User:Ultimate94ninja



"My name is Viktor Reznov! And I will have my revenge!"

- Mason before killing Steiner

Add your signatures here!

 * I am first 22:01, December 23, 2014 (UTC)
 * what's up?  20:51, December 24, 2014 (UTC)
 * No no no I'm third :(((((((( 15:25, December 25, 2014 (UTC)
 * Hello Dave 02:41, January 4, 2015 (UTC)
 * Hello. (ง ͠° ͟ل͜ ͡°)ง   21:44, February 2, 2015 (UTC)
 * Hey. Capt. MillerTalk 05:20, March 26, 2015 (UTC)
 * If it isn't Spiderp Man! Didikins (talk) 02:02, June 5, 2015 (UTC)
 * it took me this long to realize you had a signature wall? wow. 18:27, August 23, 2015 (UTC)

Info
- Main console: Xbox 360

- All achievements earned in Modern Warfare 2, Modern Warfare 3 and Advanced Warfare (excluding DLC-related ones)

Finished CoD campaigns:

- Call of Duty 4 (on PC, Veteran Difficulty)

- World at War (on Xbox 360, Veteran difficulty)

- World at War: Final Fronts (on Playstation 2, random difficulties)

- Modern Warfare 2 (on Xbox 360, Veteran difficulty)

- Black Ops (Xbox 360, Veteran difficulty)

- Modern Warfare 3 (Xbox 360, Veteran difficulty)

- Black Ops II (Xbox 360, Veteran difficulty)

- Ghosts (Xbox 360, Veteran difficulty)

- Advanced Warfare (Xbox 360, Veteran difficulty)

Favorite character in Zombies: Tank Dempsey

Type of players that I hate the most in multiplayer: Campers

A thing that I hate in campaign mode: Silent protagonists


 * Sandbox

Some features that I hope for the upcoming Call of Duty games

 * The playable characters in campaign should speak while being controlled (just like in Black Ops and Black Ops II).
 * The playable character's lower body and his shadow should be visible during gameplay.
 * The weapons should be selective fire by default, and compatible ones should carry an additional round in the chamber (like in the most recent games).

Some real life facts about weapons in the CoD series
Note that I didn't include the fire rates, magazine sizes, strange names (such as Executioner and Chicom CQB) or fire selectors, since they are commonly inaccurate.
 * One erroneous fact about the shotguns that are reloaded with each shell individually is that they are always cocked in-game after reloading (and some are never cocked at all), while in reality they should only be cocked if the magazine tube was empty (like the other weapons).
 * A similar mistake involves belt-fed LMGs always being cocked when reloading, even if the belt box wasn't empty. However, Call of Duty: Ghosts and Advanced Warfare have corrected this.

Modern Warfare series in general

 * M9: The weapon model shows a rather than an M9. Furthermore, while the M9's use is correct for the U.S. forces, it is inaccurately used by Russian forces as well; the MP-443 Grach would be more appropriate for the latter.
 * USP .45: The P226 be a more appropriate choice for the British forces.
 * Desert Eagle: It's rare for this weapon to be used by military units in reality.
 * SPAS-12: The weapon is commonly used by several factions in 2016 and 2017, which is strange since the production of the SPAS-12 has ended in 2000. Another shotgun such as the Saiga-12 for Russian forces would be more appropriate.
 * Striker: The in-game model resembles more the Armsel Protecta variant (but without a stock) rather than the Striker, as evidenced by the lack of a winding key in front of the drum.
 * Model 1887: The reloading animation erroneously shows every shell being placed into the barrel; only one must be put in the barrel (provided that the weapon is empty), whereas the remaining ones should be placed into the magazine tube.
 * Mini-Uzi: It is incorrectly portrayed as firing from a, whereas the real one fires from an.
 * AK-74u: Incorrectly classified as a submachine gun instead of an assault rifle. In the Modern Warfare series it is modeled after a JG "AK Beta-F" airsoft rifle rather than an actual AKS-74U, as evidenced by the very short handguard and the appearance of a curved 7.62x39mm magazine (the real AKS-74U has a straighter 5.45x39mm magazine). The could have been put in the games instead, due to the fact that this weapon is actually a SMG, based on the AKS-74U itself, and that it is used as well by the Russian forces.
 * AK-47: Inaccurately shown as the standard assault rifle for Russian troops between 1996 and 2017, as it was replaced by the AK-74.
 * RPD: Inaccurately shown as the standard light machine gun for Russian troops between 1996 and 2016, as it was replaced by the.
 * M60E4: It is actually modeled after the M60E3 variant in-game, as evidenced by the longer barrel (though an actual M60E4 is seen on the briefing screen of the MW3 map Vortex). Furthermore, it is strangely used by Russian soldiers in CoD4, despite the real weapon being issued to U.S. forces; the would be a more appropriate choice for the Russians.
 * L86 LSW: It is impractically always cocked after reloading, even if the mag wasn't empty. The weapon shows the L86A1 version, as evidenced by the charging handle's appearance; the L86A2 would be a more appropriate choice in 2016.
 * M203: The in-game model shows an airsoft version rather than an actual M203.
 * GP-25: In-game it is actually the GP-30 variant, as evidenced by the quadrant sight mounted on the right side instead of the left. Furthermore, the way the launcher is flicked to eject a spent casing is erroneous, because the GP grenades are caseless in reality.

In Call of Duty 4

 * W1200: Inaccurately used by the USMC, who use the instead.
 * P90: An original P90 would fit, but the TR (triple rail) variant seen in the game is anachronistic to the 1996 level "All Ghillied Up", since the P90 TR was introduced in 1999.
 * M16A4: Incorrectly fully-automatic in campaign mode instead of 3-round burst (other variants like the M16A3 are fully-automatic in reality).
 * M4A1: The "M4 Carbine" designation used in multiplayer is incorrect, since it refers to the 3-round burst variant. Furthermore, the in-game model shows the civilian (this one being semi-auto in reality instead of full-auto), as evidenced by the different and longer barrel.
 * G3: The in-game model shows the civilian variant, not the standard G3.
 * G36C: It is anachronistic to the 1996 level "All Ghillied Up", since the G36C was introduced in 2001 (and the G36 series themselves entered service in 1997). The AN-94 would be more appropriate for the Russian forces in this level.
 * M14: The in-game model shows the civilian version rather than an actual M14.
 * M21: The real M21 isn't a standard sniper rifle issued to the British armed forces; another one such as the L118A1 would be more appropriate.

In Modern Warfare 2

 * G18: The weapon in-game is actually a Glock 17 converted to full-auto (unlike the one in MW3 and Online, which is a proper Glock 18).
 * TMP: The weapon in-game is actually an MP9.
 * MP5K: The silenced version in the campaign is referred to as "MP5KSD", which denotes an integral silencer, despite the in-game silencer not being integral to the weapon.
 * F2000: The empty reloading animation incorrectly depicts a bolt release; the real weapon doesn't have one. The charging handle must be pulled instead.
 * WA2000: The weapon was never adopted by any military unit in reality, due to it being rare and expensive. Another sniper rifle such as the VKS would be more appropriate for the Russian forces.
 * M14 EBR: The "M21 EBR" designation used in multiplayer is incorrect. It should be called Mk 14 EBR, whereas the lone M21 is a different weapon.
 * AT4: The real one is direct-fire only; it does not have homing capabilities.

In Modern Warfare 3

 * MP412: The spent rounds should be ejected by using the automatic extractor which is supposed to operate when the frame is broken open, not by manually by tilting the frame.
 * G18: Inaccurately used by Russian forces; the would be a more appropriate choice.
 * KSG 12: The tube selector should be switched after firing half of the magazine capacity; otherwise in reality the weapon would only be able to fire this half. Furthermore, the reloading animation incorrectly depicts all shells being placed into a single tube instead of both tubes.
 * Type 95: Although the in-game model features a Type 95-style trigger guard, the weapon is actually a, as evidenced by the STANAG magazine and the deeper magwell. The Type 97 has a burst option in reality, but not the Type 95.
 * L118A: The weapon in-game is actually an L115A1, not an L118A1.
 * RSASS: Anachronistically seen in the 1996 flashback in "Blood Brothers"; the RSASS was developed in 2010. The appearance of another sniper rifle such as the would be more appropriate for Russian forces in this level.
 * MG36: The weapon in-game is actually a G36KV with a drum magazine, not the MG36 LMG variant.
 * PKP Pecheneg: The belt incorrectly feeds from left-to-right rather than the real right-to-left.
 * MK46: The one in-game is actually an M249 Para SAW, not an MK46.
 * SMAW: The real one is direct-fire only; it does not have homing capabilities.
 * XM25: It incorrectly fires in bolt-action mode in campaign and fully-automatic in multiplayer, whereas the real one is semi-automatic. Furthermore, it is impractically always cocked after reloading, even if the mag wasn't empty.

Black Ops series in general

 * Python: When reloading, the ejector rod must be used to remove the spent rounds, not simply by holding it muzzle up and dumping rounds. Furthermore, during the reloading animation, the player ejects the entire contents of the cylinder, but only inserts as many rounds as would be needed to replace those actually fired (when not using the speed reloader).
 * Olympia: Despite being named after the Rottweil Olympia 72, it is actually modeled after a.
 * It is anachronistic to the first Black Ops; not only the Rottweil Olympia was introduced in 1972, but also the Beretta 682 was not invented until 1985. A more appropriate weapon would have been a.
 * SPAS-12: Since the SPAS-12 is used in semi-auto mode, it should be cocked after reloading by using the charging handle at the right side of the weapon, not the pumping handle (which would be locked if the SPAS-12 is used in semi-auto).
 * It is anachronistic to the first Black Ops, since it was developed in 1979; another semi-auto shotgun such as the would be more appropriate. Furthermore, incendiary rounds (as seen with the Dragon's Breath) cannot be used when the real weapon is used in semi-automatic mode due to insufficient energy to cycle the action.
 * AK74u: Like in other games, it is incorrectly classified as a submachine gun instead of an assault rifle.
 * It is anachronistic to the first Black Ops, since the real AKS-74u was developed in 1979; the assault rifle would be more appropriate.
 * Uzi: Like the Mini-Uzi from the Modern Warfare series, it incorrectly fires from a closed bolt.
 * AK47: The weapon is modeled after an AK-74 variant, as evidenced by the straighter 5.45x39mm magazine.
 * The AK-47 itself fits in the first Black Ops but not the AK-74, which was developed in 1974. In Black Ops II it's the exact opposite, since by the 1980s the Soviet troops have actually switched to the AK-74, though it is still referred to as AK47 in the game.
 * M60: It's specifically the M60E3 variant, not the original M60.
 * In the first Black Ops, the weapon itself fits in the game's period, but not its visual appearance, since the M60E3 was developed in 1986
 * Death Machine: Contrary to what many movies and video games suggest, using a man-portable/hand-held minigun is extremely impractical in reality. Not to mention that the heavy power supply that would allow it to fire isn't seen in-game, and that it would make it unable to be carried on the battlefield like a traditional firearm.
 * GP-25: Like in other games, the reload includes an incorrect flick of the launcher to eject a spent casing. Now there's no problem with the name, because in Black Ops there is no quadrant sight, so it's not necessarily a GP-30. And in Black Ops II, while the right-mounted quadrant sight only seen in third person shows that it's a GP-30, the launcher isn't referred to as "GP-25", but simply as "grenade launcher".


 * It is anachronistic to the first Black Ops, since the GP-25 was introduced into service in 1978 (although it was designed during Black Ops' 1968 period).

In Black Ops

 * ASP: Anachronistic, as it was developed in the 1970s; the (on which the ASP was based) would be more appropriate.
 * Makarov: Incorrectly depicted with a button magazine release during the reloading animation instead of the heel-mounted magazine release.
 * CZ75: Anachronistic, since it was developed in 1975. Furthermore, the Full-Auto variant also seen in-game was not developed until 1992; the would be more appropriate for the Russian forces.
 * Tokarev: Although correctly used by the Red Army, it is erroneously used by British commandos, who should be seen using other handguns like the Webley Mk IV.
 * Stakeout: Anachronistic, since it was developed in 1981; the full-size Ithaca 37 variant would be more appropriate.
 * HS-10: Dual-wielding the weapon would be dangerous from the left weapon in reality due to the ejection port's location.
 * Model 1887: Erroneously able to fire two shots before cocking. Furthermore, it is never seen being reloaded when riding the bike.
 * KS-23: Anachronistic, as it was developed in the 1970s. For the U.S. forces, the Remington 870 would be more appropriate.
 * MP5K: Anachronistic to the 1963 level "Executive Order", since the MP5K was introduced in 1976, and the full-size MP5 itself was developed in 1966. Another submachine gun such as the would be more appropriate.
 * MAC11: Anachronistic, since it was developed in 1972; the MAC-10 (or at least a prototype of it) would be more appropriate. Furthermore, like the Uzi, the weapon incorrectly fires from a closed bolt.
 * PM63: Slightly inaccurate appearance in the 1963 level "Executive Order"; although the weapon was in existence, it actually entered service in 1965 (making it accurate in the later levels set in 1968). Furthermore, during the reloading animation, it is incorrectly depicted with a button magazine release instead of the heel magazine release.
 * Spectre: Anachronistic appearance the 1968 level "Numbers", since the weapon was developed in 1984; another such as the MP5 would be more appropriate.
 * Kiparis: Anachronistic, since it was developed in 1976; the PPS-43 would be more appropriate for Russian forces. Furthermore, during the reloading animation, it is incorrectly depicted with a button magazine release instead of the paddle magazine release.
 * Sten: It is incorrectly held by the magazine instead of the handguard; this would damage the feed lips of the magazine in reality.
 * Type 100: Same reasoning as the Sten..
 * M16: Erroneous 3-round burst mode in multiplayer and Zombies instead of full-auto (the burst mode is available on later variants such as the M16A2). Furthermore, the carrying handle is incorrectly depicted as being removable when optics are mounted (in reality, the M16A4 variant has a removable one instead).
 * Enfield: Anachronistic, since although it was being developed during the game's period, the weapon was actually finalized in the mid-1970s. The variant would be more appropriate.
 * Famas: Very anachronistic, since not only the original FAMAS was developed in 1978, but this FELIN variant was introduced in the late 1990s. Furthermore, the real FAMAS is issued to French forces, not U.S. ones.; another weapon such as the would be more appropriate.
 * Galil: Slightly inaccurate use, since although the weapon was in existence during Black Ops' 1968 period, it actually entered service in 1972. The SKS would be more appropriate.
 * AUG: Anachronistic, since the standard AUG (which model is used with the Swarovski Scope) was developed in 1978, and the AUG A2 (with other or no optical attachments), even more anachronistic, was developed in 1997. Another weapon such as the would be more appropriate.
 * Commando: The carbine would be a more appropriate choice in the Vietnam War. Furthermore, the presence of back-up iron sights is not accurate during Black Ops' period.
 * G11: Inaccurate use, since although it was designed during Black Ops' period, it was fully developed in the 1980s, and the G11K2 itself (the model in-game) was developed in 1989. Furthermore, it is erroneously depicted with iron sights, whereas the real weapon was only fitted with its integrated scope.
 * M1A1 Carbine: Incorrectly named; the one in-game is actually the standard M1; the M1A1 variant has a folding stock.
 * WA2000: Anachronistic, since it was developed in 1982; the would be more appropriate for U.S. forces.
 * L96A1: Anachronistic, since it was also developed in 1982. Furthermore, it is incorrectly named after the Acc. Int. Precision Marksman designation, whereas the weapon in-game is actually modeled after the variant, which itself entered service in 1996. The M40 would be more appropriate.
 * PSG1: Anachronistic, since it was developed in 1972; an original scoped G3 would be more appropriate.
 * Stoner63: The weapon in-game is in the assault rifle configuration, not the light machine gun version.
 * HK21: The weapon itself fits in the game's period, but not its visual appearance, since it is modeled after the HK21E variant, which was developed in the 1980s.
 * RPK: Same reasoning, since it is modeled after the RPK-74 variant, which was introduced in 1974.
 * M72 LAW: Same reasoning once again, since it is modeled after the modern M72A7 LAW variant. Furthermore, the real weapon is direct-fire only; it does not have homing capabilities
 * Strela-3: Anachronistic, since it was developed in 1974. The would be more appropriate in the 1968's period of the game (though its appearance as the fictional Valkyrie Launcher would still be anachronistic in the 1963 level "Executive Order").
 * M202 "Grim Reaper": Anachronistic, since it was developed in 1978; a more appropriate weapon would be the XM191 napalm rocket launcher that was used in the Vietnam War. Furthermore, the real weapon is direct-fire only; it does not have homing capabilities.
 * Masterkey: Anachronistic, since it was developed in the 1980s.
 * Flamethrower: The concept of an underbarrel flamethrower existed as a prototype during the Vietnam War, but the weapon was not reliable at all, and was barely produced (moreover, the in-game design is fictional).
 * M203: Anachronistic appearance in the 1961 level Operation 40, since the launcher was introduced in 1967. A more appropriate weapon would be the.
 * Tishina: Anachronistic, since it was developed in the 1970s.

In Black Ops II

 * Executioner: Like with the Python, the player ejects the entire cylinder but only inserts the rounds needed (when not using Fast Mag).
 * KAP-40: The real KRISS KARD is semi-auto only, not full-auto.
 * Remington New Model Army: The real one is single-action (meaning it must be cocked after every shot), not double-action (semi-automatic) like portrayed in-game.
 * Mauser C96: The one in the game is actually the variant, since it uses box magazines, whereas the real Mauser C96 uses stripper clips.
 * Remington 870 MCS: It is actually modeled after a custom tactical configuration of the Remington 870, not the MCS variant.
 * S12: It is depicted with a left-handed charging handle; the Saiga-12K's cocking handle is located by default on the right side of the weapon in reality.
 * KSG: Like in MW3, the tube selector should be switched after firing half of the magazine capacity. Plus, once again the reloading animation incorrectly depicts all shells being placed into a single tube (except with Fast Mag, in which case they will be correctly placed into both tubes).
 * M1216: It actually functions like the MLE-12 variant, since the real M1216 is semi-auto only. Furthermore, the extended mag attachment strangely gives it a fifth stack of 4 rounds, despite the weapon being designed with four tubes; it would have been more logical to add an extra shell to each of the four tubes of the magazine (just like the difference of shells per tube between the M1208, M1212 and M1216 in reality).
 * Vector K10: The name suggests the KRISS K10 variant, but it is actually a standard Vector in-game.
 * Chicom CQB: Incorrect 3-round burst mode (the correct full-auto mode is used with Select Fire or in campaign).
 * M1927: The one in the game is actually the Thompson, not the M1927.
 * M27: The one in the game is actually the, not the M27 IAR light machine gun variant.
 * SWAT-556: The real SIG SG 556 is semi-auto only (although other variants have the automatic and 3-round burst capabilities).
 * M8A1: The real XM8 is automatic; it doesn't fire 4-round bursts, and its usage by U.S. forces stopped in 2005 in reality.
 * MTAR: The one in the game is actually the X95 Flattop variant, not the MTAR-21 (and nor the X95L, as mentioned by Marlton in Zombies).
 * Type 25: The name is erroneous and non-existent for any QBZ variant; the correct designation would be the Type 95 (specifically the improved Type 95-1 variant, as evidenced by the selector located above the pistol grip, though the in-game model features a standard Type 95 style trigger guard).
 * SMR: The real Saritch 308 is semi-auto only, not full-auto like portrayed in campaign (and in multiplayer with Select Fire).
 * Colt M16A1: The weapon in-game is actually modeled after the original M16, not the M16A1 variant. Either way, it is inaccurately used during the 1980s by the U.S. military, as they have switched to the M16A2. Furthermore, the 3-round burst mode seen in Zombies (and in campaign with Select Fire) is incorrect for both the M16 and M16A1, which are automatic (whereas the M16A2 is 3-round burst). Additionally, like the M16 from Black Ops, the carrying handle is incorrectly depicted as being removable when optics are mounted.
 * SVU-AS: The create-a-class image shows an SVU-AS, but the in-game model is that of a standard SVU, since the bipod is not that of the SVU-AS variant, but rather a folded-forward Harris-style bipod (like the SVU in CoD Ghosts).
 * Barrett M82A1: The weapon itself fits in the game's period, but not its visual appearance, since it is modeled after the Barrett M107 variant, which was developed in 2002.
 * HAMR: Despite being called "HAMR", which is the light machine gun variant of the FN SCAR rifles, the one in the game is actually a SCAR-L with a drum magazine.
 * RPD: Inaccurately used by Soviet Troops during the 1980s, when it was replaced by the PKM.
 * SMAW: Same reasoning as in MW3; the real one is direct-fire only.
 * FHJ-18 AA: Fictional, but it is named similarly to the, which functions differently, notably due to it being double-barreled and direct-fire only; the in-game FHJ-18 AA functions like the Stinger instead (and actually appears to be a future one).
 * FIM-92 Stinger: The real one is anti-aircraft, and not at all dual-mode anti-tank/anti-aircraft.
 * Minigun (portable version): Same reasoning as the Death Machine; using a man-portable/hand-held minigun would be very impractical.
 * War Machine: Same reasoning as the Executioner's reloading animation.
 * Crossbow (future version): It is impractically always cocked after reloading, even if the magazine wasn't empty (the bolt holder suddenly teleports forward at the start of a non-empty reloading animation).
 * Extras:


 * Regarding burst mode, the Select Fire attachment is only correct on the Vector K10, the Skorpion EVO and the AN-94. The other weapons that gain a burst mode with this attachment don't have a burst option in reality. For the burst mode to be correct, weapons that could have been used in addition to the three aforementioned ones are the following:
 * SMGs: K7,, AUG A3 Para XS, MP5KA5 and MP-10.
 * Assault Rifles:, QBZ-97A, SG 552, , , , , and AEK-971S (the latter three for the 1980s section). As far as I know there's no 4-round burst rifle in reality, so a replacement for the M8A1 would be one of these 3-round burst firing weapons, for instance the FX-05 Xiuhcoatl due to its similar appearance.


 * The Extended Clip's name selection is incorrect, as the applicable weapons use, not.
 * It is also worth noting that all firearms in Mob of the Dead and Origins are anachronistic to these maps, except for the M1911 and the M1927 in Mob of the Dead, and the MG08/15 and the Remington New Model Army (cutscene) in Origins. The Mauser C96's use would be accurate, but it is the M712 variant so it doesn't fit in Origins; as for the M1927, only an early Thompson prototype could fit in Origins.

In Black Ops III

 * Bootlegger: It is incorrectly held by the magazine instead of the handguard; this would damage the feed lips of the magazine in reality.

In Call of Duty Online

 * Beretta M9: The weapon in-game is specifically a Beretta M9A3, not a standard M9.
 * Winchester M1887: Same erroneous reload as in MW2 and MW3.
 * AKS-74U: Once again it is incorrectly classified as a submachine gun instead of an assault rifle.
 * Mini-Uzi: The weapon fires from a closed bolt located on the side of the weapon instead of the top (in addition to the full top rail), which in reality is the case for the Uzi Pro variant, but not the Mini-Uzi.
 * AK-47: The weapon model actually shows an.
 * Walther2000: The weapon was never adopted by any military unit in reality; another weapon such as the HK417 would be more appropriate.
 * M21 EBR: Like in MW2, this designation is incorrect. It should be called M14 EBR-RI, while the lone M21 is a different weapon.
 * SA80-LSW: Like in the Modern Warfare series, it is impractically always cocked after reloading.
 * Minigun (portable version): Same reasoning as in previous games: using a man-portable/hand-held minigun would be very impractical.
 * GP-25: The reload still includes an incorrect flick of the launcher to eject a spent casing.
 * GP-30: Same reloading mistake as the GP-25. Furthermore, it is actually a GP-25, as evidenced by the quadrant sight mounted on the left side instead of the right (this is the exact opposite of the Modern Warfare series, which feature a GP-30 referred to as GP-25).

In Ghosts

 * M9A1: Incorrect 3-round burst mode in Extinction.
 * MP-443 Grach: Incorrect fully-automatic mode in Extinction.
 * .44 Magnum: Despite the name implying .44 Magnum chambering, the barrel indicates ".454 Casull", contradicting that caliber.
 * PDW: Incorrect 3-round burst mode in multiplayer. Furthermore, it is impractically always cocked after reloading, even if the mag wasn't empty.
 * MTS-255: When reloading, the cylinder should be operated by using the cylinder latch, not by lifting the throw lever ahead of it.
 * Tac 12: The weapon model shows shells in both magazines tubes, but during the reloading animation only the left one is reloaded instead of both, and the tube selector is pointed partway to the right, which would indicate feeding from only the left tube. This would mean that in reality this UTS-15 weapon would only be able to fire half of the magazine capacity.
 * Vector CRB: The "CRB" designation is incorrect, since it refers to the civilian semi-automatic variant.
 * Vepr: Incorrectly classified as a submachine gun instead of an assault rifle (although the Ukrainian Government website actually classifies it as a SMG).
 * MTAR-X: The magazine model is that of the assault rifle variant, and the receiver indicates "5.45x39mm". Thus, it should be classified as an assault rifle, since the SMG variant of the MTAR-21 is chambered in 9x19mm and has a different and thinner magazine. Furthermore, like the MTAR in BO2, it is actually modeled after the X95 variant, not the MTAR-21.
 * The "MTAR-X2" seen in campaign incorrectly fires in 3-round bursts instead of full-auto.
 * AK-12: The side of the weapon indicates "7.62x39mm", but the magazine model is that of the less curved 5.45x39mm variant.
 * MSBS: Incorrect 3-round burst mode (although the attachments Automatic Fire and Semi-automatic correct the fire mode). Furthermore, the in-game model shows the 3D printed design mock-up rather than an actual bullpup MSBS.
 * ARX-160: Incorrect 2-round burst mode in campaign instead of the correct full-auto seen in other game modes.
 * USR: The ballistic computer mounted on the scope incorrectly displays .338 chambering instead of the .308 used for the real USR.
 * VKS: Incorrect semi-automatic mode instead of bolt-action.
 * Kastet: Like the underbarrel GP-25 variant from previous games, the reload includes an incorrect flick of the launcher to eject a caseless casing.
 * MK32: Incorrect 2-round burst mode in multiplayer.
 * MAAWS: Incorrectly loaded with two rockets at the same time, and they are erroneously laser-guided. Furthermore, the rocket is loaded through the muzzle instead of the back of the weapon, and for some reason it's actually the rocket of a Panzerfaust 3.
 * Minigun (portable version): Same reasoning as in previous games: using a man-portable/hand-held minigun would be very impractical.
 * FN EGLM: Incorrectly loaded by putting a grenade directly into the muzzle. Furthermore, the model oddly has no trigger.
 * Extra: The Burst Fire attachment is mostly erroneous, since none of the assault and marksman rifles appearing in the game, except the AK-12 and the SA-805, have a burst option in reality (moreover, the real CZ-805 has a 2-round burst setting instead of 3). For the burst mode to be correct, weapons that could have been used in addition to the AK-12 are the following:
 * Assault Rifles: AUG A3,, FX-05 Xiuhcoatl, FAMAS, QBZ-97A, INSAS, Daewoo K2 and AEK-971S.
 * Marksman Rifles:, , and M16A4.

In Advanced Warfare

 * MP443 Grach: Incorrect 2-round burst mode instead of semi-auto (it's correctly semi-auto in "Sentinel" only). Furthermore, it's strangely used by U.S. forces, despite the real weapon being issued to Russian forces; another pistol such as the Beretta M9A1 would be a more appropriate choice.
 * S-12: Fictional shotgun that appears to be based on a Saiga-12 "Kushnapup" (bullpup configuration) converted to full-auto. The weapon in-game is erroneously never cocked after empty reloads.
 * SN6: Futuristic UMP45. The side of the weapon indicates "9x19 Luger", but the weapon has a straight magazine, which means it should be chambered in .45 ACP or .40 S&W, whereas the real 9x19mm variant of the UMP has a curved magazine.
 * SAC3: Futuristic Vector. It's incorrectly depicted with a button magazine release (except when reloading a single-wielded variant that is not empty), and the weapon is erroneously never cocked after empty reloads (except for single variants).
 * AMR9: The magwell indicates "5.56x45", which means this fictional weapon should be classified as an assault rifle, not a submachine gun.
 * ARX-160: Incorrect 3-round burst mode instead of full-auto.
 * M16: It's specifically the M16A4 variant, not the original M16 (it is modeled after the M16A4, and functions like it due to the 3-round burst mode).
 * Atlas 20mm: Based on the Barrett M82A2 (bullpup). The weapon in-game is erroneously never cocked after empty reloads.
 * MAAWS: Once again the rockets are erroneously laser-guided (though other inaccuracies from Ghosts have been corrected).
 * Grenade Launcher (underbarrel): The model oddly has no trigger.


 * Tac-19: Futuristic UTS-15.
 * MP11: Based on the CBJ-MS.
 * ASM1: Futuristic M1921AC Thompson.
 * HBRa3: Based on the.
 * Pytaek: Based on the LSAT.
 * XMG: Futuristic portable and magazine-fed version of the.
 * Extras:


 * The depiction of a button magazine release for the empty reloading animations of the AK12, MK14, SN6 and Lynx is incorrect.
 * This is also the case for the S-12 and MP11 when using the Speed Reload function.
 * When reloading an empty magazine with Dual Mags equipped, each compatible weapon (AK12, ARX-160, HBRa3, MK14, KF5, ASM1, ASN6, AMR9) is incorrectly not cocked if it's an odd reload.

In Advanced Warfare
Handgun: PDW

Shotgun:  Bulldog

SMG:  ASM1

Assault Rifle:  HBRa3

Sniper Rifle:  MORS

Heavy Weapon:  Ameli

Launcher: MAAWS

In Ghosts
Handgun: P226

Shotgun:  Bulldog

SMG:  MTAR-X

Assault Rifle:  ARX-160

Sniper Rifle:  VKS

Marksman Rifle:  MR-28

LMG:  Ameli (Rapid Fire)

Launcher: Kastet

In Black Ops II
Handgun: B23R

Shotgun:  M1216

SMG:  Vector K10

Assault Rifle:  FAL OSW (Select Fire)

Sniper Rifle:  XPR-50

LMG:  Mk 48 (Rapid Fire)

Launcher: SMAW

Special:  Storm PSR (in campaign)

In Modern Warfare 3
Handgun: MP412

Shotgun: USAS 12

Machine Pistol: FMG9 (Akimbo)

SMG: P90

Assault Rifle: M4A1

Sniper Rifle: RSASS

LMG: L86 LSW

Launcher: SMAW

In Black Ops
Handgun: CZ75 (NOT Full-Auto)

Shotgun: SPAS-12

SMG: AK74u

Assault Rifle: Commando

Sniper Rifle: PSG-1

LMG: Stoner63

Launcher: M72 LAW

In Modern Warfare 2
Handgun: .44 Magnum

Shotgun: AA-12

Machine Pistol: PP2000

SMG: UMP45

Assault Rifle: ACR

Sniper Rifle: M14 EBR

LMG: L86 LSW

Launcher: AT4

In World at War
Handgun: .357 Magnum

Shotgun: Double-Barreled Shotgun

SMG: PPSh-41

Assault Rifle: Gewehr 43

Bolt-Action Rifle: PTRS-41

LMG: FG42

In Call of Duty 4
Handgun: Desert Eagle

Shotgun: M1014

SMG: P90

Assault Rifle: M4A1

Sniper Rifle: M21

LMG: M60E4

Cartoon Network