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{{For|a similarly named weapon|USP .45}}
 
{{For|a similarly named weapon|USP .45}}
   
The '''[[Wikipedia:Heckler & Koch UMP|UMP45]]''' is a [[submachine gun]] featured in ''[[Call of Duty: Modern Warfare 2]]'', ''[[Find Makarov]]'', ''[[Call of Duty: Modern Warfare 3]]'', ''[[Call of Duty Online]]'' and ''[[Call of Duty: Infinite Warfare]]''. It was cut from ''[[Call of Duty: Ghosts]]''.
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The '''{{w|Heckler & Koch UMP|UMP45}}''' is a [[submachine gun]] featured in ''[[Call of Duty: Modern Warfare 2]]'', ''[[Find Makarov]]'', ''[[Call of Duty: Modern Warfare 3]]'', ''[[Call of Duty Online]]'' and ''[[Call of Duty: Infinite Warfare]]''. It was cut from ''[[Call of Duty: Ghosts]]''.
   
 
==Call of Duty: Modern Warfare 2==
 
==Call of Duty: Modern Warfare 2==
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The UMP45 is immediately available from the start of the game in the First Recon class, and is available for [[Create-A-Class]] from level 4 onwards.
 
The UMP45 is immediately available from the start of the game in the First Recon class, and is available for [[Create-A-Class]] from level 4 onwards.
   
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The UMP45 is a consistent, high damage per bullet SMG. At any range short of fifteen meters, the UMP45 will deal forty damage per bullet. Damage decreases linearly until twenty meters. At any range beyond twenty meters, the UMP45 will deal 35 damage per bullet. The UMP45 is a three shot kill at all ranges. This is easily the UMP45's biggest strength, as even without [[Stopping Power]], the UMP45 can match or even best most assault rifles that are using Stopping Power in terms of damage per bullet, and beats almost every assault rifle that is not using Stopping Power. The UMP45 is a two headshot kill up to about nineteen meters. The UMP45 is also unique among SMGs in that it has high [[Surface Penetration|penetration power]], on par with the LMGs. This allows users to shoot through surfaces with most of the bullet damage being retained.
With user friendly [[iron sights]], optics on this weapon are of questionable use. Many players will find more use in other attachments. As well, recoil is very small, making the UMP45 a favorite amongst players due to extreme accuracy.
 
   
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The UMP45 by default is a one shot kill at any range in [[Hardcore]] game types, except on those using [[Painkiller]], [[Last Stand]], [[Final Stand]], and sometimes to enemies when being shot through cover.
The UMP45 has an extremely small damage drop-off: there is only a five damage difference between the maximum and minimum damage, and both damage profiles allow for three-hit kills; however, to counterbalance the high damage, the UMP45 has the lowest rate of fire of all Submachine Guns. However, [[Stopping Power]] has the ability to grant the UMP45 a two-shot kill at close range, making it have the shortest time-to-kill after the MP5K. As well, [[Rapid Fire]] can speed up the time-to-kill dramatically, combining Rapid Fire with Stopping Power makes its time-to-kill amongst the fastest of all weapons in Call Of Duty; however, the UMP45 with Rapid Fire becomes significantly less accurate than a UMP45 sans attachment, but remains somewhat controllable.
 
   
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The UMP45's damage profile changes when using Stopping Power. At any range short of fifteen meters, the UMP45 will deal 56 damage per bullet, needing two hits to kill. Damage decreases linearly until twenty meters. At any range beyond twenty meters, the UMP45 will deal 49 damage per bullet, needing three shots to kill. The UMP45's two shot kill range is roughly nineteen meters. A single headshot will ensure a two hit kill at any range. The UMP45 is one of only two SMGs that can achieve a two hit kill with Stopping Power - the other being the [[MP5K]] - but the UMP45's two hit kill range is inferior to the MP5K's two hit kill range, and the UMP45 fires much more slowly than the MP5K does. In conjunction with the fact that the UMP45 with Stopping Power still needs three hits to kill at medium rnge and further, Stopping Power is often avoided on the UMP45.
The UMP45's biggest strengths are its high damage output alongside great accuracy and ammunition control. This makes the UMP a very deadly weapon, and is amongst the most used weapons online in Modern Warfare 2.
 
   
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The UMP45's largest weakness is its fire rate. The rate of fire is the worst in the SMG category, at 666 RPM, and is one of the slowest fully-automatic fire rates in the game. This rate of fire is so bad that several assault rifles can best it, as well as every LMG and SMG. The low fire rate makes the UMP45 much less reliable in CQC compared to other SMGs.
The UMP45 is flexible with several attachments and loadouts. Using a [[Silencer]] has minimal effect on the UMP45, and combining it with [[Cold Blooded]] makes the user a very deadly stealth soldier. [[Akimbo]] can resolve the UMP45's close range problem and dramatically decrease close quarters time-to-kill, but the strength of accuracy is lost altogether. Rapid Fire, as aforementioned, also decreases the time-to-kill very nicely.
 
   
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The UMP45's accuracy is hit-or-miss. The UMP45's iron sights are extremely clean and unobstructive, but the UMP45 has some of the strongest recoil per shot in its class. The UMP45 has recoil values of 60 to the left, 60 to the right, 75 upwards, and 40 downwards. The UMP45 has moderate horizontal recoil, but extremely large upwards recoil. The recoil value of 75 upwards is the largest on any SMG, assault rifle, or LMG. The recoil numbers are concerning, but there is a silver lining. To compensate for inflated recoil, the UMP45 has a good centerspeed of 1600. In conjunction with the very low rate of fire the UMP45 has, overall recoil isn't that strong, as the UMP45 has a good centerspeed that has a lot of time between shots to counteract recoil.
The UMP45 is also the only [[Submachine gun|SMG]] to consistently one-hit-kill in [[Hardcore]] (except if the enemy is using [[Last Stand]], [[Final Stand]] or [[Painkiller]], or when firing through cover), which makes it a great gun to take on groups of enemies.
 
   
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The UMP45's handling characteristics are run-of-the-mill for an SMG. The UMP45 allows users to move at 100% of the base speed and strafe at 80% of the base speed. The UMP45 has relatively tight hip-fire crosshairs, and the aim down sight time is a swift 200 milliseconds. THe UMP45's reload speeds are also average. The UMP45's reload animation is 2.5 seconds long, or 3.03 seconds long if the magazine is empty. In either case, the user can [[Reload Cancel]] after 1.77 seconds. Overall, the UMP45 has the same reload cancel speed as the MP5K and the [[P90]]. It's not as fast of a reload cancel as the [[Vector]], but it leagues faster than the reload cancel on the [[Mini-Uzi]].
In conclusion, the UMP45 is a powerful weapon that should never be underestimated. Its fast time-to-kill, surpassing even some Assault Rifles, and extreme accuracy, surpassing almost every SMG, make the UMP45 a valuable weapon in almost every experienced player's hands. Many players can cause havoc on the battlefield with this weapon alone, as its extreme power and accuracy make it easy to play to the weapon's strengths using attachments and strategies.
 
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The UMP45's magazine capacity is standard for an SMG, holding 32 rounds. The UMP45 gets a regular starting ammo loadout of 96 rounds.
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The UMP45 has the standard assortment of SMG attachments available to it.
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The [[Red Dot Sight]] and [[Holographic Sight]] are both unnecessary on the UMP45, as the UMP45 has excellent iron sights by default. Either sight picture is also prone to being wiped out by an [[EMP]], unlike the iron sights, making them an inferior choice given how clear the iron sights are.
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[[Rapid Fire]] increases the UMP45's rate of fire to 845 RPM. While this seems appealing to fix one of the UMP45's core weaknesses, Rapid Fire will decrease the UMP45's centerspeed to 1200, a terrible value. Between the elevated fire rate, terrible centerspeed, and large recoil per shot, the UMP45 becomes uncontrollable anywhere past close range. Rapid Fire is a risky attachment due to the accuracy drop conferred from using it, but the UMP45 definitely appreciates the higher rate of fire.
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[[Akimbo]] grants two UMP45's to hold to hip-fire, but this comes at the cost of an enormous hip-fire spread. Even with [[Steady Aim]], the hip-fire accuracy makes the UMP45's unusable outside of close range. The UMP45 is worse to Akimbo than the MP5K, as both are practically unusable beyond CQC, and the MP5K fires much faster, making the MP5K more effective for this niche playstyle.
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The [[Silencer]] is an awesome choice on the UMP45, as the UMP45 is a three hit kill at any range regardless of whether or not the Silencer is in use. If using Stopping Power on the UMP45, the two hit kill range will be heavily reduced. If not using Stopping Power, Silencer only grants the slightest of drawbacks in the form of a shorter two headshot kill range. The Silencer is easily the most popular attachment choice on the UMP45, due to how little the Silencer affects the UMP45's damage.
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The [[ACOG Scope]] and [[Thermal Scope]] are both bad attachments for the UMP45, as both slow down the UMP45's aim down sight time to 300 milliseconds, and will reduce accuracy. The ACOG Scope lowers the centerspeed to 1200, and the Thermal Scope severely inflates idle sway. These scopes may seem like attractive choices to bolster long range combat, but the accuracy decrease that comes with these attachments makes them not worth it.
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[[FMJ]] further increases the UMP45's excellent penetration power. Using FMJ allows the UMP45 to shred through surfaces like they weren't even there, retaining a huge amount of damage when shooting through surfaces. The UMP45 is perhaps the only SMG that is a logical fit for FMJ, as the UMP45 has the vanilla penetration power to make good use of it.
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[[Extended Mags]] increases the UMP45's magazine capacity to 48 rounds, and reduces the amount of time that the user will have to reload. Between the slow fire rate, great damage, and large capacity, users will rarely need to reload, and users don't need to use [[Sleight of Hand]] when using Extended Mags on the UMP45.
   
 
===Weapon Attachments===
 
===Weapon Attachments===
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UMP45 FM.png|The UMP45 before being picked up by Soap.
 
UMP45 FM.png|The UMP45 before being picked up by Soap.
 
</gallery>
 
</gallery>
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==Call of Duty: Modern Warfare 3==
 
==Call of Duty: Modern Warfare 3==
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|fire = Automatic
 
|fire = Automatic
 
|magazine = 25 (SP)<br>32 (MP, 48 with [[Extended Mags]])
 
|magazine = 25 (SP)<br>32 (MP, 48 with [[Extended Mags]])
|used = [[Inner Circle]]
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|used = [[Inner Circle]], [[Delta Force]], [[Russian Army]]
 
|damage = 49-20 (MP)
 
|damage = 49-20 (MP)
 
|survivalcost = $2000
 
|survivalcost = $2000
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===Campaign===
 
===Campaign===
The UMP45 appears in ''Call of Duty: Modern Warfare 3's'' campaign. It is used by Ultranationalists in the level "[[Mind the Gap]]” and "[[Stronghold (Modern Warfare 3)|Stronghold]]" while the Yuri and Price are clearing the prison cells of enemies and after it goes loud. In the latter is in the large room where the shootout is with an office on the far right side. It is in that office. The UMP45 is usable and can be picked up by the player. It uses the same model as in ''[[Call of Duty: Modern Warfare 2]]''. It also features ''Modern Warfare 2's'' ACOG Scope. This is the only time the UMP45 is usable in the game.
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The UMP45 appears in ''Call of Duty: Modern Warfare 3's'' campaign. It is used by Ultranationalists in the level "[[Mind the Gap]]” and "[[Stronghold (Modern Warfare 3)|Stronghold]]" while the Yuri and Price are clearing the prison cells of enemies and after it goes loud. In the latter is in the large room where the shootout is with an office on the far right side. It is in that office. The UMP45 is usable and can be picked up by the player. It uses the same model as in ''[[Call of Duty: Modern Warfare 2]]''. It also features ''Modern Warfare 2's'' ACOG Scope. This is the only time the UMP45 is usable in campaign.
   
 
===Multiplayer===
 
===Multiplayer===
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The UMP45 appears in ''Call of Duty: Modern Warfare 3's'' multiplayer. It is available in one of the five default classes (First Recon).
The UMP45 appears in ''Call of Duty: Modern Warfare 3's'' multiplayer. It is available in one of the five default classes (First Recon). It features a 32-round magazine, moderate recoil and clear iron sights. The UMP45 has much lower damage at range than its ''[[Call of Duty: Modern Warfare 2]]'' counterpart, killing in six shots (before a recent patch) outside effective range. It does, however, have a faster rate of fire, lower recoil, higher maximum damage making it a two-shot kill at close-range if one of those shots is a headshot and features the higher penetration of assault rifles, making it ideal for close-quarters combat and room clearing. The UMP45 also has the highest range of all the SMGs so it's quite effective at medium ranges too. [[Rapid Fire]] is a popular and effective attachment online, especially in conjunction with a [[Silencer]], particularly in [[Search and Destroy]] where the limited amount of enemy players makes up for the rapid ammunition consumption. The UMP45 has the longest range in its class, making the suppressor a good choice as the range penalty has little negative consequence.
 
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Much like in Modern Warfare 2, bullet damage and range are the defining strengths of the UMP45 compared to other SMGs. At any range short of fifteen meters, the UMP45 will deal 49 damage per bullet, needing three shots to kill. Damage decreases linearly until 22.5 meters. At any range beyond 22.5 meters, the UMP45 will deal twenty damage per bullet, needing five shots to kill. The UMP45 has a three shot kill range of 19 meters, and a four shot kill range of 21 meters. While the UMP45's damage per bullet at range is significantly worse than it was in Modern Warfare 2, the UMP45 still maintains the best damage and range in its class, having the longest three and four hit kill ranges of all SMGs in Modern Warfare 3. Headshots will usually reduce the number of shots needed to kill by one at any range. The UMP45, much like in Modern Warfare 2, has high [[Surface Penetration|penetration power]], allowing it to retain a huge portion of its damage per bullet through walls. The UMP45 is a one shot kill in [[Hardcore]] game types out to roughly 20 meters.
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The UMP45's rate of fire is, much like in Modern Warfare 2, the worst in the SMG class, firing at 759 RPM. This is a fair bit faster than the UMP45 in Modern Warfare 2. While certain LMGs and assault rifles can fire faster than the UMP45, the majority of weapons don't fire faster than the UMP45, unlike in Modern Warfare 2.
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The UMP45's accuracy is somewhat poor. The iron sights are extremely clean, but the recoil per shot is large. The UMP45 has recoil values of 60 to the left, 60 to the right, 75 upwards, and 40 downwards. The UMP45 has significant upward recoil per shot. Countering the recoil profile is a centerspeed of 1550. This is the worst centerspeed in the SMG class, but it is slightly better than the average assault rifle. Between the higher rate of fire and slightly lower centerspeed, the UMP45 is less accurate overall than it was in Modern Warfare 2.
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The UMP45's handling characteristics are standard for an SMG. The UMP45 allows users to move at 100% of the base speed or strafe at 80% of the base speed. The UMP45 has tight hip-fire crosshairs, and the UMP45 allows users to aim down the sight in 200 milliseconds. The UMP45 is tied with the [[MP5]] and [[P90]] for the fastest reload in-class, with the UMP45's reload animation being 2.5 seconds long, or 3.03 seconds long if the magazine is completely empty. In either case, a [[Reload Cancel]] can be performed after 1.77 seconds.
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The UMP45 has one of the smaller magazine capacities in the SMG tier, holding just 32 rounds per magazine. This gives the UMP45 a starting ammo loadout of 96 rounds.
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The UMP45 has the standard assortment of SMG attachments on offer. The [[Red Dot Sight]] and [[Holographic Sight]] are pointless additions to the UMP45, as the iron sights are already extremely clear, and both attachments can have their reticles removed via [[EMP]]. Still, it's worth using them to complete their respective challenges, which will earn weapon XP and help to increase the UMP45's weapon level.
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The [[Silencer]], in stark contrast to its effectiveness in Modern Warfare 2, is an extremely disadvantageous attachment choice in Modern Warfare 3. The three and four hit kill ranges of the UMP45 are reduced by 25%. Range is the #1 selling point of the UMP45, and using a Silencer gives less point to using the weapon.
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[[Rapid Fire]] is a fantastic attachment choice, as it increases the UMP45's rate of fire to 942 RPM. Rapid Fire addresses the UMP45's primary weakness and essentially removes it. Recoil will be magnified due to the higher rate of fire, but Rapid Fire makes the UMP45 far more effective in close-medium range combat, where the UMP45 is most useful.
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The [[ACOG Scope]] is a bad fit on the UMP45, as it slows down the aim down sight time to 250 milliseconds. The UMP45 is not good at long range combat, which is what the ACOG Scope is intended to be used for. Still, users should use it to complete its respective challenge to further gain weapon XP.
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The [[HAMR Scope]] gives the UMP45 two sight pictures, one for close range and one for longer ranges. The iron sights are clean as a whistle on the UMP45, so users should only use this attachment for the purpose of accruing weapon XP.
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[[Extended Mags]] is one of the best attachment options on the UMP45, increasing the magazine capacity to 48 rounds and increasing the starting ammo loadout to 144 rounds. This attachment has no downsides and provides two nice bonuses. If the user does not like using other attachments, Extended Mags is a great attachment choice. At the very least, Extended Mags is one of the best attachments on offer, rivaling the value of Rapid Fire.
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The [[Thermal Scope]] is another bad fit on the UMP45. Not only does it lengthen the aim down sight time to 250 milliseconds, but the UMP45's idle sway speed is doubled, and [[Assassin|Assassin Pro]] users will not be highlighted white hot when in the scope's view.
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For weapon proficiencies, [[Kick (weapon proficiency)|Kick]] is an attractive option, as it will dampen the UMP45's heavy upwards recoil per shot. [[Range]] is a fantastic choice, as it'll increase the three and four hit kill ranges of the UMP45 by 25%, making five shot kills less common. Range accentuates the UMP45's main strength. [[Attachments (weapon proficiency)|Attachments]] is a very lucrative choice to combine Rapid Fire with Extended Mags, and it is also a nice choice to combine attachments together when doing attachment challenges to gain weapon XP, allowing users to multitask to an extent. If playing with the [[Specialist Strike Package]], Attachments is the best choice, as all other proficiencies that the UMP45 can use will be granted to the player when the Specialist Bonus is attained, but if the user doesn't use Attachments when playing with the Specialist Strike Package, the user will never feel the benefit of a second attachment. Finally, [[Focus (weapon proficiency)|Focus]] is of elevated importance on the UMP45 compared to most SMGs, as the UMP45 is effective at ranges further than other SMGs, and Focus is at its best when the UMP45 is being used more at medium ranges.
   
 
[[Infinity Ward]] has released a hotfix that buffed the UMP45's minimum damage to a five-shot kill, therefore it is now much more effective at medium range than it was prior to the update and is now on par with the [[MP5]].
 
[[Infinity Ward]] has released a hotfix that buffed the UMP45's minimum damage to a five-shot kill, therefore it is now much more effective at medium range than it was prior to the update and is now on par with the [[MP5]].
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|fire = Automatic
 
|fire = Automatic
 
|recoil = Low
 
|recoil = Low
|HUD=[[File:UMG_HUDIcon_CoDO.png|thumb]]}}The UMP45 returns in ''Call of Duty Online'' as the '''UMG'''.
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|HUD=[[File:UMG_HUDIcon_CoDO.png|thumb]]}}
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The UMP45 returns in ''Call of Duty Online'' as the '''UMG'''.
   
 
===Attachments===
 
===Attachments===
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*[[Weapon Camouflage|Camouflage]] only appears on the stock and sides of the weapon and is faded in comparison to other weapons, making it difficult to see unless reloading.
 
*[[Weapon Camouflage|Camouflage]] only appears on the stock and sides of the weapon and is faded in comparison to other weapons, making it difficult to see unless reloading.
 
*In the Create-A-Class image, the bullets in the magazine are partially visible.
 
*In the Create-A-Class image, the bullets in the magazine are partially visible.
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*In the Campaign Remaster, just under the rear sight, the line ''S/N: M4C-74V15H'' is visible, referencing [[John "Soap" MacTavish]].
   
 
===Call of Duty: Modern Warfare 3===
 
===Call of Duty: Modern Warfare 3===
 
*The early pickup icon said U45 instead of UMP45.{{Fact}}
 
*The early pickup icon said U45 instead of UMP45.{{Fact}}
 
*Rather than the front iron sight being removed when optics are attached as in ''[[Call of Duty: Modern Warfare 2]]'', only the ring and pin are removed with the post remaining.
 
*Rather than the front iron sight being removed when optics are attached as in ''[[Call of Duty: Modern Warfare 2]]'', only the ring and pin are removed with the post remaining.
*On the warning label of the gun, it reads "REFER TO OWNERS MANUAL."
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*On the warning label of the gun, it reads "REFER TO {{sic|ONERS|OWNERS}} MANUAL."
 
*The Official BradyGames guidebook shows a picture of the [[USP. 45]] instead of the UMP45.
 
*The Official BradyGames guidebook shows a picture of the [[USP. 45]] instead of the UMP45.
   
 
=== Call of Duty: Infinite Warfare ===
 
=== Call of Duty: Infinite Warfare ===
 
* There is an unusable laser sight attached to the underbarrel rail.
 
* There is an unusable laser sight attached to the underbarrel rail.
* The weapon's name, MacTav-45 and its overall existence in the game is a reference to John "Soap" MacTavish, and his line, "We've got one good UMP. They've got a thousand."
 
   
 
== References ==
 
== References ==

Revision as of 08:09, 23 May 2021

The subject of this article appeared in Call of Duty: Modern Warfare 2. The subject of this article appeared in Call of Duty: Modern Warfare 3. The subject of this article appears in Call of Duty Online The subject of this article appears in Call of Duty: Ghosts The subject of this article appears in Call of Duty: Infinite Warfare The subject of this article appears in Call of Duty: Infinite Warfare Zombies The subject of this article appears in Call of Duty: Modern Warfare 2 Campaign Remastered
For a similarly named weapon, see USP .45.

The UMP45 is a submachine gun featured in Call of Duty: Modern Warfare 2, Find Makarov, Call of Duty: Modern Warfare 3, Call of Duty Online and Call of Duty: Infinite Warfare. It was cut from Call of Duty: Ghosts.

Call of Duty: Modern Warfare 2

"We've got one good UMP. They've got a thousand."
John "Soap" MacTavish

Campaign

The UMP45 is heavily used by the Spetsnaz and moderately used by Shadow Company. It is also a randomly generated weapon for Task Force 141 members and is a starting weapon in "The Hornet's Nest" used by Gary "Roach" Sanderson with an ACOG Scope. It is also the starting weapon used by the player on the ground during the Special Ops mission "Big Brother".

Multiplayer

The UMP45 is immediately available from the start of the game in the First Recon class, and is available for Create-A-Class from level 4 onwards.

The UMP45 is a consistent, high damage per bullet SMG. At any range short of fifteen meters, the UMP45 will deal forty damage per bullet. Damage decreases linearly until twenty meters. At any range beyond twenty meters, the UMP45 will deal 35 damage per bullet. The UMP45 is a three shot kill at all ranges. This is easily the UMP45's biggest strength, as even without Stopping Power, the UMP45 can match or even best most assault rifles that are using Stopping Power in terms of damage per bullet, and beats almost every assault rifle that is not using Stopping Power. The UMP45 is a two headshot kill up to about nineteen meters. The UMP45 is also unique among SMGs in that it has high penetration power, on par with the LMGs. This allows users to shoot through surfaces with most of the bullet damage being retained.

The UMP45 by default is a one shot kill at any range in Hardcore game types, except on those using Painkiller, Last Stand, Final Stand, and sometimes to enemies when being shot through cover.

The UMP45's damage profile changes when using Stopping Power. At any range short of fifteen meters, the UMP45 will deal 56 damage per bullet, needing two hits to kill. Damage decreases linearly until twenty meters. At any range beyond twenty meters, the UMP45 will deal 49 damage per bullet, needing three shots to kill. The UMP45's two shot kill range is roughly nineteen meters. A single headshot will ensure a two hit kill at any range. The UMP45 is one of only two SMGs that can achieve a two hit kill with Stopping Power - the other being the MP5K - but the UMP45's two hit kill range is inferior to the MP5K's two hit kill range, and the UMP45 fires much more slowly than the MP5K does. In conjunction with the fact that the UMP45 with Stopping Power still needs three hits to kill at medium rnge and further, Stopping Power is often avoided on the UMP45.

The UMP45's largest weakness is its fire rate. The rate of fire is the worst in the SMG category, at 666 RPM, and is one of the slowest fully-automatic fire rates in the game. This rate of fire is so bad that several assault rifles can best it, as well as every LMG and SMG. The low fire rate makes the UMP45 much less reliable in CQC compared to other SMGs.

The UMP45's accuracy is hit-or-miss. The UMP45's iron sights are extremely clean and unobstructive, but the UMP45 has some of the strongest recoil per shot in its class. The UMP45 has recoil values of 60 to the left, 60 to the right, 75 upwards, and 40 downwards. The UMP45 has moderate horizontal recoil, but extremely large upwards recoil. The recoil value of 75 upwards is the largest on any SMG, assault rifle, or LMG. The recoil numbers are concerning, but there is a silver lining. To compensate for inflated recoil, the UMP45 has a good centerspeed of 1600. In conjunction with the very low rate of fire the UMP45 has, overall recoil isn't that strong, as the UMP45 has a good centerspeed that has a lot of time between shots to counteract recoil.

The UMP45's handling characteristics are run-of-the-mill for an SMG. The UMP45 allows users to move at 100% of the base speed and strafe at 80% of the base speed. The UMP45 has relatively tight hip-fire crosshairs, and the aim down sight time is a swift 200 milliseconds. THe UMP45's reload speeds are also average. The UMP45's reload animation is 2.5 seconds long, or 3.03 seconds long if the magazine is empty. In either case, the user can Reload Cancel after 1.77 seconds. Overall, the UMP45 has the same reload cancel speed as the MP5K and the P90. It's not as fast of a reload cancel as the Vector, but it leagues faster than the reload cancel on the Mini-Uzi.

The UMP45's magazine capacity is standard for an SMG, holding 32 rounds. The UMP45 gets a regular starting ammo loadout of 96 rounds.

The UMP45 has the standard assortment of SMG attachments available to it.

The Red Dot Sight and Holographic Sight are both unnecessary on the UMP45, as the UMP45 has excellent iron sights by default. Either sight picture is also prone to being wiped out by an EMP, unlike the iron sights, making them an inferior choice given how clear the iron sights are.

Rapid Fire increases the UMP45's rate of fire to 845 RPM. While this seems appealing to fix one of the UMP45's core weaknesses, Rapid Fire will decrease the UMP45's centerspeed to 1200, a terrible value. Between the elevated fire rate, terrible centerspeed, and large recoil per shot, the UMP45 becomes uncontrollable anywhere past close range. Rapid Fire is a risky attachment due to the accuracy drop conferred from using it, but the UMP45 definitely appreciates the higher rate of fire.

Akimbo grants two UMP45's to hold to hip-fire, but this comes at the cost of an enormous hip-fire spread. Even with Steady Aim, the hip-fire accuracy makes the UMP45's unusable outside of close range. The UMP45 is worse to Akimbo than the MP5K, as both are practically unusable beyond CQC, and the MP5K fires much faster, making the MP5K more effective for this niche playstyle.

The Silencer is an awesome choice on the UMP45, as the UMP45 is a three hit kill at any range regardless of whether or not the Silencer is in use. If using Stopping Power on the UMP45, the two hit kill range will be heavily reduced. If not using Stopping Power, Silencer only grants the slightest of drawbacks in the form of a shorter two headshot kill range. The Silencer is easily the most popular attachment choice on the UMP45, due to how little the Silencer affects the UMP45's damage.

The ACOG Scope and Thermal Scope are both bad attachments for the UMP45, as both slow down the UMP45's aim down sight time to 300 milliseconds, and will reduce accuracy. The ACOG Scope lowers the centerspeed to 1200, and the Thermal Scope severely inflates idle sway. These scopes may seem like attractive choices to bolster long range combat, but the accuracy decrease that comes with these attachments makes them not worth it.

FMJ further increases the UMP45's excellent penetration power. Using FMJ allows the UMP45 to shred through surfaces like they weren't even there, retaining a huge amount of damage when shooting through surfaces. The UMP45 is perhaps the only SMG that is a logical fit for FMJ, as the UMP45 has the vanilla penetration power to make good use of it.

Extended Mags increases the UMP45's magazine capacity to 48 rounds, and reduces the amount of time that the user will have to reload. Between the slow fire rate, great damage, and large capacity, users will rarely need to reload, and users don't need to use Sleight of Hand when using Extended Mags on the UMP45.

Weapon Attachments

Gallery

For attachment images, see UMP45/Attachments.
For camouflage images, see UMP45/Camouflage.

Find Makarov

The UMP45 is used by John "Soap" MacTavish and by several Shadow Company soldiers.


Call of Duty: Modern Warfare 3

The UMP45 returns in Call of Duty: Modern Warfare 3. It was first shown in the reveal trailer for the game, as a soldier was blind firing it.

Campaign

The UMP45 appears in Call of Duty: Modern Warfare 3's campaign. It is used by Ultranationalists in the level "Mind the Gap” and "Stronghold" while the Yuri and Price are clearing the prison cells of enemies and after it goes loud. In the latter is in the large room where the shootout is with an office on the far right side. It is in that office. The UMP45 is usable and can be picked up by the player. It uses the same model as in Call of Duty: Modern Warfare 2. It also features Modern Warfare 2's ACOG Scope. This is the only time the UMP45 is usable in campaign.

Multiplayer

The UMP45 appears in Call of Duty: Modern Warfare 3's multiplayer. It is available in one of the five default classes (First Recon).

Much like in Modern Warfare 2, bullet damage and range are the defining strengths of the UMP45 compared to other SMGs. At any range short of fifteen meters, the UMP45 will deal 49 damage per bullet, needing three shots to kill. Damage decreases linearly until 22.5 meters. At any range beyond 22.5 meters, the UMP45 will deal twenty damage per bullet, needing five shots to kill. The UMP45 has a three shot kill range of 19 meters, and a four shot kill range of 21 meters. While the UMP45's damage per bullet at range is significantly worse than it was in Modern Warfare 2, the UMP45 still maintains the best damage and range in its class, having the longest three and four hit kill ranges of all SMGs in Modern Warfare 3. Headshots will usually reduce the number of shots needed to kill by one at any range. The UMP45, much like in Modern Warfare 2, has high penetration power, allowing it to retain a huge portion of its damage per bullet through walls. The UMP45 is a one shot kill in Hardcore game types out to roughly 20 meters.

The UMP45's rate of fire is, much like in Modern Warfare 2, the worst in the SMG class, firing at 759 RPM. This is a fair bit faster than the UMP45 in Modern Warfare 2. While certain LMGs and assault rifles can fire faster than the UMP45, the majority of weapons don't fire faster than the UMP45, unlike in Modern Warfare 2.

The UMP45's accuracy is somewhat poor. The iron sights are extremely clean, but the recoil per shot is large. The UMP45 has recoil values of 60 to the left, 60 to the right, 75 upwards, and 40 downwards. The UMP45 has significant upward recoil per shot. Countering the recoil profile is a centerspeed of 1550. This is the worst centerspeed in the SMG class, but it is slightly better than the average assault rifle. Between the higher rate of fire and slightly lower centerspeed, the UMP45 is less accurate overall than it was in Modern Warfare 2.

The UMP45's handling characteristics are standard for an SMG. The UMP45 allows users to move at 100% of the base speed or strafe at 80% of the base speed. The UMP45 has tight hip-fire crosshairs, and the UMP45 allows users to aim down the sight in 200 milliseconds. The UMP45 is tied with the MP5 and P90 for the fastest reload in-class, with the UMP45's reload animation being 2.5 seconds long, or 3.03 seconds long if the magazine is completely empty. In either case, a Reload Cancel can be performed after 1.77 seconds.

The UMP45 has one of the smaller magazine capacities in the SMG tier, holding just 32 rounds per magazine. This gives the UMP45 a starting ammo loadout of 96 rounds.

The UMP45 has the standard assortment of SMG attachments on offer. The Red Dot Sight and Holographic Sight are pointless additions to the UMP45, as the iron sights are already extremely clear, and both attachments can have their reticles removed via EMP. Still, it's worth using them to complete their respective challenges, which will earn weapon XP and help to increase the UMP45's weapon level.

The Silencer, in stark contrast to its effectiveness in Modern Warfare 2, is an extremely disadvantageous attachment choice in Modern Warfare 3. The three and four hit kill ranges of the UMP45 are reduced by 25%. Range is the #1 selling point of the UMP45, and using a Silencer gives less point to using the weapon.

Rapid Fire is a fantastic attachment choice, as it increases the UMP45's rate of fire to 942 RPM. Rapid Fire addresses the UMP45's primary weakness and essentially removes it. Recoil will be magnified due to the higher rate of fire, but Rapid Fire makes the UMP45 far more effective in close-medium range combat, where the UMP45 is most useful.

The ACOG Scope is a bad fit on the UMP45, as it slows down the aim down sight time to 250 milliseconds. The UMP45 is not good at long range combat, which is what the ACOG Scope is intended to be used for. Still, users should use it to complete its respective challenge to further gain weapon XP.

The HAMR Scope gives the UMP45 two sight pictures, one for close range and one for longer ranges. The iron sights are clean as a whistle on the UMP45, so users should only use this attachment for the purpose of accruing weapon XP.

Extended Mags is one of the best attachment options on the UMP45, increasing the magazine capacity to 48 rounds and increasing the starting ammo loadout to 144 rounds. This attachment has no downsides and provides two nice bonuses. If the user does not like using other attachments, Extended Mags is a great attachment choice. At the very least, Extended Mags is one of the best attachments on offer, rivaling the value of Rapid Fire.

The Thermal Scope is another bad fit on the UMP45. Not only does it lengthen the aim down sight time to 250 milliseconds, but the UMP45's idle sway speed is doubled, and Assassin Pro users will not be highlighted white hot when in the scope's view.

For weapon proficiencies, Kick is an attractive option, as it will dampen the UMP45's heavy upwards recoil per shot. Range is a fantastic choice, as it'll increase the three and four hit kill ranges of the UMP45 by 25%, making five shot kills less common. Range accentuates the UMP45's main strength. Attachments is a very lucrative choice to combine Rapid Fire with Extended Mags, and it is also a nice choice to combine attachments together when doing attachment challenges to gain weapon XP, allowing users to multitask to an extent. If playing with the Specialist Strike Package, Attachments is the best choice, as all other proficiencies that the UMP45 can use will be granted to the player when the Specialist Bonus is attained, but if the user doesn't use Attachments when playing with the Specialist Strike Package, the user will never feel the benefit of a second attachment. Finally, Focus is of elevated importance on the UMP45 compared to most SMGs, as the UMP45 is effective at ranges further than other SMGs, and Focus is at its best when the UMP45 is being used more at medium ranges.

Infinity Ward has released a hotfix that buffed the UMP45's minimum damage to a five-shot kill, therefore it is now much more effective at medium range than it was prior to the update and is now on par with the MP5.

Survival Mode

The UMP45 is available in Survival Mode at level 4 and costs $2000. The UMP45 is a versatile weapon due to its high damage in close range and relatively higher mobility comparing to the assault rifles which have similar amount of damages; for example, a magazine of bullets is enough to take out a Juggernaut much like the CM901. The gun also has relatively clear iron sights, which means an optic attachment is not necessary. Moreover, the slower rate of fire compared to other submachine guns reduces the problem of recoil, which makes the gun more controllable. In short, this gun is an ideal weapon for close quarter combats maps. The UMP45 is a fairly effective weapon against Little Birds.

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 attachments, see UMP45/Attachments.
For camouflage images, see UMP45/Camouflage.

Demonstration

Call of Duty Online

The UMP45 returns in Call of Duty Online as the UMG.

Attachments

Gallery

Call of Duty: Ghosts

The UMP45 appeared in the Behind the Scenes trailer. It was seen fitted with a Holographic Sight and Snow Camouflage. However, it never appeared in the final game.

Call of Duty: Infinite Warfare

"Full-auto ballistic firearm. Popular with old Earth agencies for delivering high stopping power at range despite a low rate of fire."
— Description.


The UMP45 returns in Call of Duty: Infinite Warfare as the MacTav-45, named after John "Soap" MacTavish. It has a foregrip by default like the M4A1 from the Modern Warfare series.

Multiplayer

The MacTav-45 is unlocked by using a Classic Weapon Token to purchase the weapon after entering Prestige Mode. It has extremely long range, outclassing many Assault Rifles, at longer than 40 meters. This reliable stopping power is excellent compared to other SMGs, all of which drop down to five-to-six shot kills at the range where the MacTav-45 remains effective. To balance this extreme range, the MacTav-45 has the slowest rate of fire of all SMGs, being somewhat inferior to other weapons in the class, as they have much higher rates of fire and usually higher damage at close range. This weapon is further hampered by its slightly less than appropriate recoil, making use of the MacTav-45 at range without the assistance of the VMC sight's recoil reduction abilities difficult, unless other measures are taken to reduce overall recoil, such as tap firing.

On February 3rd, 2017, the MacTav-45 was updated to increase recoil when firing while aiming down the sights[1].

Zombies

The MacTav-45 is available from the Magic Wheel and off the wall in Attack of The Radioactive Thing for $1000. When Pack-a-Punched it becomes the 45 R.P.M. When Double Packed it becomes the Crispy Arrow.

MacTav-45 45 R.P.M. Crispy Arrow
Rate of fire Automatic Automatic Automatic
Magazine size 30 50 50
Max ammo 30+270 50+350 50+350
Extras Larger magazine, more ammo


Gallery

For camouflage images, see UMP45/Camouflage.
For attachment images, see UMP45/Attachments.

Trivia

Call of Duty: Modern Warfare 2

  • In multiplayer, when a Red Dot Sight or Holographic Sight is attached, the front iron sight is removed. However in campaign and Spec Ops, this does not occur.
  • On Infinity Ward's official website, the UMP45 was voted the favorite submachine gun in Call of Duty: Modern Warfare 2.
  • Camouflage only appears on the stock and sides of the weapon and is faded in comparison to other weapons, making it difficult to see unless reloading.
  • In the Create-A-Class image, the bullets in the magazine are partially visible.
  • In the Campaign Remaster, just under the rear sight, the line S/N: M4C-74V15H is visible, referencing John "Soap" MacTavish.

Call of Duty: Modern Warfare 3

  • The early pickup icon said U45 instead of UMP45.[source needed]
  • Rather than the front iron sight being removed when optics are attached as in Call of Duty: Modern Warfare 2, only the ring and pin are removed with the post remaining.
  • On the warning label of the gun, it reads "REFER TO [sic] MANUAL."
  • The Official BradyGames guidebook shows a picture of the USP. 45 instead of the UMP45.

Call of Duty: Infinite Warfare

  • There is an unusable laser sight attached to the underbarrel rail.

References