User:Ultimate94ninja



"Melbourne": "The Way Back Home": "Fireckracker": "Supersensible": "Raccoon":

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

- Mason before killing Steiner

Which song on my page did you like the most? Sean Tyas - Melbourne (Original Mix) Ferry Tayle feat. Poppy - The Way Back Home (Club Mix) Bowdidge & Taylor - Firecracker (Original Mix) Adam Navel - Supersensible (Daniel Kandi Banging Remix) Solis & Sean Truby - Raccoon (Chris Metcalfe Remix)

Info
Actual console owned: Xbox 360

All achievements unlocked in Modern Warfare 3

Finished CoD campaigns:

- Call of Duty 4 (on PC, 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)

Highest waves reached in Zombies (solo) :

Kino Der Toten: round 37

"Five": round 28

Dead Ops Arcade: round 29

Town (survival): round 33

Highest wave reached in MW3 Survival mode (solo): wave 29

Highest wave reached in Ghosts Safeguard mode (solo): round 34

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

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, Chicom CQB, etc. 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 has corrected this.

In Call of Duty 4

 * M9: The weapon model shows a rather than an M9.
 * USP .45: The P226 would have been a more appropriate choice for the SAS.
 * W1200: Inaccurately used by the USMC, who use the instead.
 * Mini-Uzi: It is incorrectly portrayed as firing from a, whereas the real one fires from an.
 * AK74u: Incorrectly classified as a submachine gun instead of an assault rifle, and the weapon in this game is modeled after a JG "AK Beta-F" airsoft rifle rather than an actual AKS-74U. The could have been put in the game instead, due to the fact that this one is actually a SMG, based on the AKS-74U itself, and that it is used as well by the Russian forces.
 * 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 longer barrel.
 * AK-47: Inaccurately shown as the standard assault rifle for Russian troops in 2011 (and 1996), at a time it would have been replaced by the AK-74.
 * G3: The in-game model shows the civilian variant, not the standard G3.
 * G36C: Anachronistic to the 1996 level "All Ghillied Up", since the G36C was introduced in 2001 (and the G36 series themselves entered service in 1997).
 * 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; the would be more appropriate.
 * RPD: Inaccurately shown as the standard light machine gun for Russian troops in 2011 (and 1996), at a time it would have been replaced by the.
 * M60E4: It is actually modeled after the M60E3 variant in-game, as evidenced by the longer barrel.
 * M203: The in-game model shows an airsoft version rather than the actual weapon.
 * GP-25: In-game it is actually modeled after a GP-30. Furthermore, the way the launcher is flicked to eject a spent casing is erroneous, because the GP grenades are caseless in reality.

In Modern Warfare 2

 * M9: Like in CoD4, the weapon in-game is a 92SB.
 * Desert Eagle: Inaccurately used by U.S. Rangers, despite the real Rangers never having the Desert Eagle issued to them.
 * G18: The weapon in-game is actually a Glock 17 converted to full-auto (unlike the one in MW3, which is a proper Glock 18).
 * TMP: The weapon in-game is actually an MP9.
 * SPAS-12: The weapon is commonly used by several factions in 2016, which is strange since the production of the SPAS-12 has ended in 2000.
 * 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.
 * 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.
 * Mini-Uzi: Like in CoD4, it incorrectly fires from a closed bolt.
 * F2000: The empty reloading animation incorrectly depicts a bolt release; the real weapon doesn't have one. The charging handle must be pulled instead.
 * AK-47: Inaccurately shown as the standard assault rifle for Russian troops in 2016, at a time it would have been replaced by the AK-74.
 * WA2000: The weapon is commonly used by several troops in the campaign, which is strange since the weapon in reality is rare and expensive, and thus was never adopted by any military unit.
 * M14 EBR: The "M21 EBR" designation used in multiplayer is incorrect and non-existent. It should be called Mk 14 EBR, whereas the lone M21 is a different weapon.
 * L86 LSW: It is erroneously always cocked after reloading, even if the mag wasn't empty. The weapon shows the L86A1 version, as evidence by the charging handle's appearance; the L86A2 would be a more appropriate choice in 2016.
 * RPD: Inaccurately shown as the standard light machine gun for Russian troops in 2016, at a time it would have been replaced by the PKM.
 * AT4: The real one is direct-fire only; it does not have homing capabilities.
 * M203: Like in CoD4, the in-game model shows an airsoft version rather than the actual weapon.
 * GP-25: Like in CoD4, it is modeled after a GP-30, and the reload includes again an incorrect flick of the launcher to eject a spent casing.

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.
 * 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 a speed reloader).
 * 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.
 * Tokarev: Although correctly used by the Red Army, it is erroneously used by British commandos, who used other handguns like the Webley Mk IV.
 * Olympia: Despite being named after the Rottweil Olympia 72, it is actually modeled after a . Either way, it is anachronistic; 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.
 * Stakeout: Anachronistic, since it was developed in 1981; the full-size Ithaca 37 variant would be more appropriate.
 * SPAS-12: Anachronistic, since it was developed in 1979; other semi-auto shotguns such as the would be more appropriate. 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). Furthermore, incendiary rounds (as seen with the Dragon's Breath) cannot be used when the real weapon is used in semi-automatic mode in due to insufficient energy to cycle the action.
 * 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. 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 Mini-Uzi from previous games, the weapon incorrectly fires from a closed bolt.
 * AK74u: Like in CoD4, it is incorrectly classified as a submachine gun instead of an assault rifle. Furthermore, it is anachronistic, since the real AKS-74u was developed in 1979; the assault rifle would be more appropriate.
 * Uzi: Like the MAC11, it 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, since it was developed in 1984; the MP5A3 would be more appropriate.
 * Kiparis: Anachronistic, since it was developed in 1976; the PPS-43 would be more appropriate. Furthermore, during the reloading animation, it is incorrectly depicted with a button magazine release instead of the paddle magazine release.
 * M16: Incorrect 3-round burst mode in multiplayer and Zombies instead of full-auto (the burst mode is available on later variants such as the M16A2).
 * 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 appearing in the game was introduced in the late 1990s.
 * 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. The would be more appropriate.
 * AK47: The AKM would be a slightly more appropriate choice for the Soviet troops during Black Ops' period. Moreover, the weapon in-game (which is not an actual AK-47) has an anachronistic magazine (instead of the  curved one); this one was introduced into service in 1974 (for use with the new AK-74).
 * Commando: The presence of back-up iron sights is not accurate during Black Ops' period. The carbine would be a more appropriate choice in the Vietnam War.
 * 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; a scoped M1903 Springfield would be more appropriate.
 * 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. A scoped M1 Garand would be more appropriate.
 * PSG1: Anachronistic, since it was developed in 1972; an original G3 scoped 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.
 * M60: Again same reasoning, since it is modeled after the M60E3 variant, which was developed in 1986.
 * 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".
 * Death Machine: Contrary to what many movies and video games suggest, using a man-portable/hand-held minigun is impossible in reality.
 * 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.
 * 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.
 * GP-25: Like in previous games, it is modeled after a GP-30, and the reload includes again an incorrect flick of the launcher to eject a spent casing. It is anachronistic, since the GP-25 was introduced into service in 1978 (although it was designed during Black Ops' 1968 period) and the GP-30 in 1989.
 * Tishina: Anachronistic, since it was developed in the 1970s.

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, and not manually by tilting the frame.
 * M9: Like in CoD4 and MW2, it has the appearance of a 92SB.
 * 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.
 * SPAS-12: Like in MW2, it is strange to see it being commonly used by several factions in 2016-2017, since the weapon's production has ended in 2000.
 * Striker: Like in MW2, it resembles more the Armsel Protecta variant.
 * Model 1887: Same erroneous reload as in MW2.
 * AK74u: Again it is incorrectly classified as a submachine gun instead of an assault rifle, and like in CoD4 it is modeled after a JG "AK Beta-F" airsoft rifle.
 * 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.
 * AK-47: Inaccurately shown as the standard assault rifle for Russian troops in 2016 (and 1996), at a time it would have been replaced by the AK-74.
 * 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.
 * L86 LSW: Same reasoning as in MW2; it is erroneously always cocked after reloading, and the L86A2 would be a more appropriate choice in 2016 rather than the L86A1.
 * MG36: The weapon in-game is actually a 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.
 * M60E4: Like in CoD4, it is modeled after the M60E3 variant.
 * SMAW: The real one is direct-fire only; it does not have homing capabilities.
 * XM25: Incorrectly fires in bolt-action mode in campaign and fully-automatic in multiplayer, whereas the real one is semi-automatic. The real weapon became out of service in 2013 for the U.S. forces, though this occurrence couldn't be predicted since the game itself was released in 2011.
 * M203: Like in CoD4 and MW2, the model in-game shows an airsoft version rather than the actual weapon.
 * GP-25: Like in previous games, it is modeled after a GP-30, and the reload includes again an incorrect flick of the launcher to eject a spent casing.

In Black Ops II

 * Executioner: Same reasoning as the Python in the first Black Ops: 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.
 * Python: Same reasoning as the Executioner, plus once again it is incorrectly reloaded by simply holding it muzzle up and dumping rounds.
 * 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.
 * M1216: The real one is semi-auto, not full-auto. Additionally, 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.
 * 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).
 * Olympia: Like in the first Black Ops, it is actually modeled after a Beretta 682.
 * SPAS-12: Like in the first Black Ops, due to the semi-automatic fire mode, it should be cocked with the charging handle at the right side of the weapon, not the pumping handle.
 * Vector K10: The name suggests the KRISS K10 variant, but it is actually a standard Vector in-game.
 * M1927: The one in the game is actually the  variant of the Thompson, not the M1927.
 * AK74u: Once again it is incorrectly classified as a submachine gun instead of an assault rifle.
 * Uzi: Like in the first Black Ops, it incorrectly fires from a closed bolt instead of an open one.
 * M27: The one in the game is actually the, not the M27 light machine gun variant.
 * SWAT-556: The real 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.
 * 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.
 * SMR: The real Saritch 308 is semi-auto only, not full-auto like portrayed in campaign (and in multiplayer with Select Fire).
 * AK47: Inaccurately shown as the standard Soviet assault rifle for Russian troops during the 1980s, at a time it would have been replaced by the AK-74. However, like in the first Black Ops, the weapon in-game is closer in appearance to an AK-74 due to the 5.45×39mm magazine.
 * 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, while they had 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 (wheras the M16A2 is 3-round burst).
 * SVU-AS: The create-a-class image shows the correct SVU-AS, but the one in-game is actually the 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).
 * 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 simple SCAR-L with a drum magazine.
 * RPD: Inaccurately used by Soviet Troops during the 1980s, when it was replaced by the PKM.
 * 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.
 * SMAW: Same reasoning as in MW3; the real one is direct-fire only.
 * FHJ-18 AA: The name suggests the, although the latter functions differently, notably due to it being double-barreled and direct-fire only; the in-game FHJ-18 AA functions like the Stinger instead.
 * FIM-92 Stinger: The real one is anti-aircraft, and not at all dual-mode anti-tank/anti-aircraft.
 * Minigun (portable version): Using a man-portable/hand-held minigun is impossible in reality.
 * Death Machine: Same reasoning as the Minigun; furthermore, the GAU-19 (on which the Death Machine is based) is at least twice as heavy as the M134 Minigun.
 * War Machine: Same reasoning as the Executioner's reloading animation.
 * Crossbow (future version): It is erroneously always cocked after reloading, even if the magazine wasn't empty (the bolt holder suddenly teleports forward at the start of the non-empty reloading animation).
 * GP-25: Like in previous games, it is modeled after a GP-30 (although this time the launcher isn't referred to as the incorrect name in-game, but simply as "grenade launcher"), and the reload once again includes an incorrect flick of the launcher to eject a spent casing.
 * Extra: Regarding burst mode, the Select Fire attachment is only correct on the Vector K10, Chicom CQB, Skorpion EVO, Type 25 and AN-94. The other weapons that gain a burst mode with this attachment don't have a burst option in reality.
 * Extra: The Extended Clip's name selection is incorrect, as the applicable weapons use, not.

In Call of Duty Online

 * Beretta M9: The weapon in-game is actually a Beretta M9A1, not a standard M9.
 * Winchester M1887: Same erroneous reload as in MW2 and MW3.
 * Mini-Uzi: Like in previous games, it incorrectly fires from a closed bolt.
 * AK117: The name is erroneous and non-existent for any AK variant; the correct weapon's name is the AK-102.
 * M21 EBR: Like in MW2, this designation is incorrect and non-existent. It should be called Mk 14 EBR, whereas the lone M21 is a different weapon.
 * SA80-LSW: Like in previous games, it is erroneously always cocked after reloading.
 * Minigun (portable version): Same reasoning as in previous games: using a man-portable/hand-held minigun is impossible in reality.
 * EGM: The name suggests the FN EGLM, but it actually an M203.

In Ghosts

 * M9A1: Incorrect 3-round burst mode in Extinction.
 * MP-443 Grach: Incorrect fully-automatic mode in Extinction.
 * .44 Magnum: Although the name implies .44 Magnum chambering, the barrel indicates ".454 Casull", contradicting this caliber.
 * PDW: Incorrect 3-round burst mode in multiplayer. Furthermore, it is erroneously 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 the 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 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 the actual MSBS bullpup.
 * 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 is impossible in reality.
 * FN EGLM: Incorrectly loaded by putting a grenade directly into the muzzle.
 * Extra: The Burst Fire attachment is mostly erroneous, since none of the marksman & assault 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).

In Advanced Warfare

 * MAAWS: Once again the rockets are erroneously laser-guided.

RPM

 * The rates of fire for the weapons in the Black Ops series are linked together concerning the calculations:

3750 ÷ 1 = 3750 RPM → the fire rate of the Death Machine in Dead Ops Arcade only

3750 ÷ 3 = 1250 RPM → PPSh-41, G11, Skorpion EVO, etc.

3750 ÷ 4 = 937.5  → FG42, Famas, MP7, etc.

3750 ÷ 5 = 750 → Thompson, Commando, MTAR, etc.

3750 ÷ 6 = 625 → Type 99, FN FAL, SCAR-H, etc. (1250 ÷ 2)

3750 ÷ 7 ≈ 535.71 → MP40, M60, SMR, etc.

3750 ÷ 8 = 468.75 → DP-28, S12, etc. (937.5 ÷ 2)

3750 ÷ 9 ≈ 416.67 → SVU-AS, SMR Select Fire, etc.

3750 ÷ 10 = 375 → BAR, XPR-50, etc. (750 ÷ 2)

3750 ÷ 11 ≈ 340.9 → HS-10

3750 ÷ 12 = 312.5 → SPAS-12 (625÷2)

3750 ÷ 16 = 234.375 → PSG1, XPR-50 in campaign, etc. (468.75 ÷ 2)

3750 ÷ 20 = 187.5 → .357 Magnum (Zombies), Pack-a-Punched RPG, etc. (375 ÷ 2)

3750 ÷ 30 = 125 → Grim Reaper (375 ÷ 3)

In Call of Duty: 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:  AN-94

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