M1911

The M1911A1 .45 is a semi-automatic handgun featured in almost every installment of the Call of Duty series. It is the most frequently shown weapon in the series.

Call of Duty and Call of Duty: United Offensive
"A standard issue pistol for American paratroopers, favored by British airborne forces as well. The 7-round magazine is small, but the stopping power of the large .45 caliber round makes the Colt useful in a pinch."

- Call of Duty manual description.

Campaign
The Colt .45 is the standard sidearm during all American and British campaign missions. It is a very powerful weapon in close quarters, but its effectiveness over range is limited.

In Call of Duty: United Offensive, the Webley Mk IV Revolver replaces the Colt .45 as the standard sidearm in the British Campaign.

Multiplayer
The Colt .45 is the sidearm used by the American infantry. It has a seven-round magazine, relatively low accuracy and does average damage. It is most useful when the player does not have time to reload their primary weapon, or if their primary weapon is a bolt-action rifle and they need to engage enemies at close range.

Campaign
The Colt .45 is again the standard sidearm during all American campaign missions. The weapon is given to the player in the missions "Rangers Lead the Way" and "The Silo". It is more powerful than the version in the original Call of Duty, doing almost 50% more damage at close range and double the damage at long range. The Colt .45 reuses the weapon sounds from Call of Duty.

Multiplayer
The Colt .45 in multiplayer is much weaker than in the original Call of Duty. It is still a decent pistol for use as a last resort, particularly if the player's primary weapon is out of ammo, or if the enemy is very close, but its effectiveness is severely limited over range.

Call of Duty 2: Big Red One
The Colt .45 is the standard sidearm for American soldiers in multiplayer levels. It is handy when the player is reloading or when the player is out of ammo for their primary weapon.

When the player gets eight points in a match, they get the ability to use two Colt .45 pistols at once (similar to Dual Wield) in the Submachine Gun class, albeit with very limited ammunition.

Once the player gets sixteen points, they get more ammunition. The dual Colt .45 pistols are very effective when enemies are close, taking out three or four enemies easily. Despite its advantages, the Colt .45 is not used often by online players, as other weapons outmatch it in terms of accuracy, damage and rate of fire.

Call of Duty 3
"Caliber .45ACP. Single action, semi automatic pistol adopted by the U.S. military prior to WWI. Powerful and rugged, the M1911 holds seven rounds in its magazine. Effective range of 50 feet."

- In-game description

The Colt .45 (listed as Colt M1911 in the Bonus Materials) appears in Call of Duty 3.

Campaign
The Colt .45 is not obtainable in the campaign.

Multiplayer
The Colt .45 is the sidearm of the Allies. It has equal power to the Thompson M1A1 due to it firing the same cartridge, and is capable of killing within three to four shots. It has a magazine capacity of seven rounds, which is less than the P-38. However, it has a faster reload than the P-38, which compensates for its smaller magazine capacity.

Call of Duty 4: Modern Warfare
"Semi-automatic with medium capacity and power. Effective at close range."

- Sidearm description

Campaign
The M1911 .45 possesses night sights and a seven-round magazine. It is a starting side arm in "Hunted", "Shock and Awe", "The Sins of the Father", and "Game Over", but also appears in "War Pig", in which Marines sometimes draw it when their primary weapon runs empty while under fire. It can very rarely be found in "The Bog". If the "give all" console command is used in "Safehouse", an M1911 with much greater zoom than normal can be obtained.

In "Safehouse", Captain Price uses an M1911 .45 to execute Khaled Al-Asad after he is interrogated (though the sound of a Desert Eagle shot is used instead of the regular M1911 sound). In "Sins of the Father", Viktor Zakhaev uses an M1911 .45 to commit suicide after being cornered by Bravo Team.

In the level "Game Over", SSgt. Griggs is seen using a nickel plated M1911 .45 while dragging Soap to safety. A nickel-plated M1911 .45 can also be seen in the armory in the level "F.N.G.". The M1911 .45 plays an important role in "Game Over", when Captain Price slides his M1911 .45 across the bridge to Soap, who then proceeds to kill Zakhaev and his guards with the pistol.

The nickel-plated M1911's texture is of much higher quality than that of the standard M1911 seen in the majority of the game.

Multiplayer
The M1911 .45 has stats that are similar to the USP .45, except that it has a lower magazine capacity (The M1911 .45 has eight rounds, where the USP .45 has 12), less muzzle climb, and higher hipfire accuracy, leading to a pistol that has a very different play style than the USP .45. Compared to the M9, the M1911 has identical hipfire accuracy, better range, but a much smaller ammo capacity. Like the M9 and USP .45, it can be fitted with a suppressor.

The M1911 .45 does not appear in Old School Mode.

Weapon Attachments

 * Silencer

Campaign
The Colt M1911 appears in some of the Marine Raiders missions as the player's standard sidearm. The M1911 is a good weapon to draw quickly if the player's main weapon runs out of ammo. The player receives the Colt M1911 in the missions "Little Resistance", and "Hard Landing". Sgt. Roebuck will sometimes draw his Colt M1911 in the campaign. It should be noted that pistols in the campaign have much higher recoil than their Multiplayer counterparts, as well as a restricted rate of fire, which hinders their effectiveness.

Multiplayer
The Colt M1911 is one of the available sidearms, along with the Nambu, the Walther P-38, the Tokarev TT-33, and the .357 Magnum. As with all pistols, the Colt M1911 is best used as a last resort weapon. It is the default Second Chance pistol. Like all other non-Magnum pistols, the Colt M1911 holds eight rounds. The base damage and multipliers of the Colt M1911 are exactly the same as the Nambu, Tokarev, and Walther. The M1911 only differs from these pistols in minor characteristics, such as reload time and accuracy of the iron sights. Choosing a pistol in the game is purely a matter of personal preference, and no pistol can definitively be declared better than another.

Nazi Zombies
In Nazi Zombies, players always start with the Colt M1911. It is a decent weapon for the early rounds, but even then it sometimes requires an entire magazine to kill a zombie. However, if console commands are used to spawn this gun in Zombies mode, it has much higher damage.

In Der Riese, the Colt M1911 can be Pack-a-Punched via the Pack-a-Punch Machine, turning it into a re-skinned M1911 with the name "C-3000 b1at-ch35". The weapon fires rifle grenades instead of regular rounds, and has a six-round magazine. It is similar to the Dirty Harry, but somewhat weaker. The Pack-a-Punched version causes lethal splash damage, and has a much slower rate of fire than the regular version.

In the iOS Call of Duty: Zombies, the upgraded M1911 does not harm the player. The same goes for the Wunderwaffe DG-2.

Call of Duty: World at War (Nintendo DS)
The Colt M1911A1 Pistol is essentially the same as the console versions, with the same accuracy, power, and recoil, but has a different name. The pistol looks similar to the one in Call of Duty 2 with a similar looking grip safety. The DS version also holds seven rounds unlike the console and PC version, which holds eight.

The Colt M1911A1 Pistol can fire as quickly as the player can pull the trigger button. There are two on the DS, and the player can rapidly push both, gaining a rate of fire higher than any of the automatic weapons in the game. However this tactic makes aiming impossible and will empty the magazine in less than a second.

Multiplayer
In Multiplayer, the Colt M1911A1 Pistol is the standard sidearm for the American faction. Like in Singleplayer, it holds seven rounds in the magazine which, coupled with decent damage and low upward recoil, make it an overall good sidearm.

Call of Duty: Zombies
The Colt .45 is the starting weapon in the iOS game. It is rather weak and only good for the first few rounds. Because of the slow rate of fire and small magazine size, it is best swapped out as soon as possible but this can be ignored partially in Der Riese, given the fact that the Pack-a-Punch machine yields the same result as in Call of Duty: World at War. The C-3000 b1at-ch35 is still present so players might want to keep the Colt .45 to Pack-a-Punch it.

Call of Duty: Modern Warfare 2
"Price? This belongs to you, sir."

- John "Soap" MacTavish, as he hands Price's M1911 to him in "The Gulag"This belongs to you Sir Soap The Gulag MW2.ogg

Campaign
The M1911 .45 that Soap has in Call of Duty: Modern Warfare 2 is the same one which was used to kill Imran Zakhaev during the mission "Game Over" in Call of Duty 4: Modern Warfare. Soap carries an M1911 .45 in "Cliffhanger" on his holster.

In the Call of Duty: Modern Warfare 2 mission "The Gulag", Soap returns it to Captain Price saying "This belongs to you, sir." This is a reference to the aforementioned mission "Game Over" in Call of Duty 4: Modern Warfare. In "Just Like Old Times", it is visible on Price.

The M1911 .45 is also visible in "Takedown", where it is used by a Militia member to threaten Alejandro Rojas' assistant.

The M1911 .45 can be seen in the holsters of people from the various factions in-game. However, it can only be used in the bonus level, "Museum", from the case in the first room (with General Shepherd, "Cliffhanger"/"Contingency", and the "Takedown"/"The Hornet's Nest" showcases, etc.), although it can be seen being wielded in "Loose Ends".

It is not treated like the rest of the sidearms in that the player's movement is slower while aiming down the sights, which is similar to movement with an assault rifle. The automatic empty reload has a very noticeable delay before it begins. The Colt .45 is one of three guns only usable in Campaign (the other two being the Dragunov and W1200).

Multiplayer
A player using a sniper rifle as their primary weapon will have an unusable M1911 .45 handgun in a holster on either their belt or side.

Call of Duty: Black Ops
The M1911 is mostly the same as its previous versions; sporting high damage at close ranges, but low damage and fair idle sway beyond. Its iron sights are near-identical to that of the Call of Duty: World at War version. There are two different possible appearances of the M1911; in the campaign, it has its standard parkerized finish appearance, while in multiplayer and Zombies, it uses a nickel-plated finish.

Campaign
It is first seen in "U.S.D.D." when Alex Mason points it at Kennedy, only to find out it was only in his mind. It is the standard sidearm of the USMC and Central Intelligence Agency in the campaign. It can be seen in "S.O.G." where it is used by a Marine who is struck by an artillery shell as Jason Hudson is transported to the bunker. This is also when it first becomes available.

In "Victor Charlie", the player uses the M1911 found on the floor of the Huey where the mission starts. It is used to kill the Viet Cong who killed the pilots of the Huey. It remains with the player throughout the initial, stealthy part of the mission until Mason detonates the C4, where it is replaced by a Commando and a WA2000. However, the Wii version retains the M1911 instead of the WA2000.

The M1911 later appears in the mission "WMD". It is given to the player with a silencer attached in the first building, and can be swapped out for a Soviet weapon for use in breaching the next building. After the SR-71 sequence, it is replaced by a Crossbow with Variable Zoom.

Multiplayer
The M1911 is an unlocked pistol at level 1 along with the Makarov and ASP in the default classes. It takes three shots to kill an enemy at close range and five shots to kill an enemy at medium to long range. All three sidearms have the same damage and multipliers. What sets them apart is that the ASP has a higher max firecap, lower recoil and faster reload and drop time, the Makarov has a slightly larger magazine capacity (albeit with a lower Extended Mag capacity), and the M1911 has the quickest time to aim down the sights, at 0.1 seconds. This means the Makarov is superior, capacity-wise, to the M1911 with most attachments. However, the M1911 with Extended Mag gives it more ammunition than all other starting pistols, though at later levels it is eclipsed by the CZ75, which has 18 rounds with Extended Mags. However, the M1911's visual recoil can be easier to manage than the CZ75's visual recoil, which can throw off a player's aim. The M1911 also aims down its sights faster, making it a viable choice if the CZ75 is available.

The M1911 is technically the least effective handgun with Dual Wield, although it has the same firecap as the default ASP with the attachment. As with no attachments, dual ASPs have superior reload and draw time, dual Pythons have superior damage, and dual Makarovs and CZ75s have superior capacity. Additionally, the Makarovs have the same faster draw time as dual ASPs, and the Pythons have better hipfire spread.

This weapon is also used in the "One in the Chamber" Wager Match game mode as the only available weapon, along with the knife.

The M1911 is also the default pistol for the Second Chance perk, as it is used in Second Chance if the player does not have a handgun as their secondary weapon, or is using one with Dual Wield or Full-Auto Upgrade. Interestingly, if the player dies in last stand using the default M1911, and not a custom M1911 for that class, the death will not be counted in M1911 stats.

Zombies
The M1911 is the starting weapon in all Zombie maps (with the exception of Dead Ops Arcade) with eight rounds loaded in the first magazine and 32 rounds in reserve. It functions exactly as it does in Call of Duty: World at War. It is the weakest weapon available, and is only good for the first few rounds.

Although it is very ineffective at killing, it can be used for generating points for the first rounds, though with the lack of reserve ammo and inability to buy more ammo off the wall, it runs out of ammo very quickly.

When upgraded via the Pack-a-Punch Machine, it is renamed the Mustang & Sally. This upgrade gives it the Dual Wield attachment, firing grenades instead of regular bullets at the cost of the individual magazine size decreased to six and a decreased firecap. These pistols deal a lot of damage, which is on par with the Ray Gun.

The grenades are quite powerful, having a five second fuse time or exploding on impact and can be a one-hit kill as far as into round 17, provided the projectile as well as the splash damage hits. However, the projectiles also deal splash damage to the player, making PhD Flopper a good perk to have if the player will be using the Mustang and Sally a lot. The M1911 cannot be obtained from the wall or from the Mystery Box; it can only be obtained upon spawning. The Mustang and Sally is a less efficient, more powerful alternative to the Ray Gun. Each shot fires larger explosives that deal more damage, making it great for clearing crowds in open areas. They serve as an effective "panic weapon" when overwhelmed by a large crowd of zombies. If one shoots continuously directly at the ground, the blast radius can free a player with ease up into higher rounds.

If the player gets downed in Solo and has bought Quick Revive, the player receives the upgraded version of the M1911, Mustang and Sally, while being revived. This will not apply if the player has a Ray Gun, Winter's Howl, Wave Gun, Ballistic Knife, Python or CZ75.

Attachments

 * Upgraded Iron Sights
 * Extended Magazines
 * Dual Wield
 * Suppressor

Call of Duty: Black Ops Zombies
The M1911 appears in Call of Duty: Black Ops Zombies on every Zombies map as the starting weapon. It doesn't have the nickel plating like the Call of Duty: Black Ops M1911. When Pack-a-Punched, unlike in the console versions, it will not be dual wielded, but the magazine holds 12 rounds instead of six.

Find Makarov
Price slides his M1911 to Soap, who kills Zakhaev with it.

Find Makarov: Operation Kingfish
An M1911 is seen on a table during Soap's briefing with Shepherd.

Call of Duty: Modern Warfare 3
The M1911 appears briefly in Call of Duty: Modern Warfare 3; it is first seen in the introduction as an injured John "Soap" MacTavish drifts in and out of consciousness, in a flashback to shooting Imran Zakhaev in Call of Duty 4: Modern Warfare. In "Mind the Gap", the player can see the M1911 holstered on some of the terrorists and a few SAS soldiers are seen with a shoulder-holstered M1911 at the end of the mission before leaving Westminster Station.

Later, in "Blood Brothers", after Soap has died, John Price places his M1911 on Soap's body and takes his journal.

It can also be seen in the chest holsters of American Soldiers, SAS operatives and some GIGN throughout the campaign.

Campaign
"Semi-automatic with medium capacity and power. Effective at close range."

- Description

The M1911 is available at the start of the campaign, and it is the starting weapon for Alex Mason in the mission "Pyrrhic Victory". It has vertical, bouncing recoil, and does roughly the same damage as its Call of Duty: Black Ops variant. However, its effectiveness compared to its previous iterations is severely diminished, as the bouncing recoil pattern makes it extremely difficult to hit targets under sustained fire. It is used as well by the Mujahideen as their secondary weapon in "Old Wounds", and Mason uses it during Kravchenko's interrogation in this mission. It is also seen in the holsters of Secret Service Agents with a nickel-plating.

The M1911 makes an apperance in the Strike Force mission Second Chance. Chloe uses it when she is rescued by the SEALs and is on her way to the evacuation point.

Attachments

 * Suppressor
 * Extended Clip
 * Dual Wield (Zombies mode only)

Zombies
The M1911 is a starting weapon in every Zombies maps excluding the DLC map Origins, where it was replaced by the Mauser C96. The M1911 in Black Ops II does not use the nickel-plating seen on Call of Duty: Black Ops. It is only good for the first few rounds due to its short ammo supply and tendency to run out fast without any readily available ammo source. It can, however, score a few points if used in conjunction with the knife. Nevertheless, it pales in comparison to the starting room weapons and should probably be traded off for a better weapon as soon as possible.

Should a player hold onto the M1911 long enough to Pack-a-Punch it, the M1911 will become the Mustang & Sally. Like the Call of Duty: Black Ops variant, it is dual-wielded and can fire powerful explosive grenades in rapid succession, although overuse will quickly lead to ammo depletion.

In the game mode Turned, it is the sixth and last weapon to be obtained by the human.

Call of Duty Online
The M1911 returns in Call of Duty Online as the MK1911. Unlike previous games, this version has a unique integrated Red Dot Sight. A machine pistol variant, the FA1911, appears in the game as well.

Attachments

 * ORS (PST) Red Dot Sight
 * Flash Suppressor
 * Silencer
 * Extended Mag
 * Mark Ammo
 * Hollow Points
 * Tactical Knife
 * Akimbo
 * Laser Sight
 * FMJ

Call of Duty: Ghosts
The M1911 makes a brief appearance in the Captain Price DLC character model. It is holstered on the left torso and appears to be the same M1911 Price had in the Modern Warfare series.

Call of Duty: Advanced Warfare
"The classic 1911 pistol returns as the first new secondary to be introduced to Advanced Warfare. This pistol has stood the test of time, being used as the standard issue firearm by the U.S. Armed Forces from 1911 to 1986. It’s known for having low recoil and works great at a close to medium range. The 1911 has four variants, and the base weapon is unlocked for Create a Class once one of the variants has been unlocked via Supply Drops or Advanced Supply Drops. It’s a great secondary weapon to have on-hand when you run out of bullets in your primary."

- Sledgehammer Games description

Multiplayer
The 1911 has been added to Xbox One on September 29, 2015, and to PS4 and PC on October 29, 2015.

The 1911 is a high damage per bullet pistol, having the highest damage among all secondary pistols that have sustained fire rates. At any range shorter than thirteen meters, the 1911 will deal 52 damage, dealing a two hit kill. This is the longest two hit kill of all secondary pistols. At any range between thirteen and fifteen meters, the 1911 will deal 34 damage, taking three hits to kill. At any range past fifteen meters, the 1911 will deal 25 damage, taking four hits to kill, two in Hardcore, or a three hit kill if all three bullets hit the head, neck, or upper torso, or a one shot kill in Hardcore if the bullet hits the enemy in one of the aforementioned regions. The 1911 will not have a two hit kill to the head, neck, and upper torso between thirteen and fifteen meters, but the 1911 will do so easily to injured opponents. In spite of high damage per bullet, the 1911 has low penetration power, meaning that the user will likely fail to shoot through any surface bar glass windows.

The 1911 has an odd rate of fire. It is semi-automatic, but the firecap is extremely high, at 800 RPM. This is identical to the Atlas 45. Firing at 800 RPM will give the 1911 an almost unparalleled damage output inside its two hit kill range, but since the 1911 has a short magazine, it would be wise to moderate the fire rate to a slower amount as to not burn an entire magazine within a second.

The 1911 has odd accuracy as well. The iron sights are simplistic, and the recoil profile is very small. However, the 1911 has a pitiful 750 centerspeed, with the centerspeed and recoil profile the Atlas 45 uses. The low centerspeed again encourages users to moderate their fire rate, as the 1911's centerspeed will allow the 1911 to pull quite some distance away from enemies in spite of low recoil numbers when firing fast.

The 1911 has odd handling traits for a pistol. While it moves at 100% of the base movement speed, the 1911 takes 0.2 seconds to aim versus the typical 0.125 seconds that most pistols have. The 1911 has the typical hipfire spread on most pistols. To make up for the slower aim speed, the 1911 reloads quickly, taking 1.2 seconds to Reload Cancel the 1911's regular reload, and 1.7 seconds to reload cancel the 1911's Speed Reload. These speeds are almost identical to the Atlas 45, with the 1911 performing regular reloads quicker. Overall, the 1911's handling traits are pretty good, but the longer aim speed may not suit the fancy of some.

The 1911's biggest weakness is its magazine capacity, at a very short seven rounds. This magazine capacity is the smallest of all magaizne-loaded pistols by quite some margin, and the 1911 suffers immensely from the shortcoming. Thankfully the fast reloads can help mitigate this issue somewhat, and Extended Mags is available. The 1911's small magazine capacity also makes the 1911 have only 28 rounds to start with, one of the smallest such ammo loadout in the game. A weird weakness of the 1911 in this regard is that the 1911 has the smallest reserve ammo loadout of all pistols when using Scavenger, with a maximum of 42 rounds in reserve, although Extended Mags can easily alleviate that issue.

Another unique weakness of the 1911 is that, when first switched to, the cocking animation will be played, similarly to some primary weapons when being overkilled and the FMG9, and unlike the other pistols. In a pinch, this can cost a 1911 user who didn't previously do so his or her life. using Fast Hands and/or completing the animation as soon as the player spawns in can easily solve this problem.

The 1911 has a limited attachment selection, as all optical attachments are not available, although most of the useful attachments remain available. Extended Mags, as already mentioned, is a great attachment to use to help alleviate the 1911's ammunition weaknesses, increasing the painfully short magazine capacity to ten rounds and increasing the starting ammo loadout appreciably.

Akimbo is an odd attachment on the 1911. The damage output at close range reaches unprecedented levels, but the hipfire accuracy leaves something to be desired from such phenomenal potential, and the 750 centerspeed will have a toll on the player's accuracy when firing up to 1600 RPM, pulling upwards harshly.

The Laser Sight will increase hip-fire accuracy marginally. This is best used in tandem with the Royalty variant, which already increases hip-fire accuracy by twenty percent, for a total 27% percent increase in hip-fire accuracy. The Parabolic Microphone helps detect suppressed weapons fire when the 1911 is currently in use. This attachment can help in keeping better track of enemies that use stealth tactics to conceal their positions.

The Tactical Knife is functionally useless, making it unreasonable to use.

The Suppressor is a dangerous attachment on the 1911. The 1911 relies heavily on a ranged two hit kill, something that the Suppressor antagonizes. This is reason enough to avoid using the Suppressor on the 1911. On the other hand, Advanced Rifling helps in maximizing two hit kill potential, increasing the two hit kill range to about fifteen meters.

The 1911 has mostly good variants to use. The Royalty variant has two powerful effects: it increases movement speed to 105% of the base speed, and tightens hip-fire accuracy by twenty percent. Both effects are extremely powerful in the case of the 1911: a light, close quarter powerhouse. As a penalty, the recoil per shot is increased by ten percent, a small price to pay for two great advantages.

The Single Stack gives an additional reserve magazine, while increasing recoil by ten percent. Again, the increased recoil is a small price to pay for a useful advantage. The Single Stack is potentially the best 1911 variant when not using Scavenger because of the extra reserve magazine.

The Forty-Five Caliber variant has two positive effects: it increases the minimum damage to 28, and the firecap is increased to 857 RPM, with the firecap not being reduced when using the Forty-Five Caliber Akimbo, whereas all other 1911 variants have their firecaps reduced. As a downside, the Forty-Five Caliber has one less reserve magazine. The Forty-Five Caliber is best used in tandem with Scavenger in order to compensate for the reduced reserve ammo, and is a good candidate for Akimbo due to the increased firecap over all other 1911 variants Akimbo.

Attachments

 * Extended Mags
 * Akimbo
 * Laser Sight
 * Tactical Knife
 * Suppressor
 * Parabolic Microphone
 * Advanced Rifling

Supply Drop Variants
Note: Fire Rate values for supply drop variants apply to both normal and Akimbo 1911.

Call of Duty: Black Ops III
The M1911 does not actually make a physical appearance in-game. However, its silhouette is visible on the Respin Cycle GobbleGum, along with the SPAS-12. It also appears on the Arms Grace and Disordery Combat with the AK-47 and Armamental Accomplishment GobbleGums. On Shadows of Evil, during the loading screen, Jack Vincent appears to be holding the M1911 instead of the Bloodhound, indicating that M1911 was originally the starting pistol like its previous installments.

In the map The Giant, once the player activates the Fly Trap easter egg, the teddy bear on the balcony by the Power Switch can be seen holding an M1911 along with a Juggernog bottle.

Call of Duty: Modern Warfare Remastered
The M1911 .45 reappears in Call of Duty: Modern Warfare Remastered.

Call of Duty

 * While aiming down the sights, it is not possible to see the front sight.

Call of Duty 2: Big Red One

 * When using the sights, the player may notice a small gap in the textures on the left side of the hammer, allowing the player to see through the weapon.

Call of Duty 2

 * The hammer is half cocked while reloading.

Call of Duty 3

 * The M1911 is held in one hand whilst held at the hip, and when aiming it is held with two hands.

Call of Duty 4: Modern Warfare

 * During the beta, the gun was called "M1911 Colt .45".
 * When Khaled Al-Asad is executed by Price with an M1911, the firing sound of the Desert Eagle is used for dramatic effect.

Call of Duty: World at War

 * When the player upgrades the M1911 in Der Riese, and has no other weapon, he will pull out a second one instead of having no gun.
 * The numbers and letters in the name of the Pack-A-Punched version of the Colt M1911 reads "Biatches", a slang term for bitch.
 * "C-3000 b1at-ch35" translates to "See-3000 biatches" or "See 3000 bitches."
 * In the Nintendo DS version, there is no trigger guard or trigger in third-person.

Call of Duty: Modern Warfare 2

 * In "Museum", the hammer appears to be stuck on half-cock while the player is using it.
 * When the M1911 is out of ammo, it has a different and slower holstering animation.
 * In "Museum", if the player points the gun at a friendly just before the empty reload sequence cuts in, the gun will not reload.
 * When the player sprints with the M1911, it completely disappears.
 * There is a delay on reloading the gun in "Museum".
 * In the Polish version of the game, in the level "The Gulag", the M1911 can be found in the armory, unlike in the versions of the game in other countries.

Call of Duty: Black Ops

 * The Dual Wield M1911 on Multiplayer has a unique empty reload. During an interview with the Treyarch developers, one of the developers discussed the fact that they had been taught how soldiers reload their handgun one-handed, which is what it was based on in the game. Dual Wield M1911s also have a unique draw animation.
 * On the Nintendo Wii version, the M1911 has a different firing sound, sounding much like the M1911 from Call of Duty: World at War.
 * The Ascension scientists in "Executive Order", "WMD", and "Rebirth" all have M1911s holstered that use the Call of Duty: World at War model.
 * On the Nintendo Wii version of multiplayer and Zombies, the M1911 lacks the nickel-plating, instead retaining the original design used in the campaign.
 * On the cover art of Call of Duty: Black Ops, the soldier is holding two M1911s, the left one with the name 'Sally' engraved into it.
 * The achievement "Sally Likes Blood" is a reference to the M1911 on the cover-art for the game.

Call of Duty: Black Ops Zombies

 * The player will get an extra magazine when starting out, so instead of having eight bullets and 32 in reserve, they have eight and 40 in reserve.
 * The weapon's slide is off, leaving the hammer hitting to the left of the appropriate point
 * Oddly, this is fixed upon Pack-a-Punching the weapon
 * The slide's misplacement doesn't affect the iron sights, which are still on point.

Call of Duty: Black Ops II

 * When cocking the hammer in Old Wounds, Mason's shadow doesn't appear, but the M1911's does.
 * Secret Service Agents, LAPD, Colossus Security and Militia can sometimes be seen with the Call of Duty: Black Ops version of the M1911.
 * The words "Presented on August 13, 1934" are present on the side of the gun.
 * In Zombies, in the first person view, the player holds the Mustang and Sally at an angle.

Call of Duty: Advanced Warfare

 * The 1911 Single Stack erroneously states a reduction in fire rate and an increase in handling.

Call of Duty: Black Ops III

 * The M1911 is seen on four GobbleGums; Respin Cycle, Arms Grace, Armamental Accomplishment and Disorderly Combat.
 * Jack Vincent and Jessica Rose is shown wielding the weapon in the loading screen, possibly meaning that it was originally going to be the starting pistol for Shadows of Evil rather than the Bloodhound.

M1911