modes); the actual UMP is German, and one with a straight magazine would be chambered in .45 ACP or .40 S&W. The weapon itself borrows a strange attribute from the "HAMR" light machine gun in Black Ops II, wherein the first four (three incorrectly mentioned in its weapon description) shots of each burst fire faster at 1090 RPM, while the remainder of the shots in a burst fire at 800 RPM. The weapon's attributes are likely inspired by the hyperburst feature in the AN94 rifle.
Sten Mk II
The Sten Mk II has been added via a November 2015 update. It is properly held from the handguard, unlike in most Call of Duty games where it is held from the magazine.
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, which can be potentially increased further to 9 or underloaded to 4 with the "Berserker" variant. 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". Attaching a suppressor or fast reloading the weapon will make the player character push the barrel with their fingers or simply not push the barrel at all, respectively.
Variants of the MAUL change the stock ("Man-o-War", "Grip Taped", "Quick Barrel" all use unique stocks while the "Face Hammer" and "Mancy" use solid stocks), while "Carnage" removes the stock (despite using the "Man-o-War" stock in its weapon icon).
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.
The prototype AK-12 returns from Ghosts, this time with bakelite magazines from the AK-74. Its model and animations are similar to that in Ghosts, but with a lighter paint job, and a different empty reload animation that shows the magazine spontaneously detaching itself without input from the player character. 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 real 2012 prototype of the AK-12), and some supply drop variants (such as "G", "Wrecker", "Feeder", "Finger Tap", and "R.I.P.") in multiplayer have the correct front and rear sights (with some such as "Grenadier", "Hair Trigger", "Bleeder", and "Lance" only one of the correct sights).
A hybrid of the AK-47 and the AKM has been added to multiplayer as the "AK-47", via a September 2015 update. It has many visual features of the AK-47 Type II (most notably the buttstock with the sling loop and the metal stock mounting bracket), but combined with an AKM-style ribbed dust cover and barrel trunnion. The rear of the receiver also has two rivets positioned similarly to those of an AKM. The barrel is slightly elongated (extending past the front sight), and there is a scope mount by default. The reloading animation has been changed compared to past Call of Duty games, being similar to the in-game AK-12, but with the finger sensibly engaging the magazine release on an empty/fast reload as opposed to the weird automatic detaching operation of the former.
The "Bal-27" is a fictional weapon built from the MSBS-5.56B Radon model from Ghosts into something resembling the FN F2000 Tactical or Uzkon UNG-12 - though, rather than a standard magazine, it feeds from a P90-style dorsal polycarbonate box magazine that loads into a compartment on top of the stock; as a result of this, it cannot take the Dual Magazine modification. The magazine holds 30 rounds in both singleplayer and Exo Zombies, and 32 - 48 in multiplayer by default or 35 - 52 with the "SPR" variant. 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. A bizarre attribute for the weapon in multiplayer is that the first 4 rounds fire at 666 RPM, while the fifth shot and afterwards would fire at 705 RPM, in reverse of the "SN6" mentioned above and the "HBRa3" below. The variable fire rate does not exist in singleplayer, and all shots are fired from this weapon are at 857 RPM.
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, and still has the issue on the fire selector seen in Ghosts. The "Damnation" supply drop variant has an elongated barrel like that of the civilian ARX-100 variant. It still uses the same "CO2" black cased rounds when reloading, despite the weapon ejecting brass when firing.
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; this automatically flips up when the player character aims the rifle, powered by some strange, unknown force.
The "EPM3" is a fictional semi-automatic energy weapon only appearing in multiplayer, seemingly rebuilt from the ground-up using the FN SCAR as its basis or its inspiration. It is fitted with a side-pistol grip (a feature used in the real-life Denel PAW-20) based on the IWI X95 Flattop and fires condensed bolts of energy that deal high damage. Categorized as a "Heavy Weapon" that acts more as a marksman rifle, it features unlimited ammunition as the fictional "EM1" direct energy weapon, but it can overheat; it will do so after around nine to eleven shots if fired rapidly.
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, the actual magazine itself appears to be based on the ASC 20rd 7.62x39mm magazine as evident by its length. It is also fitted with Diamondhead flip-up sights, handguard stop, folding charging handle, custom two tone pistol grip and muzzle brake. As with the SN6, the rifle in multiplayer fires at 857 RPM for the first 4 shots, 625 RPM afterwards.
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.
The "IMR" ("Integrated Munitions Rifle") is a fictional assault rifle based on the IWI X95 Flattop model from Ghosts (the thumbhole + cutlass pistol grip resembles the Saritch, which was in BOII). 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 (540 to be exact). 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. Since the weapon uses a non-traditional magazine, dual magazines are not supported on this weapon.
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.
In gameplay, the IMR in multiplayer and Exo Zombies fires in four round bursts, while the version in singleplayer fires in fully automatic, both of which under a very high 1200 RPM. Certain IMRs with red dot sights encountered in singleplayer have ammunition printing capabilities which print 30 rounds in reserve in a span of 30 seconds all at once, while every other variant encountered throughout the campaign do not have such capabilities. It can also somehow be speed reloaded, despite using the same reload animation when reloading normally.
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 Call of Duty 3 and Call of Duty: World at War - Final Fronts). This scenario is possible for the M1 Garand, though abnormal. It is normally supposed to snap forward automatically after loading a clip.
The M16A4 has been added via a September 2015 update; it is simply referred to as "M16".
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.
The Sturmgewehr 44 has been added via an August 2015 update.
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 WA 2000. 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.
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.
The SVD Dragunov has been added via a July 2015 update; it is called "SVO" in-game. The firing sounds are reused from the GM6.
A reworked version of the CETME Ameli is used by Atlas PMC troops; for no obvious reason it has an Heckler & Koch 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. The fire rate of the weapon is at 666 RPM by default, instead of the 800 - 1200 RPM that the original weapon has. Using the Rapid Fire attachment, or using certain weapon variants increases to 833 RPM, or 700/800 RPM respectively, with the latter potentially increasing to 882 to 1000 RPM.
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. Many of the cosmetic alterations also resemble elements of the Heckler & Koch MG5 machine gun (particularly its earlier HK121 variant). 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.
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.
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.
The RPG-7 can secretly be found in the singleplayer mission "Throttle", likely as a development placeholder since it was never intended to be found. The weapon is mostly recycled from Modern Warfare 3, and has no firing sound in-game.
M18 Smoke Grenade
Two M18 smoke grenades are visible on Gideon's chest rig at the start of the mission "Atlas."
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.
"Smart grenade" (Airsoft 40mm grenade)
The lethal variant of the "variable grenade" used in singleplayer is actually based on an Airsoft 40mm "grenade" round with channels for firing a burst of 6mm BBs. It is capable of either regular timed fragmentation setting (which are the traditional explosive grenades seen in previous games), contact setting where it detonates upon hitting surfaces, and most curiously, a "smart" setting which guides the grenade to a valid target like a homing rocket at the player's crosshair. Mitchell switches grenade modes of both types by swiping down with his thumb.
It has grenade fuze and safety lever stuck in one end; while it will vent from both ends while stabilizing 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 and in multiplayer the MDL fires a rocket-like round instead. Precisely how one could fit a sensor suite, computerized 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. Throwing a variable grenade under the smart setting without sufficient distance to arm itself to guide to the targets will simply be defused, falling to ground without any detonation (which is similar to the launched grenades' safeties in previous games). The contact setting has no such sort of safety system, and it can be detonated in any distance (even if it leads to the user's death).
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. Characters in Exo Zombies will bother pulling the pin of the blob-looking grenade, only if they do not have their exoskeleton on. Tactical variants of the variable grenade turn into blob-like grenades in multiplayer if they're detonated under the "threat" setting, the same applies to the "flash" setting, which turn into a yellow traditional grenade once they're detonated. The "EMP" setting will not leave out any grenade casings at all.
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.
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."
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 M197 Vulcan
The "GAU-3/A" on the "XS1 Goliath" powered armor 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 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.
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.
Charleville Model 1777 Flintlock Musket
The collection in "Sentinel" also includes what appear to be a pair of Model 1777 Charleville Muskets. They cannot be used.
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 what appears to be a Malcolm scope fitted. It cannot be used.