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The subject of this article appeared in Call of Duty: Modern Warfare: Mobilized. The subject of this article appeared in Call of Duty: Modern Warfare 3. The subject of this article appeared in Call of Duty: Modern Warfare 3 for the Nintendo DS. The subject of this article appeared in Call of Duty: Black Ops II. The subject of this article appears in Call of Duty Online The subject of this article appeared in Call of Duty: Black Ops III. The subject of this article appears in Call of Duty: Modern Warfare (2019) The subject of this article appears in Call of Duty: Warzone The subject of this article appears in Call of Duty: Mobile The subject of this article appears in Call of Duty: Modern Warfare II The subject of this article appears in Call of Duty: Warzone 2 The subject of this article appears in Call of Duty: Modern Warfare III The subject of this article appeared in Zombies mode The subject of this article appears in Call of Duty: Warzone Mobile
For other weapons, see MP.

The MP7 is a submachine gun featured in Call of Duty: Modern Warfare: Mobilized, Call of Duty: Modern Warfare 3, Call of Duty: Modern Warfare 3: Defiance, Call of Duty: Black Ops II, Call of Duty: Online, Call of Duty: Modern Warfare, Call of Duty: Mobile, Call of Duty: Modern Warfare II and Call of Duty: Modern Warfare III. It can also be used in Call of Duty: Black Ops III through console commands.

Call of Duty: Modern Warfare: Mobilized[]

Campaign[]

The MP7 is a weapon found frequently throughout the campaign, but is used only by the SAS. It eventually replaces the M9 as the secondary weapon.

Multiplayer[]

The MP7 is also featured in multiplayer, being a usable submachine gun for the Coalition faction from the start, being one of its three pre-unlocked weapons (the others being the MP5 and the M4A1). The MP7 has very low recoil and a high rate of fire as well as the clearest iron sights (almost identical to that of a pistol, though bigger); that coupled with a 40-round magazine make this gun the best to start with.

Gallery[]

Call of Duty: Modern Warfare 3[]

"The MP7 performs as a middle option between the SMG and Assault Rifle classes. Clear iron sights, low recoil and a 40-round magazine allow you to tackle mid-range encounters without running for cover, and a good fire rate handles well in close quarters situations."
— Call of Duty: Elite description

The MP7 appears in Call of Duty: Modern Warfare 3. It can only be used in Special Ops and Multiplayer although it appears holstered by some SAS members in "Mind the Gap".

Multiplayer[]

The MP7 is unlocked at level 74 in multiplayer, and is the last submachine gun unlocked.

The MP7 is a low damage, moderately low range SMG. At any range short of 12.5 meters, the MP7 will deal 35 damage per bullet, needing three shots to kill. Damage decreases linearly until 18.8 meters. At any range beyond 18.8 meters, the MP7 will deal twenty damage per bullet, needing five shots to kill. The MP7 has a three shot kill range of thirteen meters, and a four shot kill range of 16.7 meters. In Hardcore game types, the MP7 is a one shot kill out to roughly fourteen meters. The MP7 has one of the worst maximum damage range values in its class, with damage drop off ocurring faster than all SMGs except the PM-9. The low maximum damage range value ensures that the MP7 has the second worst three hit kill range, and it gives the MP7 one of the shortest one shot kill ranges in Hardcore among all SMGs. The MP7 provides a 50% damage boost with a headshot, usually reducing the needed number of shots to kill by one, and a headshot is a one shot kill at any range in Hardcore game types.

The MP7's rate of fire is average, at 895 RPM, on par with the MP5. This rate of fire is decent overall, but the MP7 has a blend of a moderate rate of fire with poor range and damage. This gives the MP7 some of the lowest time to kill potential of all SMGs.

The MP7 makes up for its pedestrain rate of fire and lacking range by being not just the most accurate SMG in its class, but having some of the best accuracy in the game. The MP7's iron sights are very clear, but rather flat. The MP7's recoil per shot is both consistent and very small. The MP7 always kicks upwards and to the right with a varying degree of magnitude. The MP7 will kick upwards with a value of either 20 or 45, and to the right with a recoil value of either 10 or 25. All four of these recoil values are ludicrously small. Usually, a weapon that kicks in the same direction will generally have bad accuracy due to the complete lack of a recoil value going in the other direction to counterbalance, but the MP7's recoil per shot is so minuscule that it does not matter. The MP7 has a good centerspeed of 1650 to boot. Between the 1650 centerspeed and the moderate rate of fire, the MP7 has plenty of time to re-center between shots, and the MP7 does not deviate far from the center to begin with. The MP7 is often compared endearingly to the ACR 6.8, as both have ludicrously low recoil per shot and are considered some of the most accurate fully automatic weapons in Multiplayer. The MP7's accuracy is far and away its greatest strength, and makes the MP7 accurate at almost all ranges. Due to the extremely low recoil per shot, Kick is not recommended at all, as the recoil values are extremely small to begin with, meaning the felt effect of Kick will be tiny on the MP7. The MP7 is so accurate that users can find themselves comfortable at firing fully automatically across very long sightlines.

The MP7's handling characteristics are solid overall, but somewhat lacking for an SMG. The MP7 allows users to move at 100% of the base speed, strafe at 80% of the base speed, aim down the sight in 200 milliseconds, and the MP7 has good hip-fire accuracy. The MP7's reload speed is very poor, though. The MP7's reload animation is 3 seconds long, or 3.63 seconds long if the magazine is fully empty. In either case, the user can Reload Cancel after 2.17 seconds. 2.17 seconds is a terrible reload cancel speed, only being marginally faster than the PM-9. Thankfully, the MP7 does not need to reload very commonly, but when the user does have to reload, such a process will be long and arduous.

The MP7 has the second largest magazine capacity in its class, holding forty rounds per magazine. This magazine capacity is large, and thanks to the MP7's moderate rate of fire, the painstaking reload process of the MP7 does not have to be performed often. The MP7 provides a large starting ammo loadout of 120 rounds. The magazine capacity and starting ammo loadout of the MP7 are only bested by the P90.

For the MP7, some profiencies stand out. Unlike other SMGs, Focus is an extremely attractive proficiency choice, lessening the effect of incoming flinch. The MP7 is one of the only SMGs that can hold its own at medium to long range combat on account of its borderline pinpoint accuracy, and for combat at said ranges, Focus will be very useful to keep the user on target. Attachments allows the MP7 to use two attachments at once, and several attachments provide high upside for the MP7, so Attachments is worth a consideration. Finally, Range is never a bad choice, as it increases the MP7's three and four shot kill ranges by 25%, but it is of less importance on the MP7 than other SMGs, as Range won't have any effect for medium to long range combat.

The MP7 has access to the usual assortment of SMG attachments on offer. The optical attachments are all available, and are not popular choices on the MP7, as the MP7's iron sights are pretty clean. Still, the MP7 is a weapon with a selling point of being able to engage admirably at longer ranges than other SMGs, so if the iron sights aren't to the liking of a user, an optical attachment isn't a bad choice. If the user does not care for using optical attachments on the MP7, use them anyway to complete weapon challenges and collect weapon XP.

The Silencer is by far the most popular and sensible choice on the MP7. The Silencer lessens muzzle flash, makes the MP7 quieter when firing, and keeps the user off the mini-map while firing, at the cost of a 25% range reduction to the three shot kill and four shot kill ranges. The Silencer has almost no effect for medium and long range combat, and the range penalty isn't too harmful for CQC, as the MP7 isn't terribly effective at said ranges compared to other SMGs anyway.

Rapid Fire increases the MP7's rate of fire to 1132 RPM. This makes the MP7 much stronger in CQC, an area in which the MP7 is oddly lacking compared to other SMGs. The MP7 doesn't suffer a huge loss in accuracy from the usage of this attachment. The downside of Rapid Fire is that it will make reloads more frequent, which is not ideal given the MP7's brutally long reload cancel speed.

Extended Mags is never a bad choice on a weapon, and that mantra certainly applies to the MP7 as well, boosting the magazine capacity to a colossal sixty rounds, and increasing the starting ammo loadout to 180 rounds. Using Extended Mags almost completely erases the need to use either of Sleight of Hand or Scavenger on the weapon, making the attachment a very compelling choice for those who do not wish to use either of those perks.

The MP7 is very frequently used in multiplayer, meaning that players can resupply their MP7 with more ammo easier if the enemy killed was carrying one. This method of obtaining ammo, however, is much less reliable and very inconsistent when compared to other methods, such as using Scavenger, so if planning on needing large amounts of ammo, one should consider using scavenger instead.

Special Ops[]

The MP7 is available for both Survival and Mission modes.

Mission Mode[]

The MP7 equipped with a Red Dot Sight is a starting weapon in the Mission Mode mission "Over Reactor".

Survival Mode[]

The MP7 is available in Survival Mode at level 13 and costs $2000. The MP7 is extremely effective, its high rate of fire and low recoil, added with the low level unlock makes it popular. Its large magazine is good for dispatching large amounts of enemies, as well as taking on Juggernauts. It has plenty of range making it comparable to an assault rifle. The MP7 remains effective up to the point where heavy commando troops armed with the FAD assault rifle arrive.

Attachments[]

Proficiencies[]

  • Kick - Unlocked at weapon level 4.
  • Range - Unlocked at weapon level 9.
  • Attachments - Unlocked at weapon level 12.
  • Focus - Unlocked at weapon level 15.
  • Melee - Unlocked at weapon level 21.
  • Stability - unlocked at weapon level 28.

Gallery[]

For attachment images, see MP7/Attachments.
For camouflage images, see MP7/Camouflage.

Call of Duty: Modern Warfare 3: Defiance[]

The MP7 returns again in Call of Duty: Modern Warfare 3: Defiance, and is identical in aspect, stats and performance to the Call of Duty: Modern Warfare: Mobilized variant, despite having a different HUD icon and a bit more recoil.

Gallery[]

Call of Duty: Black Ops II[]

The MP7 appears in Call of Duty: Black Ops II.

"Fully automatic personal defense weapon. Versatile and strong overall."
— Description.

Campaign[]

The MP7 is unlocked after completing "Achilles' Veil", and it appears in the next level "Odysseus". If the player chooses to shoot Harper, Section appears wielding an MP7, but will switch to Farid's loadout. in Achilles' Veil, it can be picked up from dead Yemeni soldiers when playing as Farid.

Multiplayer[]

The MP7 returns in Call of Duty: Black Ops II, and is unlocked at level 4 by default, not demanding an Unlock Token to access it.

The MP7 is a low-damage, moderate-range SMG. At any range short of 18.8 meters, the MP7 will deal 33 damage per bullet, needing four shots to kill. At any range between 18.8 meters and 26.3 meters, the MP7 will deal 22 damage per bullet, needing five shots to kill. At any range past 26.3 meters, the MP7 will deal eighteen damage per bullet, needing six shots to kill. The MP7 deals ten percent extra damage on a headshot. This allows the MP7 to kill in one less shot at close range, but headshots will not change anything at medium range and beyond. The MP7 has low penetration power.

Overall, damage is not the MP7's strong suit. Compared to similarly low damage SMGs, the MP7 has slightly longer range, and the longest four shot kill range of any fast-firing SMG, with its four shot kill range only being bested by the 750 RPM SMGs.

The MP7's rate of fire is good, firing at 937 RPM. This fire rate is good and makes the MP7 very easy to use in CQC, giving extra margin for error.

Unlike its Modern Warfare 3 incarnation, the Black Ops 2 MP7 is not an accurate SMG. The iron sights are clear as crystal, but the recoil per shot is asymmetrical and much heavier than in Modern Warfare 3. The MP7 has recoil values of 25 to the left, 55 to the right, 60 upwards, and 50 downwards. The MP7 will usually kick up and tend to the right. The MP7 does have a strong downwards recoil value, which can make handling for the vertical recoil tricky. The MP7 has a centerspeed of 1600, which is among the best centerspeed values on the SMGs. However, despite the good centerspeed, the MP7 is generally one of the less accurate SMGs on offer.

The MP7 has good handling traits for an SMG. The MP7 allows users to move at 100% of the base movement speed, and strafe at 80% of the base movement speed. The MP7 allows users to aim down the sight in 200 milliseconds, and the MP7's hip-fire accuracy is great. The MP7 has quick reload speeds for an SMG. The MP7's reload animation is 1.8 seconds long, or 2.4 seconds long if the magazine is empty. In either case, the user can Reload Cancel the MP7 after 1.3 seconds. The MP7 is tied with the Vector K10 for the fastest reload speed on all SMGs. Reloads with the MP7 are relatively painless.

The MP7's magazine capacity is good, holding forty rounds per magazine. Not only does the MP7 reload quickly, but the large 40 round magazine ensures that reloads will not be as often to begin with, as 40 round magazines are only eclipsed by the PDW-57 among SMGs. The MP7 has a starting ammo loadout of 160 rounds, giving plenty of ammo by default.

The MP7 has the standard assortment of attachments available for an SMG. The optical attachments don't offer much for a close-quarters weapon like the MP7, and are best ignored.

The Laser Sight tightens the MP7's hip-fire spread by 27.5%. This makes hip-fire extremely precise and accurate with the MP7, but it reduces the margin for user error as the MP7's hip-fire spread is so tight.

The Suppressor reduces muzzle flash, makes the MP7 quieter when firing, and the MP7 will not reveal the user on radar when the MP7 is fired, but the MP7's four and five shot kill ranges are reduced by 30%. The MP7 is a good fit for the Suppressor due to its non-reliance on damage and its fast fire rate, and the MP7's extra range means that the MP7 can more easily afford the loss in range. The Suppressor is a natural fit for the MP7 and is a decent attachment choice. The Long Barrel increases the MP7's range values by sixteen percent, allowing for more four and five shot kills. Although the Long Barrel has a relevant benefit and no penalty to its usage, the MP7 isn't very reliant on its range to be effective, so the value of the Long Barrel is questionable on the MP7.

Fast Mag will make reloads much faster on the MP7. Seeing that the MP7 has great reload speeds anyway, Fast Mag's value is suspect. Extended Clip increases the MP7's magazine capacity to 54 rounds and increases the starting ammo loadout to 216 rounds, but makes reloads ten percent longer. The reload speed penalty is negligible on such a quick-reloading gun, and the extra magazine capacity and ammo can only help. Extended Clip is a solid choice on the MP7.

The Foregrip increases the MP7's centerspeed from 1600 to 1624. The extra 24 centerspeed borders on unnoticeable, and the Foregrip is not worth the point spend.

The Quickdraw Handle reduces the MP7's aim down sight time to 100 milliseconds, equal to the KAP-40 for the fastest aim down sight time in the game. The Quickdraw Handle is purely beneficial in nature, although some may find little use for the extra aim speed. The Adjustable Stock increases the MP7's strafe speed to 100%, allowing for no movement speed loss when aiming. Although the MP7's strafe speed is improved notably, a strafe speed of 80% is already quite mobile, so the Adjustable Stock sees little use on the MP7.

FMJ increases the MP7's penetration power and damage dealt to scorestreaks. Although FMJ is purely beneficial, it is dependent on the user using the MP7 in said situations to be useful. Seeing how the SMGs are poor fits for shooting through cover, FMJ is often ignored on SMGs.

Select Fire gives an alternative three round burst fire mode. The MP7's fire rate in burst fire is limited notably to 803 RPM thanks to added burst delay. Unlike most other fully automatic SMGs, the MP7 does not gain a centserspeed increase from using Select Fire. As such, the attachment is worthless and should never be used.

Rapid Fire increases the MP7's rate of fire to a monstrous 1428 RPM, making the gun fire significantly faster. However, Rapid Fire severely reduces performance in several facets. The MP7 with Rapid Fire equipped receives a sixty percent range reduction, thirty percent wider hip-fire spread, and the MP7's centerspeed is reduced to 1360. The reduction in centerspeed and the drastic fire rate increase, in addition to the hip-fire spread being made larger makes the MP7 monumentally less accurate in all situations, and the range penalty combines to make the MP7 essentially unusable at medium range. Rapid Fire is a high reward attachment, but the risk is so monumental that the attachment is best ignored.

Overall, the MP7 is a stereotypically versatile and effective SMG. With a high fire rate, fast reloads, and a large magazine, the MP7 is among the easiest weapons to use in fast-paced, close range playstyles, and is never a bad choice for players that embrace that playstyle. However, the MP7 is somewhat lacking in close-quarters specialty, as although it has a fast fire rate, certain SMGs can fire faster, and certain SMGs can deal extra damage and/or have significantly longer range. The MP7 is also a weapon that is not particularly dependent on attachments to be effective, and is a weapon that a player can easily use should they want to go light on the attachment front.

Attachments[]

Gallery[]

For camouflage images, see MP7/Camouflage.
For attachment images, see MP7/Attachments.

Call of Duty Online[]

The MP7 appears in Call of Duty Online.

Call of Duty: Black Ops III[]


Throwing Knife menu icon MW3
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.

The MP7 was found in the PC files of Call of Duty: Black Ops III during the Beta.[1] It was later changed to the Pharo, which is known because the name of the gun in the Beta was "WEAPON_SMG_BURST" (despite the MP7 being fully-automatic in-game) and it looks similar to the Pharo.

Nevertheless, the MP7 is seen in the armory section of the multiplayer map Rift, from the Eclipse DLC.

The MP7 can be used via console commands, retaining the same stats as Black Ops II, but when the melee button is pressed, the player will melee with the weapon's buttstock.

Attachments[]

Gallery[]

Call of Duty: Modern Warfare[]

"Compact by design, this fully automatic weapon has a high rate of fire and low recoil."
— In-game description

The MP7 returns in Call of Duty: Modern Warfare.

Overview[]

Campaign[]

The MP7 is one of Al-Qatala's submachine gun choices. It is also used by Barkov's Forces.

Attachments[]

Muzzle[]

Barrel[]

Laser[]

Optic[]

Stock[]

Underbarrel[]

Magazine[]

Rear Grip[]

Perks[]

Blueprints[]

Blueprint Rarity How to obtain
Piercer Rare Multiplayer Mission Boot Camp
Riptide Rare 2v2 Gunfight Tournament reward Modern Warfare Season 2
Corinthian Rare Multiplayer Mission Super Frenzied Shooting Hysteria
Hardwired Rare Eye Of The Beholder Bundle
Harpy Rare Battle Pass Modern Warfare Season 4 Tier 8
Reverence Epic The Olds Gods Bundle
Sands Of Time Epic Sentinel Bundle
Rippling Epic SERE Kit: Mid-Range Bundle
Copper Still Epic To Be Determined
Bleach Epic Boneyard Bundle
Bengal Legendary Battle Pass Modern Warfare Season 2 Tier 20
Bug Spray Legendary Insecticide Bundle
Cataclysmic Legendary Watch for 4 hours on Twitch
Vespertine Legendary Tactical Human III Bundle
Prototype: Omega Legendary Tracer Pack: Purple Bundle
Mud Drauber Legendary Pick up from the table in Bunker 11 easter egg
Ring Hollow Legendary Eloko Bundle
Silver Lining Legendary Silver Surgeon Bundle
Tsundere Legendary Tracer Pack: Anime Super Bundle
Trivor Legendary Battle Pass Modern Warfare Season 6 Tier 95
Efflux Legendary Dr. Karlov Lives Bundle
Rebirth Legendary Heiji Mishkin: Limited 2 Bundle
Artful Dodger Legendary Iskra: Dead Of Winter Bundle

Gallery[]

For attachment images, see MP7/Attachments#Call of Duty: Modern Warfare (2019).

Call of Duty: Mobile[]

"Compact by design, this fully automatic weapon has a high rate of fire and low recoil."
— In-game description

The MP7 returns in Call of Duty: Mobile as the QXR. It was added during the Season 13 Wint3r War update.

Multiplayer[]

The QXR has very low recoil for such high rate of fire it has. This allows it to be extremely agile and easy to use. However, this is balanced out by the fact that the gun's damage output is relatively low, and it also has the shortest range value among all primary weapons. Its effective range is actually shorter than the BY15 and KRM-262's one-shot-kill range. But thanks to the accuracy, it can still challenges at longer range at some senarios. It has great mobility, as it is a submachine gun. It also features a unique perk, Enhanced Bolt, which increases the gun's rate of fire.

Battle Royale[]

The QXR deals rather low damage and has bad damage drop off at range, however it does have fast rate of fire and high accuracy for a submachine gun.

Attachments[]

Muzzle[]

Barrel[]

Optic[]

Stock[]

Perks[]

Laser[]

Underbarrel[]

Ammunition[]

Rear Grip[]

Blueprints[]

Epic[]

  • Flanker
  • Roaring Steel
  • Scorching Sun
  • Tsundere
  • Playmaker
  • Rebirth
  • Close Catch
  • Masked Warrior
  • Federation Army
  • Prototype Omega
  • 2nd Anniversary Limited
  • Sakura Storm
  • Surgical Incision
  • Mud Track
  • Gentleman's Side Arm
  • Street Cred LATAM
  • New Game Plus
  • Sandpike
  • 150 BPM
  • Jaws of Death
  • Demonic Dungeon
  • Golden Storm
  • DEAD-54
  • Dark Matter
  • Fast Skies

Legendary[]

  • Secret Santa
  • Fossil Fire

Gallery[]

Call of Duty: Modern Warfare II & Modern Warfare III[]

"Chambered in 4.6x30mm, the VEL 46 is a manuverable submachine gun with moderate recoil."
— In-game description

The MP7 returns in Call of Duty: Modern Warfare II as the VEL 46.

The VEL 46 is also available in Call of Duty: Modern Warfare III as part of the Modern Warfare II content carryover.

Overview[]

Campaign[]

It appears as the secondary weapon in Kill or Capture and Countdown.

In the Modern Warfare III campaign, it's the primary weapon in Oligarch.

Attachments[]

Muzzle[]

  • XTEN RR-40
  • Forge DX90-F
  • SA Schalldampfer 99
  • Singuard MKV
  • EXF Huntress-90
  • XTEN Black Kite
  • Bruen Pendulum
  • AVR-T90 Comp
  • FTAC Castle Comp
  • XTEN Razor Comp
  • XRK Sandstorm
  • Lockshot KT85
  • Bruen Cubic Comp
  • Spiral V3.5 Flash Hider
  • FOX-202 Flash Hider
  • XRK Knockout Breach
  • Ta Hul-Breach

Barrel[]

  • Schlager RV-B
  • Tango 228 Barrel
  • Schlager L203 Barrel
  • Lach-DX 203mm
  • Lachmann Dart 165mm
  • Lach-165 Zulu
  • LM Series-7

Laser[]

  • 1mw Quick Fire Laser
  • Accu-Shot 5mw Laser
  • VLK LZR 7mw
  • Schlager ULO-66 Laser
  • Stovl Tac Laser
  • Hipshot L20
  • Point-G3P 04
  • FJX Ultrabeam XR
  • EXF Solarflare

Optic[]

  • Slimline Pro
  • SZ Mini
  • Cronen Mini Red Dot
  • Cronen Mini Pro
  • SZ Sigma-IV Optic
  • SZ Minitac-40
  • XRK On-Point Optic
  • DF105 Reflex Sight
  • Monocle CT90
  • Corvus SOL-76
  • SZ Recharge-DX
  • SZ SRO-7
  • Corio RE-X Pro
  • Corio Enforcer Optic
  • SZ Lonewolf Optic
  • Kazan-Holo
  • Corvus Downrange-00
  • SZ Holotherm
  • XTEN Angel-40
  • VLK 4.0 Optic
  • Schlager 4x
  • Forge Tac Delta 4
  • Cronen Zero-P Optic
  • SZ Aggressor-IR Optic
  • Schlager Night View
  • VX350 Thermal Optic
  • Teplo-OP3 Scope
  • DR582 Hybrid Sight
  • Hybrid Firepoint
  • SZ Vortex-90
  • BPZ40 Hybrid
  • Thermo-Optic X9
  • Teplo Clear Shot
  • SZ Bullseye Optic

Stock[]

  • LM Precision Stock
  • Assault-60 Stock
  • Demo RXT Stock
  • VEL A-568 Collapsed

Underbarrel[]

  • Edge-47 Grip
  • Demo Firm Grip
  • XTEN Gravedigger
  • FTAC Ripper 56
  • Demo Cleanshot 40
  • Demo IMP-44 Grip
  • FTAC Tiger Grip
  • FSS Sharkfin 90
  • Agent Grip
  • Bruen Sync Shot Grip
  • XTEN Drop Grip
  • Phase-3 Grip
  • Merc Foregrip
  • Lockgrip Precision-40
  • Hex-40 Grip
  • Schlager Tango
  • VX Pineapple
  • OP-X9 Foregrip
  • Operator Foregrip
  • TV Wrecker Grip
  • Bruen Tilt Grip
  • Cronen Grooveshot Grip
  • Bruen Warrior Grip

Ammunition[]

  • 4.6mm Frangible
  • 4.6mm Hollowpoint
  • 4.6mm Armor Piercing
  • 4.6mm Overpressured +P

Magazine[]

  • 30 Round Mag
  • 50 Round Mag
  • 60 Round Mag

Rear Grip[]

  • Sakin Rubber Grip
  • ZLR Combat Grip
  • Schlager Soldier Grip

Blueprints[]

Blueprint Image How to Obtain
Adorned Adorned VEL 46 Blueprint MWII Baroque Bundle
Castle Fall Castle Fall VEL 46 Blueprint MWII Battle Pass Season Five Sector E2
Cheesin' Cheesin' VEL 46 Blueprint MWII WSOW Rat Pack Bundle
Equites Equites VEL 46 Blueprint MWII Complete the Legion "Air Traffic" Tier 5 mission in DMZ during Season Two and Season Three.
Hive Crusher Hive Crusher VEL 46 Blueprint MWII Killer Bees Bundle
Midnight Special Midnight Special VEL 46 Blueprint MWII Warfighter: Black Book Bundle
Myth Maker Myth Maker VEL 46 Blueprint MWII Battle Pass Season One Sector A0
Neopyric Neopyric VEL 46 Blueprint MWII Tracer Pack: Cyber Riot Bundle
No Contest No Contest VEL 46 Blueprint MWII Tactical Human 1.0 Bundle
Nightjar Nightjar VEL 46 Blueprint MWII Nightrunner Bundle
Phage Phage VEL 46 Blueprint MWII Warning Skin Bundle
Plaid Punisher Plaid Punisher VEL 46 Blueprint MWII Combat Coutured 2.0 Bundle
Rapacity Rapacity VEL 46 Blueprint MWII VII: Greed Bundle
Raspberry Dream Raspberry Dream VEL 46 Blueprint MWII CDL Midseason Pack Bundle
Revelry Revelry VEL 46 Blueprint MWII Carnival Bundle
Rising Demon Rising Demon VEL 46 Blueprint MWII Tracer Pack: Dark Rituals II Bundle
Roaring Wave Roaring Wave VEL 46 Blueprint MWII Synthwave 2 Bundle
Showstopper Showstopper VEL 46 Blueprint MWII Season Three Combat Pack
Serenity Serenity VEL 45 Blueprint MWII The Banisher Bundle
Sundown Sundown VEL 46 Blueprint MWII Midnight Merc Bundle
Soulless Soulless VEL 46 Blueprint MWII No Soul Bundle
Trick Trick VEL 46 Blueprint MWII Tracer Pack: Pumpkin Patch Pro Pack
Volatile Calm Volatile Calm VEL 46 Blueprint MWII Fringe Tactical 2 Bundle
Worthy Opponent Worthy Opponent VEL 46 Blueprint MWII Complete the Respect challenge during The Path of the Ronin event.

Trivia[]

General[]

  • In Modern Warfare: Mobilized and Modern Warfare 3: Defiance, the character appears to hold the MP7's grip very loosely.

Call of Duty: Modern Warfare 3: Defiance[]

  • The MP7's HUD icon looks more like the MP7 variant in Modern Warfare 3. However, the actual model of the gun looks more like Modern Warfare: Mobilized’s counterpart.

Call of Duty: Modern Warfare 3[]

  • The MP7's killfeed icon is more squished compared to the pick-up icon due to a scaling error in the weapon files.
  • Pre-release states the MP7 had low damage. In the final game it kills with the same amount of bullets as other SMGs at close range, and actually takes fewer bullets to kill at longer ranges.
  • In Call of Duty ELITE it is said that Stability is unlocked for this weapon at Weapon Level 25, while it is actually unlocked at 28. The MP7 is the only weapon with this trait.
  • When reloading, the magazine is completely solid.
  • On the Wii version of the game, the firing sound is identical to the MP9, and the empty reload sound is the same as the pickup sound of the M4A1 in Call of Duty: Modern Warfare 2.

Call of Duty: Black Ops II[]

  • There is a small red "25" on the back of the MP7.
  • The front iron sight post is thinner than the previous version of the MP7, and it's held closer to the screen as well.
  • When the character picks up the weapon or a game begins, he will unfold the integrated grip if that attachment is equipped.
    • The animation won't be changed if Laser Sight or MMS is also attached.
  • The rail cover on the left side of the weapon is removed when the laser is attached. This is quite unnecessary because it is equipped on the right side.
  • When an optic attachment is equipped, the front iron sight post will be removed, but the back one won't. This is exactly the opposite to the MP7 in Modern Warfare 3.

Call of Duty: Modern Warfare[]

  • The tritium sights in the MP7 are off in high-light conditions, and turn on in areas with a low light level.
  • The MP7 doesn't have a integrated grip this time, a picatinny rail replaces it.

References[]

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