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CODWW PackAPunch

The Pack-A-Punch machine.

The Pack-a-Punch Machine is an in-game utility for the Nazi Zombies map "Der Riese". This utility is much like the Mystery Box or the Perk-a-cola machines. The Pack-a-Punch Machine allows upgrades to the majority of the weapons found in the zombie level. The machine also changes the names of weapons, as well as putting elaborate engravings on them. The Pack-a-Punch Machine requires the power to be on, all three teleporters to be linked to the mainframe, and a compatible gun along with 5000 points.

Effects on weapons

Main article: Pack-A-Punch Weapons


NOTE: Almost all weapons produce red flash and a strange firing sound.


Weapon Name

Changed Name

Noticeable effects of Pack-a-Punch upgrade

Notes

.357 Magnum

.357 Plus 1 K1L-u

Increased minimum damage; head and chest multipliers increased.

Overall, best left as a back-up/Last stand weapon. Damage multiplier to the head is doubled, multiplier to the chest increased by approx. 36%. In addition, damage at long range is increased, though this is usually negligible. Unlike most other weapons, rate of fire and ammunition are not increased. Speed Cola and Double Tap are recommended for later rounds. Best traded off near round 20, when it loses it's one-shot-kill capacity.

BAR

The Widow Maker

30 round magazine, 180 carried ammo, increased rate of fire and damage.

A decent upgrade, considering that the base weapon is not very effective. The upgraded weapon does 200% more damage and the rate of fire is increased by approx. 45%. Headshot multiplier increased slightly. Works well with Double Tap and Speed Cola, however its comparatively low reserve ammo and small magazine size (compared to other pack-a-punched weapons) can become problematic in higher rounds.

Browning M1919

B115 Accelerator

750 carried ammo and increased rate of fire.

Despite little changing between the original and the upgraded, this is still much more powerful than most other weapons. Unlike the majority of other weapons, the Browning does not gain increased damage. Instead, it gains an extra 250 reserve ammo and 20% to rate of fire. Reload time is also improved, but Speed Cola still is still necessary for this weapon.

Double Barreled Shotgun

24 Bore Long Range

Increased range and damage.

Not a very good gun for later rounds due to its very small capacity, meaning frequent reloads. Speed Cola is very highly recommended. This weapon is always a one-shot kill against Hellhounds, and, with speed cola, can be a life-saver during hell-rounds, as Hellhounds will often only come one or two at a time. Generally, when looking for a shotgun, the Trench Gun is preferable. With Speed Cola, this weapon is quite effective for guarding windows, as long as teammates are covering.

FG42

420 Impeller

64 round magazine, 400 carried ammo, slightly increased damage and rate of fire.

A decent upgrade for middle rounds, mainly due to it's high reserve ammo capacity, and large magazine size. However, damage and rate of fire are only marginally increased compared to the base weapon. The doubled magazine size and extra reserve ammunition are useful, but its high recoil can be an issue.

Gewehr 43

G115 Compressor

12 round magazine, 170 carried ammo, vastly increased damage.

Damage increased from 90 to 200 and reserve ammunition increased. In addition, damage to the head is doubled, and damage to the chest is also increased. In all, this means the weapon does about 4x more damage than the non-upgraded version, making it a vast improvement. However, due to the small magazine size and semi-automatic nature of this weapon, it becomes ineffective in later rounds. Speed cola and double tap are advised.

Kar98k

Armageddon

8 round magazine, 60 carried ammo, vastly increased damage.

One of the best upgrades in terms of the usefulness of the base weapon compared with the usefulness of the upgraded version. Base damage is doubled and multiplier to the head is increased from x3.5 to x10. Damage to the chest increased from x1.8 to x6. However, it loses its usefulness after roughly round 16, when shots to the head stop being a one-shot kill. Also not recommended against Hellhounds, as headshots against them are difficult. Double Tap is highly recommended, due to it's bolt-action nature.

M1911


C-3000 b1atch35




(Translates to "See-you biatches" in 1337 or leet)

6 round magazine, 40 carried ammo, and fires grenades instead of bullets.

Like the Armageddon, this weapon is very useful when compared to the base weapon. Effectively becomes a mobile grenade launcher that rivals the Longinus, upstaging it in magazine size, ammo and mobility, with less damage and explosive radius. Effective when used against crowds of zombies, however be wary of splash damage. Juggernog, Double Tap and Speed Cola are recommended to help with splash damage, rate of fire and small capacity (respectively). Good to upgrade if the player just died the round before, at the mainframe and without enough time to buy anything else. Best used with a teammates support.

M1A1 Carbine

Widdershins RC-1 (M2 Carbine)

Becomes fully automatic, 150 carried ammo. Damage increased significantly.

Not the best upgrade, though damage increased from 120 to 200, and damage multiplier to the head increased from x2.7 to x6. Multiplier to the chest increased from x1.25 to x2. A decent upgrade when compared to the base weapon, but it's small magazine size and limited ammo make the other automatic weapons a smarter choice to upgrade. Speed Cola is highly recommended.

M1 Garand w/ Launcher

M1000 w/ The Imploder

12 round magazine, 150 carried ammo. 3 grenade magazine, 40 held. Significant increase to power on both the rifle and grenade launcher.

Effectively the same as the upgraded Gewehr 43 (doing the same damage and even having the same clip size). The grenade launcher becomes significantly more powerful, dealing twice as much damage and having twice the blast radius, and allowing 3 shots before reloading. Can be a good primary offensive weapon until round 35, but it is advised to trade off by round 20, as it will become about as ineffective as it's non-upgraded variant against the zombies. Speed Cola and Double Tap are advised. A good Back up weapon is needed.

M2 Flamethrower

FIW Nitrogen Cooled

Heats up slower, cools down faster, increase in movement speed.

Generally not the best gun to upgrade, as it receives very little from being pack-a-punched. On the upside, the improved overheating and cooling down times mean that it can sustain longer amounts of fire. Generally ineffective against zombies. Good on solo, due to it's mobility and infinite ammo. This weapon rises to the top on Insta-kill, able to incinerate whole crowds of zombies and Hellhounds with one burst.

MG42

Barracuda FU-A11

750 carried ammo, increased rate of fire, slightly increased damage to the head.

Similar to the Browning 1919 in that this weapon actually gets very little out of being upgraded, with the upgraded version being very similar to the non-upgraded version. However, it is still one of the better weapons to upgrade. Damage is not changed at all; the only improvements this weapon receives are an extra 250 reserve ammunition and a faster rate of fire. Very similar in stats to the upgraded Browning, the only differences being a faster rate of fire and a slightly larger multiplier to the head. The Barracuda will, however, deplete its ammo reserves very quickly, especially with Double Tap. Double Tap not recommended.

MP40

The Afterburner

64 round magazine, 192 carried ammo. Damage is doubled. Rate of fire increased slightly.

Decent upgrade, doubling this magazine size and doubling the damage. In addition to increased damage, this weapon's multiplier to the head rises from x4 to x5. Rate of fire increased by only 10%. However, extra ammo is not increased, and ammo capacity becomes a worry very early on, so it is advisable to only use burst fire, aim for headshots and not combine with Double Tap. Reasonable as a back-up weapon in middle rounds.

Panzerschreck

Longinus

3 round 'magazine', 30 carried ammo, fires semi-automatically. Damage doubled and splash radius increased significantly.

A solid upgrade, especially considering the usefulness of the original weapon. The three round 'magazine', combined with high damage and reasonable ammo capacity, make the Longinus surprisingly effective, especially against large crowds of zombies. However, due to its low mobility, large splash-damage, and vision-obscuring iron sights, this should only be used when covered by teammates. Double Tap and Speed Cola are a must for the Longinus; Juggernog is also recommended.

PPSh-41

The Reaper

115 round magazine, 700 carried ammo. Damage increased by 50%, Rate of Fire increased by 25%.

Very solid upgrade. Ammunition is approximately doubled, making this weapon essentially a highly mobile machine-gun. Compared to the upgraded Browning 1919 and MG42, this weapon surprisingly does more damage (150 vs 130), has a faster reload time, better hipfire accuracy and more movement speed. It makes an excellent back-up weapon, even on high rounds, to the Ray Gun and Wunderwaffe. Beware of Double Tap, however - as the fastest firing gun in Nazi Zombies, this gun can quickly exhaust its large ammo reserves if used carelessly.

PTRS-41

The Penetrator

8 round magazine, 60 carried ammo, more damage to limbs, slightly increased zoom, higher Penetration.

Surprisingly, this is one of the least effective upgrades when compared to the base weapon. The only damage increase it receives is to the limb multiplier, which is fairly useless, considering that most players will be aiming for the head and chest. The larger magazine size and ammo reserves are the only improvements that make this gun worth upgrading. Speed Cola and Double tap are a must before and after upgrading.

Ray Gun

Porter's X2 Ray Gun

40 round magazine, 200 carried ammo. Damage increased by 33% and projectile speed increased. Less splash damage to player.

The damage increase is relatively small compared to many other upgrades, any power boost to an already dominant weapon will help, especially when the un-upgraded Ray Gun loses its one-shot kill capacity. Splash damage to the user at close range is significantly reduced, taking 4-5 close range shots to down the user. Should be upgraded after roughly level 20 when 1 hit kills are no longer guaranteed, or when ammo runs out. Speed Cola and Double Tap are advised when using this.

STG-44

Spatz-447 +

60 round magazine, 300 carried ammo. Damage increased by 50% and multiplier to the head increased slightly. Rate of fire increased by approx. 25%.

A decent upgrade, and a good backup weapon to have, especially on the middle rounds. Possibly the best automatic weapon to upgrade, aside from the PPSh and two LMGs. Receives a solid upgrade in terms of ammo, damage, magazine size and rate of fire. This upgrade is particularly useful to players who camp in the Teleporter C room, as ammo off the wall is always nearby. Its relatively slow rate of fire means that Double Tap should be considered.

Thompson

Gibs-o-matic

40 round magazine, 250 carried ammo. Damage increased by 67%. Rate of fire increased slightly.

When upgraded, the Thompson's damage stats are essentially the same as the MP40's. It receives a reasonable upgrade in terms of its magazine size and reserve ammo. The Gibs-o-matic is a solid gun to have on middle rounds, and is fairly effective when firing from the hip. Like the MP40, this weapon quickly becomes inefficient when not aiming for headshots.

Trench Gun

Gut Shot

10 shells in magazine, reload 2 shells at a time and damage nearly doubled.

An excellent upgrade, especially effective against Hellhounds (the Trench Gun is always one shot kill against them). Aside from the extra damage, the larger magazine size and faster reloading time make this gun a handy backup weapon to have. Even with reloading two shells at a time, Speed Cola is still required, and Double-Tap is recommended, due to its pump-action nature. Best used as a backup weapon and saved for hell-rounds, as its ammo reserves are not increased. Also very good for guarding windows.

Type 100

1001 Samurais

60 round magazine, 220 carried ammo. Damage doubled. Rate of fire increased slightly.

This upgrade is quite similar to the Thompson and MP40 - best used as a backup weapon on middle rounds, whilst aiming for headshots. It's fast rate of fire is also good for racking up points; however, be wary, as this gun does deplete its ammo reserves quite quickly. Generally Double-Tap is not a good idea with this weapon.

Wunderwaffe DG-2

Wunderwaffe DG-3 JZ

6 charges, 30 total carried ammo, chains up to 20 zombies, no longer requires direct hit, has increased mobility, reloads slightly faster, increased splash damage.

Avoid fire close up unless in a pinch as splash damage is increased further after upgrading making it more lethal to user in close quarters. One-hit kill on all zombies and Hellhounds, irrelevant of the round the user is on. Best used on crowds around Monkey Bombs. This weapon is good to use out the windows on the catwalk as long as the player is covered. NOTE: If are using the upgraded version of this weapon with Juggernog, be extremely careful not to get caught in the weapon's splash damage as it will permanently remove Juggernog's health bonus (causing the user to drop in 1-2 hits even after health has 'regenerated'). This glitch is not well-known, and can be frustrating to some players who expect to be able to take 4-5 hits as the game still displays they have Juggernog. The only solution to this issue is to get downed, and then re-buy Juggernog.

Trivia

  • Above the Pack-a-Punch Machine, there are two depictions of a Ray Gun, one with a 'flaccid' barrel and the other with an 'erect' barrel.
  • Any weapon which can be purchased off the wall can sell players ammo for that weapon once upgraded for 4500 points.
  • There is also a picture under the machine. The picture is a no symbol (a red circle with a diagonal slash inside) with a hand inside of the circle; indicating that Pack-a-Punching your hand is a bad idea.
  • When a weapon is upgraded in the Pack-a-Punch Machine, only the metallic parts and the magazine are engraved with the markings, and not the wooden parts of the weapon. This is easily attested by the Gewehr 43, and the M1 Garand. This is similar to how the camouflages of Call of Duty 4: Modern Warfare would also only cover the metal/polymer parts of weapons. However, the PPSh-41's wooden grip is made metallic, but not engraved.
  • When a weapon is being upgraded a small red flag that says "Please Wait" rises on the right side of the Ray Gun depictions, above the machine.
  • When a weapon is upgraded in Pack-a-Punch, a small jingle will play like Perk-a-Cola machines and at the end, there's a wolfman howl after the end of the jingle.
  • The character always cracks their knuckles (possibly nervous about results or being left without a gun) as they wait for their weapon to be upgraded.
  • The Wunderwaffe DG-2 has, like most other guns, a red lightning bolt when fired but after a successful hit on a zombie or dog the bolt turns light blue again.
  • Some of the weapons have internet slang terms in them like FTW (For The Win/Fucks The World), or FU-A11 (Fuck You All), b1at-ch (bitch) and K1l-u (Kill you).
  • Sometimes, the machine will play a recording saying "Double Tap Double Tap Double Tap Double Tap Root Beer" very fast.
  • The Pack-A-Punch is similar to the perks Stopping Power and Bandolier, depending on the weapon.
  • In the French version of the game, the names of the guns will remain the same.
  • Many gamers like to joke about what would happen if other objects are Pack-a-Punched, such as the knife or monkey bomb.
  • If a weapon is left in the Pack A Punch too long, a timer will start. When the timer ends, an alarm will sound and the gun will be lost.
  • When upgrading the .357 magnum, the speed loader will have the same elaborate markings as the gun, even though the speed loader was not visibly put into the machine.

Sources

  • The primary source of statistic changes can be found Here
  • Check out this YouTube video to see most of the Pack-a-Punch weapons in action.
  • The Jingle of the Pack-A-Punch Machine is here.

Achievements

There are three achievements associated with this machine:

  • Elevate Your Senses is awarded for turning on the Fly Trap by shooting a control panel with an upgraded gun.
  • Pack Addict is awarded for upgrading five guns in one game.
  • Wacker Packer is for upgrading a gun for the first time.
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