The Five-seven is a semi-automatic pistol that appears in Call of Duty: Modern Warfare 3 and Call of Duty: Black Ops II. It was cut from Call of Duty 4: Modern Warfare.
Call of Duty 4: Modern Warfare[]
This weapon was originally intended to be included in Call of Duty 4: Modern Warfare, but was cut during development. Reference to this weapon can be found in the script files for Immediate Action, associated with the SAS side.
Call of Duty: Modern Warfare 3[]
Campaign[]
The Five Seven appears in "Turbulence", used by FSO agents, including Andrei Harkov, before the plane crashes, and Makarov is also seen using one when executing Agent Harkov. In "Back on the Grid", it is used by Yuri to kill the hyena he encounters when breaching the church courtyard. In "Mind the Gap", it is used by Inner Circle troops in Last Stand. In "Scorched Earth", when breaching the closet at the end of the mission, Frost draws Sandman's Five Seven from his hip holster to kill two Inner Circle troops.
Multiplayer[]
The Five Seven is unlocked at Level 58.
The Five Seven is the lowest damage handgun in its class. At any range short of fourteen meters, the Five Seven will deal 36 damage per bullet, needing three shots to kill. Damage decreases linearly until twenty meters. At any range beyond twenty meters, the Five Seven will deal seventeen damage per bullet, needing six shots to kill. The Five Seven has a three shot kill range of 14.4 meters, a four shot kill range of 17.4 meters, and a five shot kill range of nineteen meters. In Hardcore, the Five Seven has a one shot kill range of about sixteen meters. The Five Seven deals 40% extra damage on a headshot, which improves performance in just about any situation, but up close, two headshots would be required to get a two shot kill. The Five Seven's damage drop-off is abrupt and steep. The Five Seven struggles badly at medium range because of this, needing many shots to kill enemies. The Five Seven has the overall worst damage profile of all the handguns, but the effect in-practice isn't as severe a downgrade compared to the USP .45 and the P99, its main competition. The Five Seven has low penetration power, making it terrible for shooting through all but the thinnest of obstacles.
The Five Seven's fire rate is good. It's semi-automatic, and it has a monstrous firecap of 1016 RPM. This is a midpoint between the USP .45 and P99. The Five Seven has an extremely high firecap that allows its users to fire very quickly. For very proficient trigger fingers, the Five Seven's entire magazine can be emptied in just one second. For most users, the Five Seven will simply fire as quickly as they can manage.
The Five Seven's accuracy is the best in the handgun category. The iron sights are simple and clean to use. The Five Seven's recoil profile is the same as the USP .45 and the P99, kicking with values of 55 to the left and 55 to the right. The Five Seven has no downwards recoil value, instead always kicking upwards at a varying intensity of either 25 or 45 upwards. What separates the Five Seven in the accuracy stakes is the centerspeed, with a value of 1000. Although 1000 centerspeed is poor overall, it is significantly larger than the centerspeed on the USP. 45 or the P99, whereas all other handguns must put up with significantly harsher recoil. The Five Seven's enhanced centerspeed can prove to be very helpful in slowing down the gun's ascent in recoil when firing quickly.
The Five Seven's handling characteristics are superb, as one would expect from a handgun. The Five Seven does not restrict movement speed, so the user will move as quickly as their primary weapon will allow them to. The Five Seven will allow users to strafe at 80% of the base movement speed. The Five Seven has a swift aim down sight time of 100 milliseconds - the fastest in the game - as well as good hip-fire accuracy. The Five Seven's reload speeds are also excellent. The Five Seven's reload animation is 1.8 seconds long, or 2.5 seconds long on an empty magazine. In either case, the user can Reload Cancel after 1.2 seconds. These reload speeds are among the fastest in the game.
The Five Seven's main strength relative to other handguns is its magazine capacity. It has the largest magazine capacity of all handguns, holding sixteen rounds. The Five Seven's starting ammo loadout is also equally enhanced, with a starting ammo loadout of 48 rounds. Sustained fire capability is enhanced with the Five Seven compared to other handguns.
The Five Seven has the standard assortment of handgun attachments to pick from. The Silencer removes muzzle flash, makes the Five Seven quieter when firing, and prevents the Five Seven from revealing the user on radar when firing the weapon, in exchange for 25% shorter range values. The Five Seven has a severe and abrupt damage drop-off, but within its effective range, the Five Seven would benefit greatly from the Silencer. It's a risky attachment with tangible payoffs.
Akimbo is by far the most intriguing attachment on the Five Seven. It allows the user to fire two Five Sevens simultaneously, in exchange for no ability to aim, slightly worse hip-fire accuracy, and faster ammo consumption. What makes the attachment intriguing on the Five Seven is an unintentional reload cancel effect. Due to an oversight, the Five Seven in its Akimbo configuration has a reload cancel speed of 0.1 seconds, meaning that the gun can almost instantly be reload cancelled upon initiating the reload, giving it far and away the fastest reload speed in the entire game. This makes Sleight of Hand far less necessary for the user since the Five Seven reloads absurdly fast even without said perk. Said side-effect is the most notable aspect of the Five Seven, and as such, the attachment is the most popular choice on the weapon, since it makes the Five Seven an extremely appealing choice on class setups looking to forego Sleight of Hand that still want a fast-reloading, competent secondary weapon. Due to the rapid ammo consumption that often comes with Akimbo weaponry, Scavenger would be the best fit, allowing the Five Seven to fully take advantage of not needing to worry about short ammo supplies or reloading.
The Tactical Knife improves the user's recovery speed from a melee attack. This makes melee-only playstyles more effective. It's a simple, harmless attachment, but not one that everyone needs.
Extended Mags increases the Five Seven's magazine capacity to 24 rounds, and increases the starting ammo loadout to 72 rounds. This attachment gives a large improvement to the weapon's sustained combat capability, especially for class setups not using Scavenger. The attachment is harmless and provides two very useful benefits, but it is often overshadowed by Akimbo.
Overall, the Five Seven expertly makes up for its lacking damage profile. Between a generous firecap, large magazines, and the ability to reload instantly in the Akimbo configuration, the Five Seven is a very versatile secondary weapon. In particular, the Akimbo version of the Five Seven opens up the user's class setup options for those that feel particularly reliant on the faster reload speeds that Sleight of Hand offers. In its solo configuration, the Five Seven is far more capable of abusing its high firecap than the USP .45 or the P99 thanks to its improved accuracy and magazine capacity. In its Akimbo configuration, it provides very unique class flexibility and in-battle preparedness for faster paced CQC situations.
The Five Seven is available in one of the FFA Gunplay gamemodes "3x6" at the sixth, twelfth, and eighteenth tier. The Five Seven also appears in Infected as the secondary for "Knife vs Striker" and "Knife vs Barrett". It is equipped with Akimbo in both loadouts.
Special Ops[]
The Five Seven is available for both Survival and Mission modes.
Mission Mode[]
The Five Seven is the player's starting weapon in the Mission Mode challenges Milehigh Jack and Fatal Extraction. It can be selected by the player in Charges Set, while in Firewall and Hostage Taker enemies use it.
Survival Mode[]
The Five Seven is one of the starting weapons for Survival Mode, unlocked by default from the Weapon Armory for $250. It is the default weapon for Tier 1 (Easy) Survival Mode missions and appears in Tier 4 (Insane) Survival Mode missions, along with the M16A4. The Five Seven's low damage is made up for by the fast fire rate and largest default magazine in any pistol. Heavily wounded enemies use this in all Tier 1 and 4 maps.
Attachments[]
- Silencer - Unlocked at weapon level 2.
- Akimbo - Unlocked at weapon level 5.
- Tactical Knife - Unlocked at weapon level 7.
- Extended Mags - Unlocked at weapon level 10.
Gallery[]
Call of Duty: Black Ops II[]
- "Semi-automatic pistol. Versatile and strong overall with a large magazine."
- — Description.
Campaign[]
The Five-seven can be selected in the customize class menu after the player unlocks it. It is also used by Farid when Menendez tells him to execute Harper, and he either chooses to kill Harper with it, or attempts to shoot Menendez but fails. If Harper is shot, Farid later carries a Five-seven in Odysseus and kills DeFalco with it if present (getting shot back and killed by DeFalco in the process).
Multiplayer[]
The Five-seven is featured in Call of Duty: Black Ops II multiplayer, where it is the default pistol unlocked.
The Five-seven is a moderate damage handgun with the best range in its class. At any range short of 2.5 meters, the Five-seven will deal 55 damage per bullet, needing two shots to kill. Between 2.5 and 20 meters, the Five-seven will deal 45 damage per bullet, needing three shots to kill. Between 20 and 25 meters, the Five-seven will deal 33 damage per bullet, needing four shots to kill. Between 25 and 37.5 meters, the Five-seven will deal 24 damage per bullet, needing five shots to kill. The Five-seven deals nineteen damage per bullet at any gunfight past 37.5 meters, needing six shots to kill.
The Five-seven, like other handguns, has several damage drop-offs, but it overall has the best range among the standard handguns. The Tac-45 has a much longer two shot kill range of ten meters, but aside from the two shot kill range, the Five-seven's overall range is excellent, and bests the Tac-45's range benchmarks in all other facets. The Five-seven also deals forty percent extra damage on a headshot. Outside of point blank range where the Five-seven is a two shot kill anyway, a headshot almost always reduces the number of shots needed to kill by one, making headshots routinely beneficial. The Five-seven has low penetration power. The poor two shot kill range is the only true weakness of the Five-seven, as it is chock full of good attributes in almost all other facets to make up for it.
The Five-seven has a good fire rate. It is semi-automatic with a very forgiving firecap of 750 RPM. Those with a particularly competent trigger finger can deliver an overall damage output that bests even the B23R. This is one of the Five-seven's biggest strengths, as it allows for heavy trigger spam. Those who are not adept with the trigger finger will find little use for such a benefit, but those with great trigger fingers will come to love this aspect of the weapon.
The Five-seven's accuracy is great. The iron sights are clear as can be, and the recoil per shot is very mild. The Five-seven has recoil values of 40 to the left and 20 to the right. Like most handguns, the Five-seven has no downwards recoil value. It always kicks up with a value of either 20 or 40. Despite always kicking up with each shot, the fact that the Five-seven's recoil values are all very small makes the Five-seven very controllable even when firing very quickly. The Five-seven has a centerspeed of 1100, which is very poor on paper, but in practice, will seldom be a problem. Even for those who make great use of the Five-seven's superior firecap will find the weapon to be very easy to control.
The Five-seven's handling characteristics are great. The Five-seven allows the user to move at 100% of the base movement speed, or strafe at 84% of the base movement speed. The Five-seven allows the user to aim down the sight in a swift 125 milliseconds, and the hip-fire accuracy is great. The Five-seven's reload speeds are also very swift. The Five-seven's reload animation is 1.63 seconds long, or 1.8 seconds long on an empty magazine. Either way, the user can Reload Cancel after just 0.9 seconds. These reload speeds are great for those who can and can't reload cancel. It is a perfectly bearable reload animation, but those who reload cancel practically spend no time at all reloading.
The Five-seven has the biggest magazine capacity of any handgun, holding twenty rounds per magazine. The Five-seven also gives the largest starting ammo loadout of any handgun, at eighty rounds total. Between the Five-seven's bullets having good overall damage, the magazines being large, and the reloads being among the fastest in the game, reloads will be about as painless as they can be.
The Five-seven has the standard assortment of handgun attachments on offer. The Reflex Sight is practically useless, as the Five-seven's iron sights are clean to begin with, and not only that, but the fact that the slide the sight is mounted on moves significantly while firing makes the Reflex Sight useless for tracking targets during a gunfight. It is only useful in helping acquire targets, and is mostly a waste of space.
Extended Clip increases the magazine capacity to 26 rounds, and increases the starting ammo loadout to a huge 104 rounds, but it makes the reloads ten percent longer overall. Hardly a penalty for a weapon that reloads so quickly, Extended Clip is a great attachment choice, but seeing how big the Five-seven's magazines already are, some may consider it to be unnecessary. Fast Mag makes the reload speeds even faster than they already are. Again, a harmless attachment, but one that is often not needed since it reloads so fast anyway.
The Laser Sight tightens hip-fire by 37.5%, giving some of the most precise and accurate hip-fire in the game. The attachment makes hip-fire accurate out to shockingly long ranges, being reliable even at medium range. Those that love very tight hip-fire may find the Five-seven to be a great fit due to its medium range competency.
Long Barrel extends the Five-seven's range thresholds by 16% each, resulting in more two, three, four, and five shot kills. The attachment does hardly anything to fix the Five-seven's atrocious two shot kill range, but the three, four, and five shot kill ranges all see nice, relevant boosts. Seeing how range is one of the Five-seven's best advantages on a gun that is chock full of them, the Long Barrel further accentuates the Five-seven's power.
On the other hand, the Suppressor will reduce the Five-seven's range benchmarks by ten percent, but in return, will make the Five-seven have less muzzle flash, emit much less noise when firing, and prevent the Five-seven from revealing the user on radar when firing the weapon. Although range is one of the core elements of what makes the Five-seven good, the range penalty is minor enough that it's hard to notice. The Suppressor is an amazing attachment on the Five-seven due to its minimal penalty and the Five-seven having range to spare.
FMJ increases the Five-seven's penetration power and improves damage dealt to scorestreaks. The Five-seven can make surprisingly good use of FMJ. The Five-seven's overall properties make it a very easy gun to spam fire, and such weapons excel at shooting through walls. The Five-seven is also among the best handguns at taking on scorestreaks due to its large magazines. FMJ is not often a useful attachment on handguns, but on the Five-seven, it can be oddly effective.
The Tactical Knife improves the user's melee recovery speed, making the melee attack far less punishing on a miss and allowing the user to improve the rate at which they deliver melee attacks. The Five-seven is arguably the best weapon to pair with the Tactical Knife, as the Five-seven is extremely competent at medium range, and can thus allow the user to save themselves in case they're forced into a gunfight in which they can't reach melee range to initiate a melee attack. The Five-seven compliments the Tactical Knife very well, and it can be of great assistance to those using a more melee-heavy playstyle.
Dual Wield changes several properties of the Five-seven. On top of the obvious changes Dual Wield provides - two guns to fire and no ability to aim down the sight, as well as complete incompatibility with all other attachments - the following changes are also made to the Five-seven:
- The Five-seven's 55 damage range is increased from 2.5 meters to 7.5 meters.
- The Five-seven no longer needs six shots to kill at long range.
- The starting ammo loadout is increased to 168 rounds.
- The 40% damage increase on headshots is removed, and no extra damage is accrued on headshots.
- Each Five-seven only has a firecap of 625 RPM instead of 750 RPM.
- The reload speeds are overall much slower.
- The hip-fire spread while moving is increased by 60%, giving it equal hip-fire accuracy to the FAL OSW and SMR.
- The recoil profile is altered slightly, making for less vertical recoil but more horizontal recoil.
The Five-seven is among the most effective handguns to use in the Dual Wield configuration. Not only does the Five-seven gain crucial two shot kill range at prime ranges for Dual Wield users, but it provides some of the best accuracy and sustained fire capability from a Dual Wield handgun. However, using the Five-seven in Dual Wield configuration is a misuse of the weapon. The Five-seven's main strength is its competency at medium range, whereas Dual Wield lacks any medium range consistency due to the poor hip-fire accuracy.
Overall, the Five-seven is a handgun that beats out other handguns handily in several categories. It combines great range with acceptable lethality, the ability to fire it very quickly, great accuracy, lots of ammo, great sustained fire capability, and fast reloads. The Five-seven is strong in so many ways that it can easily be used as a standalone weapon to great effect, especially among those with great trigger fingers. The Five-seven's overall characteristics make it a great gun for those with great trigger fingers, providing a great damage output with solid accuracy, even when firing it as fast as possible. Its cavalcade of strengths make the Five-seven a weapon that is not very dependent on attachments to be effective and it can be very easy to fit on a class because of that, but the Five-seven's overall strengths make it a very competent user of many of the attachments available, even more specialized attachments that generally go ignored on handguns can be put to great use on the Five-seven. The only real blemish on the Five-seven's performance is its pitiful two shot kill range, which is short enough that the two shot kill potential often goes unused in several matches. That is but a minor drawback to an overall fantastic weapon. Even with players who do not have good trigger fingers, the Five-seven is good enough in other facets to justify using it even if they can't use the Five-seven to its full potential.
The Five-seven compares most closely to the Tac-45, another semi-automatic handgun. The Five-seven has the Tac-45 beat in almost every way, providing superior three, four and five shot kill ranges, a superior firecap, softer recoil, double the magazine capacity, and double the starting ammo loadout. The only advantage the Tac-45 has over the Five-seven is that it has a two shot kill range of ten meters, whereas the Five-seven's two shot kill range is a mere 2.5 meters. The extra two shot kill range is a legitimate feather in the Tac-45's cap that makes it far more consistently effective at close range, but at any range beyond ten meters, the Five-seven completely and utterly outclasses the Tac-45. The Five-seven's extra large magazine capacity also gives it lots of room for error, something that the Tac-45 painfully lacks with its small ten round magazines. The Five-seven is the much more versatile weapon, but the Tac-45 may be better suited for those who are looking strictly for close-quarters lethality, even at the cost of all else.
Attachments[]
- Reflex Sight (unlocked weapon level 2)
- Extended Clip (unlocked weapon level 3)
- Laser Sight (unlocked weapon level 4)
- Long Barrel (unlocked weapon level 5)
- FMJ (unlocked weapon level 6)
- Fast Mag (unlocked weapon level 7)
- Suppressor (unlocked weapon level 8)
- Tactical Knife (unlocked weapon level 9)
- Dual Wield (unlocked weapon level 10)
Zombies[]
The Five-seven is available in the Mystery Box for 950 points, both single and dual-wielded. Only the Dual-Wielded version is available in Mob of the Dead. In Origins, it appears as a wall weapon and can be bought for 1100 points; however, its dual-wield variant remains available in the Mystery Box. A single Five-seven retains its 20-round magazine from multiplayer, while the Dual Wield version uses 15-round magazines. The Pack-a-Punched version of the single pistol is called the Ultra, and dual-wielded version is called Ultra & Violet. When Pack-a-Punched a second time it gains the Fast Mag attachment. This is only for the single Five-seven, as the dual-wielded version can only be Pack-a-Punched once.
Both the dual and single wield versions have large reserves of ammo, making them worthwhile weapons. The recoil is low, and the damage is on par with most assault rifles per bullet. The semi-automatic fire rate is also slightly faster than the starting pistol, allowing for a higher fire rate without Double Tap Root Beer. The Five-seven can be considered as the spiritual successor to the CZ75, the main difference being the Five-seven's Pack-a-Punched version (Ultra) lacks the automatic fire that the CZ75's Pack-a-Punched version (Calamity) possesses. The Dual Wield version of the Five-seven differs in the usual hip-fire only shooting, as Ultra & Violet mainly increase in fire power. Both variants excel at mobility, allowing for fast knifing and weaving around zombie hordes. They can also be considered as good as most primary weapons, making easy work of zombies up to round 15.
Five-seven vs Ultra[]
Five-seven | Ultra | |
---|---|---|
Damage | 160-90 | 300-180 |
Fire mode | Semi-automatic | Semi-automatic |
Rate of fire | 750 RPM | 750 RPM |
Magazine size | 20 | 20 |
Max ammo | 120+20 | 200+20 |
Mobility | High | High |
Extras | More ammo, higher damage | |
Possible Attachments | Fast Mag |
Dual Wield Five-seven vs Ultra & Violet[]
Gallery[]
- For Attachment images, see Five Seven/Attachments.
- For camouflage images, see Five Seven/Camouflage.
Trivia[]
Call of Duty: Modern Warfare 3[]
- During the zero-gravity moment while on the plane in "Turbulence", the Five Seven has a different reload animation. The gun is at a different angle and the magazine simply floats away rather than the player taking it out.
- If the player drops the Five Seven during the Zero Gravity sequence, then proceeds to pick it up after the Zero Gravity sequence ends, the Five Seven will be held and reloaded as if it is in Zero Gravity and it will have the pickup icon of the M9.
- From a first-person view, the player is holding the Five Seven with one hand, while in third-person, the character model holds the gun with two hands.
- At Call of Duty XP, the Five Seven reused the M9's pickup icon from Call of Duty: Modern Warfare 2.
- 5.7×28 is seen written on the side of the weapon.
- When equipping Akimbo on the Five Seven, the left pistol makes the same firing sound as the USP .45, whereas the right pistol makes the regular Five Seven sound.
Call of Duty: Black Ops II[]
- When dual wielding, each Five-seven has different firing sounds and make different "click" sounds when fired while empty.
- When equipped with Gold or Afterlife camouflage, the magazine is respectively coloured, though when reloading, the fresh magazine is black. With Diamond camo, only the fresh magazine has diamonds while the reloaded one is golden.
- The Five-seven's default reload animation is the same as ASP's.
- Emblems are printed backwards on the Five-seven.
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