The M14 is a semi-automatic rifle appearing as an assault rifle in Call of Duty 4: Modern Warfare, Call of Duty: Black Ops, Call of Duty: Black Ops II, Call of Duty: Black Ops: Declassified, Call of Duty: Black Ops III and Call of Duty: Modern Warfare Remastered, as a sniper rifle in Call of Duty: Modern Warfare 3: Defiance, and as a tactical rifle in Call of Duty: Black Ops Cold War. It was also available in Call of Duty Online, but was removed for it. The M14 also makes a brief appearance in the Call of Duty Mobile battle pass comics.
- 1 Call of Duty 4: Modern Warfare & Modern Warfare Remastered
- 2 Call of Duty: Black Ops
- 3 Call of Duty: Black Ops (Nintendo DS)
- 4 Call of Duty: Modern Warfare 3: Defiance
- 5 Call of Duty: Black Ops: Declassified
- 6 Call of Duty: Black Ops II
- 7 Call of Duty Online
- 8 Call of Duty: Black Ops III
- 9 Call of Duty: Black Ops Cold War
- 10 Trivia
- 11 References
Call of Duty 4: Modern Warfare & Modern Warfare Remastered
- "Single-fire with high power. Effective at medium to long range."
- — Weapon description
The M14 cannot be obtained in the campaign, but is present in multiplayer. It is a semi-automatic rifle, with high damage, accuracy, and recoil as well as a longer effective range compared to other assault rifles. It can be modified with a Grenade Launcher, Red Dot Sight, Silencer, and an ACOG Scope. It is a 2-3 hit kill depending on range. Stopping Power improves this to a two hit kill to the body at all ranges, and a one hit kill for head shots at within about 45 meters. Stopping Power doesn't benefit the M14 too much, as it already has superb range that's more than adequate for most maps, but one shot head shot kills can be beneficial.
The M14 has substantial strengths and weaknesses, with the highest per-shot damage of all assault rifles and unusually good wall penetration, but with correspondingly high recoil and a manual rate of fire. Similar to the G3, it is a powerful weapon in Hardcore, due to the fact that it can drop any player in one shot. Unlike the G3, it doesn't need Stopping Power to kill players with Juggernaut in one shot at any range in Hardcore, unless the player is using Last Stand and is shot somewhere other than the head, and/or if they are shot through enough cover.
The M14 has some of the highest recoil among all weapons in Call of Duty 4: Modern Warfare. Its recoil pattern is 40 to each side, 80 upwards, and 0 downwards. Barring shotguns and some sniper rifles, no other weapon has a net recoil of 80 upwards. The M14's recoil is further exacerbated by its unusually low center speed, at 1200 rather than the standard 1500 for assault rifles. Reload speeds are also slow compared to other assault rifles. The iron sights are obtrusive, so adding a sight to the M14 can improve its performance. The Red Dot Sight is better for close to medium ranges than the ACOG Scope, with a clearer sight picture and less zoom magnification. The ACOG has greater zoom, poorer center speed, and significantly increases recoil along with some idle sway. These factors combine to the M14 requiring a lower rate of fire to maintain accuracy, lowering the M14's time to kill closer to weapons such as the G3.
Adding the ACOG Scope to the M14 makes it very similar to an M21 with the ACOG, but with a larger magazine at the cost of less damage and much more recoil. For this reason the M21 with an ACOG Scope is arguably superior, as its cons are lower hip accuracy and less ammo, which are worth lower recoil and higher damage for long range combat. Also, on SAS/Spetsnaz matches, players using M21s wear ghillie suits, while a players using M14s do not, making the M21 a better choice on maps containing tall grass.
The M14 with a Silencer is the closest to a silenced sniper rifle the player can get, eliminating muzzle flash and hiding users from the radar while firing the weapon at the cost of ranged damage. Using the M14 as a silenced sniper rifle is more suited to mid to long range sniping as opposed to very long range sniping due to the lack of a scope, the bulky iron sights, and the lack of a one shot kill ability. The suppressor can also be helpful with clearing the iron sights. When used, it eliminates muzzle flash, providing for better target visibility. M14s with silencers benefit more from Stopping Power than unsilenced M14s, due to the greatly reduced range.
The iron sights lack of zoom can stand in the way of some of the longest shots being made. The higher damage than the G3 allows the player to use the M14 with the security of having a one hit kill under any condition without needing stopping power, allowing the use of a perk like UAV Jammer or Juggernaut. UAV jammer allowing for an extremely stealthy class capable of combat virtually any range, and Juggernaut allowing the player to survive under more fire.
The M14 shares ammo with the M40A3, R700, and M21. This can be very beneficial with Bandolier and Overkill if the M14 is chosen as the secondary, since the player would then have a much larger pool of ammo than would otherwise be available. The M14 has a short reload time that benefits greatly from Reload Canceling.
Old School Mode
The M14 appears in Old School Mode with 20 rounds in the magazine and 40 rounds of reserve ammunition.
- Bloc - Found with a Red Dot Sight directly south of the courtyard statue.
- Bog - Found in the northernmost container near the wire fence.
- Broadcast - Found with an ACOG Scope in the small room overlooking the office area, near Sleight of Hand.
- Crash and Winter Crash - Found with a Red Dot Sight at the small grassy hill next to some concrete barriers to the south-eastern corner of the map.
- District - Found with an M203 on the western side of the southern road, near Last Stand and the Frag Grenade.
- Pipeline - Found with an ACOG Scope on the ground floor of the power building towards the western edge of the main road.
- Strike - Found on the ground floor of the nursery to the east of the store.
Call of Duty 4: Modern Warfare
Call of Duty: Modern Warfare Remastered
Call of Duty: Black Ops
- "Single-fire with high power. Effective at medium to long range."
- — Create-a-Class 2.0 weapon description
The M14 is featured in Call of Duty: Black Ops. Its appearance is different from its Call of Duty 4: Modern Warfare counterpart, having a wooden stock and vented handguard instead of synthetic furniture and rails. In addition, it has a rear pistol grip and a folded, unusable bipod not present in its Call of Duty 4: Modern Warfare variant, being very similar to the M14 EBR from Call of Duty: Modern Warfare 2.
The M14 appears in the level "S.O.G.," and is used by various US soldiers, mostly with an ACOG Scope, a Grenade Launcher, or no attachments. It also has Dusty camouflage applied. Aside from being dropped by friendly soldiers, one can be found beside an M16 in one of the ammo bunkers before throwing the napalm barrels down into the NVA trenches.
The M14 is tied with the FN FAL for the highest damage per bullet of all assault rifles. At any range short of 37.5 meters, the M14 will deal fifty damage per bullet, needing two hits to kill. At any range past 37.5 meters, the M14 will need three hits to kill, and the M14 will deal forty damage per bullet at any range past fifty meters. The M14 has a 1.5x damage multiplier to both the head and the neck, whereas most weapons in Black Ops simply have only a smaller 1.4x headshot multiplier, and no neck damage multiplier. A headshot or neck shot will make the M14 a two hit kill at all ranges. The M14 is a one hit kill at all ranges in Hardcore game types, and can even pull off one shot kills through walls. The M14 has high penetration power, allowing the M14 to retain much of its damage through walls. The M14's damage is the selling point of the weapon. It deals great damage on a per-bullet basis, and the M14 greatly rewards neckshots and headshots at long ranges. Unlike most other assault rifles, the M14 only needs one of the two bullets to hit the head or neck to ensure a two hit kill at longer ranges, whereas the M16, Galil, AK-47, and Commando need both bullets to hit the head to get a two hit kill at all, and the FN FAL will need both bullets to hit the head to ensure a two hit kill at long range.
The M14 is semi-automatic, and has a maximum firecap of 625 RPM. Even if firing the M14 as fast as possible, the M14 will lag behind the fully automatic assault rifles, but will still be capable of besting slower firing weapons like the burst fire assault rifles and the M60.
The M14 has rather poor accuracy, but it is predictable. The M14's iron sights are hit or miss, and the M14's recoil has a severe upwards bias, with little horizontal recoil. The M14 has recoil values of 40 to the left and right. The recoil value going upwards is either 40 or 80. The M14 will kick upwards with every shot, and the M14 will never kick downwards. The M14's higher upwards recoil value of 80 is tied with the Uzi for the largest among all assault rifles, SMGs, and LMGs. Thankfully, the M14 has low horizontal recoil, meaning that the user mostly just has to tame the vertical recoil. The M14's centerspeed is 1400, which is a little below average, but considering how slowly the M14 is capable of firing, 1400 isn't that bad. The recoil profile forces users to pace their shots in most engagements, and fight the recoil. The user's opinion on the M14 as a whole will largely boil down to whether or not the user can tame the M14's recoil, as it pretty much defines the weapon's identity.
The M14 has run of the mill handling characteristics. Users can move at 95% of the base speed, or strafe at 40% of the base speed, and users can aim down the sight in 250 milliseconds. Unlike most semi-automatic assault rifles in Call of Duty Multiplayer, the M14 has average hip-fire crosshairs for an assault rifle, making the M14's hip-fire accuracy far superior to the FN FAL's. The M14's reload speed is a tad slow. The M14's reload animation is 2.4 seconds long, or 3.45 seconds if the magazine was empty. The user can Reload Cancel in 1.9 seconds. The reload cancel speed is a bit on the slower end for assault rifles.
The M14 is tied with the FN FAL for the smallest magazine capacity in the assault rifle class, with just twenty rounds per magazine. The M14 allows users to spawn in with eighty rounds total. Unlike the FN FAL, the M14 does not get access to Dual Mags, so the starting ammo loadout cannot be increased without the use of Scavenger.
The M14 has an unusual attachment selection. All assault rifle attachments are available except for Dual Mags, and the M14 gets access to the Grip to compensate for the loss of Dual Mags. The M14 is the only assault rifle that can equip the Grip, and it is arguably the strongest attachment on the M14. The Grip increases the M14's centerspeed by 200, taking the M14's centerspeed from 1400 to 1600. This makes recoil management a lot easier, as the M14's centerspeed allows recoil to be countered much more quickly between shots. It turns the M14's centerspeed from a weakness into a strength. The Grip fixes one of the M14's core accuracy weaknesses, and is extremely valuable as an attachment. The Grip is almost always the best attachment choice on the M14, although users who are comfortable with the M14's recoil can elect to forego this attachment for something else.
The Red Dot Sight and Reflex Sight are both available as potential options to replace the M14's iron sights. The M14 is more reliant on precision than most assault rifles, so if the user finds themselves playing better with a Red Dot Sight or Reflex Sight over the standard iron sights, said attachments should be used, although users should try to get used to the iron sights so as to allow for a different attachment with more tangible benefit to be used.
Extended Mags increases the M14's magazine capacity to thirty rounds, and is the only magazine-altering attachment the M14 gets access to. Twenty rounds should prove sufficient for most players given how slowly the M14 fires and how powerful the M14 is.
The ACOG Scope is a questionable choice on the M14. It provides a long range optical sight that has a much higher zoom level than the iron sights, but the M14's aim down sight time becomes notably longer, and the centerspeed of the M14 is lowered to a paltry 1000. 1000 is the lowest possible centerspeed any assault rifle, SMG, or LMG can have, and it'll make the M14 take an obnoxiously long time to settle between shots. The ACOG Scope should only ever be used in tandem with the Grip. The two attachments combined will give the M14 a centerspeed of 1300. While still a downgrade in centerspeed, at least it allows the ACOG Scope to be used somewhat effectively. If the user doesn't mind pacing their shots, the ACOG Scope can help users better acquire targets at range.
The Infrared Scope is a poor attachment choice. The centerspeed is lowered to 1200 (the centerspeed returns to 1400 if using both the Infrared Scope and the Grip), idle sway is significantly increased, peripheral vision is limited while aiming, the scope has poor definition on the environment, and Ghost Pro users will be virtually invisible when aiming the Infrared Scope. It's a poor attachment overall.
The Suppressor removes muzzle flash, makes the M14 sound much quieter when shooting, and stops the M14 from making the user appear on radar when firing, but significantly reduces the M14's two hit kill range, with the two hit kill being just 12.5 meters long. The M14's defining attribute is its high damage. To reduce the range of the M14 would remove any niche of using the M14. Do not use the Suppressor on the M14 unless playing in Hardcore game types, where the range penalty isn't felt.
The Masterkey and Flamethrower provide an underbarrel, close-quarters alternative to hip-firing the M14. Compared to the FN FAL, the M14 doesn't badly need either attachment, as it has a much tighter hip-fire spread, making it much more tolerable in CQC situations, especially for those with good trigger fingers. Still, the extra close quarters presence they can provide is welcome. The Grenade Launcher gives the user two grenades with which to fire at enemies. The Grenade Launcher can be a great tool to pry out campers, but Flak Jacket users will provide quite tough to kill. None of these attachments can be used with other attachments through Warlord.
The M14 best compares to the FN FAL, as both are high-power, semi-automatic assault rifles. Both have the same damage per bullet, range, magazine capacity, and starting ammo loadout. The M14's advantages include a tighter hip-fire spread, better body multipliers, less horizontal recoil, and access to the Grip. The FN FAL's advantages include much less upwards recoil, having a downwards recoil value, and access to Dual Mags. Any interested user should try using both weapons to see which assault rifle better caters to their preferences.
- Extended Mags
- ACOG Scope
- Red Dot Sight
- Reflex Sight
- Infrared Scope
- Grenade Launcher (M203)
The M14 appears in all Zombies maps excluding Dead Ops Arcade. The M14 is a fairly decent weapon to start with since it can be purchased off the wall in all six of the maps for 500 points in the first room, along with the Olympia. Note that it rapidly loses its usefulness since it has an eight-round magazine instead of 20. The one-hit-headshot potential of the M14 lasts up to, and including, round three.
- Kino der Toten: At the top of the stairs on the right side of the starting room.
- "Five": On a wall to the left of the starting room (next to a door that can be opened for 750 points).
- Ascension: Facing the Lunar Lander station in the starting area.
- Call of the Dead: Can be acquired from a wooden panel on a bridge that lead towards the power switch.
- Shangri-La: In the spawn area, near the debris leading to the Mine Cart.
- Moon: After exiting the Receiving Area, on the external wall of Tunnel 11.
It is best used in the early rounds as in round 5, it takes more than half a magazine (of body shots) to kill a single Zombie, but one can hold off for a few more rounds if going for headshots. Ammo can be bought off the wall for 250 points as well as upgraded ammo for 4500 points.
The M14 has a particularly long reload, and benefits greatly from reload canceling. The knifing speed is not very fast, but not impossible to manage. Speed Cola and Double Tap Root Beer, along with Deadshot Daiquiri, are ideal perks; Speed Cola shortens the reload, Double Tap Root Beer to allow a higher rate of fire in close quarters situations, and Deadshot Daiquiri to take advantage of the headshot multiplier.
When Pack-a-Punched, it becomes the Mnesia. Its one-hit-headshot capability lasts until round 13. The Mnesia gains a grip to reduce recoil and a 16-round magazine, with 192 extra rounds. The Mnesia is one of the strongest wall guns in terms of the damage done per shot, especially due to its high multipliers.
This weapon seems to trigger quotes from all of the characters, usually dealing with its weight. In comparison, the M14 is almost equivalent to the M1 Garand as their iron sights are the same, they both have eight rounds, and they are fairly decent for the early to medium rounds.
M14 vs Mnesia
|Rate of fire||625 RPM max||625 RPM|
|Reload||2.4, 3.45 empty||2.4, 3.45 empty|
|Extras||Higher damage, Extended mags, more ammo, Grip|
Call of Duty: Black Ops (Nintendo DS)
The M14 is a starting weapon in several levels and can be found at various locations in other levels. It has medium recoil, similar appearance and sights to the console version, has a 20-round magazine, and can kill in one shot anywhere to the body on Recruit and Regular mode (on Hardened mode it will be a two-hit-kill unless a headshot is made).
The scoped M14 has numerous advantages over the other sniper rifles, mainly the fact that it can be fired as fast as the player can pull the trigger (this is not recommended, as recoil will greatly upset aiming unless shots are carefully timed.) and that it can be used effectively when hip-fired.
In multiplayer, it still retains its power and attachments, as it can still be added with a silencer or a scope, and if fitted with Stopping Power, the M14 will kill in one shot (unless the target is using body armor). The M14 used without Stopping Power can be difficult to use at distance for inexperienced players due to one having to put two shots into an opponent to kill him (the medium recoil can make hitting the opponent twice a difficulty at long range).
It appears in the Zombie mode for 1,800 points in the first room of all 4 levels. It is good to use the M14 in early levels instead of the M1891/59 once the player's Makarov is out of ammunition because of its semi automatic fire mode and large magazine.
Call of Duty: Modern Warfare 3: Defiance
The M14 appears in the singleplayer missions: "In The Wild", "Isolation", "Overwatch" and in "Oil, Fire, and Ice". It is very similar in aspect to the Black Ops DS's version, with the same model, attachments and firing sound, but now has a black finish making it look like the Call of Duty 4 version, and a redesigned scope when ADS. Also, the iron sights of the Standard M14 are slightly misaligned.
Interestingly during campaign, the player never starts off with the standard M14. The M14 is seldom encountered and is often found leaning on a walls in various levels. The player's character are often equipped with its suppressed counterpart rather than equipped with the standard model.
The M14 retains most of its stats, taking two to three well aimed shots to down an opponent. The M14 is not initially unlocked and takes 250 kills with the Simonov SKS to unlock. Once the player has obtained it, they can unlock the Scoped M14 with 250 kills, and with the Scoped M14 can unlock the Scoped/Suppressed M14 with 250 kills.
Call of Duty: Black Ops: Declassified
The M14 returns in Call of Duty: Black Ops: Declassified, performing similar to its Black Ops counterpart. The M14 uses the Black Ops II weapon model though, giving it a synthetic finish instead of its normal wood finish.
It is a good weapon to use at long range, as it has high damage. However, the player must learn to take control of the high recoil well, or else they may have trouble using it.
Call of Duty: Black Ops II
The M14 reappears in the Zombies mode of Call of Duty: Black Ops II. It looks and performs much the same as the M14 from Call of Duty: Black Ops but with a synthetic body rather than a wooden one and different sounds. It also does not feature a bipod underneath the barrel.
The M14 costs 500 points, like its original counterpart, and is available across from the Stamin-Up machine in Town, in the starting room in TranZit, on the back door of the bus in Nuketown Zombies, next to the Quick Revive elevator on the top floor in Die Rise, next to the metal door in the starting room in Mob of the Dead, on the wall in Processing in Buried and on the wall in the starting room next to a shovel in Origins.
When Pack-a-Punched, the M14 becomes the Mnesia. The Mnesia is statistically identical to its previous incarnation in Call of Duty: Black Ops, as well as sharing the same mechanics, such as knifing, and not being able to be Pack-a-Punched multiple times. It is very effective in later rounds when combined with Double Tap Root Beer.
- Foregrip (when Pack-a-Punched)
M14 vs. Mnesia
|Rate of fire||625 RPM||625 RPM|
|Extras||More ammo, double magazine, Grip, higher damage|
Call of Duty Online
The M14 was available in the Cyborg Rising mode of Call of Duty: Online, where it could be bought off the wall for 500 points. However, the weapon has been removed from the game, along with off-wall weapons in Cyborg Rising. The MK14 is a replacement for it in the game.
Call of Duty: Black Ops III
- "Semi-auto marksman assault rifle. Takes out enemies in 2 bullets."
- — Description
The M14 was added to Call of Duty: Black Ops III on June 11th, 2018. Unlike other weapons added via Supply Drops, the M14 has a limited time of one month from its release to obtain from rare Supply Drops. It was made available again for a limited time on August 10th, 2018. It is not guaranteed from Weapon Bribes (and cannot be obtained from them outside of its limited time periods), even if it is the player's only weapon missing.
Like the Sheiva and MX Garand, M14 has high damage and it is able to kill enemies with two or three shots, depending on the range. It has higher rate of fire than the other semi-automatic rifles, but its recoil is also much higher to compensate for this.
It can also be obtained in Zombies via the Mystery Box, with the maps being Kino Der Toten, Ascension, Shangri-La, Moon and Origins. The M14 automatically comes with a Grip, Laser Sight and Quickdraw. When Pack-a-Punched, it becomes the Mnesia. It shares a similar ammo pool to its previous incarnations and it retains the 8-round magazine, but its shots are much more powerful. In addition, it can be placed in the Pack-a-Punch machine multiple times like with any other bullet-based weapons in Black Ops 3 Zombies, thus making Black Ops 3's M14 much more effective than its previous iterations.
M14 vs Mnesia
|Rate of fire||400 RPM||400 RPM|
Call of Duty: Black Ops Cold War
- "Semi-auto tactical rifle. Increased fire rate with minimal recoil. Maintains reliable damage over longer range encounters."
- — In-game description
The M14 returns in Call of Duty: Black Ops Cold War as the DMR 14 and under the Tactical Rifle weapon class. It bears resemblance to it's previous incarnation in Black Ops III without the RIS and a standard length barrel, however the Duster Pad has it retain the classic wooden furniture. The DMR 14 appears in Zombies mode; when it is upgraded at the Pack-a-Punch Machine, it becomes DeMolisheR K14.
- Visiontech 2x
- Kobra Red Dot
- Axial Arms 3x
- Millstop Reflex
- Royal & Kross 4x
- Quickdot LED
- Sillix Holoscout
- SUSAT Multizoom
- Hangman RF
- Vulture Custom Zoom
- AN/PVS-4 Thermal
- 17" Rapid Fire
- 17.1" Cavalry Lancer
- 17.1" Strike Team
- 16.3" Titanium
- 20.8" Match Grade
- 20.8" Task Force
- Steady Aim Laser
- Mounted Flashlight
- SOF Target Designator
- SWAT 5mw Laser Sight
- Tiger Team Spotlight
- Ember Sighting Point
|Name blueprint||Image||Rarity||How to obtain|
|Poacher Hunter||Rare||Battle Pass Black Ops Cold War Season 2 Tier 45|
|Arcade Hobby||Epic||Bundle Stars & Stripes|
|Casket Reserve||Epic||Bundle Deadman's Ranch|
|Chieftain||Epic||Bundle Island Fire|
|Energy Emitter||Epic||Bundle Ashes To Ashes|
|Factory Stainless||Epic||Battle Pass Black Ops Cold War Season 3 Tier 38|
|Flamebearer||Epic||Reward for completing all the Black Ops Cold War challenges for the 80s Action Heroes event|
|Solid Core||Epic||Bundle Pinch Hitter|
|Contra Active||Legendary||Bundle Invasive Species|
Call of Duty: Black Ops
- The weapon's wooden furniture is replaced with synthetic material when camouflage is applied, and its sling changes color as well. On the Nintendo Wii version, however, only the metal iron sights and top perforations are colored.
- The pick-up and killfeed icon for the weapon shows it without the pistol grip and uses a different stock.
- Similarly, in Zombies, the M14's chalk outline on the wall depicts the weapon without the pistol grip.
- The M14 acquires a heat shield when the Flamethrower or Grenade Launcher attachment is equipped.
- When using the M14 with ACOG Scope and Grip, the character model's hand in Create-A-Class clips through the weapon.
- The M14 would have appeared at some point mounted with a bipod, as the mounted version is still in the game files.
- The Pack-a-Punched, Mnesia, is a play on the word amnesia, a medical condition where the victim loses their memory.
- The words "7.62 rifle US Armory" and "20100402" can be seen if looking carefully at the rear sights.
- If one looks closely while reloading, they can see that the M14's bipod is missing its right leg.
Call of Duty: Black Ops II
- The M14 lacks a colored icon when approaching the weapons chalk drawing in Green Run, reusing the Black Ops pick up icon, but it uses the HUD icon in other maps.
- Even though it is classified as an assault rifle, Marlton says it is a sniper rifle upon buying it off the wall in Buried.
Call of Duty: Modern Warfare