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The subject of this article appeared in Call of Duty: Black Ops II. The subject of this article appeared in Zombies mode The subject of this article appears in Call of Duty: Strike Team The subject of this article appears in Call of Duty: Mobile
For a similarly named weapon, see M1014.

The M1216 (or SRM 1216, as called in the game files) is an automatic shotgun featured in Call of Duty: Black Ops II, Call of Duty: Strike Team and Call of Duty: Mobile. It is unique in the fact that it has a "rechamber" every four shots, but is technically a full-auto shotgun.

Call of Duty: Black Ops II[]

"Fully automatic shotgun with a rechamber every 4 rounds."
— Description

Campaign[]

The M1216 is used by David "Section" Mason in "Odysseus" as his secondary; it is also used by the Mercs and Navy SEALs.

Multiplayer[]

The M1216 is unlocked at level 52, along with the XPR-50.

The M1216 has the worst damage profile of the shotguns. The M1216 fires eight pellets per shot. At any range short of 3.75 meters, the M1216 will deal 25 damage per pellet, needing four pellets to hit to secure a kill. Between 3.75 meters and 7.5 meters, the M1216 will deal fifteen damage per pellet, needing seven pellets to hit to secure a kill. Between 7.5 meters and 12.5 meters, the M1216 will deal ten damage per pellet, needing ten pellets to hit to secure a kill, or more than one shot. Between 12 and 15 meters, the M1216 will deal six damage per pellet, needing sixteen pellets to hit - or a full two shells worth of pellets - to secure a kill. The M1216 does no damage beyond fifteen meters. The M1216 is unique among the shotguns in that it does not have the ability to kill in a single pellet in Hardcore game types. Like the other pellet-firing shotguns, the M1216 deals no extra damage on a headshot, and cannot shoot through anything besides glass.

The M1216's rate of fire is inconsistent. The M1216 fires fully automatically at 468 RPM. However, after every fourth shot in the magazine that is fired, the M1216 needs to re-chamber the next four rounds, performing a deliberate action similar to a bolt-action sniper rifle. The re-chambering limits the M1216's maximum fire rate to 225 RPM. The re-chambering the M1216 needs to go through defines the weapon, as it often forces the user's hand into instinctively using the M1216 under the mindset that they will use all four shots in a chamber regardless of the situation. While this reduces the likelihood of the user getting caught mid-firefight needing to re-chamber, it leads to a lot of wasted ammunition.

The M1216's accuracy is good. The iron sights are very clear and distinctive, while the M1216's recoil also being rather mild for a shotgun. The M1216 has a standard shotgun centerspeed of 1000. Although a weak value, the M1216's slow fire rate and short intended range means that a 1000 centerspeed is usually sufficient. More importantly, the M1216's hip-fire accuracy is average. Aiming down the sight with the M1216 tightens up the spread significantly, to a level of precision greater than firing from the hip with the Laser Sight.

The M1216 has the best handling characteristics of any shotgun. The M1216 allows users to move at 100% of the base movement speed, or strafe at 80% of the base movement speed. The M1216 has the fastest aim down sight time of any shotgun, aiming down the sight in 200 milliseconds. The M1216 also has the fastest consolidated reload speed in its class. The M1216's reload animation is three seconds long, or 3.5 seconds long on an empty magazine. The user can Reload Cancel the M1216 in 2.05 seconds. This reload speed is the fastest to reload an entire magazine worth of ammunition in the entire class. Although the reload speed is slow overall, the M1216 has notably less reloading woes than other shotguns.

The M1216 has the largest magazine capacity in its class, holding sixteen shells per magazine. The M1216 also provides the largest starting ammo loadout of any shotgun, at a huge 64 rounds. However, these numbers will be deceiving for those who use the M1216 as a de facto four round burst shotgun.

The M1216 has the standard assortment of shotgun attachments on offer. While the optical attachments have little to no strategic benefit, they do alleviate some of the M1216's visual recoil while aiming down the sights.

Long Barrel boosts the M1216's range by sixteen percent, boosting the M1216's total range and boosting the M1216's damage range thresholds. The attachment is invaluable on a shotgun, and the M1216 is no exception. The Suppressor, on the other hand, will reduce those range aspects by ten percent. In exchange, the M1216 makes the user quieter when firing and prevents the M1216 from revealing the user on radar when firing it. The M1216 is a lot less reliant on its damage thresholds, but the loss of total range is still a major risk the user plays with. The risk is great, but the reward is also one that works extremely well for a shotgun.

Fast Mag speeds up the M1216's reload speeds considerably. The combination of fast reloads and lots of ammo makes the M1216 a shotgun that struggles little with ammo management. Extended Clip has a small effect on the M1216 relative to other weapons, increasing the magazine capacity to twenty rounds, and boosting the starting ammo loadout to eighty rounds. Either attachment accentuates the M1216's strength of combining sustained fire capability with comfortable reloads.

The Laser Sight tightens the M1216's hip-fire spread by 37.5%, giving the M1216 comparable hip-fire accuracy to the Type 25. This makes the M1216 far more consistent from the hip. Those that use the aim down sight feature predominantly will find less use for the attachment.

The Adjustable Stock boosts the M1216's strafe speed from 80% to 88%. The change is minimal and the attachment should be ignored on a shotgun.

The Quickdraw Handle speeds up the M1216's aim down sight time to 120 milliseconds, aim speeds that are on par with the handguns. The M1216's unique aim down sight time advantage makes Quickdraw Handle an attachment that can help accentuate the M1216's unique strength. However, those that primarily hip-fire with the M1216 will find little use for the attachment.

Overall, the M1216 is a weapon that specializes in sustained combat capability. Its combination of fire rate and magazine capacity makes the M1216 a shotgun that can take on groups of enemies with ease, and not only delay reloads at times, but also make reloading a painless procedure, something that none of the other shotguns can truly claim to do. The M1216's fast aim down sight speed also allows the M1216 to take full advantage of the aim down sight function on shotguns to deliver precise volleys of fire. However, the M1216 suffers immensely from its forced re-chamber action. In conjunction with the poor damage per pellet, the user must often micromanage not just their ammo, but the re-chamber. It often leads to players wasting the excess of ammo the M1216 has on offer, be it by using all four shots before the re-chamber on an enemy that needed only a fraction of the shots to kill, or just firing indiscriminately to force a re-chamber. Even users that are optimally trying to avoid situations of having only one or two shots before a re-chamber can find themselves needing to re-chamber in the heat of battle. Those that can play around the re-chamber aspect well can find themselves with a formidable weapon up close, one that allows for easy to secure kills and tons of ammo on tap.

Attachments[]

Zombies[]

The M1216 can be purchased out of the Mystery Box for 950 points; with Mob of the Dead being the only map not to feature the M1216. In the game mode Turned, it is the second weapon to be obtained if the player is a human. In Origins, it can also be dug up with a Shovel.

When Pack-a-Punched, the M1216 becomes the Mesmerizer. Its magazine capacity is increased to 24 and its four round burst increases to six. After being Pack-a-Punched, this weapon has the ability of killing zombies in one shot up to around round 30 with Double Tap Root Beer at close range, and two shots at medium range. Subsequent Pack-a-Punching will cycle between iron sights and a Reflex Sight.

The Mesmerizer serves as the equivalent of the SPAZ-24 as both are automatic shotguns with 24 rounds and reload in a single action. One may want to consider this gun as an emergency gun when swarmed with its large magazine size (but low reserve ammo), high rate of fire and lack of splash damage compared to the Ray Gun. The Mesmerizer's rechambering is a double edged sword as it can conserve ammo that would've been otherwise wasted to careless spraying, but leaves the player vulnerable to being downed if the shots do not clear enough of the zombies. Zombies killed with the Mesmerizer will turn into a bloody mist and flaming zombies do not explode when killed by it, making it a useful weapon in Green Run.

M1216 vs Mesmerizer[]

M1216 Mesmerizer
M1216 BOII M1216 Upgraded BO2
Damage 280-35 x4 975-72 x4
Fire mode Automatic (4 round rechamber) Automatic (6 round rechamber)
Rate of fire 468 RPM per burst (225 RPM overall) 468 RPM per burst (273 RPM overall)
Magazine size 16 24
Max ammo 48+16 72+24
Mobility High High
Extras More ammo, larger magazine, fires 6 rounds before rechambering, higher damage
Possible Attachments Reflex Sight


Gallery[]

For camouflage images, see M1216/Camouflage.
For attachment images, see M1216/Attachments.

Call of Duty: Mobile[]

"Fully automatic shotgun with high rate of fire and reload speed."
— Description

The M1216 returns in Call of Duty: Mobile as the HS2126. The difference compared to Black Ops II are its model differences and that it functions as a burst-fire shotgun, as each pull of the trigger automatically fires four shots.

Multiplayer[]

The HS2126 deals rather low damage per shot, however with recent damage buffs, it is able to one-burst enemies at close range, and an average of two-bursts when shooting at enemies 10m or further. It has wide hipfire pellet spread, allowing the players to make more accurate shots on enemies. This can be further improved with FF Birdshot, which adds more pellets per shot while slightly decrease damage per shot. The gun also has very heavy recoil while aiming down the sights.

Battle Royale[]

The HS2126 was available in Battle Royale, but was removed in Season 9. It deals rather low damage to enemies at ranges further than 10m, which makes the weapon extremely ineffective against enemies with automatic firing weapons. It is now only available as customized blueprints which can be retrieved at the Aidrop.

Attachments[]

Muzzle[]

Barrel[]

  • YKM Light Barrel (Long)
  • YKM Light Barrel (Short)
  • YKM Heavy Barrel

Optic[]

Stock[]

Rear Grip[]

Ammunition[]

Underbarrel[]

Laser[]

Perks[]

Blueprints[]

Epic[]

  • Ooze
  • Party Area
  • Pig Dynasty
  • Rockin'!

Gallery[]

Trivia[]

Call of Duty: Black Ops II[]

  • Under the iron sights, "Guster Arms inc. 8-JB-040283- 12" can be seen.
  • There is a small club just in front of the rear iron sight. This is visible when cocking the gun.
  • In Zombies, like all other Pack-A-Punched shotguns, when the player kills a zombie with the Mesmerizer, the zombie turns into red mist instead of falling to the ground (or exploding if on fire).
  • When reloading with Fast Mag, the player will slightly pull the magazine out and it will fall on the ground.
  • The ghost ring on the rear sight is missing in the Create-a-Class picture.
  • One of the soldiers in the multiplayer menu image is using a M1216.

Call of Duty: Mobile[]

  • The gun was remodeled in Season 9 Conquest. It is no longer rechambered after each burst, and it received a different reload animation. The process was not visible to the player until Season 7: Heat Wave, where a speed loader tube is seen being used.
  • In Chinese version, the HS2126 is called the M2126.
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