User:Ultimate94ninja



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

- Mason before killing Steiner

Add your signatures here!

 * I am first 22:01, December 23, 2014 (UTC)
 * what's up?  20:51, December 24, 2014 (UTC)
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 * 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 Black Ops, Black Ops II and Black Ops III).
 * The playable characters' lower body and shadow should be fully visible during gameplay (just like in Black Ops III).
 * The weapons should be selective fire by default, and the appropriate ones should carry an additional round in the chamber (like in the most recent Battlefield games).

Some odd facts

 * Call of Duty: Finest Hour had first-person crawling animations while prone, yet this feature wasn't carried on in any of the following games until Black Ops II.
 * In Call of Duty 3, the Trench Gun is correctly only cocked when reloading an empty magazine, yet this process wasn't preserved in any of the following games, where similar shotguns are inappropriately cocked after all reloads.
 * The left hand's position for the Sten was corrected in Call of Duty 3 and Call of Duty: Roads to Victory, by holding the weapon from the handguard/assembly in front of the trigger guard. Yet in the later games, the Sten, Type 100, Lanchester and Bootlegger are again held incorrectly from the magazine (except for the Type 100 in World at War (DS) and the Sten in Advanced Warfare).

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. Note that I didn't include the fire rates, magazine sizes, strange names (such as Executioner and Chicom CQB) or fire selectors, since they are commonly inaccurate.''
 * 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).
 * 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). However, this was corrected in Call of Duty: Ghosts and Call of Duty: Advanced Warfare.

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 forces 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.
 * SPAS-12: The weapon is commonly used by several factions in 2016, which is strange since the production of the SPAS-12 has ended in 2000. Another shotgun such as the Saiga-12 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 incorrectly portrayed as firing from a closed bolt, whereas the real one fires from an.
 * AK-74u: Incorrectly classified as a submachine gun instead of an assault rifle. In the Modern Warfare series it is modeled after a JG "AK Beta-F" airsoft rifle rather than an actual AKS-74U, as evidenced by the very short handguard and the appearance of a curved 7.62x39mm magazine (the real AKS-74U has a straighter 5.45x39mm magazine). The could have been put in the games instead, due to the fact that this weapon is actually 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.
 * M60E4: It is actually modeled after the M60E3 variant in-game, as evidenced by the longer barrel (though an actual M60E4 is seen on the briefing screen of the MW3 map Vortex). Furthermore, it is strangely used by Russian soldiers in CoD4, despite the real weapon being issued to U.S. forces; the would be a more appropriate choice for the Russians.
 * L86 LSW: It is impractically always cocked after reloading, even if the mag wasn't empty. The weapon shows the L86A1 version, as evidenced by the charging handle's appearance; the L86A2 would be a more appropriate choice in 2016.
 * M203: The in-game model shows an airsoft version rather than an actual M203.
 * GP-25: In-game it is actually the GP-30 variant, as evidenced by the quadrant sight mounted on the right side instead of the left. Furthermore, the way the launcher is flicked to eject a spent casing is erroneous, because the GP grenades are caseless in reality.
 * Shotgun (attachment): It is inappropriately pumped each time when switching to it, which would make it waste a shell in reality. On another note, the M26 MASS should be a more appropriate choice of underbarrel shotgun in 2016.

In Call of Duty 4

 * W1200: Inaccurately used by the USMC, who use the instead.
 * MP5: Given the fact that the suppressor of the MP5SD is integral, is strange how Soap tries to screw it on during the start of "Crew Expendable".
 * P90: An original P90 would fit, but the TR (triple rail) variant seen in the game is anachronistic to the 1996 level "All Ghillied Up", since the P90 TR was introduced in 1999.
 * M16A4: Incorrectly fully-automatic in campaign mode instead of 3-round burst (other variants like the M16A3 are fully-automatic in reality).
 * M4A1: The "M4 Carbine" designation used in multiplayer is incorrect, since it refers to the 3-round burst variant. Furthermore, the in-game model shows the civilian (this one being semi-auto in reality instead of full-auto), as evidenced by the 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", since the G36C was introduced in 2001 (and the G36 series themselves entered service in 1997). The AN-94 would be more appropriate for the Russian forces in this level.
 * M14: The in-game model shows the civilian version rather than an actual M14.
 * M21: The real M21 isn't a standard sniper rifle issued to the British armed forces; another one such as the L118A1 would be more appropriate.

In Modern Warfare 2

 * G18: The weapon in MW2 is actually a converted to full-auto.
 * TMP: The weapon in-game is actually 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.
 * 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 an 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.
 * Skorpion: When optics are equipped, the way the rail bracket is equipped 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 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 magwell. The Type 97 has a burst option in reality, but not the Type 95.
 * L118A: The weapon in-game is actually an L115A1, not an L118A1.
 * RSASS: Anachronistically seen in the 1996 flashback in "Blood Brothers"; the RSASS was developed in 2010. The appearance of another sniper rifle such as the would be more appropriate for Russian forces in this level.
 * MG36: The weapon in-game is actually a G36KV with a drum magazine, not the MG36 LMG variant.
 * PKP Pecheneg: The belt incorrectly feeds from left-to-right rather than the real right-to-left.
 * MK46: The 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.

Some changes in Modern Warfare Remastered

 * M9: The weapon model now shows a true Beretta M9.
 * AK-74u: The weapon model now shows a true AKS-74U (though it still has the -style underfolding stock used for the JG "AK Beta-F" instead of the AKS-74U's proper side-folding stock, and is still classed as a submachine gun).
 * M4A1: The weapon model now shows a true M4A1 (though it is still inaccurately referred to as "M4 Carbine" in multiplayer).
 * AK-47: The weapon model now shows an AKM instead of an AK-47. That being said, the AKM's use would be slightly more appropriate (though limited) for modern Russian troops than the AK-47.
 * M14: The weapon model now shows a true M14.
 * GP-25: The reloading animation has been corrected; as such, the launcher is no longer flicked (though it is still modeled after a GP-30).

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 player 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). Furthermore, it is a revolver, which means the weapon class shouldn't have been called "pistols"; the more general term "handguns" should have been used instead.
 * 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.
 * 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.
 * AK74u: Like in other games, it is incorrectly classified as a submachine gun instead of an assault rifle.
 * It is anachronistic to the first Black Ops, since the real AKS-74u was developed in 1979; the assault rifle would be more appropriate.
 * Uzi: Like the Mini-Uzi from the Modern Warfare series, it incorrectly fires from a closed bolt.
 * M1927: The weapon is actually modeled after a Thompson M1921AC, not an M1927; even the receiver's markings identify it as a Model 1921.
 * AK47: The weapon is modeled after an AK-74 variant, as evidenced by the straighter 5.45x39mm magazine.
 * The AK-47 itself fits in the first Black Ops but not the AK-74, which was developed in 1974. In Black Ops II it's the exact opposite, since by the 1980s the Soviet troops have actually switched to the AK-74; in this case it's the visual appearance that fits in the game, but not the "AK47" name.
 * M60: It's specifically the M60E3 variant, not the original M60.
 * In the first Black Ops, the weapon itself fits in the game's period, but not its visual appearance, since the M60E3 was developed in 1986
 * Death Machine: 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: Like in other games, the reload includes an incorrect flick of the launcher to eject a spent casing. Now there's no problem with the name, because in Black Ops there is no quadrant sight, so it's not necessarily a GP-30. And in Black Ops II, while the right-mounted quadrant sight only seen in third person shows that it's a GP-30, the launcher isn't referred to as "GP-25", but simply as "grenade launcher".


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

In World at War

 * .357 Magnum: The ejector rod must be used to remove the spent rounds. Furthermore, another revolver such as the would be more appropriate; the Model 27 depicted in-game wasn't really a service revolver during WWII.
 * Thompson: It is depicted as accepting drum magazines, which is the case for other variants such as the M1927, but not for the M1A1 used in-game.
 * M1A1 Carbine: It is incorrectly named after the folding stock variant; the weapon in-game is a standard M1 Carbine. This has been fixed in the revised classic zombie maps for Black Ops.
 * PTRS-41: The real weapon is intended to be mounted; it cannot be used as a traditional man-portable rifle.
 * Browning M1919: Despite the weapon being used by American forces, it is erroneously mounted on the Russian T-34 tanks.
 * 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.
 * M7 Grenade Launcher: It is fitted with an M1A1 rifle grenade adapter, which is anachronistic since only the original M1 adapter was available during the war.

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 Mk IV 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 would be dangerous from the left weapon in reality due to the ejection port's location.
 * Model 1887: Erroneously able to fire two shots before cocking. Furthermore, it is never seen being reloaded when riding the bike.
 * KS-23: Anachronistic, as it was developed in the 1970s. For the U.S. forces, the Remington 870 would be more appropriate.
 * MP5K: Anachronistic to the 1963 level "Executive Order", since the MP5K was introduced in 1976, and the full-size MP5 itself was developed in 1966. Another submachine gun such as the would be more appropriate.
 * MAC11: Anachronistic, since it was developed in 1972. 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.
 * M16: Erroneous 3-round burst mode in multiplayer and Zombies instead of full-auto (the burst mode is available on later variants such as the M16A2). Furthermore, the carrying handle is incorrectly depicted as being removable when optics are mounted (in reality, the M16A4 variant has a removable one instead).
 * Enfield: Anachronistic, since although it was being developed during the game's period, the weapon was actually finalized in the mid-1970s. The variant would be more appropriate.
 * Famas: Very anachronistic, since not only the original FAMAS was developed in 1978, but this FELIN variant was introduced in the late 1990s. Furthermore, the real FAMAS is issued to French forces, not U.S. ones.; another weapon such as the would be more appropriate.
 * Galil: Slightly inaccurate use, since although the weapon was in existence during Black Ops' 1968 period, it actually entered service in 1972. The SKS would be more appropriate.
 * AUG: Anachronistic, since the standard AUG (which model is used with the Swarovski Scope) was developed in 1978, and the AUG A2 (with other or no optical attachments), even more anachronistic, was developed in 1997. Another weapon such as the would be more appropriate.
 * Commando: The carbine would be a more appropriate choice in the Vietnam War. Furthermore, the presence of back-up iron sights is not accurate during Black Ops' period.
 * G11: Inaccurate use, since although it was designed during Black Ops' period, it was fully developed in the 1980s, and the G11K2 itself (the model in-game) was developed in 1989. Furthermore, it is erroneously depicted with iron sights, whereas the real weapon was only fitted with its integrated scope.
 * WA2000: Anachronistic, since it was developed in 1982; the would be more appropriate for U.S. forces.
 * L96A1: Anachronistic, since it was also developed in 1982. Furthermore, it is incorrectly named after the Acc. Int. Precision Marksman designation, whereas the weapon in-game is actually modeled after the variant, which itself entered service in 1996. The M40 would be more appropriate.
 * PSG1: Anachronistic, since it was developed in 1972; an original scoped G3 would be more appropriate.
 * Stoner63: The weapon in-game is in the assault rifle configuration, not the light machine gun version.
 * HK21: The weapon itself fits in the game's period, but not its visual appearance, since it is modeled after the HK21E variant, which was developed in the 1980s.
 * RPK: Same reasoning, since it is modeled after the RPK-74 variant, which was introduced in 1974.
 * M72 LAW: Same reasoning once again, since it is modeled after the modern M72A7 LAW variant. Furthermore, the real weapon is direct-fire only; it does not have homing capabilities
 * Strela-3: Anachronistic, since it was developed in 1974; the would be more appropriate in the 1968 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 actually use anti-tank rounds. Additionally, the real weapon is direct-fire only; it does not have homing capabilities
 * Masterkey: Anachronistic, since it was developed in the 1980s.
 * Flamethrower: The concept of an underbarrel flamethrower existed as a prototype during the Vietnam War, but the weapon was not reliable at all, and was barely produced (moreover, the in-game design is fictional).
 * M203: Anachronistic appearance in the 1961 level Operation 40, since the launcher was introduced in 1967. A more appropriate weapon would be the.
 * Tishina: Anachronistic, since it was developed in the 1970s.

In Black Ops II

 * Executioner: Like with the Python, the player ejects the entire cylinder but oddly only inserts the rounds needed (when not using Fast Mag). Furthermore, the in-game description "revolver pistol" is contradictory; the weapon is actually 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.
 * Mauser C96: The weapon in the game is actually the variant, since it uses box magazines, whereas the real Mauser C96 uses stripper clips.
 * Remington 870 MCS: It is actually modeled after a custom tactical configuration of the Remington 870, not after the MCS variant.
 * S12: It is depicted with a left-handed charging handle; the Saiga-12K'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: Incorrect 3-round burst mode (the correct full-auto mode is used with Select Fire or in campaign).
 * M27: The weapon in the game is actually an, not the M27 IAR light machine gun variant.
 * SWAT-556: The real SIG SG 556 is semi-auto only (although other variants have the automatic and 3-round burst capabilities).
 * M8A1: The real XM8 is automatic; it doesn't fire 4-round bursts, and its usage by U.S. forces stopped in 2005 in reality.
 * MTAR: The weapon in the game is actually the X95 Flattop variant, not the MTAR-21 (and nor the X95L, as mentioned by Marlton in Zombies).
 * SMR: The real Saritch 308 is semi-auto only, not full-auto like portrayed in campaign (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.
 * RPD: Inaccurately used by Soviet Troops during the 1980s, when it was replaced by the PKM.
 * SMAW: Same reasoning as in MW3; the real one is direct-fire only.
 * FIM-92 Stinger: The real one is anti-aircraft, and not at all dual-mode anti-tank/anti-aircraft.
 * Minigun (portable version): Same reasoning as the Death Machine; using a man-portable/hand-held minigun is almost implausible.
 * War Machine: Same reasoning as the Executioner's reloading animation.
 * Crossbow (future version): It is impractically always cocked after reloading, even if the magazine wasn't empty (the bolt holder suddenly teleports forward at the start of a non-empty reloading animation).
 * Extras:


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


 * The Extended Clip's name selection is incorrect, as the applicable weapons use, not.
 * It is also worth noting that all firearms in Mob of the Dead and Origins are anachronistic to these maps, except for the M1911 and the M1927 in Mob of the Dead, and the MG08/15 and the Remington New Model Army (cutscene) in Origins. The Mauser C96's use would be accurate, but it is the M712 variant (produced in 1927) so it doesn't fit in Origins; as for the M1927, only an early Thompson prototype could fit in Origins.

In Black Ops III

 * Annihilator: Based on the Raging Bull. At some point it is incorrectly described as a pistol instead of a revolver.
 * Bloodhound: Primarily based on the . The ejector rod must be used to remove the spent rounds.
 * 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-based weapon. The side indicates "7.62x51mm", but the weapon model actually features a 7.62x39mm 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 .308 caliber was most likely intended, which is measured in inches, not in millimeters.
 * 48 Dredge: Based on the M249 SAW, and same ".308mm" mistake as the XR-2.


 * L-CAR 9: Futuristic VBR PDW.
 * Kuda: Futuristic UMP.
 * VMP: Based on the.
 * Pharo: Based on the
 * HG 40: Futuristic MP40.
 * ICR-1: Futuristic HK416.
 * M8A7: Based on the.
 * MX Garand: Futuristic M1 Garand, depicted as always needing the bolt to be pulled back before replacing the clip instead of automatically locking back when the clip is emptied.
 * FFAR: Futuristic FAMAS FELIN.
 * Locus: Based on the Ballista.

In Call of Duty Online

 * Beretta M9: The weapon in-game is specifically a Beretta M9A3, not a standard M9.
 * .44 Magnum: 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.
 * Winchester M1887: Same erroneous reload as in MW2 and MW3.
 * AKS-74U: Once again it is incorrectly classified as a submachine gun instead of an assault rifle.
 * Mini-Uzi: The weapon fires from a closed bolt located on the side of the weapon instead of the top (in addition to the full top rail), which in reality is the case for the Uzi Pro variant, but not the Mini-Uzi.
 * AK-47: The weapon is actually modeled after an, mostly evidenced by the stamped receiver. A custom edition of the weapon gives it the appearance of the AIMS Romanian variant.
 * Walther2000: The weapon was never adopted by any military unit in reality; another weapon such as the HK417 would be more appropriate.
 * M21 EBR: Like in MW2, this designation is incorrect; this weapon should be called M14 EBR-RI.
 * 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.
 * GP-30: Same reloading mistake as the GP-25. Furthermore, it is actually a GP-25, as evidenced by the quadrant sight mounted on the left side instead of the right (this is the exact opposite of the Modern Warfare series, which feature a GP-30 referred to as GP-25).

In Ghosts

 * M9A1: Incorrect 3-round burst mode in Extinction.
 * MP-443 Grach: Incorrect fully-automatic mode in Extinction.
 * .44 Magnum: Despite the name implying .44 Magnum chambering, the barrel indicates ".454 Casull", contradicting that caliber.
 * PDW: Incorrect 3-round burst mode in multiplayer. Furthermore, it is impractically always cocked after reloading, even if the mag wasn't empty.
 * 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. This would mean that in reality this UTS-15 weapon would only be able to fire half of the magazine capacity.
 * Vector CRB: The "CRB" designation is incorrect, since it refers to the civilian semi-automatic variant.
 * Vepr: Incorrectly classified as a submachine gun instead of an assault rifle (although the Ukrainian Government website actually classifies it as an SMG).
 * MTAR-X: The magazine model is that of the assault rifle variant, and the receiver indicates "5.45x39mm". Thus, it should be classified as an assault rifle, since the SMG variant of the MTAR-21 is chambered in 9x19mm and has a different and thinner magazine. Furthermore, like the MTAR in BO2, it is actually modeled after the X95, not the MTAR-21.
 * The "MTAR-X2" seen in campaign incorrectly fires in 3-round bursts instead of full-auto.
 * AK-12: The side of the weapon indicates "7.62x39mm", but the magazine model is that of the less curved 5.45x39mm variant. 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 / 7.62x51mm.
 * VKS: Incorrect semi-automatic mode instead of bolt-action.
 * Kastet: Like the underbarrel GP-25 from previous games, the reload includes an incorrect flick of the launcher to eject a caseless casing.
 * MK32: Incorrect 2-round burst mode in multiplayer.
 * MAAWS: Incorrectly loaded with two rockets at the same time, and they are erroneously laser-guided. Furthermore, the rocket is loaded through the muzzle instead of the back of the weapon, and for some reason it's actually the rocket of a Panzerfaust 3.
 * Minigun (portable version): Same reasoning as in previous games: using a man-portable/hand-held minigun is 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.
 * Extra: 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, FAMAS Surbaissé, AR70/90,, , , Daewoo K2 and INSAS.
 * Marksman Rifles: M16A4,, 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).

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 9x19mm 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 magwell indicates "5.56x45", which means it should be classified 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.
 * 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: It is incorrectly depicted with a swing-out cylinder like with most modern revolvers; the real LeMat is a percussion revolver.
 * Grenade Launcher (underbarrel): The model oddly has no trigger.


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


 * The depiction of a button magazine release for the empty reloading animations of some weapons (such as the AK12 and the MK14) is incorrect.
 * 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: It is incorrectly described as a pistol instead of a revolver.
 * MacTav-45: During empty reloads, the charging handle incorrectly locks back on its own before changing the magazine.
 * FN EGLM: Like in Call of Duty: Ghosts, the model has no trigger.


 * Kendall 44: Futuristic
 * Reaver: Based on the KSG.
 * Rack-9: Futuristic SPAS-12.
 * FHR-40: Futuristic P90.
 * Karma-45: Based on the Vector.
 * RPR Evo: Based on the.
 * HVR: Futuristic UMP, also with the charging handle locking back on its own.
 * NV4: Futuristic M4A1.
 * Type-2: Based on the FMG-9.
 * Volk: Based on an with a full-size AK stock.
 * Widowmaker: Futuristic CheyTac Intervention, depicted with a two-round burst mode.
 * DMR-1: Futuristic M1 Garand.
 * Spartan SA3: Futuristic MAAWS, depicted as having the rocket loaded through the muzzle instead of the back.