User:Ultimate94ninja



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

- Mason before killing Steiner

Wikis I edit at
Call of Duty Wiki

Internet Movie Firearms Database

Grand Theft Auto Wiki

Battlefield Wiki

English Wikipedia

IGI Wiki

Half-Life Wiki

French Wikipedia

Need for Speed Wiki

Expendables Wiki

Rainbow Six Wiki

Command & Conquer Wiki

Left 4 Dead Wiki

Gun Wiki

Lyrics Wiki

Info
Actual console owned: Xbox 360

All achievements unlocked in Modern Warfare 3

Finished 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 27

Dead Ops Arcade: round 23

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.
 * Compatible weapons should carry an additional round in the chamber (like in  and  & ).

Some real life facts about weapons in the CoD series
Note that I didn't include the fire rates, strange names such as Executioner, Chicom CQB, etc. or magazine sizes, 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 Beretta 92SB 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: It is incorrectly classified as a submachine gun instead of an assault rifle. Furthermore, the weapon in this game is modeled after a JG "AK Beta-F" airsoft rifle rather than an actual AKS-74U.
 * 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.
 * AK-47: Inaccurately shown as the standard assault rifle for Russian troops in 2011, at a time it would have been replaced by the AK-74M.
 * G3: The weapon in-game is actually the HK91A3 variant.
 * G36C: Anachronistic to the 1996 level "All Ghillied Up", since it was introduced in 2001 (and the G36 series themselves entered service in 1997).
 * M14: The in-game model shows the Springfield M1A civilian version rather than an actual M14.
 * RPD: Inaccurately shown as the standard light machine gun for Russian troops in 2011, at a time it would have been replaced by the PKM.
 * 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-25/GP-30's grenades are caseless in reality.

In Modern Warfare 2

 * M9: Like in CoD4, the weapon in-game is a 92SB.
 * Desert Eagle: Inaccurately shown as the standard sidearm of the U.S. Army 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).
 * M93 Raffica: The weapon model in-game appears to be a converted Beretta 92SB made to resemble and function like a Beretta 93R.
 * TMP: The weapon in-game is actually an MP9.
 * Striker: The in-game model resembles more the Armsel Protecta variant (but without a stock), 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-74M. Furthermore, the modernized weapon model resembles more an.
 * WA2000: The weapon is commonly used by Inner Circle and Shadow Company 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.
 * L86 LSW: Erroneously, it is always cocked after reloading, even if the mag wasn't empty.
 * 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.
 * AT-4: 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.
 * Underbarrel shotgun: It is always pumped when switching to it, which would make it eject a perfectly good shell in reality.

In Black Ops

 * ASP: Anachronistic, as it was developed in the 1970s. The would be a more appropriate choice.
 * 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 a more appropriate choice.
 * Tokarev: Erroneously used by British commandos instead of the Browning HP or 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 choice would have been a Browning over and under shotgun.
 * Stakeout: Anachronistic, since it was developed in 1981. The full-size Ithaca M37 variant would be a more appropriate choice.
 * SPAS-12: Anachronistic, since it was developed in 1979; other semi-auto shotguns such as the would me 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.
 * MP5K: Anachronistic, since it was introduced in 1976, and the original MP5 itself was developed in 1966. The HK54 prototype would be more appropriate.
 * MAC11: Anachronistic, since it was developed in 1972. The MAC-10 (or at least a prototype of it) would be a more appropriate choice. Furthermore, like the Mini-Uzi from previous games, the weapon incorrectly fires from a closed bolt.
 * AK74u: Anachronistic, since the real AKS-74u was developed in 1979. Furthermore, like in CoD4, it is incorrectly classified as a submachine gun instead of an assault rifle.
 * Uzi: Like the MAC11, it incorrectly fires from a closed bolt.
 * PM63: Slightly inaccurate appearance in the 1963 level "Executive Order", since although the weapon was in existence, it actually entered in service in 1965. 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.
 * Kiparis: Anachronistic, since it was developed in 1976. 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 it was developed in the mid-1970s.
 * 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 in service in 1972.
 * 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.
 * AK47: The AKM would be a slightly more appropriate choice for the Soviet troops during Black Ops' period. Moreover, the "AK47" in-game bears more resemblance to a prototype of the AK-74, though this variant does not fit in the game's period since it was developed in 1974.
 * 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, the G11K2 itself (the model in-game) having been 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.
 * L96A1: Anachronistic, since it was also developed in 1982. Furthermore, it is incorrectly named after the Acc. Int. Precision Marksman designation, while the weapon in-game is actually modeled after the variant, which was itself entered in service in 1996.
 * PSG1: Anachronistic, since it was developed in 1972.
 * 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 a more appropriate choice 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 choice would be the XM191 napalm rocket launcher that was used in the Vietnam War.
 * TOW Missile: Anachronistic, since it was developed in 1970.
 * Masterkey: Anachronistic, since it was developed in the 1980s.
 * Flamethrower: The concept of an underbarrel flamethrower existed at some point in reality, though the design of the one in-game is surely fictional.
 * M203: Anachronistic appearance in the 1961 level Operation 40, since the launcher was introduced in 1967. A more appropriate choice 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 developed in 1978 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 is actually 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.
 * 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: The one in-game is actually a Type 97, not a Type 95.
 * 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-74M.
 * L118A: The weapon in-game is actually an L115A1, not an L118A1.
 * L86 LSW: Erroneously, like in MW2, it is always cocked after reloading, even if the mag wasn't empty.
 * 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.
 * 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.
 * 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.
 * Underbarrel shotgun: Like in MW2, it is always pumped when switching to it, which would make it eject a perfectly good shell in reality.

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 Mauser M712, since it uses box magazines, while the real Mauser C96 uses stripper clips.
 * M1216: The real one is semi-auto, not full-auto. And logically speaking, when the 4 extra shells are gained via the extended mag attachment, each extra shell should be added to each of the four tubes of the magazine (and not an extra 4-round tube added).
 * 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, it should be cocked the charging handle at the right side of the weapon, not the pumping handle.
 * Vector K10: The name implies it to be the KRISS K10 variant, but it is actually a standard Vector in-game.
 * M1927: The one in the game is actually the M1921AC variant of the Thompson, not the M1927.
 * AK74u: One again incorrectly classified as a submachine gun instead of an assault rifle, and inaccurately used by Soviet troops; the AKS-74U should actually be used by tank crews, special forces and support units.
 * 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 SIG SG556 is semi-auto only (although other SG550 variants have the automatic and 3-round burst capabilities).
 * M8A1: The real XM8 is automatic; it doesn't fire 4-round bursts.
 * 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).
 * SMR: The real Saritch 308 is semi-auto only, not full-auto (like portrayed in Campaign).
 * AK47: It is inaccurately shown as the standard Soviet assault rifle during the 1980's; it should be the AK-74 instead. However, like in the first Black Ops, it actually bears more resemblance to a prototype of the AK-74.
 * Colt M16A1: The one in-game is actually modeled after the original M16, not the M16A1 variant. Either way, it is inaccurately used during the 1980's by the U.S. military, while they had actually switched to the M16A2. Furthermore, the 3-round burst mode seen in Zombies is incorrect for both the M16 and M16A1, which are automatic (while 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 1980's, when it was replaced by the PKM.
 * Barrett M82A1: The one in the game is modeled after a Barrett M107 (however, the M107 is anachronistic to the 1980's period of Black Ops II, while an actual M82A1 would fit well).
 * SMAW: Same reasoning as in MW3; the real one is direct-fire only.
 * FIM-92 Stinger: The real one is anti-aircraft, and not at all dual-mode anti-tank/anti-aircraft.
 * Minigun (portable version): Contrary to what many movies and video games suggest, using a man-portable/hand-held minigun is impossible in reality.
 * Death Machine: Same reasoning as the Minigun; furthermore, the GAU-19 machine gun is at least twice as heavy as the M134 Minigun.
 * War Machine: Same reasoning as the Executioner's reloading animation.
 * GP-25: Like in previous games, it is modeled after a GP-30, and the reload once again includes an incorrect flick of the launcher to eject a spent casing.

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 chambering, the barrel indicates "454 Casull", contradicting this caliber.
 * PDW: Incorrect 3-round burst mode in multiplayer. Furthermore, it is 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 in reality that 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: Being chambered in 5.45x39mm, as seen on the receiver, and due to the fact that it uses STANAG magazines, 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, it is actually modeled after the X95R variant, not the MTAR-21 (similarly to the MTAR in BO2).
 * The "MTAR-X2" seen in campaign incorrectly fires in 3-round bursts instead of full-auto.
 * MSBS: Incorrect 3-round burst mode.
 * ARX-160: Incorrect 2-round burst mode in campaign.
 * 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.
 * 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 BO2: using a man-portable/hand-held minigun is impossible in reality.
 * FN 40GL: 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 SA-805, have a burst option in reality (moreover, the real CZ-805 can fire in 2-round bursts instead of 3).

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: PDW

Shotgun:  Bulldog

SMG:  MTAR-X

Assault Rifle:  ARX-160

Sniper Rifle:  VKS

Marksman Rifle:  MR-28

LMG:  Ameli (Rapid Fire)

Launcher: MK32

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: XM25

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