The .44 Magnum is a revolver featured in Call of Duty: Modern Warfare 2, Modern Warfare 2: Ghost, Find Makarov, Call of Duty: Modern Warfare 3, Call of Duty Online, Call of Duty: Ghosts, Call of Duty: Infinite Warfare and Call of Duty: Modern Warfare Remastered.
- 1 Call of Duty: Modern Warfare 2
- 2 Modern Warfare 2: Ghost
- 3 Find Makarov
- 4 Call of Duty: Modern Warfare 3
- 5 Call of Duty Online
- 6 Call of Duty: Ghosts
- 7 Call of Duty: Infinite Warfare
- 8 Call of Duty: Modern Warfare Remastered
- 9 Trivia
Call of Duty: Modern Warfare 2
The .44 Magnum, called Colt Anaconda in the game files, is always carried and used by General Shepherd throughout the campaign as his signature weapon of choice. Shepherd is seen reloading his .44 Magnum at the beginning of the mission "Team Player". In the end of "Loose Ends" he unholsters a .44 Magnum tucked in the back of his pants that he uses to kill Ghost and Roach, and in "Endgame" when he attempts to kill Soap and Captain Price.
This weapon is not available in the campaign; however, while in the mission "Museum", the player can pick up this weapon either from the display shelf or by killing Shepherd. It is also possible to have both .44 Magnums at the same time. In the remastered version however, enabling the Danger Close! cheat (which turns every human enemy into Shepard) and forcing an enemy to use his sidearm, it is possible to obtain the .44 Magnum in almost every mission.
The .44 Magnum is available for Create-A-Class at level 26, being the second Handgun unlocked. This powerful weapon always kills in three or fewer hits, regardless of the use of Stopping Power—the perk only increases the range at which a two-hit kill is attainable. In Hardcore game modes, the .44 Magnum requires just one hit to kill regardless of range or perks, unless used against a player using Painkiller, Final Stand or Last Stand, or if the player is shooting through thick cover.
The .44 Magnum has high visual recoil, but with a fast recovery between shots, and can have all six rounds fired quickly with little loss of accuracy up to medium range. Its main drawbacks are its small six-round capacity and moderately slow reload animation; however, it does have a quick reload cancel, which reduces the reload time by roughly half. The normal spare ammo carried by the player is twelve. But when equipped with the Scavenger perk, it increases to thirty-six.
Despite being a handgun, the .44 Magnum in fact has the same effective range of most rifles, especially with Stopping Power. Being able to kill at even extreme distances, the drawback for using this gun at long range is the lack of magnification when aiming down the sights, a trait shared by all handguns.
The .44 is often compared to the Desert Eagle, as both have close to the same stats, with high damage and low ammo capacity. However, the .44 Magnum has more damage and better accuracy, while the Desert Eagle has a larger magazine capacity. Overall, the .44 Magnum is better than the Desert Eagle, with less recoil, correctly aligned iron sights, and ability to kill over a longer range without the need for Stopping Power.
Due to its revolver nature, the weapon only has a subset of regular pistol attachments available. The FMJ will improve the .44 Magnum's ability to pierce cover, but the small capacity makes spraying through cover ineffective. Still, it is without detriments, and it is worth to use when the player is in the unlocking process of other attachments.
The Akimbo attachment will give the player two .44 Magnums, for double the power up close, while sacrificing long range effectiveness. The combination of two-shot kill and akimbo can be very deadly in the right hands, and it would make up for a good close range backup. However, the player will lose some of the long range effectiveness, though this can be partially countered by using Steady Aim.
This weapon is most commonly found in multiplayer with the Tactical Knife attachment, and used with the combination of rushing perks Marathon, Lightweight, and Commando. The knife attack is very effective with a Tactical Knife, especially with the increased melee lunge range due to Commando.
Modern Warfare 2: Ghost
The .44 Magnum makes a brief appearance in Modern Warfare 2: Ghost. In the last comic, "Dead And Gone", Manuel Roba is seen holding a .44 Magnum. However, he drops it after Ghost throws a knife into his arm.
Call of Duty: Modern Warfare 3
The .44 Magnum reappears in Call of Duty: Modern Warfare 3, featuring tritium sights, wood grips and a blued finish. The hammer also appears to have been either cut or filed down to a shorter length.
The .44 Magnum is only available in the "Bag and Drag" mission of the campaign. It is used by the GIGN, who can draw the revolver when they are out of ammo, or when they engage enemies in close quarters hand-to-hand combat. The .44 Magnum can be picked up if Tueur or the random soldier who assists the player is killed while wielding it. It is powerful enough, being able to kill enemies in one shot, though it can only hold 18 rounds in reserve. It is also briefly seen in the intro cutscene of "Prologue" during a flashback where Shepherd is seen wielding it, and in "Return To Sender" where it is holstered by Waraabe.
The .44 Magnum is unlocked at Level 46 in Call of Duty: Modern Warfare 3's multiplayer. Compared to its Call of Duty: Modern Warfare 2 counterpart, it has less maximum damage, much less minimum damage, lower range, and the same amount of recoil. Though the gun works well in close quarters combat, it is less competitive in mid-long ranges due to its low minimum damage and high recoil. At maximum range, it can take five-six shots to kill an enemy depending on where the bullets hit. It has five reserve magazines instead of the normal two, which provides more ammo and longer use to skilled players.
In Infected, the .44 Magnum is the secondary weapon in "Knife vs Type 95" and "Knife vs PP90M1". It is also used as the only weapon for the survivors in "Striker vs Jugg". There used to be a loadout with only the .44 Magnum, named "Knife vs .44 Magnum", but was later removed. In all of these instances, it has Akimbo equipped.
The .44 Magnum is available in Survival Mode at level 20 and costs $250. It can be an effective weapon for the early rounds, due to its low cost, high damage, and quick reload time. However, like all pistols, it should be traded in for a more powerful weapon in later rounds, especially because of Juggernauts and helicopters.
Call of Duty Online
- Red Dot Sight
- Muzzle Brake
- ORS (PST) Red Dot Sight
- Fast Mag
- Tactical Knife
Call of Duty: Ghosts
- "Single-action revolver. Highest damage in its class."
- — Description
The .44 Magnum is only used in the final campaign mission "The Ghost Killer". After breaching the door leading to the engine room, Logan uses Rorke's .44 Magnum to shoot two soldiers in the room. Unlike its counterpart in multiplayer and Extinction, it is used in double-action (semi-automatic) mode instead of single-action. Afterwards, Rorke manages to get Logan off him, and wounds Hesh in the arm with the .44 Magnum. After the train lands into the water, Rorke fires his last round, but misses due to him getting hit by a fire extinguisher by Hesh. While they both fight, Logan picks up the empty revolver, and catches one of the rounds that Hesh throws to him, loads it into the gun and shoots Rorke. The bullet also goes through Hesh, but both he and Rorke survive the shot.
The .44 Magnum is available in Multiplayer.
The .44 Magnum is a very high damage, very short range handgun. At any range short of five meters, the .44 Magnum will deal 76 damage per bullet. Damage decreases linearly until thirt meters. At any range past thirty meters, the .44 Magnum will deal 34 damage per bullet. This translates to anywhere from a two to a three shot kill. However, the .44 Magnum has highly unusual, inflated body multipliers. A headshot with the .44 Magnum does sixty percent extra damage instead of the usual forty percent increase, guaranteeing a two shot kill at worst with two headshots, and giving the .44 Magnum the ability to get a one shot kill. This same sixty percent damage increase also applies to the neck, and the .44 Magnum also has a forty percent damage increase to the upper torso. As a result of heavy damage mulitpliers, a wide variance between maximum and minimum damage, and damage drop-off starting very early but ending late, the .44 Magnum's damage is highly inconsistent depending on the situation. The .44 Magnum has low penetration power, just like other handguns. Despite highly unusual damage properties overall, the .44 Magnum is by far the most powerful handgun on a per-shot basis. The .44 Magnum is capable of getting a one shot kill at all ranges in Hardcore game types, the only handgun that can do so.
The .44 Magnum's main weakness is its rate of fire. The .44 Magnum is single-action, making the .44 Magnum fire very slowly, firing at a maximum of 200 RPM. That is by far the slowest fire rate of any of the handguns, and it makes the .44 Magnum highly reliant on killing in as few shots as possible.
The .44 Magnum's accuracy is poor. The iron sights are very clean, but the .44 Magnum has by far the most recoil in its class. The .44 Magnum has no leftwards or downwards recoil values, always kicking up and to the right. The .44 Magnum kicks up with a value of either 35 or 60, and always kicks to the right with a value of either 40 or 65. This is not only consistent, but large recoil. The .44 Magnum also has the lowest centerspeed value in its class, with a centerspeed value of just 600. Although the .44 Magnum fires slowly, 600 centerspeed is poor enough that users will need to pace their shots at range.
The .44 Magnum has the worst handling characteristics of any handgun. The .44 Magnum allows users to move at 100% of the base speed, and strafe at 80% of the base movement speed. The .44 Magnum has the slowest aim down sight time of all handguns at 300 milliseconds, and .44 Magnum has a larger hip-fire spread than the other handguns, although its hip-fire accuracy remains acceptable. The .44 Magnum has by far the slowest reloads in its class, with its reload animation being 3.13 seconds long, or 3.36 seconds long if the cylinder is empty. In either case, the .44 Magnum can Reload Cancel in 2.36 seconds. These reload speeds are not just the worst of all handguns, they are terrible reload speeds overall. Users need to be very careful when using the .44 Magnum.
Being a revolver, the .44 Magnum naturally has the smallest capacity of all handguns, with the .44 Magnum only holding six rounds in its cylinder. Coupled with the .44 Magnum's slow reload speeds, reloads will be a common nuisance, especially since Extended Mags is not available to the .44 Magnum. Despite a smaller capacity, the .44 Magnum is only tied for worst starting ammo loadout, tied with the PDW in allowing the user to spawn in with 36 rounds total. This ammo loadout is decent considering the .44 Magnum's power.
The .44 Magnum has an unusual attachment selection, as Extended Mags is not available, but the ACOG Scope is available for use. The ACOG Scope provides a high magnification optical sight for use at longer ranges. More importantly, the ACOG Scope actually speeds up the .44 Magnum's aim down sight time, allowing the .44 Magnum to aim in just 250 milliseconds. The ACOG Scope is an almost purely beneficial attachment on the .44 Magnum, although it's questionable how relevant the scope's benefits are to the user.
The Flash Suppressor is virtually useless on the .44 Magnum, since gunkick essentially renders the existing muzzle flash of the .44 Magnum irrelevant. The Silencer is a horrible choice for the .44 Magnum, reducing its range values in exchange for stealth. The .44 Magnum's only relevant advantage as a handgun is its damage, and cutting down on its range renders the .44 Magnum only less useful. Conversely, the Muzzle Brake is an amazing attachment for the .44 Magnum, increasing the .44 Magnum's range values and making the weapon much more consistent in terms of damage.
The Tactical Knife speeds up the user's Melee attack. It is a purely beneficial attachment, and the .44 Magnum makes for a decent pairing on a melee-centric playstyle due to its inflated range and potential to get one shot kills up close. Akimbo allows two .44 Magnums to be used from the hip, and is the most popular attachment on the .44 Magnum. Although losing ranged utility, Akimbo allows users to highly increase the .44 Magnum's pathetic rate of fire and makes the .44 Magnums a close quarters powerhouse. Armor Piercing allows the .44 Magnum to mostly ignore the effects of Ballistic Vests and Juggernaut armor. The attachment is purely beneficial, and should be seriously considered, since the .44 Magnum is overly dependent on killing in as few shots as possible.
Overall, the .44 Magnum is a deeply flawed weapon. The .44 Magnum is a statistically weak handgun in all aspects except its sheer power, where it dominates relative to other handguns. However, its power is dependent on the user fully utilizing the weapon's body multipliers, which is problematic since the .44 Magnum has a much smaller damage multiplier area compared to the game's Sniper Rifles. The solo version of the .44 Magnum has some utility in Hardcore thanks to its incredible long range power. The .44 Magnum's power gets put to much better use when used Akimbo, allowing for far more acceptable damage output, and allowing the one shot kill potential up close to be a welcome bonus instead of being a mandatory result for the .44 Magnum to be useful.
In the game mode Gun Game, the .44 Magnum is the second to last weapon, where it is equipped with Akimbo and ACOG Scopes. In addition, it is also seen in Infected with "Infected Riot" and "Infected MSBS" setups. In Infected Riot, it has Akimbo, while in "Infected MSBS", it does not.
- "High caliber 6 shooter."
- — In-game description
The .44 Magnum appears in Extinction. It has the highest damage per shot but lowest ammo capacity of all the pistols available in Extinction. Unfortunately, to counter the high damage, the .44 Magnum has the lowest range of the pistols. This makes its high maximum damage only show affect at near point blank distances. It also has a slow rate of fire, high visual recoil, and small magazine capacity. However, upgrading the pistol to its max can almost fix all of these problems with the weapon as it will gain increased range through the Muzzle Brake, a high magazine capacity, and akimbo if the player chooses to upgrade it all the way. This should eliminate its visual recoil and slow rate of fire.
An ACOG Scope can be attached to the .44 Magnum by purchasing the "Magnum ACOG attachment" from the armory for two teeth. It requires the Invasion DLC. The ARK barrel can also be added to the .44 Magnum with the "Pistol Ark Attachment" for 125 teeth. It requires the Nemesis DLC. Due to these armories and the upgrades, it is possible for the player to equip an attachment from all four groups onto their .44 Magnum.
The .44 Magnum is easily the most unique handgun in the group, playing like a slicker-handling MR-28. The .44 Magnum needs minimal help in getting a one shot kill against Scouts, and with enough help, the .44 Magnum can even get one shot kills against a Hunter or Scorpion, although it will usually need either a critical hit or to finish the Cryptid with afterburn to accomplish this. The .44 Magnum has by far the greatest burst damage out of all the handguns, but it pays for it dearly with a very poor damage output due to its paltry rate of fire. The .44 Magnum benefits more than any other handgun from the first two upgrades, as the first upgrade will improve the .44 Magnum's range considerably while also improving the .44 Magnum's slower than default movement speed. The second upgrade improves on the .44 Magnum's poor capacity and ammo loadout, making them more than adequate for a weapon possessing the .44 Magnum's per-shot power.
Due to the .44 Magnum's short range, it essentially plays like a pocket shotgun. As such, it'd be best not to use this alongside a Shotgun in tandem with the .44 Magnum since the two weapons would serve too similar of a role.
- +1 (Cost: 1): Increased damage at long range and faster movement when the pistol is equipped. (Adds non-removable Muzzle Brake.)
- +2 (Cost: 1): 50% more ammo in each magazine. (6 -> 9 rounds)
- +3 (Cost: 2): Carry your pistol plus two primary weapons.
- +4 (Cost: 3): Hip Fire two pistols for twice the firepower and twice the ammo capacity.
The .44 Magnum appears in Safeguard as the "Wild Widow". It is very rare. It comes with Armor-Piercing rounds, and can be obtained from a Supply Drop crate. It has very high damage, killing enemies in one hit until round 50 if at Weapon Level 1; however, it has a low ammo reserve and magazine capacity, so trading it for something else or not taking it is not uncommon. Due to these characteristics, it is best kept as a secondary, and reserved for enemies with higher health, specifically the Destructors.
Call of Duty: Infinite Warfare
- "Single fire ballistic revolver. Fanning the hammer provides faster fire from the hip that gets increasingly more accurate."
- — Description
The .44 Magnum returns in Call of Duty: Infinite Warfare as the Stallion .44, added in the July 25th, 2017 update along with the G-Rail assault rifle. Unlike previous iterations, hipfiring the Stallion .44 allows a faster fire rate as well as slowly increasing accuracy, whereas firing whilst aiming down the sight causes a slower fire rate.
The Stallion .44 was added to the Magic Wheel in Zombies in Spaceland, Rave in the Redwoods, Shaolin Shuffle and Attack of the Radioactive Thing, and can be found as a wall weapon in Staging along with the Oni for 750 points in The Beast From Beyond.
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Call of Duty: Modern Warfare Remastered
- "Semi-automatic with high power. Effective at close range."
- — In-game description
It has near-identical stats to that of the Desert Eagle, but with 1 less round available for use before a reload is needed. As an advantage however, it includes a silencer attachment which does not give any real penalty, in contrast to other weapons in the game.
This weapon shares ammo with the Desert Eagle.
Call of Duty: Modern Warfare 2
- On the left side of the barrel, there is writing that reads: "BRAD ALLENCONDA .44MAGNUM," a reference to Brad Allen, Infinity Ward's lead artist, and the Colt Anaconda.
- In the campaign level "Museum", if the player picks up the .44 Magnum from the display case and then kills Shepherd, the player can pick up Shepherd's .44 Magnum without picking up ammo or dropping the Magnum they already have. They will both share ammunition, increasing the maximum spare ammunition carried by the player from eighteen to thirty-six.
- When using the Tactical Knife, visual recoil is reduced.
Call of Duty: Ghosts
- The name "Roaring Wolf" and "454 Casull" can be seen engraved along the side of the barrel.
- The .44 Magnum's serial number is "20021980".
- During the reloading animation, the player's hand will clip through the trigger guard.
- A poster on the map Octane has a picture of the pick-up icon for the .44 Magnum from Call of Duty: Modern Warfare 2 on it.
Call of Duty: Modern Warfare 2 Campaign Remastered
- If the player uses the "Danger Close" Intel cheat in the campaign, all enemies will be General Shepherd wielding the .44 Magnum.