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Tag: rte-source
Tag: rte-source
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*The Dingo is double-barreled; the weapon's suppressor accommodates this design.
 
*The Dingo is double-barreled; the weapon's suppressor accommodates this design.
 
*The Pack-a-Punched version of the weapon is a reference to the [[Dire Wolves|enemies of the same name]] in the campaign.
 
*The Pack-a-Punched version of the weapon is a reference to the [[Dire Wolves|enemies of the same name]] in the campaign.
*Similar to the [[M8A7]] and [[BRM]]'s characteristics of cloth-wrapped attachments, the Dingo's [[FMJ]], [[Extended Mags]], and [[Quickdraw Handle]] are all woven with either crude wiring or patterned rope.
+
*Similar to the [[M8A7]] and [[BRM]]'s characteristics of cloth-wrapped attachments, the Dingo's [[FMJ]], [[Extended Mags]], and [[Quickdraw Handle]] are all woven with either crude wiring or latticed rope.
 
*Uniquely, the Dingo is a chute-fed machine gun, with the rounds instead feeding from the drum, through the metal chute, and directly into the receiver.
 
*Uniquely, the Dingo is a chute-fed machine gun, with the rounds instead feeding from the drum, through the metal chute, and directly into the receiver.
   

Revision as of 18:09, 16 March 2016

The subject of this article appeared in Call of Duty: Black Ops III. The subject of this article appeared in Zombies mode

"Full-auto light machine gun. Fast fire rate with moderate recoil."
— Multiplayer Weapon Description.


The Dingo is a light machine gun featured in Call of Duty: Black Ops III.

Campaign

The Dingo is used frequently by NRC forces, most notably in Lotus Towers. It does modest amounts of damage against enemies, but, like most LMGs, shines when paired with the Thermal Scope and FMJ attachments, especially on higher difficulties.

Specifications

  • Ammo: 5.49x39mm
  • Length: 1104.9mm
  • Weight: 7.2kg
  • Barrel: 388.2mm
  • Production Years: 2059 - Present
  • Country of Origin: Australia

Attachments

Zombies

The Dingo appears in Shadows of Evil, The Giant, and Der Eisendrache as a weapon from the Mystery Box. Due to its high capacity of 80 rounds, high damage even without Double Tap Root Beer 2.0, and its moderate mobility (especially with Stamin-Up) as well as its easy reloading cancellation, the Dingo is a good choice for getting to high rounds. Potentially combining this with the Double Tap Root Beer 2.0, Stamin-Up, Speed Cola and Juggernog perks makes the Dingo a devastating weapon, perfect for high rounds and long play sessions.

The Laser Sight attachment increases its hipfire accuracy, and is great for clearing hordes without using iron sights. For increasing amounts of headshots without the small iron sight, ELO is a highly recommend sight, or alternatively reflex making headshot easier to achieve.

The Dingo becomes the Dire Wolf when Pack-a-Punched. It retains extreme power even in high rounds, being able to kill zombies in five headshots in any round close to forty without Double Tap 2.0. It gains 40 more rounds, extending the magazine from 80 to 120 rounds. If paired with Blast Furnace, the Dingo becomes extremely effective; the Dingo can essentially become a damage-over-time-building point scorer with use of the fire rounds. Although it has many positive features, the Dingo should be used with caution especially when hipfiring as movement will be drastically slowed down possibly downing a player if not skilled enough if they are training with the LMG.

Gallery

For attachment images, see Dingo/Attachments.
For camouflage images, see Dingo/Camouflage.

Trivia

  • The Dingo is double-barreled; the weapon's suppressor accommodates this design.
  • The Pack-a-Punched version of the weapon is a reference to the enemies of the same name in the campaign.
  • Similar to the M8A7 and BRM's characteristics of cloth-wrapped attachments, the Dingo's FMJ, Extended Mags, and Quickdraw Handle are all woven with either crude wiring or latticed rope.
  • Uniquely, the Dingo is a chute-fed machine gun, with the rounds instead feeding from the drum, through the metal chute, and directly into the receiver.