User:Ultimate94ninja



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

- Mason to Steiner in Rebirth

Other mottoes and stuff:


 * "If it looks stupid, but works, then it ain't stupid."


 * "Don't be racist, hate everyone."


 * "I was sad because I was single... then I saw a couple and realized how lucky I am."


 * "You say I'm dirty minded... but how did you understand what I meant?"


 * "Hurt me with the truth, don't comfort me with a lie."

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)
 * I'll be here to celebrate once you hit 20,000 edits :D Yeebo (talk) 00:41, October 8, 2016 (UTC)
 * The question is: Is a tree still a tree if it falls over? 15:54, October 26, 2016

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 3 (Xbox 360)

- Call of Duty 4 (PC)

- World at War (Xbox 360)

- World at War: Final Fronts (PlayStation 2)

- Modern Warfare 2 (Xbox 360)

- Black Ops (Xbox 360)

- Modern Warfare 3 (Xbox 360)

- Black Ops II (Xbox 360)

- Ghosts (Xbox 360)

- Advanced Warfare (Xbox 360)

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


 * Miscellaneous wiki-related info: I got the second-fastest succeeding RfA of the Call of Duty Wiki :P (while not counting the first five admins at the early stages of the wiki, who got their powers through quick processes).

Some features that I want the Call of Duty games to have

 * The playable characters in campaign should speak while being controlled by the player (just like in most Black Ops games, Infinite Warfare and WWII).
 * The playable characters' lower body and shadow should be fully visible during gameplay (they finally did this in Black Ops III and Infinite Warfare).
 * The weapons should be selective fire by default, and the appropriate ones should carry an additional round in the chamber (like in the latest Battlefield games).

Some real life facts about weapons in the CoD series
''If you feel that something should be corrected/added, feel free to message me about it (but don't add it to this page yourself). Note that I didn't include the fire rates, magazine sizes, misaligned iron sights, implausibility of the way dual-wielded weapons are reloaded, strange names (such as Executioner and Chicom CQB) or fire selectors, since they are commonly inaccurate.''

In general

 * On most burst-firing weapons in reality, the trigger should be held down in order to fire a full burst (thus, the burst is interrupted if the trigger is released). This is in contrast to the Call of Duty series (and multiple other video games as well), where one trigger pull automatically fires a full burst.
 * One improper 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 most other weapons (it's odd how it was done correctly in the old Call of Duty 3 for the Trench Gun, yet in all the later games it wasn't).
 * A similar occurrence involves belt-fed LMGs always being cocked when reloading, even if the belt box wasn't empty (such a process would be either inappropriate or appropriate, depending on the weapon itself). However, this was corrected in Call of Duty: Ghosts and Advanced Warfare.
 * Most revolvers in reality cannot be fitted with a suppressor, notably due to the gap between the cylinder and the barrel (there are rare exceptions such as the Nagant revolver). This is in contrast to what is depicted on the Executioner in Black Ops II and on the .44 Magnum in Call of Duty Online, Ghosts, Infinite Warfare and Modern Warfare Remastered.
 * On nearly all World War II bolt-action rifles, the playable character loads the whole stripper clip even when the weapon is not empty, which is impossible. The missing rounds should be inserted one by one instead.
 * It goes without saying that several weapons are obviously anachronistic to multiple Zombies maps of the Black Ops series, though this could be attributed to the "magic" theme (mystery boxes, etc.)
 * It is inappropriate for the handguns class to have been referred to as "pistols" in Black Ops, Black Ops II and WWII, since these games include revolvers. This also applies to the campaign of Black Ops III, where the "Annihilator" is classed among them.
 * Technically speaking, it is also rather inappropriate for the machine guns class to have been referred to as "light machine guns" in Call of Duty 4: Modern Warfare, Call of Duty: Modern Warfare 2, Black Ops, Modern Warfare 3, Black Ops II, Online, Modern Warfare Remastered and WWII. Some machine guns in these games (such as the M60, PKM and MG 42) fire full-size heavier rounds and are functionally medium/general-purpose machine guns; even though the GPMGs can be used in the "light machine gun" role, it's not exactly correct to list them as such. The class name is also incorrect in Black Ops III, where the fictional Gorgon and 48 Dredge are clearly described as heavy and medium machine guns, respectively.
 * It is also not exactly correct for the rifles class to have been referred to as "assault rifles" in Call of Duty 4: Modern Warfare, Call of Duty Online, Modern Warfare Remastered and every main game from Modern Warfare 2 to Black Ops III, because some rifles among these such as the M14, FAL, etc. (and most importantly the M1 Garand) are actually battle rifles that don't fit the assault rifle criteria.
 * Some of the pistols in the series don't have their hammer cocked at all, while on others the hammer weirdly remains in half-cocked position. In reality, the hammer of single-action pistols need to be fully cocked in order to fire, and on double-action pistols it should become automatically cocked after firing the first shot (except for some pistols like the USP .45 and the P226, which are available in DAO (double-action only) in which case the hammer does not remain cocked after the first round is fired). The pistols that have the hammer inaccurately portrayed are the following:
 * M9 (double-action): half-cocked in the Modern Warfare series (excluding MW Remastered)
 * M1911 (single-action): half-cocked in the MW series (excluding MWR), and not cocked during the interrogation part of "Old Wounds" in BO2
 * Desert Eagle (single-action): not cocked in most of the MW series nor in CoD Online, and half-cocked in MW Remastered
 * M93 Raffica (double-action): not cocked in MW2
 * MP-443 Grach (double-action): not cocked in Ghosts nor Advanced Warfare
 * Atlas 45 (unknown if single or double-action): not cocked in Advanced Warfare (though it would be correct if it were DAO).
 * Mauser C96 (single-action): not cocked in BO3.
 * Regarding revolvers, the hammer is depicted as self-cocking after firing the Bloodhound in BO3 and the Hailstorm in Infinite Warfare. This is incorrect, because these two revolvers don't have the slide mechanism of the few truly semi-automatic revolvers.

Modern Warfare series

 * 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 military troops as well; the MP-443 Grach would be more appropriate for the latter.
 * USP .45: The P226 would be a more appropriate choice for the British forces.
 * Desert Eagle: This pistol is barely used by military units in reality, much less by U.S. Rangers and Delta Force.
 * .44 Magnum: When reloading, the ejector rod must be used to remove the spent rounds; simply holding the weapon muzzle up to dump rounds doesn't work on a real revolver.
 * In Modern Warfare 3, the MR 73 would be more appropriate for the GIGN.
 * In Modern Warfare: Remastered, the name is incorrect because the weapon is modeled after a Taurus Model 689, which is only available in .357 Magnum and .38 Special. Additionally, it is erroneous for it to share ammunition with the Desert Eagle, because the latter is the .50 Action Express version in-game, mostly evidenced by the lack of a fluted barrel.
 * SPAS-12: The weapon is depicted as being commonly used by several factions in 2016, which is strange since the production of the SPAS-12 has ended in 2000. Another shotgun such as the KS-23 for Russian forces would be more appropriate.
 * 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 erroneously portrayed as firing from a ; the real one fires from an.
 * AK-74u: It is incorrectly classed 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, and not an actual AKS-74U (nor the Bulgarian 5.56mm counterpart known as "AK-74U", whose name is closer to the in-game one), mostly evidenced by the very short black handguard with a RIS rail and the appearance of a curved 7.62×39mm magazine (the real AKS-74U has a straighter 5.45×39mm magazine). The could have been put in the games instead, due to the fact that this weapon is actually an SMG, based on the AKS-74U itself, and that it is used as well by the Russian forces.
 * AK-47: Although it is correctly used by some factions, it is inaccurately shown as the standard assault rifle for Russian troops between 1996 and 2016, for whom it was actually 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 PKM. Furthermore, the real RPD needs to be cocked after replacing the belt, not before.
 * M60E4: It is modeled after the M60E3 variant in-game (though an actual M60E4 is seen on the briefing screen of the MW3 map Vortex).
 * 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: It is actually modeled after 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 (although amusingly, this could be explained by the fact that the playable character loads an M203's grenade rather than the proper VOG-25 grenade).
 * Shotgun (attachment): It is inappropriately pumped each time when switching to it, which would make it waste a shell in reality. Moreover, the playable character's finger isn't even on the trigger, for some reason. On another note, the M26 MASS should be a more appropriate choice of underbarrel shotgun in the games' setting.

In Call of Duty 4

 * W1200: Inaccurately used by the USMC, who use the instead.
 * Skorpion: The side of the weapon reads "Zastava" and "Yugoslavia", but the in-game model is actually that of the original Czech version and not the Yugoslavian licence-built variant.
 * P90: Being the P90 TR (triple rail) variant, it is anachronistic to the 1996 level "All Ghillied Up", since the P90 TR was introduced in 1999. The original P90 would fit, though.
 * 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 rather inappropriate, since it refers to the 3-round burst variant in reality. Furthermore, the in-game model shows the civilian (this one being semi-auto in reality instead of full-auto), as evidenced by the non-stepped 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", because while the original G36 began production during that time, the G36C was introduced in 2001.
 * M14: The bolt incorrectly doesn't lock open upon emptying the weapon. Additionally, the third person model lacks the fire selector, making the weapon resemble more the civilian than an actual M14, especially that it doesn't have a bayonet lug under the front sight.
 * 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. The third person model also lacks the fire selector, making it resemble a scoped M1A.

In Modern Warfare 2

 * M1911 .45: The intro of "Just Like Old Times" refers it to as "M1911 Colt .45", even though the weapon model looks more like a Springfield Armory Loaded 1911.
 * G18: The weapon in MW2 is actually a converted to full-auto.
 * M93 Raffica: It's actually modeled after a converted Beretta 92SB mocked up to resemble a 93R, mostly evidenced by the slide-mounted safety and the trigger guard.
 * TMP: The weapon in-game is actually modeled after an MP9.
 * Striker: Despite being referred to as the semi-automatic Armsel Striker, it is actually modeled after the manual-rotation Armsel Protecta variant in MW2.
 * MP5K: The silenced version is referred to as "MP5KSD" in Special Ops, 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.
 * Intervention: The intro of "Just Like Old Times" incorrectly refers it to as an ; it is actually anti-personnel.
 * WA2000: The weapon was never adopted by any military unit in reality, and was rare in production. 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. The weapon is an Mk 14 EBR, and has no designation containing "M21", which is a different weapon.
 * AUG HBAR: In multiplayer it is indeed an HBAR (more specifically the HBAR-T variant that has a RIS rail), but in campaign it is actually modeled after the AUG A2 assault rifle version, mostly evidenced by the shorter barrel.
 * 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. Furthermore, its common use in the game is incorrect, as the real weapon didn't reach production stage.
 * Skorpion: When optics are equipped, the way the rail bracket is equipped in-game would block the charging handle, and thus prevent the weapon from cycling.
 * 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 as being placed into a single tube instead of both tubes. Moreover, in Survival mode it is erroneously described as double-barrel instead of pump-action.
 * PM-9: Same reasoning as the Skorpion regarding the rails.
 * 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 mag-well. The Type 97 has a burst option in reality, but not the Type 95.
 * L118A: The weapon in-game is actually an AWM, 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 weapon 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.
 * Starstreak: Assuming it's intended to be a Starstreak HVM, it is incorrectly depicted as a multi-shot semi-automatic launcher (the real one is single-shot), and for some reason it reuses the FIM-92 Stinger's model.

Some things that got corrected MW Remastered (compared to CoD4)

 * M9: The weapon model now shows a true Beretta M9.
 * Skorpion: The inappropriate Yugoslavian markings from before have been removed.
 * AK-74u: The weapon model now shows a true AKS-74U (though it inappropriately has the -style underfolding stock used on the CoD4 counterpart).
 * M4A1: The weapon model now shows a true M4A1.
 * M14: The third person model now shows a true M14.
 * M21: Similarly here, the third person model shows a true M21.
 * RPD: The reloading animation now correctly involves pulling the charging handle after replacing the belt.
 * GP-25: The reloading animation has been corrected; as such, the launcher is no longer flicked, and the appropriate VOG-25 grenade is now used.
 * Extra: Obviously there are multiple other good elements Remastered compared to the original CoD4, such as:
 * The pistols' hammers being appropriately cocked (besides that of the Desert Eagle, which only becomes half-cocked)
 * The fire selectors mostly being set correctly
 * The rounds visibly depleting on weapons like the P90, G36C and belt-fed machine guns.

Additional real life facts in Modern Warfare Remastered

 * Prokolot: Based around some variants of the Arsenal Strike One, but with the depiction of a 3-round burst mode. The in-game description "semi-automatic with three round burst fire" is contradictory.
 * Fang 45: Seems to be based on a POF PSG mixed with an LWRC SMG-45. The side of the weapon indicates that it is chambered in .45 ACP, which means it shouldn't be sharing ammunition with the 5.45×39mm AK-74u as depicted. It should have shared ammo with the USP .45 and the M1911 .45 instead.
 * PK-PSD9: Basically a "Prokolot" placed into a carbine conversion kit, having the same contradictory description "semi-automatic with three round burst fire".
 * AK-47: The weapon model now shows an AKM instead of an AK-47. That said, the AKM's use would be slightly more appropriate (though limited) for modern Russian troops than the AK-47.
 * XM-LAR: Being chambered in 7.62×51mm, it is incorrect for it to share ammunition with the 7.62×39mm AK-47. Instead, it should have shared ammo with the G3, M14, M40A3, M21 and R700.
 * BOS14: Primarily based on the SCAR 17 Ultralight, a bullpup kit for the 7.62×51mm SCAR-H. The in-game weapon is chambered in 5.56×45mm (evidenced by the lettering on the side of the weapon, the model of the magazine, and the sharing of ammunition with the M16A4, M4A1 and G36C), making the basis a bullpup version of the SCAR-L (the SCAR-L bullpup kit was planned as well, but not actually made as of now). However, this contradicts the "7.62 NATO cartridge" lettering written on the magazine.
 * Lynx CQ300: Being chambered in .300 AAC Blackout (7.62×35mm), it shouldn't be sharing ammo with the AK-47 nor the XM-LAR.
 * D-25S: Mostly based on the FD308. There's no problem with the fact that it shares ammo with the 7.62×51mm rifles; the mag-well indicates that the D-25S is chambered in .308 Winchester, and the 7.62×51mm round fits well in .308 chambers.
 * S-Tac Aggressor: Being chambered in .408 CheyTac, it should't be sharing ammo with the 7.62×51mm rifles.
 * PKM: Being chambered in 7.62×54mmR, it is incorrect for it to share ammunition with the 5.56×45mm M249 SAW.
 * Bered MK8: Seems to be based on the IWI Negev. Being chambered in 5.56×45mm, it shouldn't be sharing ammo with the 7.62×51mm M60E4, but rather with the M249 SAW.

Black Ops series

 * Makarov: It is inappropriately modeled with an adjustable rear sight, which is only available on the civilian/commercial version, not the military one.
 * In the first Black Ops, it is incorrectly depicted with a button magazine release during the reloading animation instead of the heel-mounted magazine release. This was somewhat fixed in the sequel.
 * Python: When reloading, the ejector rod must be used to remove the spent rounds. Additionally, during the reloading animation, the playable character ejects the entire contents of the cylinder, but oddly only inserts as many rounds as would be needed to replace those actually fired (when not using the speed reloader).
 * Mauser C96: The weapon in-game is actually modeled after the Mauser M712 machine pistol variant, since it uses box magazines and has a fire selector, whereas the original C96 uses stripper clips in reality and doesn't have a fire selector.
 * Double-Barreled Shotgun: When firing, the weapon is seen incorrectly ejecting spent cartridges, whereas they are supposed to remain in the barrels and replaced when reloading.
 * 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 SPAS-12 is used in semi-automatic mode due to insufficient energy to cycle the action.
 * Thompson: It doesn't really need to be cocked when empty, since the real weapon has a bolt hold-open device.
 * In World at War, it is depicted as accepting drum magazines, which is the case for other variants such as the M1928, but not for the M1A1 used in-game.
 * Type 100: It is incorrectly held from the magazine instead of the handguard; this would damage the feed lips of the magazine in reality.
 * It is modeled after the late war version produced in 1944 (mostly evidenced by the muzzle brake and the fixed rear sight), which is anachronistic to the 1942 level "Semper Fi" in World at War.
 * AK-74u: Again, it is incorrectly classed as a submachine gun instead of an assault rifle, and the name is still rather weird since it's closer to the Bulgarian 5.56mm counterpart of the AKS-74U known as an "AK-74U".
 * It is anachronistic to the first Black Ops, since the real AKS-74U was developed in 1979. Another carbine such as the would be more appropriate.
 * Uzi: Like the Mini-Uzi from the Modern Warfare series, it incorrectly fires from a closed bolt.
 * M1927: The weapon is actually modeled after a Thompson M1921AC, not an M1927; even the receiver's markings identify it as a Model 1921.
 * In Black Ops II, it incorrectly fires from a closed bolt rather than an open one, and a real Thompson wouldn't really need to be cocked due to the bolt hold-open device. These issues were fixed in Black Ops III.
 * STG-44: In World at War and Black Ops, the bolt incorrectly locks back when the weapon is emptied, and the weapon is inappropriately held from the magazine, which would increase the risk of jamming. Both issues were fixed in Black Ops II and Black Ops III.
 * M1 Carbine: The bolt incorrectly remains locked back when the magazine is emptied (this would only be correct when the late-war 30 round magazine is used).
 * In World at War, it is incorrectly named after the M1A1 folding stock variant (this has been fixed in the revised classic Zombies maps for Black Ops).
 * M16: It incorrectly fires in 3-round burst mode (except in the campaign of Black Ops); the in-game variant should be fully-automatic (while the burst mode is available to later variants such as the M16A2). Furthermore, the carrying handle is incorrectly depicted as being removable when optics are mounted (in reality, variants such as the M16A4 variant have a removable one instead).
 * In Black Ops III, the description "semi-automatic with three round burst fire" is contradictory (and by the way, the version in this game is specifically the XM16E1 variant, since it it is modeled with a forward assist).
 * AK47: The model is a mix of several AK variants (some of those parts obviously wouldn't be compatible with each other in reality); the overall appearance is in fact close to that of an AK-74.
 * An actual AK-47 would fit in the first Black Ops, but the in-game visual appearance doesn't, since the AK-74 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.
 * BAR: The charging handle is supposed to be in the forward position in order to fire, not the rear.
 * M60: It's specifically the M60E3 variant, not the original M60, and the rear sight is mounted backwards in-game.
 * In the first Black Ops, an actual M60 would fit in the game's period, but not the M60E3, which was developed in 1986.
 * MG08/15: The playable character is just seen replacing the belt drum without pulling the belt into action (the lip depicted on the feed tray wouldn't be able itself to pull the belt).
 * Ballistic Knife: It is unrealistically depicted with a very long range; a real ballistic knife's blade cannot be fire at more than 6-9 meters. It's also obviously weird how the player still has a spare blade to melee with, in the case where they have no more ammunition left.
 * It is anachronistic to the first Black Ops, as it was developed in the 1980s.
 * Death Machine: Contrarily to what many movies and video games suggest, using a man-portable/hand-held minigun is extremely impractical (and mostly impossible) 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. Another fast-firing portable machine gun such as the MG 3 would be more appropriate.
 * Valkyrie Launcher: It's depicted as a Strela-3 with a fictionally added MCLOS system; the real Strela-3 cannot have one.
 * Either way, the weapon is anachronistic to the first Black Ops, since the Strela-3 was developed in 1974.
 * GP-25: The reload still includes an incorrect flick of the launcher to eject a spent casing (even though proper VOG-25 grenade is used in the first Black Ops). 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 II, the projectile's texture is apparently reused from an M203's grenade, even though the shape does match that of a VOG round.

In World at War

 * Nambu: In an empty reload, after locking open, the bolt is supposed to automatically drop back into the forward position when the magazine is removed, and then to be fully pulled after replacing the magazine.
 * .357 Magnum: The ejector rod must be used to remove the spent rounds. Furthermore, the Smith & Wesson Model 27 wasn't really a service revolver during World War II. Another revolver such as the Colt M1917 would have been more appropriate.
 * MP40: In reality, the experimental dual magazine version needs to have a latch pressed in order to switch to the second magazine. It cannot fire both magazines continuously as depicted.
 * M1 Garand: In reality, equipping the M7 rifle grenade launcher prevented the rifle from cycling in semi-automatic mode (though the post-war M7A1, M7A2 and M7A3 resolved this). In that case, it had to be operated manually, in contrast to the in-game weapon retaining its semi-auto fire mode.
 * Arisaka: Loading rounds one by one isn't necessary on the scoped version; stripper clips could have been easily inserted due to the way the scope is mounted on the left side.
 * PTRS-41: The real weapon is intended to be mounted; it cannot be used as a traditional man-portable rifle. With this weapon also being semi-automatic, it is weird how its weapon class is referred to as "bolt-action rifles".
 * MG42: It is incorrectly described as a heavy machine gun instead of a general-purpose machine gun. Furthermore, it is reloaded as if it fed directly from a drum magazine, whereas it is in fact a belt-fed machine gun, with the top cover needing to be opened and the belt to be inserted into the feed tray.
 * FG42: It is depicted with a closed bolt, which would only be correct when used in semi-automatic mode; in full-auto it should operate with an open bolt. Additionally, the real weapon technically falls more under the battle rifle category than machine gun.
 * Browning M1919: It is incorrectly described as a heavy machine gun instead of a medium machine gun. Additionally, the real M1919A4 wasn't issued in a man-portable form (it wouldn't have been practical this way), but instead from fixed positions such as on tripods; the M1919A6 variant would have been more appropriate for the man-portable role. Moreover, the belt weirdly disappears during a mid-magazine reload in multiplayer (whereas in campaign and Nazi Zombies it correctly stays and is manually removed). Finally, despite the weapon being issued to American forces, it is erroneously mounted on the Russian T-34 tanks, which should be mounting the DT machine gun instead.
 * M2 Flamethrower: Contrarily to what many movies and video games suggest, firing a bullet at the fuel tank wouldn't normally cause a massive explosion. Furthermore, despite being issued to American forces, it is incorrectly wielded by the Germans, who should be using the instead (not to mention that the M2 is anachronistically used by them in the 1942 level "Vendetta"; while the weapon was designed around 1941, it was fully developed in 1943).
 * Rifle Grenade: Mounting a rifle grenade in reality requires the rifle to be emptied first and then have blank cartridges loaded for each shot. Simply attaching the launcher and firing as depicted doesn't work. Furthermore, rifle grenades in reality are intended to be fired by setting the rifle's stock against the ground, not by a man-portable method like with modern grenade launchers.
 * The M7 Grenade Launcher is modeled with an M1A1 rifle grenade adapter, which is anachronistic since only the original M1 adapter was available during World War II. Moreover, seeing as it is loaded with Mk 2 grenades, these aren't supposed to explode on impact as depicted in-game.
 * It is strange for the German Schiessbecher to be the model of rifle grenade launcher on the Japanese Arisaka. A more appropriate one for the Arisaka should have been the Type 2 launcher.
 * The launching cup is missing from the Dyakonov rifle grenade launcher used on the Mosin-Nagant.

In Black Ops

 * ASP: Anachronistic, as it was developed in the 1970s; the (on which the ASP was based) would be more appropriate.
 * 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 or the M1911.
 * Stakeout: Anachronistic, since it was developed in 1981; the full-size Ithaca 37 variant would be more appropriate.
 * HS-10: Dual-wielding the weapon (namely firing one from the left side) would be dangerous 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.
 * MAC11: Anachronistic, since it was developed in 1972. 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 one 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 from the magazine instead of the handguard; this would damage the feed lips of the magazine in reality.
 * 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.
 * 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 design of the in-game weapon (which most closely matches a GAU-5A/A) is anachronistic, mainly due to the fact that it is customized with a flat-topped receiver, as well as due to the presence of a rail-mounted folding rear sight (speaking of which, is mounted backwards in-game). 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.
 * 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; the M40 would be more appropriate. Furthermore, the weapon is actually modeled after an AWM (which itself entered service in 1998), not an L96A1.
 * 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.
 * RPG: While it did enter service in 1961, its first use in combat was in 1967, in contrast to what is depicted in the 1961 mission "Operation 40" and the 1963 mission "Vorkuta".
 * Strela-3: Anachronistic, since it was developed in 1974; the would be more appropriate in the 1968 period of the game.
 * 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 M202 can only fire incendiary rockets, not anti-tank ones, whereas the XM191 can indeed use anti-tank rounds. Additionally, the real weapon is direct-fire only; it does not have the homing capabilities depicted in-game.
 * Masterkey: Anachronistic, since it was developed in the 1980s. Additionally, like in the Modern Warfare series, the trigger isn't even touched.
 * 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 underbarrel grenade launcher would have been the XM148.
 * Tishina: Anachronistic, since it was developed in the 1970s.

In Black Ops II

 * Executioner: Like with the Python, the playable character the entire cylinder but oddly only inserts the rounds needed (when not using Fast Mag). Additionally, when using the Tactical Knife or Dual Wield, the ejector rod is erroneously not used during the reload. Furthermore, the in-game description "revolver pistol" is contradictory; the weapon is a revolver.
 * 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.
 * Remington 870 MCS: It is actually modeled after a custom tactical configuration of the Remington 870, not after the MCS variant.
 * S12: It is depicted with a left-handed charging handle; the Saiga 12's cocking handle is by default located 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 SRM 1216 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 SRM 1208, 1212 and 1216 in reality).
 * Vector K10: The name suggests the KRISS K10 variant, but it is actually a standard Vector in-game.
 * Chicom CQB: It incorrectly fires in 3-round burst mode (the correct full-auto mode is used with Select Fire or in campaign), and is erroneously depicted with a closed bolt rather than an open one.
 * M27: The weapon in the game is actually the assault rifle, not the M27 IAR squad automatic weapon variant.
 * SWAT-556: The real SIG SG 556 is semi-auto only (although other variants have the automatic and 3-round burst capabilities).
 * FAL OSW: It is actually an SA58 Para Elite Compact, not an SA58 OSW.
 * 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: In Zombies, Marlton incorrectly identifies it as an X95L; the weapon in the game is actually the standard X95.
 * 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.
 * In "Pyrrhic Victory", the flashback to Woods escaping Hanoi Hilton shows him using the M16A4 model, which was not introduced until the 1990s.
 * SVU-AS: The weapon in-game is modeled after the original SVU.
 * 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 weapon in the game is actually a SCAR-L with a drum magazine. Additionally, the side of the weapon incorrectly indicates that it is chambered in 7.62×51mm (like the SCAR-H) instead of 5.56×45mm.
 * RPD: Inaccurately used by Soviet troops during the 1980s, when it was replaced by the PKM. The real weapon also needs to be cocked after replacing the belt rather than before.
 * 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.
 * 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).
 * Spring Knife: Same reasoning as the Ballistic Knife.
 * War Machine: Same reasoning as the Executioner's reloading animation.
 * Minigun (portable version): Same reasoning as the Death Machine; using a man-portable/hand-held minigun is almost implausible.
 * 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, INSAS, , , , and AEK-971S (the latter three for the 1980s section).  As far as I know there's no 4-round burst rifle in current production (in pre-WWII there was the Breda M1935 PG), so a replacement for the M8A1 would be one of the 3-round burst firing weapons that I mentioned, 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.

In Black Ops III

 * Annihilator: Based on the Raging Bull. The description on Seraph's card incorrectly states that it is a pistol rather than a revolver.
 * Bloodhound: Based on the OTs-38 Stechkin, but with a cylinder hinging out on the left side instead of the right.
 * Argus: Futuristic shotgun functioning like the Winchester M1887. It is flip cocked one-handed after an empty reload with the Fast Mag attachment, which would be dangerous for the user's fingers, because this weapon doesn't have an enlarged lever loop for such an action.
 * Bootlegger: Primarily based on the Sten. It is incorrectly held from the magazine instead of the handguard; this would damage the feed lips of the magazine.
 * KN-44: Futuristic AK-200. The side indicates "7.62×51mm", but the weapon model actually features a 7.62×39mm AK magazine (the data vault correctly states the later caliber though).
 * XR-2: Based on the TAR-21. The data vault indicates that it is chambered in ".308mm", which is extremely small and thus absurd. The caliber was most likely intended, which is measured in inches, not in millimeters.
 * Gorgon: The ".50 Cal" chambering stated in the data vault is really unspecific, as there are several .50 caliber rounds.
 * 48 Dredge: Based on the M249 SAW; the data vault makes the same ".308mm" mistake as the XR-2.


 * L-CAR 9: Futuristic VBR PDW.
 * Kuda: Futuristic UMP.
 * VMP: Based on the.
 * Vesper: Based on the JS 9mm.
 * Pharo: Based on the
 * HG 40: Futuristic MP40.
 * ICR-1: Futuristic HK416.
 * M8A7: Based on the.
 * MX Garand: Futuristic M1 Garand, depicted with the bolt needing to be manually operated when reloading.
 * FFAR: Futuristic FAMAS FELIN.
 * Locus: Based on the PGM Mini-Hecate.

In Call of Duty Online

 * .44 Magnum: Again, the ejector rod must be used to remove the spent rounds.
 * Striker: Like in MW2, it is modeled after the manual rotation-only Protecta variant.
 * AKS-74U: Once again it is incorrectly classed as a submachine gun instead of an assault rifle.
 * Mini-Uzi: The weapon is depicted as firing from a closed bolt located on the side of the weapon instead of the top (in addition to the full top rail), which isn't standard for the real Mini Uzi, but is actually the case for the Uzi Pro variant.
 * Thompson: It is depicted as a modernized Thompson, with a non-standard left-side charging handle. Furthermore, a real Thompson wouldn't necessarily need to be cocked in an empty reload since it has a bolt hold-open device.
 * Vz.61 Skorpion: It is depicted with a rear-mounted charging handle rather than side-mounted as the real weapon is supposed to.
 * AK-47: The weapon is actually modeled after an, mostly evidenced by the stamped receiver and the different front sight.
 * FAMAS: It incorrectly fires in 4-round bursts instead of 3-round burst or fully-automatic mode.
 * Type 97: It is actually modeled after a Type 95 (even though a differently modeled Type 95 appears in the game as well).
 * Walther 2000: It 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; this weapon should be called M14 EBR-RI.
 * RPD: The real weapon is supposed to be cocked after replacing the belt, not before.
 * 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 is almost implausible.
 * GP-25: The reload still includes an incorrect flick of the launcher to eject a spent casing (even though the proper VOG-25 grenade is used).
 * 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).
 * Shotgun (attachment): Same reasoning as in the Modern Warfare series.

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. Furthermore, the hammer must be de-cocked before swinging out the cylinder (in contrast to what is depicted in the non-empty reload), and it cannot be cocked until the cylinder is closed (unlike what the empty reload shows).
 * PDW: Incorrect 3-round burst mode in multiplayer. Furthermore, it is impractically always cocked after reloading, even if the mag wasn't empty.
 * Bulldog: The way the muzzle is slapped after reloading (when not using a barrel attachment) is dangerous, as the hand is directly in front of the muzzle end of the loaded weapon.
 * 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. By doing the latter, the real UTS-15 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 classed as a submachine gun instead of an assault rifle (although the Ukrainian Government website actually lists it as an SMG).
 * MTAR-X: The magazine model is that of the assault rifle variant, and the receiver indicates "5.45×39mm". Thus, it should be classed as an assault rifle, since the SMG variant of the MTAR-21 is chambered in 9×19mm and has a different and thinner magazine.
 * The "MTAR-X2" seen in campaign fires in 3-round burst mode, which isn't possible on any MTAR-21/X95 variant.
 * AK-12: The side of the weapon indicates "7.62×39mm", but the magazine model is that of the less curved 5.45×39mm variant. On a side note, the current (and thus much more common) version of the AK-12 has several visual differences from the early prototype that the in-game model shows in Ghosts and Advanced Warfare, but the games are obviously not at fault since they were released before the unveil of the new version of the AK-12.
 * MSBS: The in-game model shows the 3D printed design mock-up rather than the 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 indicates that it is chambered in .338; while some Remington 700 models are indeed available in .338 Lapua Magnum, the real USR variant is probably only known to be chambered in .308 Winchester / 7.62×51mm.
 * VKS: Incorrect semi-automatic mode instead of bolt-action.
 * Kastet: Like the underbarrel "GP-25" from most of the Modern Warfare series, an M203's grenade is loaded rather than the appropriate VOG round, and as such the reload includes an incorrect flick of the launcher to eject a casing.
 * MK32: Incorrect 2-round burst mode in multiplayer.
 * MAAWS: Incorrectly depicted as a 2-shot semi-automatic launcher (the real one is single-shot), and the rockets are erroneously laser-guided. Furthermore, a rocket seen loaded through the muzzle instead of the back of the weapon, and for some reason it's the rocket of a Panzerfaust 3.
 * Minigun (portable version): Same reasoning as in previous games: using a man-portable/hand-held minigun is almost implausible.
 * FN EGLM: Incorrectly loaded by putting a grenade directly into the muzzle. Furthermore, the model oddly has no trigger.
 * Shotgun (attachment): Same reasoning as the standalone Bulldog variant.
 * Extras:
 * The Burst Fire attachment is only correct on the AK-12 and the MSBS; the other assault and marksman rifles of the game don't have a 3-round burst option in reality (the real CZ 805 has a 2-round burst setting, not 3). For the burst mode to be correct, weapons that could have been used in addition to the MSBS are the following:
 * Assault Rifles: AUG A3, AR70/90,, , , , Daewoo K2 and INSAS.
 * Marksman Rifles: M16A4, FAMAS G2, and AK-12 (I moved the AK-12 to the Marksman class, because while early versions of the real AK-12 apparently had a 3-round burst option, the current ones have a 2-round burst mode. This is useful to replace the MR-28, which has different burst settings depending on the game mode).


 * With the Remote Sniper rifle using the model of a Dragunov, it is incorrect for it to be listed as using .50 caliber rather than 7.62×54mmR.
 * When picking up magazines from search piles in Extinction, they are incorrectly referred to as clips.

In Advanced Warfare

 * MP443 Grach: Incorrect 2-round burst mode instead of semi-automatic (it is correctly semi-auto in "Sentinel" only).
 * S-12: 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.
 * Bulldog: Same reasoning as in Ghosts regarding the slap of the muzzle.
 * SN6: Futuristic UMP. 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 9×19mm variant of the UMP has a curved magazine.
 * SAC3: Futuristic Vector. The weapon is erroneously never cocked after empty reloads (except for single-wielded variants).
 * AMR9: The mag-well indicates "5.56x45", which means it should be classed as an assault rifle, not a submachine gun. Furthermore, the fire mode in the HUD is incorrectly referred to as double barrel instead of burst.
 * ARX-160: Incorrect 3-round burst mode instead of full-auto.
 * M16: It's specifically the M16A4 variant, not the original M16 (by model and function).
 * Atlas 20mm: Based on the Barrett M82A2 (bullpup). The weapon in-game is erroneously never cocked after empty reloads.
 * M1 Garand: When reloading, the bolt is supposed to snap forward on its own after loading a clip; sometimes this does fail to happen (prompting the shooter to manually push the bolt forward), but it is strange for this to be the case all the times as depicted in-game.
 * MAAWS: The rockets are erroneously laser-guided.
 * MAHEM: While the MAHEM project is real, the in-game design of the launcher is fictional.
 * M1 Irons: The reloading animation incorrectly depicts it with a swing-out cylinder like with most modern revolvers; the real LeMat revolver has a fixed cylinder.
 * 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.
 * MDL: Based on the Mark 14 MGL.
 * Extras:
 * The depiction of a button magazine release for the empty reloading animations is incorrect for the AK12, MK14, AK-47 and Lynx. It is also rather weird for the fictional SN6 to have this, seeing as the model clearly has a paddle magazine release.
 * When reloading an empty magazine with Dual Mags equipped, the compatible weapon is erroneously not cocked if it's an odd reload.

In Infinite Warfare

 * Hailstorm: Based on the . It is incorrectly described as a pistol instead of a revolver.
 * Stallion .44: It repeats the same error as the .44 Magnum in Call of Duty: Ghosts regarding the cocking process in the empty and non-empty reloads. Furthermore, it's weird how it's classed among the futuristic handguns rather than the classic weapons.
 * M.2187: Futuristic Winchester Model 1887. Flip cocking it as depicted with Akimbo would be dangerous for the user's fingers, since the weapon doesn't have an enlarged lever loop.
 * Trencher: It is incorrectly held from the magazine instead of the handguard; this would damage the feed lips of the magazine. It's also weird how it's classed among the futuristic submachine guns rather than the classic weapons.
 * MacTav-45: During empty reloads, the charging handle incorrectly locks back on its own before changing the magazine. Additionally, whereas the real UMP45 is chambered in .45 ACP, in-game markings on the magazine indicate the different .45 S&W caliber.
 * FN EGLM: Like in Call of Duty: Ghosts, the model has no trigger.


 * EMC: Based on the Springfield Armory XD Subcompact.
 * Kendall 44: Futuristic ; the "Cartel" epic variant is a futuristic Glock 18.
 * Reaver: Based on the KSG.
 * Rack-9: Futuristic SPAS-12.
 * FHR-40: Futuristic P90 TR.
 * Karma-45: Based on the Vector.
 * RPR Evo: Seems to be based on the canceled.
 * HVR: Futuristic UMP, also with the charging handle locking back on its own.
 * VPR: Based on the MP5K; the "Yokai" epic variant is based on the full-size MP5.
 * NV4: Futuristic M4A1.
 * Type-2: Based on the FMG-9.
 * Volk: Based on an.
 * X-Eon: Based on the SCAR-H.
 * KBS Longbow: Based on the Remington MSR.
 * Widowmaker: Futuristic CheyTac Intervention, depicted with a two-round burst mode.
 * DMR-1: Futuristic M1 Garand.
 * Auger: Futuristic portable version of the M134 Minigun, but with three barrels instead of six.
 * Spartan SA3: Futuristic MAAWS, depicted as having the rocket loaded through the muzzle instead of the back.
 * Extra: When picking up magazines in Zombies mode, the text refers them to as clips (similarly to Ghosts), which is incorrect (except for the DMR-1 and the M1).

In Call of Duty: WWII

 * Machine Pistol: Despite being intended to pass for the M712 machine pistol, it is actually modeled after a Mauser C96 converted to use detachable magazines, since the model doesn't have a fire selector (thus, the full-auto fire mode is incorrect).
 * Enfield No. 2: In campaign, the reloading animation incorrectly depicts the weapon with a swing-out cylinder rather than a top-break one, and for some reason, only one round is seen being ejected rather than all the six. While both issues were corrected in the version added via update in multiplayer and Nazi Zombies, the model of this one isn't that of an actual Enfield No. 2, but more like a hybrid weapon featuring parts of it, mixed with something such as a Smith & Wesson revolver. Moreover, it is odd for the Enfield No. 2 to be seen in American hands (in reality it was issued to British forces); another revolver such as the Colt M1917 would be more appropriate.
 * Reichsrevolver: The playable character isn't seen using an ejector rod, which would be required in order to eject the rounds as depicted.
 * Toggle Action: The real Walther shotgun feeds from a tubular magazine, not a detachable one. Furthermore, it wasn't in service during World War II, and its production ended before the war.
 * Grease Gun: The TM 08 snail drum magazine (depicted with the extended mag attachment) isn't compatible with the real M3 Grease Gun, not to mention that it is inserted backwards in-game.
 * PPSh-41: For some reason, the weapon model features the mag-well of a PPS-43 (note that the extended mag attachment fixes this).
 * Waffe 28: The real MP28 didn't accept a TM 08 snail drum magazine (depicted with the extended mag), unlike its predecessor, the MP18, which did. The Lanchester's 50-round box magazine could have been used instead, since it is compatible with the MP28.
 * M1928: It is actually modeled after a Thompson M1A1, mostly evidenced by the rear sight and right-side charging handle. The M1A1's presence would also be more appropriate in the game than the M1928, since the campaign takes place in 1944 and 1945. The availability of drum magazines would be correct for the M1928, but not for the M1A1. Nevertheless, the weapon used by TSgt. William Pierson is correctly modeled after an M1928 (since the charging handle is on the top of the receiver, as well as the weapon having a ribbed barrel), and the "Wilco", "Buck Private" and "Wayfinder" variants in multiplayer are also based on it.
 * MP-40: It is incorrectly held from the magazine instead of the handguard; this would make the weapon prone to jamming.
 * Sten: Likewise, it is incorrectly held from the magazine (which is strange, considering that the Type 100 and the Waffe 28 are held correctly). It can also incorrectly gain a TM 08 snail drum "extended mag" (not to mention that in this case it is inserted backwards); like the Waffe 28, it could have used the Lanchester's 50-round box magazine instead.
 * Orso: It is modeled after the original Beretta Model 38, which was rather rare; the Model 38A or the Model 38/42 would be more appropriate.
 * M1941: It is incorrectly classed as a rifle instead of a light machine gun (there is an M1941 Johnson rifle in reality, but it's a different weapon. There is also an M1947 rifle/carbine that looks identical to the M1941 LMG, but aside from the different name, the M1947 was a very rare prototype).
 * M1 Garand: Same reasoning as in Advanced Warfare about pushing the bolt after loading a clip. Furthermore, the detachable extended mag seen in-game is out of place (the Springfield T20 and T20E2 variants fed with box magazines were tested near the end of the war, but they were just experimental and never adopted, and their magazines differ from the in-game depiction anyway). Moreover, it is still incorrectly able to cycle in semi-automatic mode when the M7 rifle grenade launcher is attached.
 * M1A1 Carbine: Exactly the same reasoning as in World at War regarding the bolt locking back and the "M1A1" name (interestingly though, the "Bite The Dust" and "Bug Juice" variants do have proper M1A1 folding stocks). The weapon also inappropriately has a hooded front sight (though the "Lil' Biscuit" and "Bug Juice" variants have the proper front sight).
 * FG 42: Like in World at War, it should have been shown as open bolt since it is used in fully-automatic mode.
 * BAR: The charging handle can't automatically go forward after being pulled as depicted, it needs to be manually pushed. Additionally, while the weapon is regarded as a battle rifle, it was actually intended to fulfill the light machine gun role (in contrast to the game classing it as a rifle).
 * SVT-40: The weapon selection menu incorrectly describes it as an assault rifle instead of a battle rifle.
 * Volkssturmgewehr: The standard Volkssturmgewehr was semi-automatic in reality; only some experimental versions were full-auto, and they were not adopted nor produced in quantities.
 * Karabin: It is incorrectly depicted with a detachable magazine; the weapon should be reloaded with two stripper clips instead (or one-by-one rounds if a scope is equipped).
 * Kar98k: Stripper clips wouldn't be able to be inserted when the scope is equipped, since it obstructs the bolt cover; rounds should be inserted one by one instead. Additionally, when equipped with an extended mag, the magazine is incorrectly depicted as detachable.
 * Lee Enfield: Same reasoning regarding the scope, and for some reason only one stripper clip is inserted instead of two (in fact, specifically for the Lee Enfield, the detachable magazine magazine could have simply be used).
 * M1903: Exactly the same reasoning as the Kar98k (note that in reality, there was a that allowed the M1903 to use a detachable magazine, but this mag was completely different from the one depicted in-game (especially that it was loaded from the top right of the rifle), and this modification made the rifle fire in semi-automatic mode).
 * Lewis: The extended mag model should have been the real 97-round pan magazine (looking similar to the original 47-rounder, but thicker), not a drum extension to the right side of the weapon as depicted.
 * MG 15: It's weird for it to be using the aircraft model's iron sights; it should have used the more appropriate infantry sights. Furthermore, there's no snail drum-like magazine (seen on the base version) for the real weapon, it should only be a saddle drum (the one used on the extended mag version).
 * Bren: The extended mag model should have been the real 100-round pan magazine on the top of the weapon, not a snail drum.
 * MG 42: The version mounted on the Kübelwagen in the mission "S.O.E." is incorrectly referred to as an MG 34.
 * GPMG: The name is incorrect, since the real Breda 30 is a light machine gun, not a general-purpose machine gun. Furthermore, the playable character woefully holds it with their left hand over the ejection port. The weapon also features the same mistake as bolt-action rifles regarding loading a whole clip even when the weapon is not empty.
 * M1919: Same reasoning as in World at War regarding the portability.
 * M1 Bazooka: With the campaign taking place in 1944 and 1945, the M9A1 Bazooka would be much more appropriate than the M1.
 * Ice Pick: The term "ice pick" is actually the serrated part at the end of the head; the weapon itself is an ice axe.
 * Rifle Grenade: Same reasoning as in World at War about the necessity to load blank cartridges and brace the rifle's stock against the ground.
 * The M7 Grenade Launcher's compatibility with many Allied rifles (as depicted after the April 2018 update) is incorrect; the same goes for the depiction of its Mk 2 grenades as exploding on impact.