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The subject of this article appeared in Call of Duty 4: Modern Warfare. The subject of this article appeared in Call of Duty: Black Ops. The subject of this article appears in Call of Duty: Black Ops Declassified
For another variant, see MAC-10.
For a similarly named weapon, see MP11.

The MAC11 is a weapon that appears in Call of Duty: Black Ops and Call of Duty: Black Ops: Declassified. In Call of Duty: Black Ops, it is classified as a submachine gun, whereas in Call of Duty: Black Ops: Declassified, it is classified as a handgun.

Call of Duty 4: Modern Warfare

Throwing Knife menu icon MW3.png
The subject matter of this article was cut from the final version of a Call of Duty game. Since some information cannot be independently verified, the content on this page may be subject to change.

This weapon was originally intended to be included in Call of Duty 4: Modern Warfare, but was cut during development, along with the MAC-10. Reference to this weapon can be found in the script files for Immediate Action, associated with the terrorist side.

Call of Duty: Black Ops


The MAC11 is one of Alex Mason's starting weapons on board the Rusalka during the mission "Redemption" with Extended Mags and a Red Dot Sight equipped. Enemies will occasionally drop MAC11s with a Red Dot Sight or Extended Mags. There is also a MAC11 with Dual Wield found near the helipad.


The MAC11 is unlocked for purchase at level 11.

The MAC-11's damage is poor. At any range short of 22 meters, the MAC-11 will take four shots to kill, or three with one headshot. At any range beyond 22 meters, the MAC-11 takes five shots to kill. The MAC-11 has a one shot kill range of nineteen meters in Hardcore game types. Damage is not the MAC-11's strong suit, and it makes the MAC-11 struggle in close quarters combat versus the likes of shotguns, assault rifles, and even other SMGs, which can take one less shot to kill. Like with most of the SMGs, penetration power is low on the MAC-11.

The MAC-11 compensates for the poor damage per bullet with a high rate of fire of 937 RPM. This fire rate keeps the MAC-11 somewhat competitive at close quarters.

The MAC-11 also compensates for poor damage with great accuracy. The iron sights may not be anything special, but the recoil sure is. It has light recoil to begin with - just drifting slightly up and to the right - and the centerspeed is fantastic, at 1700. Recoil is almost a non-factor on the MAC-11, and allows the weapon to be accurate at medium to long ranges.

The MAC-11 also has good handling traits. The MAC-11 has a 100% movement speed, tight hip-fire crosshairs, a swift aim down sight time of 200 milliseconds, an 84% strafe speed, good switch speeds, and fast reloads, taking 2 seconds flat normally, or 2.67 seconds for an empty reload. In either case, a Reload Cancel can be performed at the 1.7 second mark.

The MAC-11 has a huge weakness in its magazine capacity, at just twenty rounds per magazine. This also causes the weapon to have a terrible starting ammo loadout of only eighty rounds on spawn. In conjunction with the poor damage per bullet and high fire rate, the MAC-11 chews through ammo very quickly. Scavenger is almost a mandate with this weapon.

The MAC-11 has an unusual attachment selection, as Dual Wield is available, but the ACOG Scope is not.

Extended Mag is a very lucrative attachment option on the MAC-11, as it increases the magazine capacity to thirty rounds per magazine. It fixes arguably the MAC-11's biggest weakness - the short magazine. It doesn't fix the small starting ammo loadout, however.

The Red Dot Sight and Reflex Sight offer alternative sight pictures for the MAC-11. Unlike some other SMGs, the MAC-11 has next to no worries on accuracy, and as such, it could be worthwhile.

The Grip is pointless on the MAC-11. It does increase the centerspeed to 1800, but it's simply not needed, as the recoil per shot is low and the MAC-11 already has a very high 1700 centerspeed.

Dual Wield removes the ability to aim the MAC-11, makes the hip-fire spread much larger, and this attachment is incompatible with Warlord. The MAC-11 is one of the better SMGs to Dual Wield, as the MAC-11's increased centerspeed over the PM63 and Kiparis make it by far the most controllable of the 3 SMGs that can be dual wielded that fire at 937 RPM. The heavy increase in hip-fire spread and the loss of ability to aim makes the MAC-11 significantly less effective at medium range, and impractical at long range. However, it makes the MAC-11 incredibly powerful in CQC. Even in CQC, the hip-fire spread is annoyingly large. Steady Aim is a must when Dual Wielding the MAC-11, and Scavenger is also hard to pass up on. As such, players may find themselves unable to fine tune a MAC-11 Dual Wield class to his/her liking, as the weapon is much less versatile as a result. For close quarters dominance, however, the MAC-11 Dual Wield is an attachment to consider.

The Suppressor is a great fit on the MAC-11. The MAC-11's high fire rate compensates for the lower range of the Suppressor. With a Suppressor, five hit kills are very common, which is not ideal for a weapon with such a short magazine. The MAC-11 also struggles on a full stealth loadout with Ghost, as the eighty rounds of ammo will deplete very quickly.

Rapid Fire is also a great attachment choice on the MAC-11. Rapid Fire increases the MAC-11's fire rate to 1250 RPM, the fastest achievable speed in the game for a single gun. The MAC-11 also doesn't get a lot of extra recoil when using it, as the MAC-11's recoil profile means that the MAC-11 remains accurate even with the monstrous fire rate. More importantly, Rapid Fire also gives the MAC-11 a niche over weapons like the FAMAS, AUG, and Stoner63, which can fire at the same rate as the MAC-11 but also take less shots to kill. By far the biggest grievance with Rapid Fire is that it is incompatible with Extended Mags, which is a huge blow to the MAC-11. Both attachments heavily improve the MAC-11 and are arguably the best attachment options for the gun. Even with this annoying limitation, Rapid Fire remains a fantastic attachment choice for the MAC-11.



For camouflage images, see MAC11/Camouflage.
For attachment images, see MAC11/Attachments.

Call of Duty: Black Ops: Declassified

The MAC11 also appears in Call of Duty: Black Ops: Declassified, but now it is classified as a handgun, with a 16-round magazine capacity.




Call of Duty: Black Ops

  • When attaching a Grip onto the MAC11, it adds a stock onto the end of it. Originally, this stock was meant to be on the weapon in its folded position without the grip attachment, though this was removed. On the Wii version however, the stock is folded when the Grip is equipped. It also still appears in folded position when using Dual Wield.
  • As with all other 30 to 20 damage submachine guns, the MAC11 with Rapid Fire has no effect on the Wii.
  • The pickup and Create-a-Class icons both show the MAC11 with a folded stock and no magazine.
  • When an AI holds the MAC11, he holds it as though it was a larger gun, resulting in their hand gripping onto air.
  • The MAC11 has a M16 style selector switch on the left side of the weapon, this being most noticeable in its Create-a-Class picture.
  • When sprinting, it is held with two hands in First-Person. This is easier seen at maximum FOV.
  • When equipping the Grip and Extended Mags attachments on the MAC11, the magazine will not be removed during a reload animation.