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|magazine = 80 rounds (112 w/ Extended Mag)
 
|magazine = 80 rounds (112 w/ Extended Mag)
 
|startammo=80+400 (SP)<br>80+160 (MP)
 
|startammo=80+400 (SP)<br>80+160 (MP)
|maxammo = 80+480 (SP & [[Zombies (mode)|ZM]])<br>80+400 (MP)
+
|maxammo = 80+480 (SP and [[Zombies (mode)|ZM]])<br>80+400 (MP)
 
|damage = 50-30 (SP), 30-22 (MP)
 
|damage = 50-30 (SP), 30-22 (MP)
 
|rof = 722 RPM
 
|rof = 722 RPM
|zombiecost = 950 ([[Mystery Box]])|console = <tt>lmg_heavy</tt>}}
+
|zombiecost = 950 ([[Mystery Box]])
  +
|console = <tt>lmg_cqb</tt>}}
   
 
{{Quote|Full-auto light machine gun. Fast fire rate with moderate recoil.|Multiplayer Weapon Description.}}
 
{{Quote|Full-auto light machine gun. Fast fire rate with moderate recoil.|Multiplayer Weapon Description.}}
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==Zombies==
 
==Zombies==
The Dingo appears in [[Shadows of Evil]], [[The Giant (Black Ops III)|The Giant]], [[Der Eisendrache]], [[Zetsubou No Shima]] [[Gorod Krovi]] and [[Revelations]](Black Ops III) as a weapon from the Mystery Box. Due to its high capacity of 80 rounds, high damage even without [[Double Tap Root Beer|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 Dingo appears in all of the ''[[Call of Duty: Black Ops III]]'' [[Zombies (mode)|Zombies]] maps as a weapon from the Mystery Box. Due to its high capacity of 80 rounds, high damage even without [[Double Tap Root Beer|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 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]] or [[Dead Wire]] 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.
 
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]] or [[Dead Wire]] 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.
  +
  +
=== Dingo vs Dire Wolf ===
  +
{{PaPComparison
  +
|regname = Dingo
  +
|papname = Dire Wolf
  +
|regimage = [[File:Dingo BO3.png|200px]]
  +
|papimage = [[File:Dire_Wolf_BO3.png|200px]]
  +
|regdamage = 250-50
  +
|papdamage = 375
  +
|regfire = Automatic
  +
|papfire = Automatic
  +
|regrof = 722 RPM
  +
|paprof =
  +
|regmag = 80
  +
|papmag = 120
  +
|regammo = 480+80
  +
|papammo = 600+120
  +
|regreload =
  +
|papreload =
  +
|regmobility = Low
  +
|papmobility = Moderate
  +
|extras = [[Extended Mags]], [[FMJ]], higher damage, more reserve ammo}}
   
 
==Gallery==
 
==Gallery==
 
{{For|attachment images|Dingo/Attachments}}
 
{{For|attachment images|Dingo/Attachments}}
 
{{For|camouflage images|Dingo/Camouflage}}
 
{{For|camouflage images|Dingo/Camouflage}}
  +
<gallery widths="200">
+
<gallery>
 
Dingo BO3.png|The Dingo in first person.
 
Dingo BO3.png|The Dingo in first person.
 
Dingo BO3 Screenshot.png|[[Donnie "Ruin" Walsh|"Ruin"]] on the left equipped with the Dingo.
 
Dingo BO3 Screenshot.png|[[Donnie "Ruin" Walsh|"Ruin"]] on the left equipped with the Dingo.
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*"LMG C96" is readily visible towards the back-right of the weapon.
 
*"LMG C96" is readily visible towards the back-right of the weapon.
 
*The ammo receiver has "slap" instructions typed on it, and the reload animation does just that. The instructions are most visible in first person without camouflage applied.
 
*The ammo receiver has "slap" instructions typed on it, and the reload animation does just that. The instructions are most visible in first person without camouflage applied.
  +
*The Dingo bear a close resemblance to the alien weaponry found in the movie District 9.
  +
*It appears to have a bipod attached by default. When a foregrip is equipped, the bipod gets removed. However, if FMJ is also equipped, the bipod won't be removed and the foregrip will clip through the bipod.
  +
*"NT-XUR452 899" Can be seen on the gun below the iron sights. It can also be seen on the side, but not as clearly.
  +
*The Dingo is one of several weapons featured in the "there's a soldier in all of us" trailers for Call of Duty: Black Ops III
   
 
{{CoD12 Weapons}}
 
{{CoD12 Weapons}}

Revision as of 16:27, 23 December 2017

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 all of the Call of Duty: Black Ops III Zombies maps 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 or Dead Wire 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.

Dingo vs Dire Wolf

Dingo Dire Wolf
Dingo BO3 Dire Wolf BO3
Damage 250-50 375
Fire mode Automatic Automatic
Rate of fire 722 RPM
Magazine size 80 120
Max ammo 480+80 600+120
Mobility Low Moderate
Extras Extended Mags, FMJ, higher damage, more reserve ammo


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.
  • "LMG C96" is readily visible towards the back-right of the weapon.
  • The ammo receiver has "slap" instructions typed on it, and the reload animation does just that. The instructions are most visible in first person without camouflage applied.
  • The Dingo bear a close resemblance to the alien weaponry found in the movie District 9.
  • It appears to have a bipod attached by default. When a foregrip is equipped, the bipod gets removed. However, if FMJ is also equipped, the bipod won't be removed and the foregrip will clip through the bipod.
  • "NT-XUR452 899" Can be seen on the gun below the iron sights. It can also be seen on the side, but not as clearly.
  • The Dingo is one of several weapons featured in the "there's a soldier in all of us" trailers for Call of Duty: Black Ops III