- 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[]
- Red Dot Sight - Unlocked at weapon level 2.
- Silencer - Unlocked at weapon level 5.
- Rapid Fire - Unlocked at weapon level 11.
- ACOG Scope - Unlocked at weapon level 16.
- Holographic Sight - Unlocked at weapon level 19.
- HAMR Scope - Unlocked at weapon level 22.
- Extended Mags - Unlocked at weapon level 24.
- Thermal Scope - Unlocked at weapon level 26.
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[]
- Reflex Sight (unlocked weapon level 2)
- Laser Sight (unlocked weapon level 3)
- Suppressor (unlocked weapon level 4)
- Fast Mag (unlocked weapon level 5)
- EOTech Sight (unlocked weapon level 6)
- Foregrip (unlocked weapon level 7)
- Quickdraw Handle (unlocked weapon level 8)
- FMJ (unlocked weapon level 9)
- Long Barrel (unlocked weapon level 10)
- Target Finder (unlocked weapon level 11)
- Adjustable Stock (unlocked weapon level 12)
- Extended Clip (unlocked weapon level 13)
- Select Fire (unlocked weapon level 14)
- Rapid Fire (unlocked weapon level 15)
- Millimeter Scanner (unlocked weapon level 16)
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[]
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[]
- Flash Guard (Lv. 2)
- Tactical Suppressor (Lv. 10)
- Muzzle Brake (Lv. 12)
- Breacher Device (Lv. 16)
- Lightweight Suppressor (Lv. 29)
- Compensator (Lv. 36)
- Monolithic Suppressor (Lv. 50)
- Oil Can Suppressor (campaign only)
Barrel[]
- FSS STRIKE (Lv. 15)
- FSS RECON (Lv. 27)
- FSS SWAT (Lv. 41)
Laser[]
Optic[]
- Aim-Op Reflex Sight (Lv. 3)
- Corp Combat Holo Sight (Lv. 5)
- Operator Reflex Sight (Lv. 7)
- Cronen LP945 Mini Reflex (Lv. 13)
- VLK 3.0x Optic (Lv. 17)
- APX5 Holographic Sight (Lv. 21)
- G.I. Mini Reflex (Lv. 25)
- Scout Combat Optic (Lv. 28)
- Monocle Reflex Sight (Lv. 32)
- Solozero NVG Enhanced (Lv. 35)
- Viper Reflex Sight (Lv. 37)
- PBX Holo 7 Sight (Lv. 40)
- 4.0 Flip Hybrid (Lv. 42)
- Solozero Optics Mini Reflex (Lv. 45)
- Merc Thermal Optic (Lv. 48)
- Cronen C480 Pro Optic (Lv. 52)
- Thermal Hybrid (Lv. 54)
Stock[]
- FORGE TAC Ultralight (Lv. 22)
- FORGE TAC Stalker (Lv. 30)
- FSS Close Quarters Stock (Lv. 43)
- No Stock (Lv. 49)
Underbarrel[]
- Commando Foregrip (Lv. 6)
- Merc Foregrip (Lv. 20)
- Tactical Foregrip (Lv. 33)
- Ranger Foregrip (Lv. 44)
- Operator Foregrip (Lv. 53)
Magazine[]
- 50 Round Mags (Lv. 19)
- 60 Round Mags (Lv. 38)
Rear Grip[]
- Granulated Grip Tape (Lv. 14)
- Stippled Grip Tape (Lv. 26)
- Rubberized Grip Tape (Lv. 46)
Perks[]
- Frangible - Disabling (Lv. 4)
- Fast Melee (Lv. 9)
- Recon (Lv. 11)
- FMJ (Lv. 18)
- Frangible - Wounding (Lv. 24)
- Mo' Money (Lv. 31)
- Fully Loaded (Lv. 34)
- Sleight of Hand (Lv. 39)
- Heavy Hitter (Lv. 47)
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[]
- OWC Light Suppressor
- OWC Light Compensator
- RTC Light Muzzle Brake
- Tactical Suppressor
- MIP Light Flash Guard
- Monolithic Suppressor
Barrel[]
Optic[]
- Classic Red Dot Sight
- Red Dot Sight 1
- Red Dot Sight 6
- Holographic Sight 2
- 3X Tactical Scope 1
- Holographic Sight 3
- 3X Tactical Scope 2
- 3X Tactical Scope 3
- Red Dot Sight 4
- Red Dot Sight 5
- Holographic Sight 1
- Red Dot Sight 3
- Classic Holographic Sight
- Red Dot Sight 2
- Tactical Scope
Stock[]
Perks[]
- Enhanced Bolt
- Wild Hip Fire
- Double Kill
- Fast Reload Kill
- Sleight of Hand
- Wounding
- Full Ammo
- Disable
- FMJ
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.
Zombies[]
In Modern Warfare III, the VEL 46 can be brought into Operation Deadbolt via Create-A-Class, at Common rarity and can be found at any rarity via the Mystery Box for 950 Essence. When upgraded via the Pack-a-Punch Machine or with Aetherium Crystals, it becomes the VELOCIR46TOR.
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 | Baroque Bundle | |
Castle Fall | Battle Pass Season Five Sector E2 | |
Cheesin' | WSOW Rat Pack Bundle | |
Equites | Complete the Legion "Air Traffic" Tier 5 mission in DMZ during Season Two and Season Three. | |
Hive Crusher | Killer Bees Bundle | |
Midnight Special | Warfighter: Black Book Bundle | |
Myth Maker | Battle Pass Season One Sector A0 | |
Neopyric | Tracer Pack: Cyber Riot Bundle | |
No Contest | Tactical Human 1.0 Bundle | |
Nightjar | Nightrunner Bundle | |
Phage | Warning Skin Bundle | |
Plaid Punisher | Combat Coutured 2.0 Bundle | |
Rapacity | VII: Greed Bundle | |
Raspberry Dream | CDL Midseason Pack Bundle | |
Revelry | Carnival Bundle | |
Rising Demon | Tracer Pack: Dark Rituals II Bundle | |
Roaring Wave | Synthwave 2 Bundle | |
Showstopper | Season Three Combat Pack | |
Serenity | The Banisher Bundle | |
Sundown | Midnight Merc Bundle | |
Soulless | No Soul Bundle | |
Trick | Tracer Pack: Pumpkin Patch Pro Pack | |
Volatile Calm | Fringe Tactical 2 Bundle | |
Worthy Opponent | 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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