Call of Duty: Ghosts
Call of Duty: Ghosts is a first person shooter developed by Infinity Ward, Sledgehammer Games and Neversoft and published by Activision for Playstation 3, Playstation 4, Xbox 360, Xbox One, Wii U and PC. Ghosts does not continue the story of previous Modern Warfare games, instead being set in the aftermath of an attack by an orbiting kinetic weapons platform which has crippled the United States, with the player taking on the role of a "Ghost" soldier, a member of a fictional elite unit created from the combined remnants of the US special operations forces. The game was released on November 5th, 2013.
The following firearms are seen in the videogame Call of Duty: Ghosts :
- 1.1 Beretta M9A1
- 1.2 MP-443 Grach
- 1.3 SIG-Sauer P226 MK 25
- 1.4 Taurus Raging Bull
- 1.5 VBR-Belgium PDW
- 2.1 Daewoo K7
- 2.2 Izhmash PP-19 Bizon-2
- 2.3 Saab Bofors Dynamics CBJ-MS
- 2.4 TDI Vector
- 3.1 UTAS UTS-15
- 3.2 Heckler & Koch FABARM FP6
- 3.3 Metal Storm MAUL
- 4.1 AAC Honey Badger
- 4.2 AK-12 Prototype
- 4.3 APS Underwater Rifle
- 4.4 Beretta ARX-160
- 4.5 CZ 805 BREN
- 4.6 Diseños Casanave SC-2010
- 4.8 Heckler & Koch G28
- 4.9 "M27-IAR"
- 4.10 IMBEL IA2
- 4.11 IWI X95 Flattop
- 4.12 "Maverick"
- 4.13 Mk 14 Mod 0 Enhanced Battle Rifle
- 4.14 FB MSBS-5.56B Radon
- 4.15 Remington R5 RGP
- 5.1 Gepard GM6 Lynx
- 5.2 Accuracy International Arctic Warfare Magnum
- 5.3 Remington 700 USR
- 5.4 SVU Dragunov
- 5.5 VSSK Vykhlop
- 6.1 CETME Ameli
- 6.2 GE M134 Minigun
- 6.3 KAC ChainSAW
- 7.1 Carl Gustav M3
- 7.2 FN 40GL
- 7.3 MGL Mk 1L
- 7.4 Panzerfaust 3-IT
- 7.5 RGM-40 Kastet
- 8.1 AN/M14 incendiary grenade
- 8.2 M18 smoke grenade
- 8.3 M18A1 Claymore
- 8.4 M67 Hand Grenade
- 8.5 M84 Stun Grenade
- 8.6 "9-Bang"
- 8.7 Model 7290 Flashbang Grenade
- 8.8 RDG-2 Smoke Grenade
- 8.9 RGD-5 Hand Grenade
- 8.10 TMRP-6 anti-tank mine
- 8.11 MK 3 CLAM
- 9.1 Browning M2HB
- 9.3 FN P90 TR
- 9.4 General Dynamics GAU-17/A
- 9.5 General Electric GAU-8/A Avenger
- 9.6 Gryazev-Shipunov GSh-30-1
- 9.7 Gryazev-Shipunov GSh-30-2
- 9.8 Gryazev-Shipunov GSh-6-30
- 9.9 Heckler & Koch GMG
- 9.10 Kalashnikov PKT
- 9.11 KPV Heavy Machine Gun
- 9.12 M230 Chain Gun
- 9.14 M242 Bushmaster Chaingun
- 9.15 M61 Vulcan
- 9.16 Mk 19 Grenade Launcher
- 9.17 Mk 47 Mod 0 Grenade Launcher
- 9.18 Oerlikon GDF-007
- 9.19 Oerlikon Skyshield
- 9.20 Shipunov 2A42
- 9.21 SVD Dragunov
- 9.22 Yakushev-Borzov Yak-B
- 10.1 Browning Hi-Power
- 10.2 Colt Anaconda
- 10.3 Flintlock Pistol
- 10.4 FN FNP-9
- 10.5 Springfield Armory Loaded 1911
- 10.7 Spike's Tactical Havoc Launcher
- 11.1 Heckler & Koch UMP45
- 11.2 AK Hybrid
- 11.3 Colt M4A1 Carbine
- 11.4 M203 Grenade Launcher (Airsoft)
The Beretta M9A1 is a common starting weapon in singleplayer missions, and seems to be the standard sidearm for US forces. It is always shown with tritium illuminated sights, an accessory rail in front of the rear sight, and a mounted Inforce APL flashlight that has no in-game function. In Extinction mode it is incorrectly shown firing in bursts. It has an incorrect 12-round magazine by default (which is possible on the .40 S&W Beretta 96 instead), but the extended magazine attachment and the Extinction variant give a correct 18-round capacity (18-round magazines do exist for the 92 series). The top rail serves no purpose, since the M9A1 has no ability to accept sight attachments in-game.
The MP-443 Grach appears in-game with a custom reverse two-tone finish, and uses incorrect 10 and 15 round magazines (10-round magazines are only available to the MP-446 Viking variant in reality) instead of the real 18-rounder. It is seen in the hands of Rorke in "Sin City" and used by enemies in "Severed Ties" and "The Ghost Killer." In Extinction mode it is the last starting pistol that can be unlocked, and is incorrectly depicted as fully automatic. In the Squads mode Safeguard, a variation on Modern Warfare 3's Survival mode, it is the starting weapon, always equipped with an extended magazine (likely to match the capacity of the Five-Seven used in MW3's version of the mode). Unlike the M9A1, the hammer is never cocked back.
SIG-Sauer P226 MK 25
The SIG-Sauer P226 MK 25 is a common starting weapon in singleplayer, sometimes with a suppressor, and the default starting weapon in Extinction mode. It has a capacity of 14 rounds in multiplayer, which does not match any version of the P226 but is closest to the 15-round mags of the 9x19mm P226; in singleplayer and Extinction mode it holds 12 rounds per magazine, correct for the .40 S&W and .357 SIG versions. The hammer always remains in a half-cocked position, even though it should be fully cocked after the first shot. Despite lacking the Navy Anchor insignia, the presence of an underbarrel MIL-STD 19-13 rail instead of the SIG proprietary one distinguishes it as a Mk 25 model.
Taurus Raging Bull
The Taurus Raging Bull appears in the game as the ".44 Magnum", equipped with a top rail. Despite its name, the barrel marking clearly indicates that it is chambered in .454 Casull. The barrel also labels the weapon as a "Roaring Wolf," presumably to avoid Taurus' trademark.
It appears only once in the campaign, in the hands of villain Rorke; when Logan briefly has control of it, it is shown firing in double-action mode. In multiplayer and Extinction, it operates in single-action mode; it has a capacity of six shots, despite that a .454 Casull Raging Bull should only have five rounds in the cylinder, whereas the .44 Magnum version would correctly have six rounds. In Extinction mode, it is the first alternative starting weapon available, and unlocks at level 7. Also notable is that, when upgraded to level 2 in Extinction via skill points, the cylinder capacity is incorrectly changed to 9 rounds, which is impossible for any caliber variant of the Raging Bull (though 8-round cylinders exist). It can incorrectly be suppressed, as with the Taurus Raging Judge in Call of Duty: Black Ops II .
In multiplayer it can, rather pointlessly, be dual-wielded with ACOG scopes fitted to both weapons (as there is no way to aim dual-wielded weapons in the CoD series); getting a large number of kills with this setup unlocks a badge called "Clueless."
The VBR-Belgium PDW machine pistol, referred to as the "PDW," appears late in the campaign in the missions "Severed Ties" and "The Ghost Killer." The standard VBR in multiplayer has a 12-round magazine and is incorrectly shown firing 3-round bursts, while the gold-plated variant available with the June 3rd patch gets a 20-round magazine and a correct fully-automatic fire mode. The singleplayer version is fully-automatic by default and has a 32-round magazine. While this ammo count would be possible with a 33-round Glock 18 magazine, the weapon is shown with a non-projecting magazine which would not have anything like this capacity; the model appears to be a 19-round Glock 18 magazine. For some reason, the charging handle is always pulled after reloading, regardless of whether the magazine was empty or not.
The in-game SMG category also includes the X95 Flattop and Vepr, despite the fact that these are assault rifles.
The Daewoo K7 , referred to as the "K7," is an uncommon weapon in singleplayer, appearing in the missions "Sin City," "Severed Ties" and "The Ghost Killer," where Hesh also uses one. It is one of the weapons which features an integral suppressor, which in gameplay terms means it has one without the player having to give it the "silencer" attachment in multiplayer. Interestingly, the weapon features the same reloading action as the UMP45 from previous games, but with a (obviously) different cocking action.
Izhmash PP-19 Bizon-2
The PP-19 Bizon-2 appears as the "Bizon". It is another common weapon among Federation forces, but it is mostly seen in outdoor levels. Despite the receiver indicating the weapon is chambered in 9x18mm Makarov, the magazine only holds a paltry 36 rounds; even the "extended mags" attachment does not get this up to the correct 64, instead giving only 54 rounds.
Saab Bofors Dynamics CBJ-MS
The Saab Bofors Dynamics CBJ-MS is used by Federation forces, mostly during indoor levels. It has the highest rate of fire of any weapon in the game, but is otherwise fairly mediocre. It incorrectly holds 32 rounds in campaign and extinction, and 34 in multiplayer, instead of the real 30-round capacity. In multiplayer, it is described as having custom armor-piercing tungsten rounds, which, apart from the "custom" bit, is a reasonable description of the special saboted 6.5x25mm round the CBJ-MS can fire. Unlike the PM-9 from Modern Warfare 3, the character does hold the foregrip, although they only bother to hold it properly if the "Foregrip" attachment is added.
Logan starts with a TDI Vector in "Federation Day" and "Severed Ties." It is incorrectly referred to in-game as the "Vector CRB," which is actually a civilian semi-automatic version with a 16-inch barrel sold in states that do not allow the shorter version due to SBR bans. The Vector is shown with a strobe light mounted above the barrel, only usable in "Federation Day," and is fitted with a Magpul AFG by default. It has a correct 30-round magazine in singleplayer and Extinction, but incorrectly 32 rounds in multiplayer (48 with extended mags)
The UTAS UTS-15 only appears in multiplayer and Extinction, and is referred to as the "Tac 12." The version shown in the game is the initial "Gen 1" variant, with the notoriously fragile hooked tube selector the most obvious sign of this. The player character apparently only uses the left tube, since reload animations only show the player character loading the left tube. The tube selector is pointed partway to the right, which indicates feeding from the left tube, assuming it even feeds in this position. While only using the left tube means the weapon should only have a capacity of 6+1 rounds (since it appears to be firing 3" shells), the capacity in multiplayer is actually 10 rounds (15 with extended mags). In addition, the "windows" in the top of the tube magazines always show the weapon to be completely loaded with six shells visible on each side; it also incorrectly ejects spent shells out of what appears to be the right side of the forend, rather than through the ejection port in the stock.
Heckler & Koch FABARM FP6
The Heckler & Koch FABARM FP6 , called the "FP6," is not available to the player in the campaign; only Hesh carries one without the stock on his back, although he never uses it (similarly to Vasquez's Winchester 1200 in Call of Duty 4: Modern Warfare ). However, the FP6 is available in Extinction mode and multiplayer.
The reload, interestingly, shows the player character's hand with the correct number of rounds in it to reload the tube, rather than being a cycled one-at-a-time animation as is common in games (though the pump is still always operated after reloading, even if the tube wasn't empty). Because of each of the weapon's five possible reload animations appear to be hard coded to one of the five possible magazine states at the start of the reload, it is impossible to interrupt the weapon's reloading animation by firing. For likely similar reasons, the FP6 doesn't have an "extended mags" attachment, even though the capacity of the real FP6 magazine tube can be extended from 5 to 7 shells.
Metal Storm MAUL
The semi-automatic Multi-shot Accessory Underbarrel Launcher , or MAUL, referred to as the "Bulldog," is sometimes seen in singleplayer in the hands of Federation soldiers. The Create-a-soldier icon showns it with two spare barrel/magazine tubes in the stock; these are never used for reloading in-game, with the player character instead seemingly grabbing one from their chest rig and seating it with a wince-inducing smack of the muzzle. It is also available in multiplayer as both a standalone weapon and an accessory for assault rifles, and can be found in the second area of Extinction mode. Only the standalone version in singleplayer has the correct capacity of 5 loads. In multiplayer and Extinction it has an incorrect capacity of 6 loads (9 with the "extended mags" attachment), and the underbarrel version available in multiplayer contains only 4.
In a fairly obvious oversight by the developers, shotgun soldiers armed with MAULs will still be shown with holders for standard 12 gauge rounds attached to their webbing, even though they could not possibly be used by the MAUL.
During "No Man's Land," Hesh picks up an MTs255 shotgun from a table and places it on his back; he will occasionally use it at close range in any mission where he is present. It seems it was a family weapon since he comments he never thought he would see it again, but it is not particularly clear why attention is drawn to it since his possession of it is never important to the story. The MTs255 appears occasionally in the hands of enemies; it is fitted with Modern Warfare 3's bracket-mounted accessory rail and illuminated sights. It seems the developers did not actually know how the shotgun operates, since the cylinder latch is marked as if it is a safety, and the cylinder is instead operated by lifting a throw lever just ahead of it; the hammer is also always in the uncocked position, but somehow goes further forward upon firing (such that the hammer ring hits the firing pin, which would require the actual hammer strike face to go completely through it), and then automatically resets itself afterwards.
Assault & Battle Rifles
One thing to note is that the assault rifles and marksman rifles in the game can be used in 3-round burst mode via the "Burst Fire" attachment. However, this burst mode is incorrect for almost all rifles used in the game: the AK-12 is the only one of them that has the 3-round burst option in reality. The real CZ 805 BREN has a burst setting, but it is 2-round burst instead of 3.
AAC Honey Badger
The AAC Honey Badger seems to be a standard weapon for the Ghost unit; the version shown is equipped with a custom charging handle, Magpul MBUS Gen 2 sights and Magpul PMAGs. Like the K7, it is integrally suppressed, without the need for a suppressor attachment. It is first seen in the mission "Brave New World," used by Logan and Hesh. One of the first weapons shown in previews, it repeats a common Call of Duty error in that it is shown with the safety on, one of the few weapons in this game to commit that error. It correctly holds 30 rounds per magazine in campaign and multiplayer, but erroneously 35 in Extinction Chaos mode (as it was replaced by other assault rifles in later patches for standard Extinction).
The 2012 prototype of the AK-12 (based on the canceled AK-200 derivative) is used by Federation troops, as a replacement for the series' long-running anachronistic use of AK-47s. The AK-12 has a 30-round magazine in singleplayer and multiplayer (which increases to 45 with the "extended mags" attachment, which doesn't actually change the model of the magazine), and 40 in Extinction mode. The reload animation is unusual; the player character rests the new magazine against the old, swaps them with the magazines held together, then quickly pulls the old magazine away and retains it instead of dropping it or throwing it like it's about to explode as is more usual for the series. "7.62x39mm" is written on the receiver, but the magazine model is that of the 5.45x39mm version.
APS Underwater Rifle
The APS Underwater Assault Rifle is seen only in singleplayer, and is used by Logan at the very start of "Atlas Falls" and throughout the underwater mission "Into the Deep." It is shown with a bracket accessory rail like the AK-47 in Modern Warfare 3 which never mounts anything, and features an incorrect 30-round magazine, as opposed to the real weapon's 26. Enemy divers in the level also use APS rifles; the weapon is a little anachronistic since by 2026 it would almost certainly have been replaced by the more advanced ADS Amphibious Rifle, an A-91 derivative that uses a dart round that can fit in a standard AK-74 magazine. It is also not clear how the North American Ghost Unit and the South American Federation frogmen came to be using Russian underwater rifles.
Interestingly, the weapon is never cocked after reloading an empty magazine. This is mechanically possible, since the APS is an open-bolt weapon, which means in it wouldn't need to be cocked if the user lets their finger off of the trigger on the last shot. The weapon also fires modelled projectiles rather than hitscan traces like the rest of the game's rifles; in-game, it is in fact noted that the weapon's projectiles are slower than a normal bullet. On the unrealistic side, the rate of fire is fixed at 400 rpm and it always has the same range: in reality, both range and rate of fire depend on the depth the APS is being used at.
The Beretta ARX-160 is referred to as the "ARX-160" in game. In singleplayer, it is only seen in the outer space mission "Loki," where it incorrectly fires in 2-round bursts; in multiplayer it is correctly shown as fully automatic. Unlike the X95, it defaults to its white "OSA" space skin in multiplayer. The magazine features odd black-cased rounds with "CO2" printed on them, possibly implying they are filled with pressurized gas (despite the fact that such a round could hardly achieve any sort of lethal muzzle velocity, and that tests have shown standard ammunition is perfectly capable of firing in a vacuum), and the STANAG-style magazine is also labelled as 5.45x39mm. In multiplayer, it includes a remarkably hideous built-in laser sight and a vaguely defined ability to have reduced recoil for the first three rounds of every burst.
CZ 805 BREN
The CZ 805 BREN is one of the more common assault rifles in the game, referred to as the "SA-805" ("SA" presumably being short for "samopal", which is Czech (as is the rifle) for "submachine gun"; while this may seem odd, it is somewhat justified by the fact that the Vz. 58 assault rifle (also Czech) is often designated this way). It appears to have been one of the first models made for Ghosts , and is significantly less detailed than those made later; in particular, the weapon's lower features very "flat" seams. More bizarrely, if the weapon is fitted with any kind of optic, the 3D magazine release and fire selector will vanish, leaving only the "painted on" textures underneath them.
Diseños Casanave SC-2010
The SC-2010 , a Peruvian upgrade for the FN FAL , is probably the most common Federation weapon in singleplayer, where it can be found with a variety of accessories in most missions. It is also available in multiplayer and is found in the first area of Extinction mode, where for some reason it is restricted to semi-automatic fire only and to a lower 24-round capacity compared to the 30-round capacity seen in campaign and multiplayer (the latter is still not appropriate, since the weapon model uses a 20-round magazine).
The FAD is one of the most common weapons among the Federation forces seen in singleplayer; it is redesigned from Modern Warfare 3 , with a non-slip style surface texture and less fiddly-looking iron sights, though these are less true to the sights of the real weapon as a result. It is shown, oddly, with a two-setting safe/fire selector, while the real weapon has both semi and full auto modes; the in-game FAD is auto only. It has a correct capacity of 30 rounds in campaign, but an incorrect 42-round one in multiplayer. Unlike Modern Warfare 3 , the character actually bothers to chamber a round after an empty reload, giving the charging handle an underhand tug.
Heckler & Koch G28
The Heckler & Koch G28 in patrol configuration is referred to as the "MR-28," combining the civilian designation "MR308" with the German military designation. It has a correct 20-round magazine in singleplayer, but an incorrect 24-round capacity in multiplayer (36 with Extended Mags), and in Extinction mode it is restricted to a meager 8 rounds per mag. The gun uses the exact same mid-magazine reload animation as the SCAR-H from Modern Warfare 2 (and the SCAR-L from Modern Warfare 3).
A custom AR-15 made of various parts and outfitted with an HK416 grip and stock appears in Ghosts as the M27 IAR, a variant of the HK416 used as a squad automatic weapon. It comes with a fictional Beta C-Mag/AK drum hybrid and is listed as a "light machine gun" in-game. The receiver model seems designed after a direct gas inpingement AR-15, with both the upper and lower looking like non-milspec parts, the upper specifically, which has a rail section that sits flat with the charging handle, instead of being raised to accommodate for the piston system like in the real M27 and HK416 (it even has a railed standard gas block at the end of the quad-rail).
The whole gun itself is made to look battered and poorly serviced; the fire selector is completely missing, the handguard is held on with plastic ties, and a section of the rear sight is gone if the weapon has iron sights, leaving a crescent-moon shape. Both this section of the rear sight and the front sight pin are missing if the weapon mounts optics. The model is always shown with a (useless) bipod and a MagPul AFG, regardless of whether the "foregrip" attachment is used or not. Additionally, the Beta C-Mag appears to be backwards.
The IMBEL IA2 is referred to as the "IA-2." It is configured as a marksman rifle and is classified as such; it features a fixed stock instead of a folding stock, and is restricted to semi-automatic fire. It is one of Logan's starting weapons in "Federation Day". It has a 10-round magazine size in singleplayer (which is relatively correct, as FAL 10-rounders seem to have existed prior to the game's release, though the weapon is always modeled with the much more common 20-round magazine), but a strange 18-round capacity in multiplayer (27 with Extended Mags) and a slightly incorrect 21 in Extinction.
IWI X95 Flattop
The IWI X95 Flattop appears in the singleplayer levels "Ghost Stories" and "The Hunted." The markings on the receiver indicate that the weapon is chambered in 5.45x39mm, a modification originally developed for Ukrainian license-built TAR-series rifles manufactured by RPC Fort. It uses a STANAG-style magazine, though these are available for 5.45mm cartridges, so this is not necessarily an error.
It is referred to as "MTAR-X" in-game, and is classified as a submachine gun; this classification would only be correct if it were modeled after the 9x19mm version, which has a straight and thinner magazine. In singleplayer it has a 32-round magazine, indeed only possible for the 9x19mm variant, while in multiplayer it has an even more incorrect 38-round magazine (57 with extended mags). In Extinction it has a 40-round magazine, or 60 with extended mags: while both capacities are available to the real assault rifle counterpart (at least in 5.56x45mm), it visibly still uses a 30-rounder.
A variant called "MTAR-X2" appears during the outer space portion of the singleplayer level "Ghost Stories". This variant fires in 3-round bursts (which is not possible on a real TAR-series rifle), and a has a special white skin.
The "Maverick" assault rifle and the "Maverick-A2" sniper rifle are a pair of weapons included in the Onslaught DLC. Their design is fictional, but is essentially a custom FN FAL build (in 5.56x45mm NATO, if the 5.56 Magpul PMAGs it feeds from are any indication); it has an FAL type lower receiver, with a DSA-esque railed upper receiver mounting Diamondhead's Diamond Integrated Sighting System flip up sights. The stock appears to be inspired by the wooden thumbhole stock for the Norinco-branded Model 320 , while the trigger guard resembles the one from the Heckler & Koch G3 ; the flash hider and (wooden) handguard appear to be custom, with the latter covering only the barrel and leaving the gas tube exposed on the sides (the top being covered by a Picatinny rail). The gas system appears to be from an FAL as well, complete with a forward-mounted spring (though this appears to be wrapped around the gas tube, rather than inside it). Markings on the weapon refer to it as the "RM-22", and is also referenced as such in the game files. Similar to the SC-2010, what would normally be the FAL's bolt release is depicted as the magazine release; the charging handle is also depicted as reciprocating (unlike a typical FAL), though (presumably due to a bug) it only does so when firing without aiming.
Mk 14 Mod 0 Enhanced Battle Rifle
The Mk 14 Mod 0 Enhanced Battle Rifle returns from the previous Modern Warfare series, this time referred to as "MK14 EBR". It has a correct (or, at least, plausible) 10-round magazine in singleplayer, but a strange 18-round capacity in multiplayer (27 with Extended Mags) and another incorrect 21 in Extinction. In any event, it is always modeled with a 20-round magazine.
Oddly, it is the only one of the marksman rifles to actually mount its own scope in singleplayer; the three others all have an ACOG scope instead in their respective mission, while the Mk 14 Mod 0 gets its own scope in "Brave New World" and an ACOG like the others in "Homecoming."
FB MSBS-5.56B Radon
The FB MSBS-5.56B Radon , a bullpup version of a Polish-designed prototype next-gen modular rifle now called the GROT, is called the "MSBS." It incorrectly fires in 3-round bursts, but the correct fully-automatic and semi-automatic modes are available as optional "attachments". The fire selector on the weapon is always pointed to auto, possibly indicating the switch to burst fire as the default mode of operation was made after the weapon model was finished. The version shown in the game is based on a 3D printed design mock-up made in 2011, and is fitted with a Magpul AFG by default.
Remington R5 RGP
The Remington R5 RGP seems to be a service rifle for the US military and Ghost unit; it is a starting weapon for the Ghosts in "Legends Never Die" and "Atlas Falls," and is used by US forces during "Homecoming." Since no M4s or M16s are present in the game, it seems that in Ghosts' future the R5 has replaced both weapons. It has a correct 30-round magazine in campaign but an incorrect 24-round one in multiplayer (36 with Extended Mags); in Extinction it holds 40 rounds, which is possible on the real weapon (albeit not with the magazine actually shown in the weapon).
The Vepr assault rifle, a Ukrainian bullpup AK, appears under its real name, but is incorrectly classified as a submachine gun. It is one of the first weapons available in Extinction mode, and one of the cheapest. In singleplayer it features a correct capacity of 30 rounds, while in Extinction mode this is incorrectly increased to 32 rounds, and to 42 rounds in multiplayer.
Sniper rifles are now accompanied by a new "Marksman Rifle" category for lighter semi-automatic weapons, which are the Mk 14 Mod 0, G28, IMBEL IA2 and SVU. These four weapons have correct magazine capacities in campaign, but incorrect ones in multiplayer and Extinction; this was probably done to prevent an incomplete burst at the the end of the magazine when the "Burst Fire" attachment is used.
Gepard GM6 Lynx
A GM6 Lynx anti-materiel rifle simply called the "Lynx" is one of the game's sniper rifles, and is seen in singleplayer in the missions "Clockwork," where a suppressed version is a starting weapon for Logan, and "End of the Line" where unsuppressed versions can be found in the factory. In multiplayer it is automatically equipped if the "Helo Scout" pointstreak is used. Like the FN Ballista in Black Ops 2 , it is shown fitted with a cant indicator; unlike in that game, the bubble in the cant indicator appears to be completely static, in particular staying oriented to the top of the weapon when it is tilted upwards to be reloaded. It has a correct 5-round magazine in singleplayer, but an incorrect 8-round capacity in multiplayer (12 with Extended Mags), and only 4 rounds when using the "Helo Scout" pointstreak. Interestingly, "Leopard GM6" can be seen written on the side of the weapon while reloading.
Accuracy International Arctic Warfare Magnum
The Accuracy International Arctic Warfare Magnum appears as the "L115". This is a reference to the British Armed Forces' designation, in this case being the L115A2 (as the A1 has a non-folding stock and the A3 is configured with different accessories and has a tan stock). The weapon bizarrely combines a right-handed stock and bolt (with non-standard spiral fluting) with a left-handed receiver, which is a physical impossibility. It correctly holds 5 rounds in campaign and multiplayer, but incorrectly 8 in Extinction.
Remington 700 USR
The USR (Urban Sniper Rifle) variant of the Remington Model 700 appears only in multiplayer and Extinction. It is shown fitted with a partially-filled cartridge holder on the left side of the receiver, the cartridges in which are never used. It only holds 6 rounds per magazine in multiplayer (9 with Extended Mags) and 8 in Extinction, as opposed to the real one's 10-round mag.
The SVU Dragunov returns from Black Ops II, this time classified as a marksman rifle. It is referred to as "SVU" in-game; while it mounts a bipod, it is not the correct one for an SVU-AS, instead seemingly being a standard Harris bipod mounted on the front of the handguard. In singleplayer it only appears in the final level, "The Ghost Killer," where it is fitted with an ACOG optic. Enemy snipers use SVUs with their standard scope in the level, but these ones cannot be picked up by the player.
It has a correct 10-round magazine in singleplayer, but a strange 18-round capacity in multiplayer (27 with Extended Mags), and another incorrect 21 in Extinction. While the latter capacities would theoretically be possible using the extended 20 and 30 round magazines made for the SVU-A and SVU-AS, these were not produced in quantity, and the model shows a standard Dragunov 10-round magazine anyway.
The VSSK Vykhlop appears with its alternate name, the VKS. It incorrectly operates semi-automatically instead of being a straight-pull bolt-action. In singleplayer it only appears at the very end of the mission "Severed Ties." It has a correct 5-round magazine in singleplayer, but an incorrect 10-round capacity in multiplayer and Extinction (15 with Extended Mags).
A more realistic aspect compared to previous Call of Duty games is that reloading a belt-fed machine gun in Ghosts differs when the belt is empty or when it still has rounds in it, since the charging handle is only pulled after replacing an empty belt box. However, in a similar fashion to past Call of Duty games, the ammunition belt model does not accurately reflect rounds remaining. The exposed portion of the belt is a set model that, when running very low, will display more rounds in the belt then actually available to the player. The belt is still visible in reloading animations, even when all rounds have been expended. As a last note, and rather bizarrely, MGs can for the first time accept underbarrel attachments, meaning it's possible to use an MG with an underbarrel shotgun in multiplayer.
Since the minigun is not included in it, the "light machine guns" category is for once accurately named, since there are no GPMGs in the game; however, since the M27 IAR is functionally an assault rifle with a large magazine, it is listed with the other assault rifles on this page.
The CETME Ameli is one of the available machine guns, used by Federation forces in "Legends Never Die" and "All or Nothing".
GE M134 Minigun
A handheld M134 Minigun appears as the "Minigun" in multiplayer and "Death Machine" in Extinction. In multiplayer it is available as the primary weapon for the Juggernaut Pointstreak and as a random special weapon from air deliverable ammo crates. The minigun starts with 255 rounds in a single belt and cannot be reloaded, but it is otherwise treated as a standard weapon. In Extinction mode, the minigun is an "Equalizer" option with only 100 rounds, and once activated cannot be reloaded or unequipped until the weapon is dry. In this mode it can be upgraded with skill points to a capacity of up to 200 rounds. The multiplayer version of the weapon fires at only 750 rounds per minute, only a fraction of the rate of fire of a real minigun, while in Extinction it fires at 1200 RPM. Furthermore, the handheld minigun in Ghosts is not spun up before being fired.
Like the Black Ops II GAU-19, the Ghosts version tries to introduce an original variation on the now standard chainsaw grip, with a single overhead grip and the trigger shifted to the weapon's left side, resulting in a left-handed weapon. This is probably done so the player character's arm does not block the view of the weapon model. In contrast, the in-world model seems to be based on the T2 configuration and features a centered trigger mechanism with a right-handed trigger.
The weapon features several embellishments including a mounting rail on the left side of the Y-frame with a functionless device which appears to be a laser sight attached to it, a digital readout which appears to be an ammunition counter which is always stuck on 1,159, and additional clamps mounted around the lower sections of the barrels. The in-world model has an Echo1 Minigun Barrel Guard, which is actually an optional accessory for Airsoft Miniguns. The barrel clamps appear to be based on an M61 Vulcan barrel clamp/muzzle brake combination (with the muzzle brakes omitted) and some embellishments found on older Airsoft Miniguns.
A KAC ChainSAW appears as the "Chain SAW;" in singleplayer, it appears only in the final level, "The Ghost Killer." The weapon can only be fired from the hip and cannot equip any optics; using the aim button simply provides a slight zoom accompanied by a change in stance. The player character holds the foregrip low down rather than with their hand on top of it; like the minigun, this is probably to give a clearer view of the weapon model. In multiplayer it has a laser aiming module, but this is not present in any other mode.
The underbarrel Spike's Tactical Havoc Launcher mounted on the weapon is unusable; equipping a grenade launcher will change the launcher model to an FN 40GL. Likely for balance reasons, the ChainSAW feeds from a non-standard 80-round belt in multiplayer (rather than 100 or 200 rounds), or 120 rounds if using the "extended mags" attachment. In campaign and Extinction mode however, it feeds from a correct 100-round belt.
The LSAT light machine gun returns from Black Ops II , this time with a more rugged, utlilitarian look that lacks the polymer cases and ammo counter on ammo box. It is occasionally seen in the hands of Federation soldiers in singleplayer.
Carl Gustav M3
The Carl Gustav M3 appears as a pointstreak, referred by its U.S. military designation, the "MAAWS". The weapon is portrayed unrealistically in the game; first, it is incorrectly depicted as having two rockets loaded at the same time, fired semi-automatically. It is also equipped with a laser sight (replacing the real telescopic scope on the weapon model) that allows the user to manually guide the rockets to the desired location, a feature that the real weapon does not have. Furthermore, the rocket is loaded through the muzzle instead of the back of the weapon. In singleplayer, the launcher it is used by Logan against two enemy choppers in the mission "Brave New World." In multiplayer, each rocket fired splits into two rockets. A reflex sight is present at the left side, under the laser emitter, but it is unusable; instead, the view is slightly zoomed in when aiming the weapon.
The FN 40GL is used as the underbarrel grenade launcher for all assault rifles and light machine guns. It has no trigger, and on every weapon excluding the ARX-160 it is also missing the entire assembly that goes around the parent rifle's magazine well, and is incorrectly muzzle-loaded instead of breech-loaded.
The Milkor MGL Mk 1L is called the "MK32," and appears in singleplayer only in the mission "Struck Down." In single player it fires remote-detonated "sticky" grenades at the start of "Struck Down," and short-timed ones for the rest of the level. It cannot be reloaded except when all six rounds have been fired; the player character will then reload it two rounds at a time. In Extinction mode the weapon appears as an "Equalizer" option, where it fires normal impact rounds, but is sometimes referred to as 'War Machine' when equipped, the name that was used for it in Black Ops II . It cannot be unequipped until all ammunition has been expended, in which case the weapon will be discarded.
In multiplayer, the MGL appears as a standard secondary weapon under the launchers category. It functions differently in this mode, with a strange two-round burst mode and timed sticky grenades; these are hand grenades, since the weapon actually fires the fictional "Semtex Grenade" model from previous games. In multiplayer and extinction it is not fitted with any sights; the view is zoomed in when aiming.
The reload animation of the MGL is unrealistic for several reasons. For one, the grenades are for some reason modeled to be smaller than the cylinder's chambers, and visibly roll around inside the chambers during the reload animation. Two, the animation doesn't bother with winding up the cylinder when reloading, and instead simply gives the cylinder a weak pull after closing it, which is not even remotely enough to fully wind up the cylinder's spring. The animation also neglects the fact that the cylinder cannot be manually rotated when the cylinder's spring is partially winded.
The Panzerfaust 3 -IT, a version with a dual-mode HEAT warhead designed to defeat reactive armor, is simply referred to as the "Panzerfaust." The rocket is marked as a much older DM-10 HEAT round rather than the dual-mode version shown.
The RGM-40 Kastet grenade launcher, a standalone version of the GP launcher series, is called the "Kastet;" it only appears in multiplayer and Extinction. It does not use its iron sights at all, instead simply being bought slightly closer to the middle of the screen. Like the GP-30 from the Modern Warfare games, a western 40mm grenade stands in for the Russian caseless VOG-25 grenades used by the Kastet, and the launcher is still incorrectly flicked downwards to eject a nonexistent spent grenade casing (like all the previous COD games), with a full grenade model standing in for the nonexistent casing.
The RPG-7 is seen in the game, but is not available to the player. It is used by Federation soldiers in the campaign mission "Struck Down", where they use it from the stadium's stands against the Ghosts team when they are searching for Ajax. It is also used by an enemy in the final level "The Ghost Killer", right before the confrontation with Rorke.
AN/M14 incendiary grenade
The AN/M14 incendiary grenade is available in multiplayer as the "Thermobaric Grenade" (which is entirely incorrect; AN/M14s are, rather obviously, incendiary, not thermobaric).
M18 smoke grenade
M18 smoke grenades are often seen on NPCs, and can be selected by the player in multiplayer; they are also used to mark locations for "care package" rewards. As is often the case in video games, they incorrectly produce white smoke.
M18A1 Claymores can be found in Extinction mode, where they replace the player character's lethal grenades if equipped. Fictional "Shockwave Claymores" are also used in the defense of the factory near the end of "Clockwork."
M67 Hand Grenade
The standard grenade in all modes is the M67 hand grenade ; in singleplayer it is used by both factions.
M84 Stun Grenade
Ghost unit members generally carry M84 stun grenades on their webbing, as do some Federation soldiers. M84s are not usable by the player; the game's main stun grenade is instead an entirely fictional design (see "9-Bang" below). However, the fictional grenade still leaves a burned-out M84 body on the ground after detonating.
A fictional grenade serves as the main stun grenade in Ghosts . In campaign, it is known as the "Flashbang", and functions like a normal COD flashbang. In multiplayer, it is known as the "9-Bang", and releases multiple flashes and an EMP effect after it is "cooked".
Model 7290 Flashbang Grenade
The "concussion grenade" in multiplayer is a Model 7290 flashbang grenade . Merrick is shown with two of these grenades on the back of his belt, rather crudely marked as "flash in your pants" grenades.
RDG-2 Smoke Grenade
Seen on the uniforms of Federation troops.
RGD-5 Hand Grenade
During the flashback level "Legends Never Die," General Almagro's soldiers carry RGD-5 hand grenades on their chest rigs, though they still throw M67s.
TMRP-6 anti-tank mine
The TMRP-6 anti-tank mine is featured as the "Thermobaric Mine".
The same MK 3 CLAM limpet mine from Modern Warfare 3 is used in "Clockwork".
Browning M2HBs are mounted on American M1A2 Abrams tanks and Maxxpro MRAPs during the campaign. Crates of dismantled M2s are also present in the Federation factory in "End of the Line;" this is odd, since no Federation vehicle mounts one.
DShK heavy machine guns are seen mounted on Federation GAZ-2975 trucks in several missions.
A strange drone gun rig found in the mission "Clockwork" mounts a pair of FN P90 TRs . These appear to be the Modern Warfare 3 P90 TR model with the iron sights removed; the rig is still essentially the same as the old drone minigun rig, and even makes the same firing sound. This marks the first non-WWII-based Infinity Ward game in the series not to feature the P90 as a useable weapon.
General Dynamics GAU-17/A
General Dynamics GAU-17/As are used twice during the campaign, mounted on a truck in the mission "Clockwork" and on a helicopter during "Severed Ties." Crates of them can also be found in the factory in "End of the Line." GAU-17/As are also present throughout Extinction mode in fixed mountings which can be activated temporarily by spending money, with a limited ammunition count per activation. Oddly, the campaign uses the Modern Warfare 3 GAU-17/A model, while Extinction mode uses the ancient Call of Duty 4 model.
General Electric GAU-8/A Avenger
General Electric GAU-8/A Avengers are seen mounted on A-10 Thunderbolt II ground-attack aircraft in "Homecoming." These aircraft are apparently retrofitted as drones, and at several points in the level Logan controls them remotely for strafing runs. In multiplayer the A-10 returns, bizarrely, as the "Air Superiority Fighter" pointstreak, despite being a ground-attack plane.
At various points in the campaign MiG-29 fighters can be seen, presumably armed with Gryazev-Shipunov GSh-30-1 guns.
The same conglomerate of Mi-35M and Mi-24P seen in Modern Warfare 3 and Black Ops II appears yet again, as a sinking nose section, during the mission "Into the Deep." As ever, it is armed with both a chin-mounted Yakushev-Borzov Yak-B gatling gun and a GSh-30-2 twin gun on the side of the fuselage.
Russian surface ships can be seen armed with Gryazev-Shipunov GSh-6-30 rotary guns in AK-630 installations.
Heckler & Koch GMG
Heckler & Koch GMGs in remote weapon stations are seen mounted on the commander's hatches of most Abrams tanks that have commander's weapons. The player never takes control of one.
The Federation's T-90MS main battle tanks usually mount a UDP T05BV-1 remote weapon station with a PKT machine gun on the roof. This gun is not present on the lower-detail T-90s present in "Severed Ties," presumably to save resources. These tanks also mount a coaxial PKT, though this is never used.
KPV Heavy Machine Gun
KPV heavy machine guns in ZPU-4 quad AA mountings are seen in "Birds of Prey." The model appears to be the same one used in Black Ops and Black Ops II , with new textures.
M230 Chain Gun
The M230 Chain Gun can be seen mounted on AH-64 Apache attack helicopters at various points in the campaign, including "Birds of Prey" where the player controls one.
Abrams tanks can be seen mounting M240C machine guns coaxially; these are present on the M1A2 tanks seen in singleplayer and the multiplayer map "Overlord," and on the M1A1s in the maps "Octane" and "Warhawk." They are also present, for no obvious reason, on the strange defense guns mounted in casemates in "Homecoming." In "Severed Ties" the player takes control of an Abrams, and can fire the M240C using the grenade button. M240Cs are presumably also the coaxial armament of the Sharpshooter turrets of the Federation's FNSS Pars APCs.
M242 Bushmaster Chaingun
M242 Bushmaster chainguns can be seen mounted on Federation APCs based on the Turkish FNSS Pars, which are seen throughout the campaign.
The heavy machine gun seen in "Homecoming" and incorrectly referred to as a "minigun" in Extinction mode is based on the ATK LW25 cannon, a short-barrel M242 Bushmaster variant designed for mounting in remote weapon stations and certainly not for use on a tripod mounting. The version seen is shown fitted with spade grips, which would be an interesting way to destroy the bones in the operator's arms, but not a practical weapon system. This gun is also used in "Sentry Gun" rigs in multiplayer and Extinction, with a sensor unit added to the rig and a large muzzle brake fitted.
M61 Vulcan cannons in Block 1B Phalanx installations are mounted on the Gerald Ford -class carrier CVN-81 USS Liberator in "All or Nothing," and fire at Federation aircraft throughout the level. F-15 Eagle and F/A-18 Hornet fighters seen during various levels also presumably mount M61s, though they are never seen firing them.
Mk 19 Grenade Launcher
Mk 19 Grenade Launchers are used as line launchers in "Federation Day."
Mk 47 Mod 0 Grenade Launcher
Mk 47 Mod 0 Grenade Launchers are mounted on the truck used during the escape sequence in "Clockwork" and on the commander's hatch of the tank Badger One in "Severed Ties." This appears to be a reworked version of the model used on the UGV in the level "Persona Non Grata" in Modern Warfare 3 . The version shown in "Severed Ties" very obviously has no belt and only mounts an empty box. A partly dismantled Mk 47 Mod 0 can be found on a bench in the multiplayer map "Sovereign," a tank factory producing fictional "X-08 Selva Tigre" tanks which never appear in the actual game.
Twin Oerlikon GDF-007 35mm gun installations can be seen in the levels "Brave New World" and "Homecoming," being used to defend the US firebase in Los Angeles. The mounting used appears to be fictional.
In the level "Severed Ties," the Federation's satellite uplink facility is protected by a series of Skyshield gun installations, referred to in the introduction as the German MANTIS variant.
The crashed Mi-28N Havoc model from Modern Warfare 3 sinks on top of Logan and Keegan after the Littoral Combat Ship is destroyed in "Into the Deep," with the same neatly curved Shipunov 2A42 chin gun visible. A Shipunov can also be seen mounted on a BTR-80A which drives past a checkpoint in "Clockwork."
The Modern Warfare 3 SVD Dragunov model appears in the mission "Struck Down," fitted with a suppressor and the scope from the "Lynx" and mounted on a remote-controlled rig. The weapon's HUD incorrectly refers to it as a .50 cal, and the firing sound seems to have not been told it isn't one either (and neither has the suppressor, for that matter). It can assumed that the weapon was a placeholder, much like the UMP-45 and the M4A1, but was never replaced and therefore managed to sneak its way into the final version of the game.
The sinking Hind helicopter in "Into the Deep" is armed with a chin-mounted Yakushev-Borzov Yak-B four-barrel Gatling gun. Elsewhere in the game, "Battle Hind" helicopters are seen, a fictional coaxial-rotor design which is equipped with a set of oversized Yak-B barrels attached to the ammunition feed of the Shipunov 2A42 mounting for the South African "Super Hind."
This section excludes mounted and emplaced weapons as well as grenades and explosives - you can find them under their respective categories.
A Browning Hi-Power is used by a co-pilot in the intro cutscene of the Extinction map "Exodus", though the weapon is not available for use in-game.
The pickup icon for the Modern Warfare 2 Colt Anaconda can be seen on a poster in the multiplayer map "Octane." The weapon itself does not appear anywhere in the game.
Flintlock Pistols are dual-wielded by one of the ghost pirates of the "Ghostly Crew" field order reward, in the Invasion DLC map "Mutiny". The weapon is not available to the player.
The FN FNP-9 is seen as the symbol for the perks "Ready Up" and "Quickdraw", though the weapon itself does not appear in the game.
Springfield Armory Loaded 1911
A Springfield Armory Loaded 1911 is seen holstered on John Price's multiplayer model from the Cpt. Price Legend Pack. It is not available for use in the game, though.
An M16A4 is seen as the symbol for the perks "Reflex" and "Overkill", though the weapon itself does not appear in the game.
Spike's Tactical Havoc Launcher
The KAC ChainSAW by default mounts an unusable 12-inch Spike's Tactical Havoc Launcher under the barrel. The right-hand side cocking handle and safety markings have been mirrored to the left, but the rotatry safety catch itself is oddly absent. The text has been changed to say it is a 40mm launcher instead of 37mm; despite this, it cannot be used and if a grenade launcher attachment is mounted on the ChainSAW it will be replaced with an FN 40GL.
The following weapons appear in pre-release gameplay footage but not in-game.
Heckler & Koch UMP45
A camouflaged Heckler & Koch UMP45 was seen briefly in the behind the scenes trailer as the narration discusses the addition of sliding. This was Modern Warfare 3 UMP model, fitted with a new EOTech EOLAD-1V reflex sight. This weapon does not appear in the final game, and was most likely a development placeholder for the K7, if only due to the suppressor and the K7's reload animation.
Soldiers in ghillie suits are seen jumping out of a helicopter with suppressed AK rifles in the reveal trailer. This is the "AK-47" model from Modern Warfare 3 , actually a custom hybrid of the AK-47 and the AKM . It does not appear in the final game, and seems to have been a placeholder for the AK-12.
Colt M4A1 Carbine
The M4A1 model from Modern Warfare 3 was seen several times in the behind the scenes trailer, with other shots showing the Modern Warfare 2 model with a variation of the ARMS SIR rail system which had a carry handle gap between the top of the receiver and the rail. Neither appears in the final game, most likely replaced by either the Honey Badger or the Remington R5. However, one of the pseudo-Intel "Rorke Files" shows the aforementioned antagonist training with such weapon.
M203 Grenade Launcher (Airsoft)
In early previews where the Modern Warfare 3 M4 appeared as a placeholder, it was equipped with that game's Airsoft M203 grenade launcher . This weapon does not appear in the final game.
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Call of Duty Ghosts K7 Guide
The K7 has a very particular specialization
This is a guide for the K7 in Call of Duty Ghosts .
The K7 is a South Korean SMG with a permanently attached suppressor. It has a very low damage output, requiring three shots to kill whether you use headshots or not. Worse, at longer ranges, it takes seven shots to kill, five if one of them is a headshot. Low penetration also conspires to work against it. At least it retains that three shot kill damage as far as medium range.
Hipfire is good, and at 895 RPM, the rate of fire does compensate for low damage, making it a lethal weapon up close. Recoil is moderate, again working with low damage output to make it terrible at long ranges. The K7 does have quick aim time at 200 ms and retains full mobility while moving. Magazine capacity is adequate at 32 rounds, 48 rounds on extended magazines. It has quick reloads for an SMG at 2.5 seconds, so you shouldn’t hesitate at unloading your gun with this one.
The K7 is a stealth gun, so you will want to get the appropriate Perks and attachments. Foregrip will lower recoil, so that you can have a more accurate gun, if not a long range weapon. Extended magazines is also a great choice, quick reload time aside.
Choose only genuine stealth Perks. Off The Grid will help you get over the SATCOM strategy we outlined just today as well as Incog. Dead Silence will also keep your footsteps silent so they’ll never notice you coming near. You may also choose to invest in mobility enhancing Perks, such as Marathon.
The K7 is terrible as a ranged weapon and powerful as a close up mobile stealth weapon. Lacking versatility, it is nonetheless one of the best guns at its specialization.
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SMG Gameplay Guide
Commonly considered to be the best class of gun in Ghosts, SMGs are fast and accurate enough to be a viable weapon choice on any map. Similar to assault rifles, SMGs are fully automatic or 3 burst fire weapons; they usually have a significantly higher fire rate than assault rifles but suffer from lower accuracy and do less damage.
Unlike shotguns, sniper rifles and marksmen rifles, SMGs can be used effectively on any map. SMGs are best used in smaller, close-quarter maps like Tremor and will be noticeably less efficient than an assault rifle on large maps like Stonehaven due to the loss of their pinpoint accuracy at longer ranges.
Regarding perks and attachments, SMGs equipped with the fire rate attachment and silencer unlock the full potential of the SMG class, using speed and stealth for fast, silent kills. Weapons like the K7 demonstrate the devastating effects of the fire rate attachment on SMGs. Perks used should focus on movement and reload speed. Perks that detect enemy equipment, minimize flinching when shot and increase movement speed while looking down sights are also useful perks for an SMG class.
While using an SMG, it is recommended to maintain consistent cover at all times, as this will allow you to focus on short range gunfights rather than longer range battles against an assault or marksmen rifle, where you will be at a disadvantage. Because of this, indoor areas and buildings are excellent areas to excel with an SMG.
Opposite to the behaviour of the Marksmen or Sniper rifle class, using an SMG requires you to move around the centre of the map where most of the action is taking place or wherever the environment favours the SMGs high fire rate but low long range accuracy.
For example, on the map Octane, move throughout the two main rows of building, clearing them out but never stray into open areas with views of windows or long clear sights down the central open area, assault or marksmen rifles will win every gunfight in this situation but SMGs will have the advantage when inside buildings or moving through close quarter cover.
Up Next: Light Machine Guns
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Ghosts - Weapons List - Submachine Guns
« Back to the Weapons List
SMGs provide great mobility and must be exploited by playing aggressively - they are not meant to be used as a long range weapon or to guard an area. SMGs are the perfect weapon to flank the enemy or reaching a target quickly in objective-based game modes.
These weapons can be used reliably to score kills even when you are not Aiming Down Sights (ADS) due to them having good accuracy when fired from the hip. SMGs ADS quickly and you also stay reasonably mobile while doing so - there's usually no need to use the Stalker perk with Submachine Guns.
Xbox 360 / One, PlayStation 3 / 4, Wii U and PC. Multiplayer is available on Xbox LIVE (Xbox 360 / One), PSN (PS3 / PS4) and Steam. Xbox LIVE requires Gold Membership.
COD: Black Ops 3
The latest COD game (Black Ops 3) has evolved the series by adding new movement mechanics, weapons, perks and scorestreaks. Treyarch has also overhauled call of duty black ops 3's multiplayer substantially while still keeping the core of the game familiar to returning players.
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The MK32 is a six-shot grenade launcher featured in Call of Duty: Ghosts that fires Semtex grenades.
- 1.1 Attachments
- 2 Multiplayer
- 3.1 Upgrades
Campaign [ ]
The MK32 is available in the mission " Struck Down ", equipped with a Holographic Sight , and it is semi-automatic. In the beginning of the level, the Semtex grenades fired on enemy vehicles do not explode directly, being blown up using a detonator instead. However after this part, the fired grenades explode instantly after sticking to a surface, almost like normal impact grenades. Furthermore, the grenades have a "safe distance", unlike in multiplayer and Extinction.
Attachments [ ]
- Holographic Sight (Campaign only)
Multiplayer [ ]
The MK32 is purchasable as a secondary weapon. It does not have sights. Instead, the screen zooms in slightly. It fires two Semtex grenades at a time, and has six rounds loaded per cylinder. The rounds fired by the MK32 count towards Semtex challenges. Furthermore, it cannot be reloaded mid magazine, though this doesn't matter as it only comes with one magazine to start and magazines cannot be scaveneged or added with Fully Loaded or Scavenger . The two shots it fires recoil considerably, making it hard to get the two shots in the same place. Moving the aim down while the weapon is firing may help. Overall, this weapon is best used to clear or capture objective points from enemies, or to remove a camping enemy from a short distance.
Extinction [ ]
The MK32 Launcher appears in Extinction under the Equalizer category and costs $2000 to deploy. When fully upgraded, its name becomes the MK32 Flame Rounds . It does not fire in two-round bursts like in multiplayer, instead simply being semi-automatic, and it fires grenades that explode on contact instead of Semtex. Like with the Kastet , the player can aim down the sight with the MK32 Launcher, but this does not bolster accuracy in any tangible way. The player is not required to aim down the sight to fire accurately.
Like with the Death Machine , all other ability items and weapons are prohibited from being used while the MK32 Launcher is active, except for the Melee attack. In addition, the player is unable to interact with Search Piles when the MK32 Launcher is in use. The player cannot discard the MK32 Launcher until it is completely out of ammo. For these reasons, users must be extremely careful when buying the MK32 Launcher, as doing so severely limits what the player can do while it's active, something that can be very detrimental to a team if the user is tasked with providing key supplies such as Ammo or Armor .
When starting out, the MK32 Launcher is decent, having solid killing power, but being very risky to use in close-quarters due to the risk of splash damage. The first upgrade is helpful to ensure that players do not hurt themselves with the MK32 Launcher's explosions, and it makes the MK32 Launcher very serviceable to eliminate several Cryptids at once when the player is in a jam up close. The second upgrade is extremely important, as it alleviates the MK32 Launcher's poor mobility somewhat, and it makes the explosive radius much larger. The enhanced radius allows the MK32 Launcher to more effectively hit targets. The third upgrade gives incendiary damage. This upgrade is where the MK32 Launcher becomes very powerful. With this upgrade, the MK32 Launcher becomes capable of one shot killing Hunters and Scorpions . The incendiary damage makes the grenades capable of dealing extra damage to targets that they don't manage to kill outright.
The last upgrade doubles the MK32 Launcher's ammo loadout to 12 grenades by simply adding 6 grenades in reserve. Users will have to reload to access these 6 grenades, and the reload can only be initiated by emptying the cylinder. The reload speed of the MK32 Launcher is extremely slow, and even worse, because On the Go is equipped by default in Extinction, it is very inconvenient to Reload Cancel this extremely slow and cumbersome reload. Users must be very careful when reloading the MK32 Launcher as a result. Despite the added danger of reloading, the last upgrade is by far the strongest upgrade the MK32 can get. With the doubled capacity, by either efficiently killing multiple Cryptids at once or targeting larger Cryptids, the MK32 Launcher allows users to more easily make a return on their investment.
Engineer is highly recommended when using the MK32 Launcher, as the extra money earned from using Engineer and the increased wallet size on the last upgrade will make the MK32 Launcher much less finanically risky to purchase. The Weapon Specialist is also great to use with the MK32, as the third upgrade will heavily decrease the reload time of the MK32 when fully upgraded, making the MK32 Launcher far less risky to reload. Should the operator not be using Weapon Specialist, it is highly advised to either lay down Team Boosters or ask someone else to lay down Team Boosters before operating the MK32 Launcher, as that will also fix the abysmal reload speed. Players who have the Double Class upgrade can simply run both Engineer and Weapon Specialist to get high explosive damage, fast reloads, and a larger cash pool to work with.
The MK32 Launcher, even when fully upgraded, performs very poorly against Rhinos , and users should either refrain from using the MK32 Launcher when Rhinos are around, dump the remaining ammo in the MK32 Launcher to access the user's other weapons, or if possible, allow teammates to deal with Rhinos.
The MK32 Launcher is extremely ineffective early in the game, when it's predominantly Scouts running amok. The MK32 Launcher is incapable of making good monetary return on the lesser Scouts, making it overkill to use early on. Instead, the MK32 Launcher shines much more brightly when used later in the game, when Hunters are much more common. Not only will its extreme damage come in handy against the many Hunters and Scorpions, but the MK32 Launcher when fully upgraded is more than worth the investment. The MK32 especially shines when used against large crowds, as the MK32 is capable of scoring a plethora of one hit kills with a single grenade.
Much like with the Death Machine, the MK32 Launcher's effectiveness heavily scales up when upgraded, and as such, the effectiveness of the MK32 Launcher will boil down to whether or not the user will both use it properly and make it a core aspect of their game. If the user isn't going to fully upgrade the MK32 Launcher, then the user is best to choose something else, as the MK32 Launcher is much less effective in a secondary role than Equalizers like the Riot Shield or the Turrets , since the MK32 Launcher is much more restrictive than most other equalizers. If not fully upgraded, the MK32 Launcher will often prove to be more trouble than it's worth.
Upgrades [ ]
- +1 (Cost: 1) - Blast shield prohibits grenades from damaging the player.
- +2 (Cost: 1) - Faster Movement and explosions have a larger radius.
- +3 (Cost: 2) - Fire grenades do increased damage.
- +4 (Cost: 3) - Doubles the grenade count to 12.
Gallery [ ]
- If observed closely enough, the grenade casings are actually smaller than the gun's chambers, and visibly roll around during the reload animation. The cylinder of the MK32 will also minorly clip into any sights attached to the weapon, such as a Holographic Sight .
- When called in during a round of Extinction, the player character will refer to the weapon as a "War Machine" or "Grenade Launcher".
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