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Difference between revisions of "Call of Duty: Modern Warfare 2"
(I don't think that the Desert Eagle was offered in that configuration back when the game was released (though you could probably fit one with an aftermarket underbarrel rail)) Tag: Undo |
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__TOC__<br clear=all> | __TOC__<br clear=all> | ||
=Overview= | =Overview= | ||
− | + | ''Modern Warfare 2'' expands on the two slot weapon inventory system and weapon categories, as secondary weapons now include handguns, machine pistols, shotguns and explosive launchers (the latter and some other explosives no longer tied to perks), which makes the "Overkill" perk from previous titles somewhat obsolete and not included. Once again, new modifications are introduced in the form of EOTech holographic sights (which were previously exclusive to the campaign in the previous title), thermal scopes, fictional weapon-mounted heartbeat sensors, underbarrel shotguns, tactical knives and internal modifications such as rapid fire and full metal jacket ammunition (which allows bullets to penetrate into deeper surfaces). While the player in multiplayer mode can still attach one modification to their primary weapon and secondary weapon, the new "Bling" perk allows two modifications to be attached to the primary weapon, with the pro version of the perk allowing two on the secondary. One change to unlocking attachments is that now that some attachments can be unlocked through using other attachments (ie. unlocking the underbarrel shotgun requires kills through the underbarrel grenade launcher). | |
− | + | One new ability added to weapons as a "modification" of sorts is the ability to go "guns akimbo" or dual-wield. Handguns, machine pistols, submachine guns and certain shotguns (the Sears Ranger and the Winchester Model 1887) can be held in each hand, able to be fired independently from one another and have their own magazine pool. A common recurring thing in future games with dual-wield is due to the way of how reloading in dual-wield works (with weapons able to be fired in one hand while reloading in another), and unlike ''[[Call of Duty 2: Big Red One]]'' (where dual-wield mechanics work very differently), weapons simply drop down to be reloaded off-screen (ala ''[[GoldenEye 007]]'') while playing sounds to make it ''seem'' that the player to reloading the weapon. | |
+ | |||
+ | While resupply crates are introduced in ''[[Call of Duty: World at War|World at War]]'' for only one mission, ''MW2'' expands on this and adds more resupply crates into more singleplayer levels. | ||
+ | |||
+ | The newly-introduced "Special Ops" mode in ''MW2'' pits the player into a series of sometimes short fast-paced missions, with the possibility of cooperative play with another player. While players are still given pre-set weapons and attachments when the level starts, the initial area in most missions contains additional pre-set weapons to at least tailor one's loadouts. Resupply crates seen in singleplayer can also be used in Spec Ops mode. | ||
+ | |||
+ | Likely due to the absence of a multiplayer mode in the remastered version of the game, weapons can freely be inspected through a dedicated keybind; which in most entries, is usually not the case. | ||
=Handguns= | =Handguns= | ||
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[[File:MW2-92SB-1.jpg|600px|thumb|none|Reloading a suppressed Beretta. Due to a bug that was never patched, the suppressor does not actually work as intended - range is reduced, and the firing sound is muffled, but the firer will still show up on enemy minimaps.]] | [[File:MW2-92SB-1.jpg|600px|thumb|none|Reloading a suppressed Beretta. Due to a bug that was never patched, the suppressor does not actually work as intended - range is reduced, and the firing sound is muffled, but the firer will still show up on enemy minimaps.]] | ||
− | ===Beretta | + | ===Beretta 92FS (remastered version)=== |
− | In ''Modern Warfare 2 Campaign Remastered'', the weapon is modeled after a | + | In ''Modern Warfare 2 Campaign Remastered'', the weapon is modeled after a [[Beretta 92FS]], standing in for the U.S. military-issue [[Beretta M9]]. It appears to reuse the same model from ''[[Call of Duty: Modern Warfare Remastered]]''. |
− | [[File: | + | [[File:BerettaM92FS.jpg|thumb|none|350px|Beretta 92FS - 9x19mm]] |
− | [[File:MW2R M9 (1).jpg|thumb|none|600px|Initially drawing the | + | [[File:MW2R M9 (1).jpg|thumb|none|600px|Initially drawing the Beretta in the remaster shows the user chamber a round.]] |
− | [[File:MW2R M9 (2).jpg|thumb|none|600px|Allen with | + | [[File:MW2R M9 (2).jpg|thumb|none|600px|Allen with a Beretta inside the airport.]] |
− | [[File:MW2R M9 (3).jpg|thumb|none|600px|Aiming.]] | + | [[File:MW2R M9 (3).jpg|thumb|none|600px|Aiming. Note the three-dot sights, which makes this a 92FS and not an M9.]] |
[[File:MW2R M9 (4).jpg|thumb|none|600px|Reloading the pistol.]] | [[File:MW2R M9 (4).jpg|thumb|none|600px|Reloading the pistol.]] | ||
[[File:MW2R M9 (5).jpg|thumb|none|600px|Equipping two Berettas - here, Ramirez cocks the hammers on both pistols.]] | [[File:MW2R M9 (5).jpg|thumb|none|600px|Equipping two Berettas - here, Ramirez cocks the hammers on both pistols.]] | ||
− | [[File:MW2R M9 (6).jpg|thumb|none|600px|Idling with the | + | [[File:MW2R M9 (6).jpg|thumb|none|600px|Idling with the Berettas.]] |
[[File:MW2R M9 (7).jpg|thumb|none|600px|The inspecting animation results in some fanciful gun twirling.]] | [[File:MW2R M9 (7).jpg|thumb|none|600px|The inspecting animation results in some fanciful gun twirling.]] | ||
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===Remastered version=== | ===Remastered version=== | ||
− | The remastered version still depicts a mockup, this time using the base model of the Beretta | + | The remastered version still depicts a mockup, this time using the base model of the Beretta 92FS as opposed to the 92SB from before. The hammer is still in half-cocked position, unlike the base version of the weapon. |
[[File:Beretta92FS ExtR.jpg|thumb|none|350px|Beretta 92FS rendered with extended barrel and magazine to resemble the Beretta 93R - 9x19mm Parabellum]] | [[File:Beretta92FS ExtR.jpg|thumb|none|350px|Beretta 92FS rendered with extended barrel and magazine to resemble the Beretta 93R - 9x19mm Parabellum]] | ||
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==Desert Eagle Mark XIX== | ==Desert Eagle Mark XIX== | ||
− | A [[Desert Eagle Mark XIX]] with a black barrel and slide and chrome frame is a sidearm available in MW2. It is equipped with Trijicon 3-dot sights, the current production barrel with a Picatinny rail, an unusable underbarrel SureFire X400 Ultra WeaponLight laser aiming module, and (rather bizarrely) an [[M1911]]-esque linearly-sliding trigger with 3 holes in it. | + | A [[Desert Eagle Mark XIX]] with a black barrel and slide and chrome frame is a sidearm available in MW2. It is equipped with Trijicon 3-dot sights, the current production barrel with a Picatinny rail, an unusable underbarrel SureFire X400 Ultra WeaponLight laser aiming module, and (rather bizarrely) an [[M1911]]-esque linearly-sliding trigger with 3 holes in it. It is depicted with an underbarrel rail which unlike later variants with integral one, is rather a bolted on addon hinting at some airsoft gun such as the [https://pistolplace.wordpress.com/2014/02/12/umarex-magnum-research-desert-eagle/ Umarex] being used as a reference. |
It is the sidearm of arms dealer Alejandro Rojas' assistant and the Brazilian Militia. Surprisingly, quite a few Americans, most notably Corporal Dunn (voiced by [[Barry Pepper]]), use this gun as their preferred sidearm, despite real Rangers never having the Desert Eagle issued to them; in fact, the Desert Eagle has never been issued as a standard sidearm by any military whatsoever, having only ever been used by Poland's JW GROM premier special forces unit and Portugal's elite Special Operations Group police unit, in very limited service. | It is the sidearm of arms dealer Alejandro Rojas' assistant and the Brazilian Militia. Surprisingly, quite a few Americans, most notably Corporal Dunn (voiced by [[Barry Pepper]]), use this gun as their preferred sidearm, despite real Rangers never having the Desert Eagle issued to them; in fact, the Desert Eagle has never been issued as a standard sidearm by any military whatsoever, having only ever been used by Poland's JW GROM premier special forces unit and Portugal's elite Special Operations Group police unit, in very limited service. | ||
− | In some cases, the old model from | + | In some cases, the old model from ''Call of Duty 4'' will be used in place of the new model. |
Similarly to the Anaconda, 100 kills are required to unlock the tactical knife, and no suppressor or extended magazines are available. | Similarly to the Anaconda, 100 kills are required to unlock the tactical knife, and no suppressor or extended magazines are available. | ||
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[[File:MW2 DEagle (5).jpg|thumb|none|600px|[[Call of Duty: Modern Warfare 3#Desert Eagle Mark XIX|Having decided to forsake all sensible armament]], the player character brandishes a pair of Desert Eagles.]] | [[File:MW2 DEagle (5).jpg|thumb|none|600px|[[Call of Duty: Modern Warfare 3#Desert Eagle Mark XIX|Having decided to forsake all sensible armament]], the player character brandishes a pair of Desert Eagles.]] | ||
[[File:MW2 DEagle (6).jpg|thumb|none|600px|The player character fires away at a forklift, expressing his dissatisfaction with the IMFDB comedy department for recycling old in-jokes.]] | [[File:MW2 DEagle (6).jpg|thumb|none|600px|The player character fires away at a forklift, expressing his dissatisfaction with the IMFDB comedy department for recycling old in-jokes.]] | ||
− | [[File:MW2 DEagle (7).jpg|thumb|none|600px|Reloading the dual Deagles; here, the left gun's non-standard trigger is visible.]] | + | [[File:MW2 DEagle (7).jpg|thumb|none|600px|Reloading the dual Deagles; here, the left gun's non-standard trigger is visible. Also note the non-integral underbarrel rail typical for airsoft Deagles.]] |
[[File:MW2 DEagle (8).jpg|thumb|none|600px|Aiming the Desert Eagle with a tactical knife.]] | [[File:MW2 DEagle (8).jpg|thumb|none|600px|Aiming the Desert Eagle with a tactical knife.]] | ||
[[File:MW2 Rojas assistant DEagle.jpg|thumb|600px|none|Rojas' assistant shoots a local gunman with his Desert Eagle. Unlike MW1, characters in MW2 show pain when hit. The choreography of this scene is an homage to the briefcase scene in ''[[Collateral]]''. In the remastered version after dispatching the first two gunmen, the assistant will pick up and use an AK dropped by one of them. This is much more logical than in the original where he continues to fire double(!!) the amount of bullets the mag itself can hold.]] | [[File:MW2 Rojas assistant DEagle.jpg|thumb|600px|none|Rojas' assistant shoots a local gunman with his Desert Eagle. Unlike MW1, characters in MW2 show pain when hit. The choreography of this scene is an homage to the briefcase scene in ''[[Collateral]]''. In the remastered version after dispatching the first two gunmen, the assistant will pick up and use an AK dropped by one of them. This is much more logical than in the original where he continues to fire double(!!) the amount of bullets the mag itself can hold.]] | ||
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It is unlocked at level 22 (Master Sergeant) in multiplayer. The weapon has a high rate of fire, moderate recoil, but it is possible to utilize the recoil to get headshots. When paired with akimbo and extended magazine attachments, it is especially accurate and deadly, and is an effective sidearm. | It is unlocked at level 22 (Master Sergeant) in multiplayer. The weapon has a high rate of fire, moderate recoil, but it is possible to utilize the recoil to get headshots. When paired with akimbo and extended magazine attachments, it is especially accurate and deadly, and is an effective sidearm. | ||
− | [[File:Glock | + | [[File:Glock 17 with OD frame.jpg|thumb|none|350px|Glock 17 with OD Green frame - 9x19mm Parabellum]] |
[[File:Mw2G18.jpg|thumb|none|600px|Glock 17 in the Create-a-Class menu. Note the absence of finger grooves and the magazine release.]] | [[File:Mw2G18.jpg|thumb|none|600px|Glock 17 in the Create-a-Class menu. Note the absence of finger grooves and the magazine release.]] | ||
[[File:MW2 G18 (1).jpg|thumb|none|600px|The automatic Glock 17 in first-person view. Note the olive-drab frame.]] | [[File:MW2 G18 (1).jpg|thumb|none|600px|The automatic Glock 17 in first-person view. Note the olive-drab frame.]] | ||
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[[File:MW2 G18 (4).jpg|thumb|none|600px|On an empty reload, the weapon is chambered by sling-shotting the slide (pulling back the slide and letting it go) instead of utilizing the slide release. The slide release is however used when the gun is dual-wielded ("akimbo") or used on a snowmobile during the setpiece in "Cliffhanger".]] | [[File:MW2 G18 (4).jpg|thumb|none|600px|On an empty reload, the weapon is chambered by sling-shotting the slide (pulling back the slide and letting it go) instead of utilizing the slide release. The slide release is however used when the gun is dual-wielded ("akimbo") or used on a snowmobile during the setpiece in "Cliffhanger".]] | ||
[[File:MW2 G18 (5).jpg|thumb|none|600px|Dual-wielding.]] | [[File:MW2 G18 (5).jpg|thumb|none|600px|Dual-wielding.]] | ||
− | [[File:MW2 G18 (6).jpg|thumb|none|600px|Reloading the dual Glocks. Note the "Gluke" text on the side of the slide, and that the left weapon is clearly mirrored from the right.]] | + | [[File:MW2 G18 (6).jpg|thumb|none|600px|Reloading the dual Glocks. Note the "Gluke" text on the side of the slide, and that the left weapon is clearly mirrored from the right. With the benefit of hindsight, the game model's mirrored slide stop and lack of finger grooves involuntarily makes it resemble the Gen 5 variants introduced years later.]] |
[[File:MW2 G18 (7).jpg|thumb|none|600px|Reloading a "G18" fitted with a red dot sight attachment. Note the DLP Tactical UMP-1 Universal Pistol Scope Mount.]] | [[File:MW2 G18 (7).jpg|thumb|none|600px|Reloading a "G18" fitted with a red dot sight attachment. Note the DLP Tactical UMP-1 Universal Pistol Scope Mount.]] | ||
[[File:MW2 G17 S1.jpg|thumb|none|600px|Roach fires a Glock 17 on a snowmobile in the mission "Cliffhanger". Upon firing the weapon, he finds himself disappointed that the weapon sounds less like a firearm and more like two pieces of sandpaper being rubbed together.]] | [[File:MW2 G17 S1.jpg|thumb|none|600px|Roach fires a Glock 17 on a snowmobile in the mission "Cliffhanger". Upon firing the weapon, he finds himself disappointed that the weapon sounds less like a firearm and more like two pieces of sandpaper being rubbed together.]] | ||
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====LA-10u/PEQ Handheld Laser Designator==== | ====LA-10u/PEQ Handheld Laser Designator==== | ||
In the remastered version of the level "Exodus", the laser designator function used to guide supporting fire from "Badger 2-1" is now done by its own unique gadget rather than a visible red beam originating from barrel of whatever weapon Ramirez wields. It comprises of a tan Glock frame with something resembling a laser-based trainer system that replaces the pistol's slide; it seems to be an imitation of the LA-10u/PEQ Handheld Laser Designator. | In the remastered version of the level "Exodus", the laser designator function used to guide supporting fire from "Badger 2-1" is now done by its own unique gadget rather than a visible red beam originating from barrel of whatever weapon Ramirez wields. It comprises of a tan Glock frame with something resembling a laser-based trainer system that replaces the pistol's slide; it seems to be an imitation of the LA-10u/PEQ Handheld Laser Designator. | ||
+ | [[File:LA-10u-PEQ HLD.jpg|thumb|none|350px|LA-10u/PEQ Handheld Laser Designator]] | ||
[[File:MW2R Glock Laser (1).jpg|thumb|none|600px|The laser designator at the start of "Exodus".]] | [[File:MW2R Glock Laser (1).jpg|thumb|none|600px|The laser designator at the start of "Exodus".]] | ||
[[File:MW2R Glock Laser (2).jpg|thumb|none|600px|Aiming the device by its visible beam.]] | [[File:MW2R Glock Laser (2).jpg|thumb|none|600px|Aiming the device by its visible beam.]] | ||
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===Remastered version=== | ===Remastered version=== | ||
− | Due to the remaster only covering the campaign and not the multiplayer nor spec ops, the USP is only seen paired with a knife. | + | Due to the remaster only covering the campaign and not the multiplayer nor spec ops, the USP is only seen paired with a knife. The barrel still looks extended, but no threading is present. |
[[File:MWR USP45 0.jpg|thumb|none|600px|Drawing the USP. Note the knife clipping through the slide]] | [[File:MWR USP45 0.jpg|thumb|none|600px|Drawing the USP. Note the knife clipping through the slide]] | ||
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==Heckler & Koch UMP45== | ==Heckler & Koch UMP45== | ||
− | The [[Heckler & Koch UMP45]] is a submachine gun appearing in both singleplayer and multiplayer. | + | The [[Heckler & Koch UMP45]] is a submachine gun appearing in both singleplayer and multiplayer. Rather strangely, a side rail has been added to the receiver, directly ahead of the bolt release lever and above the magazine well, instead of simply attaching them directly to the handguard that already has screw holes precisely for taking rails. In singleplayer, it is used by Russian police, Russian military, Shadow Company, and Task Force 141. In multiplayer, it can be equipped with extended magazines like all the other SMGs. It incorrectly holds 32 rounds in multiplayer by default, but correctly holds 25 rounds in singleplayer. It is insanely popular online due to suffering a negligible damage decrease when suppressed. Interestingly, the front sight is removed when optics are attached, which is only possible by way of completely chopping it off. |
A more appropriate alternative Russian-made firearm in this category would be the PP-19 Bizon, the PP-90M1 or the PP-19-01 Vityaz submachine guns, which are used by military and police forces in the Russian Federation, including various Spetsnaz units and counter-terrorist and law enforcement units. | A more appropriate alternative Russian-made firearm in this category would be the PP-19 Bizon, the PP-90M1 or the PP-19-01 Vityaz submachine guns, which are used by military and police forces in the Russian Federation, including various Spetsnaz units and counter-terrorist and law enforcement units. | ||
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===Remastered version=== | ===Remastered version=== | ||
− | The UMP in the remaster has different markings on the receiver, and for some reason the reloading animations have been completely redone | + | The UMP in the remaster has different markings on the receiver, and for some reason the reloading animations have been completely redone. The bizarre receiver-side rail of the original model has been removed in favor of properly mounting rails onto the sides of and underneath the handguard. |
[[File:MW2R UMP45 (1).jpg|thumb|none|600px|Initially-equipping the UMP results in a rather awkward palming of the charging handle.]] | [[File:MW2R UMP45 (1).jpg|thumb|none|600px|Initially-equipping the UMP results in a rather awkward palming of the charging handle.]] | ||
[[File:MW2R UMP45 (2).jpg|thumb|none|600px|The H&K UMP taken from a Russian airport security officer.]] | [[File:MW2R UMP45 (2).jpg|thumb|none|600px|The H&K UMP taken from a Russian airport security officer.]] | ||
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[[File:MW2R Mini-Uzi (4).jpg|thumb|none|600px|Tossing aside a spent magazine when reloading.]] | [[File:MW2R Mini-Uzi (4).jpg|thumb|none|600px|Tossing aside a spent magazine when reloading.]] | ||
[[File:MW2R Mini-Uzi (5).jpg|thumb|none|600px|Charging the Mini Uzi.]] | [[File:MW2R Mini-Uzi (5).jpg|thumb|none|600px|Charging the Mini Uzi.]] | ||
− | [[File:MW2R Mini-Uzi (6).jpg|thumb|none|600px|The inspect animation is much the same as with the ''COD4'' remaster.]] | + | [[File:MW2R Mini-Uzi (6).jpg|thumb|none|600px|The inspect animation is much the same as with the ''COD4'' remaster. Roach's thumb position looks extremely uncomfortable.]] |
[[File:MW2R Mini-Uzi (7).jpg|thumb|none|600px|Weilding two Mini Uzis.]] | [[File:MW2R Mini-Uzi (7).jpg|thumb|none|600px|Weilding two Mini Uzis.]] | ||
[[File:MW2R Mini-Uzi (8).jpg|thumb|none|600px|Inspecting the dual Mini Uzis.]] | [[File:MW2R Mini-Uzi (8).jpg|thumb|none|600px|Inspecting the dual Mini Uzis.]] | ||
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[[File:ColtM4A1.jpg|thumb|none|500px|Colt M4A1 - 5.56x45mm NATO]] | [[File:ColtM4A1.jpg|thumb|none|500px|Colt M4A1 - 5.56x45mm NATO]] | ||
[[File:A.R.M.S. Rail.jpg|thumb|none|400px|An A.R.M.S. #50C-TR S.I.R.]] | [[File:A.R.M.S. Rail.jpg|thumb|none|400px|An A.R.M.S. #50C-TR S.I.R.]] | ||
− | [[File:MW2 M4A1 (1).jpg|thumb|none|600px| | + | [[File:MW2 M4A1 (1).jpg|thumb|none|600px|A U.S. Navy SEAL drawing the M4A1 by dramatically racking the charging handle.]] |
− | [[File:MW2 M4A1 (2).jpg|thumb|none|600px| | + | [[File:MW2 M4A1 (2).jpg|thumb|none|600px|The SEAL holds the M4A1. Note the forward assist which was previously absent in the previous game's AR platform rifle(s).]] |
[[File:MW2 M4A1 (3).jpg|thumb|none|600px|The iron sights. When any alternate sights are mounted, these sights are flipped down in first-person; they're always flipped up in third person.]] | [[File:MW2 M4A1 (3).jpg|thumb|none|600px|The iron sights. When any alternate sights are mounted, these sights are flipped down in first-person; they're always flipped up in third person.]] | ||
[[File:MW2 M4A1 (4).jpg|thumb|none|600px|Reloading the M4A1. The magazines seem to be taped in order to increase friction and make gripping easier.]] | [[File:MW2 M4A1 (4).jpg|thumb|none|600px|Reloading the M4A1. The magazines seem to be taped in order to increase friction and make gripping easier.]] | ||
[[File:MW2 M4A1 (5).jpg|thumb|none|600px|Pressing the bolt release. Note that the fire selector is set to semi-auto while the weapon actually fires in full auto, a common modeling mistake.]] | [[File:MW2 M4A1 (5).jpg|thumb|none|600px|Pressing the bolt release. Note that the fire selector is set to semi-auto while the weapon actually fires in full auto, a common modeling mistake.]] | ||
− | [[File:MW2 M4A1 (6).jpg|thumb|none|600px|View of the right side of the M4A1, showing off that the right side a low detail mirror of the left.]] | + | [[File:MW2 M4A1 (6).jpg|thumb|none|600px|View of the right side of the M4A1, showing off that the right side a low detail mirror of the left, that also curiously has a forward assist, much like the M416 and "M16A2" in [[Battlefield: Bad Company]].]] |
[[File:MW2 screen 16-1255734153.jpg|thumb|none|600px|Lt. Simon "Ghost" Riley with his M4A1 during "The Only Easy Day... Was Yesterday". Note that the right side of the weapon is a mirror of the left side, meaning that the M4A1 lacks many key components, such as the ejection port, forward assist, brass deflector and magazine release button. The same goes for the [[M16A4]].]] | [[File:MW2 screen 16-1255734153.jpg|thumb|none|600px|Lt. Simon "Ghost" Riley with his M4A1 during "The Only Easy Day... Was Yesterday". Note that the right side of the weapon is a mirror of the left side, meaning that the M4A1 lacks many key components, such as the ejection port, forward assist, brass deflector and magazine release button. The same goes for the [[M16A4]].]] | ||
[[File:MW2 M4render.jpg|thumb|none|600px|A wireframe-eque rendering of the M4/M203 combo in the intro cutscene of "Team Player".]] | [[File:MW2 M4render.jpg|thumb|none|600px|A wireframe-eque rendering of the M4/M203 combo in the intro cutscene of "Team Player".]] | ||
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==Colt M16A4== | ==Colt M16A4== | ||
− | The [[M16A4]] appears in the game as a burst-firing assault rifle. In singleplayer, it is seen in the hands of the U.S. Army Rangers and Task Force 141. Like the M4A1, many of these have M203 grenade launchers. It is equipped with the IMI Defense MRS-M | + | The [[M16A4]] appears in the game as a burst-firing assault rifle. In singleplayer, it is seen in the hands of the U.S. Army Rangers and Task Force 141. Like the M4A1, many of these have M203 grenade launchers. It is equipped with a handguard resembling the IMI Defense MRS-M rail (the vents are altered in a slightly different arrangement). |
Just like in ''[[Call of Duty 4: Modern Warfare]]'', when the M16 is mounted with optics, the front sight and the gas block are removed. This would render the gun unable to fire automatically after the first shot. The shooter would have to manually load a round into the chamber by racking the bolt, effectively making the gun a bolt action. | Just like in ''[[Call of Duty 4: Modern Warfare]]'', when the M16 is mounted with optics, the front sight and the gas block are removed. This would render the gun unable to fire automatically after the first shot. The shooter would have to manually load a round into the chamber by racking the bolt, effectively making the gun a bolt action. | ||
[[File:M16A4withANPEQ%26ACOG.jpg|thumb|none|500px|M16A4 Modular Weapon System - 5.56x45mm NATO]] | [[File:M16A4withANPEQ%26ACOG.jpg|thumb|none|500px|M16A4 Modular Weapon System - 5.56x45mm NATO]] | ||
[[File:Mw2M16.jpg|thumb|none|600px|The M16A4 in the create-a-class menu.]] | [[File:Mw2M16.jpg|thumb|none|600px|The M16A4 in the create-a-class menu.]] | ||
− | [[File:MW2 M16A4 (1).jpg|thumb|none|600px| | + | [[File:MW2 M16A4 (1).jpg|thumb|none|600px|A U.S. Army Ranger holds a M16A4 that much like the M4A1 also features a visible forward assist on the right side of a "left side" mirror the previous game's "M16A4" lacked. Note the rail covers and the Picatinny rail inside the carrying handle; said rail is never used, as the handle is always removed and replaced with a long piece of rail when other sights are mounted. The rear sight on the handle itself is enlarged to clear said rail.]] |
[[File:MW2 M16A4 (2).jpg|thumb|none|600px|Aiming down the iron sights.]] | [[File:MW2 M16A4 (2).jpg|thumb|none|600px|Aiming down the iron sights.]] | ||
[[File:MW2 M16A4 (3).jpg|thumb|none|600px|Reloading the M16A4. Not only the fire selector is incorrectly set to semi-auto, but also it has Safe/Semi/Auto markings (like an M16A3) rather than the appropriate Safe/Semi/Burst.]] | [[File:MW2 M16A4 (3).jpg|thumb|none|600px|Reloading the M16A4. Not only the fire selector is incorrectly set to semi-auto, but also it has Safe/Semi/Auto markings (like an M16A3) rather than the appropriate Safe/Semi/Burst.]] | ||
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The remastered M16A4 reuses the same reload animations from the ''Call of Duty 4: Modern Warfare'' version instead of sharing animations with the M4A1, as is the case in the original ''MW2''. It has proper Safe/Semi/Burst selector markings, but the barrel still incorrectly has an M203 groove ahead of the front sight, like in ''[[Call of Duty: Modern Warfare Remastered]]''. Like the M4A1 in the remaster, the right side of the rifle is no longer a low resolution mirror of the left but properly modeled. The front sight also disappears completely when optics are attached, as in the original game. | The remastered M16A4 reuses the same reload animations from the ''Call of Duty 4: Modern Warfare'' version instead of sharing animations with the M4A1, as is the case in the original ''MW2''. It has proper Safe/Semi/Burst selector markings, but the barrel still incorrectly has an M203 groove ahead of the front sight, like in ''[[Call of Duty: Modern Warfare Remastered]]''. Like the M4A1 in the remaster, the right side of the rifle is no longer a low resolution mirror of the left but properly modeled. The front sight also disappears completely when optics are attached, as in the original game. | ||
− | [[File:MW2R M16A4 (1).jpg|thumb|none|600px|Drawing a M16A4/M203 combo; the user racks the weapon's charging handle.]] | + | [[File:MW2R M16A4 (1).jpg|thumb|none|600px|Drawing a M16A4/M203 combo; the user racks the weapon's charging handle much like the M4A1 listed above.]] |
[[File:MW2R M16A4 (2).jpg|thumb|none|600px|Holding the M16A4.]] | [[File:MW2R M16A4 (2).jpg|thumb|none|600px|Holding the M16A4.]] | ||
[[File:MW2R M16A4 (3).jpg|thumb|none|600px|Aiming down the iron sights. The rear aperture is ridiculously tall, defeating the purpose of the carry handle's wings, which are meant to protect the aperture from damage.]] | [[File:MW2R M16A4 (3).jpg|thumb|none|600px|Aiming down the iron sights. The rear aperture is ridiculously tall, defeating the purpose of the carry handle's wings, which are meant to protect the aperture from damage.]] | ||
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==FAMAS F1== | ==FAMAS F1== | ||
− | The [[FAMAS F1]] fitted with top rail is seen in the game. It only fires in 3-round bursts, and incorrectly holds 30 rounds in a 25-round FAMAS magazine. In singleplayer, it is mostly used by the Russian military and Russian Ultranationalists. Some FAMASes with a unique "White Tape Camo" can occasionally be found in singleplayer. | + | The [[FAMAS F1]] fitted with top rail is seen in the game. It only fires in 3-round bursts, and incorrectly holds 30 rounds in a 25-round FAMAS magazine. In singleplayer, it is mostly used by the Russian military and Russian Ultranationalists. Some FAMASes with a unique "White Tape Camo" can occasionally be found in singleplayer. It has an unusable PEQ-15 laser module mounted on the left side. |
[[File:Famas.jpg|thumb|none|500px|FAMAS F1 - 5.56x45mm NATO]] | [[File:Famas.jpg|thumb|none|500px|FAMAS F1 - 5.56x45mm NATO]] | ||
[[File:MW2 FAMAS (1).jpg|thumb|none|600px|Holding the FAMAS with its default Troy Battle Sights iron sights. Note that the Troy Battle Sights are mounted backwards.]] | [[File:MW2 FAMAS (1).jpg|thumb|none|600px|Holding the FAMAS with its default Troy Battle Sights iron sights. Note that the Troy Battle Sights are mounted backwards.]] | ||
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===Remastered version=== | ===Remastered version=== | ||
− | [[File:MW2R FAMAS (1).jpg|thumb|none|600px|The FAMAS F1 gains a new draw animation where Roach chambers the rifle with his right hand.]] | + | [[File:MW2R FAMAS (1).jpg|thumb|none|600px|The FAMAS F1 gains a new draw animation where Roach chambers the rifle with his right hand. Note the black PEQ-15]] |
[[File:MW2R FAMAS (2).jpg|thumb|none|600px|Holding the taped FAMAS. Being taped up is rather appropriate for a rifle which hasn't had so much as a spare part produced for over 20 years.]] | [[File:MW2R FAMAS (2).jpg|thumb|none|600px|Holding the taped FAMAS. Being taped up is rather appropriate for a rifle which hasn't had so much as a spare part produced for over 20 years.]] | ||
[[File:MW2R FAMAS (3).jpg|thumb|none|600px|Aiming with the still backwards Troy sights.]] | [[File:MW2R FAMAS (3).jpg|thumb|none|600px|Aiming with the still backwards Troy sights.]] | ||
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==FN SCAR-H CQC== | ==FN SCAR-H CQC== | ||
− | The [[SCAR-H]] appears in ''Modern Warfare 2'' as a high-damage, low rate of fire assault rifle. The in-game model is an older 2nd generation model, with the straight cheek rest on the stock. | + | The [[SCAR-H]] appears in ''Modern Warfare 2'' as a high-damage, low rate of fire "assault rifle". The in-game model is an older 2nd generation CQC model, with the straight cheek rest on the stock. The reciever and sights have Infinity Ward markings (much like the Vector and a few other weapons). Its rear sight is chopped down and is mounted backwards. In game, all magazines have OD Green Magpul Original 7.62mm Magpuls and whereas in multiplayer, it correctly holds 20 rounds per magazine, while in singleplayer it holds an incorrect 30; where it can be assumed that, similar to the FN FAL, all SCAR-H's in singleplayer are equipped with the "Extended Magazines" attachment. Its light beige coloration suggests it might have been referenced from some airsoft example such as the ones made by [https://shop.crgroup.bg/cybergun-scar-h-gbbr-airsoft-bb-gun.html#variant=3180 Cybergun] or [https://www.maxairsoft.com/en/fn-scar-h-cqc-aeg-vfc-de/p-3637 VFC]. |
− | In singleplayer, it is one of the primary rifles of Task Force 141, U.S. Army Rangers, and Shadow Company soldiers. A unique variant with a | + | In singleplayer, it is one of the primary rifles of Task Force 141, U.S. Army Rangers, and Shadow Company soldiers. A unique variant with a Grip-pod foregrip can be found in the singleplayer level "S.S.D.D." and the Spec Ops mission "The Pit". In multiplayer, its kill icon in the kill feed is also shown with a vertical foregrip, despite said attachment being unavailable for the SCAR in multiplayer. |
− | [[File: | + | [[File:FN SCARH Gen2.jpg|thumb|none|500px|Second Generation FN SCAR-H STD - 7.62x51mm NATO]] |
[[File:MW2 SCAR-H (1).jpg|thumb|none|600px|The draw animation of the SCAR-H, which involves a sideways pull of the bolt handle.]] | [[File:MW2 SCAR-H (1).jpg|thumb|none|600px|The draw animation of the SCAR-H, which involves a sideways pull of the bolt handle.]] | ||
[[File:MW2 SCAR-H (2).jpg|thumb|none|600px|Holding the SCAR-H. Note the backwards mounted rear sight.]] | [[File:MW2 SCAR-H (2).jpg|thumb|none|600px|Holding the SCAR-H. Note the backwards mounted rear sight.]] | ||
[[File:MW2 SCAR-H (3).jpg|thumb|none|600px|Aiming the SCAR-H at some faux Saddam Hussein statue.]] | [[File:MW2 SCAR-H (3).jpg|thumb|none|600px|Aiming the SCAR-H at some faux Saddam Hussein statue.]] | ||
− | [[File:MW2 SCAR-H (4).jpg|thumb|none|600px|Reloading the SCAR-H. Note the | + | [[File:MW2 SCAR-H (4).jpg|thumb|none|600px|Reloading the SCAR-H. Note the green Magpul on the grey colored magazine.]] |
[[File:MW2 SCAR-H (5).jpg|thumb|none|600px|Hitting the bolt release as a part of the empty reload. Of note is that the bolt is already forwards before the reload even starts; the SCAR's bolt is designed to lock back in real life upon firing the last round, which doesn't happen in-game.]] | [[File:MW2 SCAR-H (5).jpg|thumb|none|600px|Hitting the bolt release as a part of the empty reload. Of note is that the bolt is already forwards before the reload even starts; the SCAR's bolt is designed to lock back in real life upon firing the last round, which doesn't happen in-game.]] | ||
[[File:MW2 SCAR-H (6).jpg|thumb|none|600px|Drawing a SCAR-H equipped with a Heartbeat Sensor.]] | [[File:MW2 SCAR-H (6).jpg|thumb|none|600px|Drawing a SCAR-H equipped with a Heartbeat Sensor.]] | ||
[[File:MW2 SCAR-H (7).jpg|thumb|none|600px|With the Heartbeat Sensor attached, the bolt release is covered by the RIS rail, so the player character presses the ''mag release'' instead to chamber the weapon, pretending that nobody would notice.]] | [[File:MW2 SCAR-H (7).jpg|thumb|none|600px|With the Heartbeat Sensor attached, the bolt release is covered by the RIS rail, so the player character presses the ''mag release'' instead to chamber the weapon, pretending that nobody would notice.]] | ||
− | [[File:MW2 SCAR-H (8).jpg|thumb|none|600px|The | + | [[File:MW2 SCAR-H (8).jpg|thumb|none|600px|The Grip-pod equipped SCAR in "The Pit". Note the fire selector erroneously set to semi-auto. The Grip-pod also appears to lack the bipod (or at least their feet).]] |
[[File:MW2 screen 26-12557342731.jpg|600px|thumb|none|Shadow Company commando armed with an FN SCAR-H, fitted with an ACOG sight. Note the forward folding front sight.]] | [[File:MW2 screen 26-12557342731.jpg|600px|thumb|none|Shadow Company commando armed with an FN SCAR-H, fitted with an ACOG sight. Note the forward folding front sight.]] | ||
[[File:MW2-SCAR thermal.jpg|thumb|none|600px|A SCAR-H CQC with thermal sight at the Shadow Company hideout. Note the straight cheek rest of the 2nd generation model.]] | [[File:MW2-SCAR thermal.jpg|thumb|none|600px|A SCAR-H CQC with thermal sight at the Shadow Company hideout. Note the straight cheek rest of the 2nd generation model.]] | ||
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===Remastered version=== | ===Remastered version=== | ||
− | The SCAR-H is now | + | The SCAR-H is now modelled after the third generation production model with the correct two tone coyote tan finish. The 30-round capacity from the original singleplayer has been decreased to the more correct 20-rounder in ''Modern Warfare 2 Campaign Remastered''. Additionally, the bolt correctly locks to the rear when a magazine is emptied, and the fire selector is correctly set to full-auto. The rear sight is no longer backwards, but it is mounted much further forwards in order to retain the same placement for the rear post. |
− | |||
There is a small bug with the SCAR-H fitted with the KAC Masterkey attachment: when the shotgun is emptied and is about to be reloaded, the SCAR-H's bolt briefly locks back then instantly returns forward. | There is a small bug with the SCAR-H fitted with the KAC Masterkey attachment: when the shotgun is emptied and is about to be reloaded, the SCAR-H's bolt briefly locks back then instantly returns forward. | ||
+ | [[File:SCAR-H CQC.jpg|thumb|none|500px|Third Generation FN SCAR-H CQC - 7.62x51mm NATO]] | ||
− | [[File:MW2R SCAR-H (1).jpg|thumb|none|600px|The | + | [[File:MW2R SCAR-H (1).jpg|thumb|none|600px|The Grip-pod-equipped FN SCAR-H inside the Pit.]] |
[[File:MW2R SCAR-H (2).jpg|thumb|none|600px|Aiming the SCAR.]] | [[File:MW2R SCAR-H (2).jpg|thumb|none|600px|Aiming the SCAR.]] | ||
− | [[File:MW2R SCAR-H (3).jpg|thumb|none|600px|Reloading; note the fully locked back bolt and different style of rear sling mount compared to the original 2nd gen model. Pvt. Allen apparently forgot about the concept of trigger discipline between the original game and the remastered.]] | + | [[File:MW2R SCAR-H (3).jpg|thumb|none|600px|Reloading; note the fully locked back bolt and different style of rear sling mount compared to the original 2nd gen model. Pvt. Allen apparently forgot about the concept of trigger discipline between the original game and the remastered. Once again the Grip-pod appears to lack the bipods and/or their feet but at least feature the stripe line that is featured on the design on the base end of the grip.]] |
[[File:MW2R SCAR-H (4).jpg|thumb|none|600px|Palming the bolt release.]] | [[File:MW2R SCAR-H (4).jpg|thumb|none|600px|Palming the bolt release.]] | ||
− | [[File:MW2R SCAR-H (5).jpg|thumb|none|600px|Inspecting a completely empty SCAR-H reveals the magazine is always | + | [[File:MW2R SCAR-H (5).jpg|thumb|none|600px|Inspecting a completely empty SCAR-H reveals the magazine is always modelled with cartridges in it regardless.]] |
==IMI Tavor TAR-21== | ==IMI Tavor TAR-21== | ||
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In singleplayer, it is used by US Army Rangers on several occasions, and is Soap and Captain Price's primary weapon in "Just Like Old Times", the second to final mission. The intro of that mission describes the CheyTac as an anti-materiel rifle; while the real weapon is effective in that role against some types of armor, it is mainly used as an anti-personnel system. In multiplayer, while its magazine size is a mere 5 rounds, the Intervention deals incredibly high damage, making it a deadly sight in multiplayer. | In singleplayer, it is used by US Army Rangers on several occasions, and is Soap and Captain Price's primary weapon in "Just Like Old Times", the second to final mission. The intro of that mission describes the CheyTac as an anti-materiel rifle; while the real weapon is effective in that role against some types of armor, it is mainly used as an anti-personnel system. In multiplayer, while its magazine size is a mere 5 rounds, the Intervention deals incredibly high damage, making it a deadly sight in multiplayer. | ||
− | The depiction of the Intervention within ''Modern Warfare 2'' propelled the weapon into relative infamy; while the weapon itself was never deemed as "overpowered", a number of factors displayed in this game specifically (the overuse of the weapon in multiplayer, its distinctive sounds and animations, the use of hitmarkers and the general stereotype of ''Call of Duty'' generally being enjoyed by loud, skill-lacking, faux-MLG "tryhards") has made the Intervention a staple of "montage parodies", along with the infamous acts of "no-scoping" and "quick-scoping". The popularity of the weapon has allowed the Intervention to return in | + | The depiction of the Intervention within ''Modern Warfare 2'' propelled the weapon into relative infamy; while the weapon itself was never deemed as "overpowered", a number of factors displayed in this game specifically (the overuse of the weapon in multiplayer, its distinctive sounds and animations, the use of hitmarkers and the general stereotype of ''Call of Duty'' generally being enjoyed by loud, skill-lacking, faux-MLG "tryhards") has made the Intervention a staple of "montage parodies", along with the infamous acts of "no-scoping" and "quick-scoping". The popularity of the weapon has allowed the Intervention to return in four other games in the franchise: ''[[Call of Duty Online]]'' (as the "CheyTacM200"), ''[[Call of Duty: Infinite Warfare]]'' (as the "TF-141"), ''[[Call of Duty 4: Modern Warfare|Call of Duty: Modern Warfare Remastered]]'' (as the "S-Tac Aggressor") and in the rebooted ''[[Call of Duty: Modern Warfare II (2022)|Call of Duty: Modern Warfare II]]'' (as the "FJX Imperium"), along with a paid bundle that allows the player to replace the new firing sound with the one from the original. |
[[File:M200.jpg|thumb|none|550px|CheyTac M200 - .408 CheyTac]] | [[File:M200.jpg|thumb|none|550px|CheyTac M200 - .408 CheyTac]] | ||
[[File:MW2 M200 (1).jpg|thumb|none|600px|The Intervention in first-person view. For whatever reason, the player character always seems to rest his off-hand around where the magazine is, rather than the handguard. The non-shooting hand being so close to the shooting hand would make it hard to keep the rifle steady in reality.]] | [[File:MW2 M200 (1).jpg|thumb|none|600px|The Intervention in first-person view. For whatever reason, the player character always seems to rest his off-hand around where the magazine is, rather than the handguard. The non-shooting hand being so close to the shooting hand would make it hard to keep the rifle steady in reality.]] | ||
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===Remastered version=== | ===Remastered version=== | ||
The remaster correctly involves loading the shells into the magazine tube, with only the first shell being inserted into the barrel during empty reloads. The weapon is now flip-cocked at the end of every reload (even when not dual-wielded). | The remaster correctly involves loading the shells into the magazine tube, with only the first shell being inserted into the barrel during empty reloads. The weapon is now flip-cocked at the end of every reload (even when not dual-wielded). | ||
− | [[File:M1887 Airsoft.jpg|thumb|none|400px|'''Airsoft''' replica Model 1887 with sawn-off stock, barrel, and cutaway trigger guard | + | [[File:M1887 Airsoft.jpg|thumb|none|400px|'''Airsoft''' replica Model 1887 with sawn-off stock, barrel, and cutaway trigger guard - (fake) 10 gauge]] |
[[File:MW2R 1887 (1).jpg|thumb|none|600px|The M1887 on "The Hornet's Nest".]] | [[File:MW2R 1887 (1).jpg|thumb|none|600px|The M1887 on "The Hornet's Nest".]] | ||
[[File:MW2R 1887 (2).jpg|thumb|none|600px|Iron sights of the Winchester.]] | [[File:MW2R 1887 (2).jpg|thumb|none|600px|Iron sights of the Winchester.]] | ||
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[[File:MW2R W1200 (3).jpg|thumb|none|600px|The weapon's iron sights.]] | [[File:MW2R W1200 (3).jpg|thumb|none|600px|The weapon's iron sights.]] | ||
[[File:MW2R W1200 (4).jpg|thumb|none|600px|Firing the shotgun and pumping the handle.]] | [[File:MW2R W1200 (4).jpg|thumb|none|600px|Firing the shotgun and pumping the handle.]] | ||
− | [[File:MW2R W1200 (5).jpg|thumb|none|600px|Chamberloading the shotgun.]] | + | [[File:MW2R W1200 (5).jpg|thumb|none|600px|Chamberloading the shotgun. Despite this shotgun not being used anywhere outside of the Museum level, having reworked animations is a nice touch.]] |
[[File:MW2R W1200 (6).jpg|thumb|none|600px|Inserting the rest of the shells.]] | [[File:MW2R W1200 (6).jpg|thumb|none|600px|Inserting the rest of the shells.]] | ||
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[[File:GAU-12U.jpg|thumb|none|350px|GE GAU-12/U five-barrel cannon - 25mm.]] | [[File:GAU-12U.jpg|thumb|none|350px|GE GAU-12/U five-barrel cannon - 25mm.]] | ||
+ | |||
+ | == Gryazev-Shipunov GSh-30-2 == | ||
+ | As with ''Call of Duty 4'', the Hind helicopters in the game seem to be a fictional hybrid of the export Hind-E (Mi-35M) and the Mi-24P, armed with both a chin-mounted Yakushev-Borzov Yak-B cannon and a twin [[Gryazev-Shipunov GSh-30-2|Gryazev-Shipunov GSh-30-2K]] mounted on the right-hand side of the fuselage. | ||
+ | [[Image:GSh-30-2.jpg|thumb|none|400px|Gryazev-Shipunov GSh-30-2 automatic cannon with unfired rounds - 30x165mm]] | ||
==Bofors 40mm== | ==Bofors 40mm== | ||
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==Shipunov 2A42== | ==Shipunov 2A42== | ||
− | Mi-28N helicopters | + | Mi-28N helicopters and BMP-2 IFVs mount [[Shipunov 2A42]] autocannons. |
− | [[ | + | [[Image:800px-Autocanon 2A42 on the Mi28N heli.JPG|thumb|none|400px|Shipunov 2A42 mounted on a Mi-28 Havoc - 30x165mm]] |
+ | [[Image:Shipunov 2A42.jpg|thumb|none|350px|Shipunov 2A42 - 30mm]] | ||
+ | |||
+ | ==Shipunov 2A72== | ||
+ | BTR-82A APCs mount [[Shipunov 2A42|Shipunov 2A72]] autocannons. | ||
+ | [[File:BTR80A2A72.jpg|thumb|none|400px|Shipunov 2A72 automatic cannon mounted in a BPPU turret on a BTR-80A - 30x165mm]] | ||
[[File:MW2 2A42.jpg|thumb|none|600px|Getting a close look a BTR-82A's turret in "Wolverines!"]] | [[File:MW2 2A42.jpg|thumb|none|600px|Getting a close look a BTR-82A's turret in "Wolverines!"]] | ||
Latest revision as of 13:01, 28 October 2024
Work In Progress This article is still under construction. It may contain factual errors. See Talk:Call of Duty: Modern Warfare 2 for current discussions. Content is subject to change. |
Call of Duty: Modern Warfare 2 (also known as simply Modern Warfare 2, CoD:MW2 or MW2) is the sixth main installment of the Call of Duty series and the second installment of the Modern Warfare franchise. Officially released worldwide on November 10, 2009, MW2 was developed by Infinity Ward and published by Activision for the PC, PS3 and Xbox 360 platforms.
The game's storyline is set in the year 2016, five years after the events of Call of Duty 4: Modern Warfare. Despite the efforts of the U.S. Marines, the SAS, and the Russian Loyalists, the Russian Ultranationalist party has taken power within Russia. An Ultranationalist terrorist, Vladimir Makarov, considered too radical even for the new Russian government, begins his campaign to take revenge upon the western world. In response, Task Force 141, led by LTG Shepherd, is created to hunt down Makarov. During the campaign, the player takes the roles of PFC Joseph Allen and PVT James Ramirez of Hunter Two-One, 1st Battalion, 75th Ranger Regiment, U.S. Army, as well as Sgt. Gary "Roach" Sanderson and Capt. John "Soap" MacTavish of Task Force 141.
A remaster of the singleplayer campaign, titled Call of Duty: Modern Warfare 2 Campaign Remastered, was released on March 31, 2020 for the PlayStation 4, and on April 30, 2020 for the Xbox One and PC.
WARNING! THIS PAGE CONTAINS SPOILERS!
The following weapons appear in the video game Call of Duty: Modern Warfare 2:
Overview
Modern Warfare 2 expands on the two slot weapon inventory system and weapon categories, as secondary weapons now include handguns, machine pistols, shotguns and explosive launchers (the latter and some other explosives no longer tied to perks), which makes the "Overkill" perk from previous titles somewhat obsolete and not included. Once again, new modifications are introduced in the form of EOTech holographic sights (which were previously exclusive to the campaign in the previous title), thermal scopes, fictional weapon-mounted heartbeat sensors, underbarrel shotguns, tactical knives and internal modifications such as rapid fire and full metal jacket ammunition (which allows bullets to penetrate into deeper surfaces). While the player in multiplayer mode can still attach one modification to their primary weapon and secondary weapon, the new "Bling" perk allows two modifications to be attached to the primary weapon, with the pro version of the perk allowing two on the secondary. One change to unlocking attachments is that now that some attachments can be unlocked through using other attachments (ie. unlocking the underbarrel shotgun requires kills through the underbarrel grenade launcher).
One new ability added to weapons as a "modification" of sorts is the ability to go "guns akimbo" or dual-wield. Handguns, machine pistols, submachine guns and certain shotguns (the Sears Ranger and the Winchester Model 1887) can be held in each hand, able to be fired independently from one another and have their own magazine pool. A common recurring thing in future games with dual-wield is due to the way of how reloading in dual-wield works (with weapons able to be fired in one hand while reloading in another), and unlike Call of Duty 2: Big Red One (where dual-wield mechanics work very differently), weapons simply drop down to be reloaded off-screen (ala GoldenEye 007) while playing sounds to make it seem that the player to reloading the weapon.
While resupply crates are introduced in World at War for only one mission, MW2 expands on this and adds more resupply crates into more singleplayer levels.
The newly-introduced "Special Ops" mode in MW2 pits the player into a series of sometimes short fast-paced missions, with the possibility of cooperative play with another player. While players are still given pre-set weapons and attachments when the level starts, the initial area in most missions contains additional pre-set weapons to at least tailor one's loadouts. Resupply crates seen in singleplayer can also be used in Spec Ops mode.
Likely due to the absence of a multiplayer mode in the remastered version of the game, weapons can freely be inspected through a dedicated keybind; which in most entries, is usually not the case.
Handguns
All handguns in the game, except for the M1911, are available in both single and multiplayer modes. All handguns in the multiplayer can be equipped with a variety of accessories, including: FMJ rounds, suppressors, dual wield (akimbo), tactical knives, and extended magazines (unless noted otherwise).
Like in Call of Duty 4, the game effectively animates all handguns as operating in DAO (Double Action Only) mode, though the MW2 singleplayer remaster fixes most of the hammer animations for most handguns, as with the previous remaster.
Beretta 92SB
The Beretta 92SB returns from Call of Duty 4: Modern Warfare, once again standing in as the military issue M9. In singleplayer, it is the primary sidearm of all U.S. troops, Task Force 141, U.S. Navy SEALs, and is infrequently used by the Middle Eastern OpFor and the Brazilian Militia.
Beretta 92FS (remastered version)
In Modern Warfare 2 Campaign Remastered, the weapon is modeled after a Beretta 92FS, standing in for the U.S. military-issue Beretta M9. It appears to reuse the same model from Call of Duty: Modern Warfare Remastered.
Beretta 93R (Mockup)
The "M93 Raffica", classified under the Machine Pistol category, is a Beretta semi-automatic pistol converted to resemble and function like a Beretta 93R. Real 93Rs have a frame-mounted safety and a more angular slide, all of which the in-game model lacks. It seems likely that the developers took the base 92SB model and added 93R parts to it and made it shoot three-round bursts. It is attached with a skeletal stock and what looks like an attachment rail for a flashlight/LAM. The in-game model has an extended magazine but still only holds 15 rounds in singleplayer, though in multiplayer it holds a more appropriate 20 rounds.
In singleplayer, it can be found in an armory in "The Gulag", in a basement armory in "Loose Ends", and in the "Museum" level. It is unlocked at level 38 in multiplayer, and benefits from low recoil, high damage, fast reload times, and instantaneous ADS.
Remastered version
The remastered version still depicts a mockup, this time using the base model of the Beretta 92FS as opposed to the 92SB from before. The hammer is still in half-cocked position, unlike the base version of the weapon.
Colt Anaconda
The Colt Anaconda is found in singleplayer and multiplayer, called ".44 Magnum" in-game. It is the signature weapon of Lieutenant General Shepard (voiced by Lance Henriksen), which he uses at several key points in the campaign.
In a cutscene in "Loose Ends", General Shepard pulls out his Anaconda to shoot someone despite the holstered Anaconda on his model still visibly in the holster, as though he has another big Anaconda tucked in the back of his pants. During a cutscene in "Endgame", the cylinder rotates counterclockwise when General Shepard pulls back the hammer, and then incorrectly rotates clockwise again before the gun fires when Shepard pulls the trigger.
It is a useful weapon in multiplayer mode due to its quick draw and power, and the fact that the Anaconda will fire as fast as the player can press the fire key. As you probably suspected, the Anaconda is not available with a suppressor or extended magazines as other handguns. Instead of 75 kills, the player has to reach 100 kills with this weapon to unlock the tactical knife attachment.
Interestingly, the barrel of the Anaconda on the weapon's world model reads "BRAD ALLENCONDA", a reference to Brad Allen, the head weapon designer of Infinity Ward.
Remastered version
As the remaster only includes the campaign story, the ".44 Magnum" is only available in the Museum bonus level outside of its appearances with General Shepard.
Desert Eagle Mark XIX
A Desert Eagle Mark XIX with a black barrel and slide and chrome frame is a sidearm available in MW2. It is equipped with Trijicon 3-dot sights, the current production barrel with a Picatinny rail, an unusable underbarrel SureFire X400 Ultra WeaponLight laser aiming module, and (rather bizarrely) an M1911-esque linearly-sliding trigger with 3 holes in it. It is depicted with an underbarrel rail which unlike later variants with integral one, is rather a bolted on addon hinting at some airsoft gun such as the Umarex being used as a reference.
It is the sidearm of arms dealer Alejandro Rojas' assistant and the Brazilian Militia. Surprisingly, quite a few Americans, most notably Corporal Dunn (voiced by Barry Pepper), use this gun as their preferred sidearm, despite real Rangers never having the Desert Eagle issued to them; in fact, the Desert Eagle has never been issued as a standard sidearm by any military whatsoever, having only ever been used by Poland's JW GROM premier special forces unit and Portugal's elite Special Operations Group police unit, in very limited service.
In some cases, the old model from Call of Duty 4 will be used in place of the new model.
Similarly to the Anaconda, 100 kills are required to unlock the tactical knife, and no suppressor or extended magazines are available.
Remastered version
The Desert Eagle returns in the singleplayer remaster in the same configuration from the original only differing in that the SureFire X400 Ultra WeaponLight is being replaced with what appears to be a Sun Optics flashlight and laser/Streamlight TLR 2 HL G hybrid. A gold Desert Eagle reusing the Modern Warfare Remastered model is present as an easter egg in the level "Of Their Own Accord". This time the pistol's hammer on both models is correctly cocked.
Glock 17
The Glock 17 appears in the game in a full auto configuration, with a 33-round magazine (50 if equipped with Extended Magazine), placed in the Machine Pistol category. Although it is called "G18", referring to the select fire Glock 18 manufactured by the same company, it has no selector switch, and the frame is olive-drab, which was only featured on their semi-automatic designs. It is a 3rd generation Glock, but modeled without any finger grooves; the magazine release is also missing. The rear sight is a fictional hybrid; it features both the factory-standard Glock white square U-notch, as well as two white dots like on a 3-dot aftermarket Glock sight.
In singleplayer, the converted Glock 17 is used by the Brazilian Militia, Task Force 141, wounded Shadow Company soldiers if they are in "Last Stand" (a state in which a character is downed and can only use their sidearms, which sporadically happens to AI enemies in singleplayer and is a perk in multiplayer), and on occasion, Middle Eastern OpFor. The weapons is also available in several Spec-Ops missions.
The weapon's extended magazine is present most of the time in first and third person, but disappears the weapon is shown in TF 141 characters' holsters, replaced by a flush-fit non-extended magazine. This is most evident on Soap: in "Takedown", Soap holds his G18 on Rojas with the extended magazine easily visible, but his G18 has a regular magazine in his holster in other levels.
While the weapon is held one-handed in first person, it is held with a two-handed grip in third person. When equipped with Extended Magazines, the starting ammo without Scavenger is 49 bullets plus the 50 in the gun itself. This means that if the weapon is emptied and reloaded, it will not have a full magazine.
It is unlocked at level 22 (Master Sergeant) in multiplayer. The weapon has a high rate of fire, moderate recoil, but it is possible to utilize the recoil to get headshots. When paired with akimbo and extended magazine attachments, it is especially accurate and deadly, and is an effective sidearm.
Glock 18C (remastered version)
The remastered version correctly depicts a Glock 18, specifically the Glock 18C with compensator cuts. It is also held with two hands rather than one. It still incorrectly holds 32 rounds in the 33-round magazine and features the same fictional Glock u-notch and 3-dot hybrid rear sight as the original. The model appears to be an updated version from Call of Duty: Infinite Warfare.
LA-10u/PEQ Handheld Laser Designator
In the remastered version of the level "Exodus", the laser designator function used to guide supporting fire from "Badger 2-1" is now done by its own unique gadget rather than a visible red beam originating from barrel of whatever weapon Ramirez wields. It comprises of a tan Glock frame with something resembling a laser-based trainer system that replaces the pistol's slide; it seems to be an imitation of the LA-10u/PEQ Handheld Laser Designator.
Heckler & Koch USP45
The Heckler & Koch USP45 returns from Call of Duty 4: Modern Warfare, appearing in singleplayer and multiplayer. It still features the incorrect extended barrel, and has an unremovable, unusable Viridian X5L Gen 1 combo module. It is one of the main sidearms of the Russian forces, including Ultranationalists and Internal Troops, as well as Task Force 141.
In single player, the USP is always equipped with the tactical knife attachment. In multiplayer, the USP is unlocked at level 4 (Private First Class) and is an effective sidearm overall. It has a magazine capacity of 12 rounds, and 18 rounds with the extended magazines attachment. It can be equipped with a suppressor.
The usage of the USP by the Russians is highly inaccurate, given Russian doctrine that focuses on using domestic weapons, guns like the Makarov PM and the MP-443 Grach would be more accurate.
Remastered version
Due to the remaster only covering the campaign and not the multiplayer nor spec ops, the USP is only seen paired with a knife. The barrel still looks extended, but no threading is present.
M1911 variant
The same M1911 variant (closest to a Springfield Armory Loaded 1911) given to Soap by Captain Price in the first game during the final level "Game Over" reappears in the second game. It is carried by Soap, visible on his holster in "Cliffhanger" level. Its appearance is more story than gameplay-important. Some Ghillie snipers and FSB troops are also seen with it holstered, though they never use them and tend to switch to a Heckler & Koch USP45 that magically appears. One militia member also carries one during a cutscene.
It is only usable in the museum bonus level, where it possesses a bug in its reloading animation; when emptied, there is a noticeable pause of a few seconds before the reload animation plays out. In multiplayer, when the player is using a sniper rifle as their primary weapon, on an arctic or desert type map, the M1911 will appear in either the player's holster or on their belt.
Remastered version
The 1911 in the remastered version shares the same model and animations as the previous game's remaster, lacking the full guide rod. When Soap meets Price in the remastered version of "The Gulag", he is seen holding the M1911 with a teacup grip. This is strange, considering that he used a more appropriate stance in the original game.
Submachine Guns
Brügger & Thomet MP9
The Brügger & Thomet MP9 is found in-game, categorized as a Machine Pistol, and known as the TMP, the original version manufactured by Steyr. The weapon features a scope rail, an olive lower receiver, ghost ring sights, and unused side rails. It is often seen in singleplayer, where it is used by Middle Eastern OpFor, Russian Airport Security Police, Makarov's Ultranationalists, and Shadow Company, and is often dual-wielded (with an expected drop in accuracy); a few unique cases allow the player to acquire akimbo MP9s with red dot sights attached, a combination that is impossible in multiplayer given the sights on dual-wielded weapons cannot be used.
In singleplayer, the MP9 has an incorrect 32-round magazine, while in multiplayer it has a correct but small 15 round magazine (which can be emptied in about 1 second, and only increased to 25 with Extended Mags). It has low recoil and great accuracy when aiming down its sights. It is unlocked at level 58, making it the final machine pistol unlocked, but it is hugely unpopular on account of its absurdly small magazine size, high unlock rank, poor hip-fire accuracy and low damage. This results in it being overlooked in favor of other, better-performing and easier to acquire machine pistols.
Although of Swiss origin, the use of the Brügger & Thomet MP9 by the Russian Airport Security during the "No Russian" level is correct, as it is in use by the FSB Alpha counterterrorist unit and by Russian law enforcement in real life.
Remastered version
The remastered MP9 has a correctly modeled ejection port and side rails.
FN P90 TR
The FN P90 TR appears simply as "P90" in MW2. It is used by Russians and US Shadow Company members in single player. Unlocked at level 24 in multiplayer, the P90 is a popular choice for the same reason as in real life: it is compact, has a large capacity and low recoil, does good damage and has a high rate of fire.
It's another questionable weapon choice for the Russian Army, a more accurate choice would be the PP-2000 already in the game or the SR-2 Veresk.
Remastered version
Just like Modern Warfare Remastered, the translucent magazine now shows depleting rounds. The laser also works in IR mode, as seen through night vision goggles.
Heckler & Koch MP5K
The MP5K, equipped with a custom Rail Interface System and a threaded barrel, appears in Modern Warfare 2. In singleplayer, it is used by Brazilian Militia, Middle Eastern OpFor, Rangers, Task Force 141, Russian Internal Troops / FSB, and some Russian soldiers / Ultranationalists. It comes with a foregrip in multiplayer, but in singleplayer this is absent, which presumably makes sense to somebody. It is often seen with a Red Dot Sight. The world model depicts it with a 15-round magazine, though the first person and Create A Class images both show the correct 30-round magazine.
A suppressed version, the "MP5KSD", is available in the campaign mission "Loose Ends" and in the Spec Ops missions "Hidden" and "Estate Takedown". The real 'SD' suffix is used by H&K for their integrally suppressed MP5 variants, which the in-game weapon is not. In cases where the suppressed MP5K is paired with a red dot sight (as seen in the campaign levels "The Enemy of My Enemy" and "Just Like Old Times" and in several of the Spec Ops missions), the weapon is more appropriately labeled "MP5K Silenced Red Dot".
Remastered version
The remaster uses an HK slap-style empty reload for the MP5K, contrarily to the original game which involved pulling the charging handle after swapping magazines.
Heckler & Koch UMP45
The Heckler & Koch UMP45 is a submachine gun appearing in both singleplayer and multiplayer. Rather strangely, a side rail has been added to the receiver, directly ahead of the bolt release lever and above the magazine well, instead of simply attaching them directly to the handguard that already has screw holes precisely for taking rails. In singleplayer, it is used by Russian police, Russian military, Shadow Company, and Task Force 141. In multiplayer, it can be equipped with extended magazines like all the other SMGs. It incorrectly holds 32 rounds in multiplayer by default, but correctly holds 25 rounds in singleplayer. It is insanely popular online due to suffering a negligible damage decrease when suppressed. Interestingly, the front sight is removed when optics are attached, which is only possible by way of completely chopping it off.
A more appropriate alternative Russian-made firearm in this category would be the PP-19 Bizon, the PP-90M1 or the PP-19-01 Vityaz submachine guns, which are used by military and police forces in the Russian Federation, including various Spetsnaz units and counter-terrorist and law enforcement units.
Remastered version
The UMP in the remaster has different markings on the receiver, and for some reason the reloading animations have been completely redone. The bizarre receiver-side rail of the original model has been removed in favor of properly mounting rails onto the sides of and underneath the handguard.
IMI Mini Uzi
The Mini Uzi returns from Call of Duty 4: Modern Warfare. In singleplayer, it is used by Brazilian militiamen, Middle Eastern OpFor, and rarely by Makarov's Ultranationalists in the mission "Enemy of My Enemy". Near the end of the game, the player gets to fire an Uzi during a boat chase. Like in Call of Duty 4, it is incorrectly shown with a reciprocating charging handle.
Remastered version
The Mini Uzi fires from an open bolt in the remastered version, and appropriately has a non-reciprocating charging handle.
PP-2000
The PP-2000 appears in the game and is categorized as a Machine Pistol. Despite being a rare example of a modern Russian firearm in the original Modern Warfare trilogy, it is only ever used by Russian Paratroopers and Makarov's Ultranationalists as a backup sidearm, most notably in the injured "last stand" state. Interestingly, like the Glock 17, the enemies fire the weapon in semi-auto in last stand, and the enemies will usually discharge a few rounds when they are shot in last stand. The PP-2000 can be equipped with assorted sights, scopes and accessories, including a thermal sight exclusive to the level "The Only Easy Day ... Was Yesterday". It is an all around effective weapon in multiplayer due to its high rate of fire and low recoil, the weapon's only drawback is its 20 round magazine.
Remastered version
In the remaster, the player character actually grasps the front grip of the PP-2000 rather than firing the weapon one-handed. When equipped, the safety is no longer flicked off either; the character simply charges the PP-2000.
TDI Vector
The Prototype TDI Vector, fitted with a Gen 1 stock and using KRISS 25+ round extended Glock magazines that hold 30 rounds in gameplay, appears as an SMG in MW2. In singleplayer, it is used by Russian Troops, Shadow Company, and occasionally by Task Force 141 and Brazilian Militiamen. It is highly incorrect for the Russian Ultranationalists (except Makarov's gun-smuggling terrorists) to use the TDI Vector as a Personal Defense Weapon, as it is a weapon of US origin. A more likely alternative would be the PP-2000 featured in the game or the SR2-Veresk.
It is generally fitted with a reflex sight, and it uses a suppressor in some levels. Its default finish is the two-tone black and tan finish like the real-life prototype; in "Just Like Old Times", Soap's Vector has a unique black finish, as well as equipping an ACOG and suppressor simultaneously.
As with some of the other in-game weapons, the iron sights have Infinity Ward trademarks on them.
Remastered version
The Vector returns in much a largely unchanged appearance in Modern Warfare 2 Campaign Remastered. The trigger group and pistol grip now have the same finish as the rest of the upper receiver though. In some missions, the Vector's lower has a desert camo finish, which was not seen in the original campaign story.
Assault Rifles & Battle Rifles
AK Hybrid
A heavily customized AK hybrid appears in Modern Warfare 2 as the "AK-47". It has the milled receiver of an AK-47, but with the ribbed top cover, 90 degree gas block, and front sight block of an AK-74. Additionally, it weirdly has one single rivet at the bottom rear of the receiver; its position is somewhat similar to the bottom rivet of a Draco Pistol. It is fitted with an LHV47 (or its airsoft clone from King Arms) railed handguard, IO Inc SCOP0040 scope mount, T6 stock adapter, Vltor IMod Stock, and a Saiga 12 breaching muzzle brake. It feeds from Finnish AK polymer magazines. Overall, it appears the whole build has been based on some airsoft set like the G&P AK Tactical Conversion Kit which contains replicas of the listed above items.
In singleplayer, it is used by almost all enemy factions, including the Russian Military, Ultranationalists, and the Brazilian Militia. Most AK-47s are seen with arctic or desert camouflage, although some in the level "Loose Ends" have digital and woodland camouflage. It is the last weapon unlocked in multiplayer at level 70, and as such does not see much use as most players prefer to Prestige instead.
Its depiction is wildly inaccurate for the Russian Army and even Makarov's Ultranationalists; these groups would be more likely use the AK-74M or possibly some rifles of the AK-100 series. At the time of the game's making, the Russians weren't considering modernizing the old AKs let alone use aftermarket US made accessories, however, Kalashnikov Concern introduced the universal upgrade package for AKs in 2015 which interestingly almost coincides with the game's 2016 setting.
Remastered version
The remastered model resembles the previous one, but the AK-74 style gas block and front sight block have been replaced by those of an AKM. Additionally, the weapon now has Yugoslavian "U-R-J" selector markings on the right side and the original IO Inc SCOP0040 mount has been replaced with a BP-02 mount.
Colt M4A1 Carbine
The M4A1 is one of the most common weapons in the game. The in-game model features an A.R.M.S. #50C-TR S.I.R. system, flip-up PRI front sight gas block, A.R.M.S. #40L rear back up iron sights and a triple loop ambi sling adapter receiver end plate. The rail covers, lower receiver, stock, and pistol grip are all in tan. A KAC foregrip is fitted in first-person only, for some reason. The serrations on the back of the pistol grip confirms it to be an A2 but it is depicted without a finger groove and bottom toe.
In singleplayer, it is the first weapon provided to the player. It is primarily used by the U.S. Army Rangers and Task Force 141, including Soap. During "No Russian", Vladimir Makarov and his terrorist group are also armed with the M4A1. The M4A1 is commonly equipped with the M203 grenade launcher, often alongside other attachments. A suppressed M4A1 is available in the level "Museum".
The rifles in-game are apparently Colt-manufactured, with Colt's "prancing pony" logo stamped on the left side of the lower receiver on the in-game model. Curiously, the M4A1 held by Soap in one of the promotional images has a Bushmaster stamp on it.
The rifle is modeled after the Tokyo Marui M4 S-System airsoft rifle and the STANAG magazines found in the webbing of some characters are actually modeled after airsoft magazines as evidenced by the circular opening at the top of the magazine.
Remastered version
The remastered M4A1 has the fire select actually on full-auto, the pistol grip is now a properly modelled A2, the castle nut is now tan and the receiver end plate is now standard and the right side of the rifle is no longer a low resolution mirror of the left, but is properly textured. Some M4A1s issued and used in levels feature the laser-designating function sport AN/PEQ-2 IR designators from Modern Warfare Remastered. The empty reload also shows the operator smacking the bolt release tab rather than thumbing it as with the original game.
The STANAG magazines found in the webbing of some characters are once again modeled after airsoft magazines.
Colt M16A4
The M16A4 appears in the game as a burst-firing assault rifle. In singleplayer, it is seen in the hands of the U.S. Army Rangers and Task Force 141. Like the M4A1, many of these have M203 grenade launchers. It is equipped with a handguard resembling the IMI Defense MRS-M rail (the vents are altered in a slightly different arrangement).
Just like in Call of Duty 4: Modern Warfare, when the M16 is mounted with optics, the front sight and the gas block are removed. This would render the gun unable to fire automatically after the first shot. The shooter would have to manually load a round into the chamber by racking the bolt, effectively making the gun a bolt action.
Remastered version
The remastered M16A4 reuses the same reload animations from the Call of Duty 4: Modern Warfare version instead of sharing animations with the M4A1, as is the case in the original MW2. It has proper Safe/Semi/Burst selector markings, but the barrel still incorrectly has an M203 groove ahead of the front sight, like in Call of Duty: Modern Warfare Remastered. Like the M4A1 in the remaster, the right side of the rifle is no longer a low resolution mirror of the left but properly modeled. The front sight also disappears completely when optics are attached, as in the original game.
FAMAS F1
The FAMAS F1 fitted with top rail is seen in the game. It only fires in 3-round bursts, and incorrectly holds 30 rounds in a 25-round FAMAS magazine. In singleplayer, it is mostly used by the Russian military and Russian Ultranationalists. Some FAMASes with a unique "White Tape Camo" can occasionally be found in singleplayer. It has an unusable PEQ-15 laser module mounted on the left side.
Remastered version
FN F2000 Tactical
The FN F2000 Tactical appears in singleplayer and multiplayer. In singleplayer, the F2000 is used by the Ultranationalists (another questionable choice, being Belgian in origin), commonly with thermal sights. The F2000 can incorrectly mount the M203 grenade launcher instead of the FN GL-1.
Despite being an assault rifle, it behaves more like an SMG: it has a very high rate of fire (chewing through its 30 round magazine in less than three seconds), substantial recoil, and very low damage without Stopping Power. Its unpredictable recoil and low damage makes it weak at medium to long ranges, but its rate of fire allows it to excel in close quarters.
Its Create-A Class image shows the removable forearm pushed back where the trigger guard would be.
Remastered version
The charging handle is correctly used during empty reloads in the remastered version.
FN F2000
The F2000 Tactical has a unique Red Dot Sight attachment model based on the 1.6x scope of the original FN F2000, but it differs from the real F2000 scope in that it is mounted on top of the F2000 Tactical's raised Picatinny rails, and leaves the rails exposed on the sides; the original F2000 had a lower, shorter rail for mounting the scope that is completely hidden by the scope shroud. As such, the resultant in-game model of the F2000 Tactical with the pseudo-F2000-scope is a shoddy approximation of the original scoped F2000, and has many differences in detail.
As mentioned, the pseudo-F2000-scope is also incorrectly portrayed as a red dot sight rather than a conventional scope. Strangely, the EMP has no effect on the sight (for extra trivia, the EMP does disable ACOGs, but this is incorrect because the ACOG scope doesn't uses any batteries and should still function despite an EMP).
The original F2000 is also the weapon shown on the F2000's kill icon.
Remastered version
The remastered original F2000 scope is modeled properly, and uses the correct reticle instead of a red dot.
FN FAL
The FN FAL appears in the game, equipped with a receiver mounted A.R.M.S #18 M21/14. It has the ribbed metal handguard from StG 58, a ramp rear sight from FAL, and the charging handle and 30-round magazines from DSArms SA58 FAL rifles. The stock is a hybrid between the standard stock and the humped stock. The weapon is locked to semi-auto. Its charging handle is incorrectly animated to reciprocate when firing.
In singleplayer, it is commonly used by the Brazilian Militia, and sometimes by the Middle Eastern OpFor and the Russian military. It is usually equipped with either a KAC Masterkey or an ACOG scope in singleplayer. In Multiplayer, the 30-round magazines hold only 20 rounds by default, and only go up to 30 with the Extended Mags attachment.
Remastered version
The FAL returns largely unchanged in Modern Warfare 2 Campaign Remastered although it only holds 20 shots in the 30-round magazines, as in the original game's multiplayer. The charging handle also no longer reciprocates when firing.
FN SCAR-H CQC
The SCAR-H appears in Modern Warfare 2 as a high-damage, low rate of fire "assault rifle". The in-game model is an older 2nd generation CQC model, with the straight cheek rest on the stock. The reciever and sights have Infinity Ward markings (much like the Vector and a few other weapons). Its rear sight is chopped down and is mounted backwards. In game, all magazines have OD Green Magpul Original 7.62mm Magpuls and whereas in multiplayer, it correctly holds 20 rounds per magazine, while in singleplayer it holds an incorrect 30; where it can be assumed that, similar to the FN FAL, all SCAR-H's in singleplayer are equipped with the "Extended Magazines" attachment. Its light beige coloration suggests it might have been referenced from some airsoft example such as the ones made by Cybergun or VFC.
In singleplayer, it is one of the primary rifles of Task Force 141, U.S. Army Rangers, and Shadow Company soldiers. A unique variant with a Grip-pod foregrip can be found in the singleplayer level "S.S.D.D." and the Spec Ops mission "The Pit". In multiplayer, its kill icon in the kill feed is also shown with a vertical foregrip, despite said attachment being unavailable for the SCAR in multiplayer.
Remastered version
The SCAR-H is now modelled after the third generation production model with the correct two tone coyote tan finish. The 30-round capacity from the original singleplayer has been decreased to the more correct 20-rounder in Modern Warfare 2 Campaign Remastered. Additionally, the bolt correctly locks to the rear when a magazine is emptied, and the fire selector is correctly set to full-auto. The rear sight is no longer backwards, but it is mounted much further forwards in order to retain the same placement for the rear post. There is a small bug with the SCAR-H fitted with the KAC Masterkey attachment: when the shotgun is emptied and is about to be reloaded, the SCAR-H's bolt briefly locks back then instantly returns forward.
IMI Tavor TAR-21
The IMI Tavor TAR-21 appears in both singleplayer and multiplayer. In singleplayer, the TAR-21 is used by Russian soldiers and Task Force 141, almost always used with kind of optical sight or scope. Its kill icon always shows it with a Holographic Sight (an EOTech holographic sight).
Remastered version
Mk 14 Mod 1 EBR
The Mk 14 Mod 1 EBR appears in the game, almost always with a scope attached. In singleplayer, it appears as the standard weapon for Task Force 141 snipers, and is referred to as the "M14 EBR", the US Army designation. This seems to be the weapon of choice for Captain MacTavish.
It is the last sniper rifle to be unlocked in multiplayer, where it is listed incorrectly as an "M21 EBR", likely to remind players of the actual M21 in Modern Warfare.
An unscoped Mk 14 Mod 1 EBR can be found in the Spec-Ops mission "Breach & Clear", though it still has the exact same zoom level as when equipped with an ACOG. It is the only time the player gets to use it with iron sights.
Remastered version
In the remastered version, the bolt now locks back at the start of an empty reload.
Magpul Masada
The Magpul Masada appears in the game under the name "ACR", actually the name of its successors manufactured by Bushmaster and Remington. It is a Gen 2 Masada, characterized by its forward-mounted and ambidextrous charging handle. The handle itself is the early version which was seen at the 2007 SHOT Show and can be found on A&K airsoft versions. The front sight is loosely based on the Masada's front sight, while the rear sight appears to be loosely based on the Magpul MBUS. The rifle also has a Masada handguard with rails attached on the sides and a 10.5" barrel, and uses 30-round Magpul PMags.
In singleplayer, the Masada is commonly used by Task Force 141 and Shadow Company. It first appears in "Cliffhanger", where it is equipped with a suppressor, reflex sight (with more zoom than a normal reflex sight), heartbeat monitor, and a unique arctic camouflage not found on any other weapon and not available in multiplayer. Masadas with M203 grenade launchers can be found in "Takedown" and "Loose Ends", the former having an ACOG scope, and the latter having a holographic sight (which has the zoom level of an ACOG, for some reason). A Masada with the same attachments as the one in "Cliffhanger" but with a unique matte black finish is found in "Just Like Old Times". It has very low recoil even in full automatic, making it a versatile all-range weapon.
Remington ACR (remastered version)
The prototype Masada from the original has been replaced with a proper Remington ACR in the remaster. It retains the same pseudo-Masada front sight and pseudo-Magpul rear MBUS complete with the inappropriately sticking out handguard pin, though this time around it has a right side mounted non-ambidextrous charging handle which is modeled after the production version of the ACR handle. A modelling goof leaves the magazines sticking much further out of the magwell than they should.
Steyr AUG A2
In the single-player campaign, the "AUG HBAR" takes the appearance of a Steyr AUG A2, mostly evidenced by the 20" barrel, whereas in multiplayer it is actually modeled after an AUG HBAR-T. It has a 30-round magazine and is equipped with either a rail-mounted version of the Swarovski AUG A1 scope or a Red Dot Sight. It is used mainly by Russian Ultranationalists. In real life, the Steyr AUG (A1) was used by VDV and by FSB Spetsnaz units (now out of service).
In multiplayer, the AUG A2 appears as the kill icon for the AUG HBAR, implying that like the L85, it was supposed to appear in multiplayer as an assault rifle before being reworked into the AUG HBAR as an LMG in multiplayer.
Remastered version
The AUG A2 still appears under the "AUG HBAR" moniker in Modern Warfare 2 Campaign Remastered. The remastered AUG is a hybrid, with most of the features of an A2, but the bolt release of an A3; this hybridization can be increased further with the addition of the A1's Swarovski scope, which is now correctly depicted as an integral part of the receiver instead of a rail-mounted attachment. It also has a winter camo finish in the snow missions, unlike the original game.
As there is no multiplayer for the remaster, the actual LMG variant cannot be found.
Sniper Rifles
Cheyenne Tactical M200 Intervention
In what might be the most infamous depiction of a somewhat obscure sniper rifle in any media ever, the Cheyenne Tactical M200 Intervention appears in Modern Warfare 2 as a usable sniper rifle. The rifle, known as simply "Intervention" in-game, is the only usable bolt-action sniper rifle in the game. It has an unusable AN/PEQ-2 laser unit mounted on the Picatinny rail just forward of the scope, which disappears when an ACOG Scope is used.
In singleplayer, it is used by US Army Rangers on several occasions, and is Soap and Captain Price's primary weapon in "Just Like Old Times", the second to final mission. The intro of that mission describes the CheyTac as an anti-materiel rifle; while the real weapon is effective in that role against some types of armor, it is mainly used as an anti-personnel system. In multiplayer, while its magazine size is a mere 5 rounds, the Intervention deals incredibly high damage, making it a deadly sight in multiplayer.
The depiction of the Intervention within Modern Warfare 2 propelled the weapon into relative infamy; while the weapon itself was never deemed as "overpowered", a number of factors displayed in this game specifically (the overuse of the weapon in multiplayer, its distinctive sounds and animations, the use of hitmarkers and the general stereotype of Call of Duty generally being enjoyed by loud, skill-lacking, faux-MLG "tryhards") has made the Intervention a staple of "montage parodies", along with the infamous acts of "no-scoping" and "quick-scoping". The popularity of the weapon has allowed the Intervention to return in four other games in the franchise: Call of Duty Online (as the "CheyTacM200"), Call of Duty: Infinite Warfare (as the "TF-141"), Call of Duty: Modern Warfare Remastered (as the "S-Tac Aggressor") and in the rebooted Call of Duty: Modern Warfare II (as the "FJX Imperium"), along with a paid bundle that allows the player to replace the new firing sound with the one from the original.
Remastered version
The MW2R CheyTac M200 seems to be a more detailed version from Call of Duty: Infinite Warfare, and has similar initial draw/inspect animations.
Barrett M82A1
The Barrett M82A1 appears as "Barrett .50cal" in the game. It has a shortened barrel, though it is not as short as the M82CQ. It has a Mr. Yuk sticker on the scope cover. The weapon is incorrectly depicted with ejection port openings on both sides of the receiver.
In singleplayer, during the level "Of Their Own Accord", an emplaced M82A1 with variable-zoom thermal sight is used by Russian snipers covering the Mall (the stretch from the Lincoln Memorial to the Washington Monument to the Capital) and is temporarily commandeered by Ramirez and his squad to take out enemy soldiers firing on evac helicopters with Javelins.
In multiplayer, it is the default sniper rifle. Oddly, it has worse overall stats than the "M21 EBR" or the WA2000. Amusingly, the weapon can be fired nearly as quickly as the trigger can be tapped, with surprisingly little recoil for dumping 10 .50 BMG rounds in under a second.
Remastered version
Walther WA 2000
The rare Walther WA 2000 is found in the game. In singleplayer, it is used by Russian snipers in "Loose Ends" and by Shadow Company troops in the level "Enemy of My Enemy", highly inaccurate for both given the WA2000's limited production run and exuberant price tag. While it holds only 6 rounds, it is very accurate and has low recoil. The version used in singleplayer holds an incorrect 10 rounds, and it has restricted rate of fire.
Remastered version
The remaster features an even more detailed WA 2000, found in same singeplayer missions. It still holds 10 rounds in the magazine.
SVD Dragunov
The SVD Dragunov is only featured in the singleplayer campaign and Spec Ops, used by Russian Ultranationalists and Brazilian Militiamen. It can be found with winter camouflages in the snow levels and woodland camo in "Loose Ends" and "The Enemy of My Enemy".
A poster of a SVD Dragunov is seen in the Multiplayer map "Salvage" in a small house, along with posters of Makarov PM and AKM.
Remastered version
The model from the Call of Duty 4 remaster returns with a correct PSO-1 scope reticle. However, the bolt hold-open functionality is still absent.
Machine Guns
FN M240B
The M240B machine gun is found in both singleplayer and multiplayer. In singleplayer, it is used by the US Army Rangers, Task Force 141, Shadow Company, and Makarov's terrorists. It is often seen equipped with a heartbeat sensor. In Special Ops, the enemy Juggernauts wield the M240 machine gun. The M240 also can be seen (unusable) mounted on the M1 Abrams tank.
The M240 is depicted with a bottom-mounted 100-round belt box; this is impossible in reality, for several reasons. For one, the M240 does not have an attachment point for an ammo box to attach to on its underside; the M240 is typically issued with belt boxes that are fully separate from the gun, while the US Army issues a soft M240 belt bag that is attached to the side of M240. Secondly, such an attachment point would block the M240's casing ejection port, located on the bottom where the in-game belt box is attached. The in-game belt box itself is an M249 belt box with grooves resembling a PKM belt box.
The M240 deals the lowest damage out of all the machine guns (despite being chambered for the largest round), but compensates it for having the highest rate of fire in its class. It suffers from substantial recoil, restricting it to short and medium range.
Remastered version
The reload animation has been changed to show the charging handle being worked at both the start and end of reloads, and it still uses an incorrect M249-like belt box.
Heckler & Koch MG4
The Heckler & Koch MG4 is used by the Russian Military and the Shadow Company in singleplayer. In multiplayer, the MG4 is unlocked at level 16. It possesses a moderately high rate of fire and sub-par damage (which can be buffed with Stopping Power), but is accurate and has low recoil.
Remastered version
In the remaster, the charging handle is unfolded the whole time, and is properly animated when reloading.
L86A1 LSW
The L86A1 Light Support Weapon appears as the "L86 LSW", identified as the A1 by its round charging handle. The weapon is modified with a long L85 handguard, a barrel mounted carrying handle from the M240, and small Picatinny rails on each side of the receiver. The dovetail mount at the top of the receiver is replaced with a strip of Picatinny rails. The weapon uses a Chinese MDG3 120 round drum mag that holds only 100 rounds in gameplay.
It appears only once throughout the single-player campaign, during the defense of the safehouse in the level "Loose Ends". It also appears in the Special Ops mission "Estate Takedown". In multiplayer, it holds the distinction of being the weapon with the highest DPS (damage per second) with Stopping Power in the game. This is offset by obstructive iron sights and high recoil unless a grip is attached.
The killfeed icon of the weapon shows an L85 with a SUSAT, likely indicating that the L86 LSW was supposed to be a L85 at one point in development.
Remastered version
In Call of Duty: Modern Warfare 2 Campaign Remastered, the charging handle is appropriately used exclusively when reloading an empty magazine.
RPD
The RPD appears in singleplayer and multiplayer. In singleplayer, it is used by Brazilian Militia, Middle Eastern OpFor, and some Russian troops; the latter is incorrect, as while the RPD is Russian in origin, it was phased out during the 1960s in favor of the PKM.
Remastered version
The RPD now features a side-swinging scope mount (based on airsoft versions of KV-04S combined with Zenit mounts used for the PKP Pecheneg) that is moved out of the way when reloading. Like in Modern Warfare Remastered, the charging handle is correctly pulled after replacing the belt.
Steyr AUG HBAR-T
In multiplayer, the "AUG HBAR" LMG takes the form of a correct Steyr AUG HBAR (Heavy Barrel), in contrast to the singleplayer, where it appears as an AUG A2. It is specifically modeled after the HBAR-T variant used in the designated marksman rifle role, as it has a RIS rail. It is equipped with an unusable bipod, a barrel mounted carrying handle from the M240, a 42-round magazine, and a 24.4" barrel. The weapon strangely lacks the standard AUG foregrip by default, though equipping the Foregrip attachment reattaches it.
The weapon is unlocked at level 32. True to its nature, the AUG HBAR functions more like an assault rifle than an LMG: it has the fastest reload, has good accuracy and high damage, but suffers from recoil at long distances unless a Grip is used and the weapon is burst fired.
Shotguns
AA-12 CQB
The AA-12 is available in the game. It is shown with a custom folding charging handle and custom sights, consisting of a rail mounted rear sight and a flip up front sight. It uses an 8-round box magazine. Using the Extended Magazines attachment in multiplayer beefs up the capacity to 16, though the magazine model remains unchanged; real AA-12 magazine options include 8 round box magazines, or 20 and 32 round drum magazines.
In singleplayer, it is used by the Russian Military (despite being American in origin) and the Shadow Company. It also appears outside the obstacle course in the first level once the player has run through it once, and a suppressed version with a heartbeat sensor appears in the Spec-Ops mission "Acceptable Losses". The AA-12 has an absurdly high rate of fire in singleplayer and Spec Ops, at around 650-700 RPM, but fires at a more convincing (but still slightly excessive) 400 RPM in multiplayer.
Remastered version
The AA-12 in Campaign Remastered retains the same configuration from the original complete with the same rail mounted sights. It is also shown operating with a closed bolt, which is only the case for a production run of semi-automatic civilian models in 2018-2019. However, it is depicted with the proper AA-12 charging handle instead of the custom folding one shown in the original. It also has the restricted rate of fire of the multiplayer version from MW2.
Benelli M4 Super 90
The Benelli M4 Super 90 is found in singleplayer and multiplayer, referred under its US Military designation M1014. It has a olive-green finished barrel and receiver, and a Surefire triple-rail foregrip (like the one installed on the British L128A1) with an unusable under-barrel flashlight. The barrel also appears with a flat sight plane in first person, which is unusual for the M4. The weapon is modeled with a civilian 4-shot magazine tube; like COD4, the M1014 has a 7-round capacity in singleplayer (the capacity of the military version), and has the correct modeled capacity in multiplayer (extended to 6 rounds with Extended Mags).
It is used by the US Military and several Brazilian Militiamen in singleplayer; the player character Roach also starts with one in "Takedown".
Remastered version
In the remastered version, the player character correctly inserts a round in the chamber during empty reloads, and releases the bolt before loading successive shells into the tube.
Franchi SPAS-12
The Franchi SPAS-12 is found in singleplayer and multiplayer. It is shown with the stock unfolded, and is used in pump-action mode only. In singleplayer, it is used by the Russian Military, Shadow Company, and Task Force 141, usually with no attachments; it's a bit of an odd choice to say the least, as it was never issued by any military force (most of its sales being to police departments, its intended market), and went out of production in the year 2000.
Weirdly, the bolt is animated to cycle as the shotgun is fired (visible when aiming down sights), rather than when the player character works the pump after the shot. In singleplayer, fired shells can be seen ejecting when the gun cycles, but no shells are seen ejected in multiplayer.
Remastered version
In Modern Warfare 2 Campaign Remastered, the reloading process is done correctly. The SPAS-12 is upended with the off-hand holding down the bolt release button to allow the shells to be loaded into the tube (an extremely rare sight in video games featuring this weapon). The pumping handle is not racked during partial reloads, and on empty reloads the character inserts the first shell in the chamber before loading the remaining ones in the tube. The bolt's movement and shell ejection are also now properly linked to the pump's animation rather than triggering immediately on firing.
Sears Ranger
A sawed-off Sears Ranger is featured in the game. It can be dual-wielded to make up for its 2-round capacity. The weapon's ADS functionality is replaced, as it can fire both barrels at the same time; note that while the in-game model appropriately has two triggers, the Create-a-Class icon has only one. In singleplayer, it is used by some Brazilian Militiamen. The Ranger is shown being able to eject the spent shells when reloaded instead of having to dump them out manually.
Remastered version
Sentinel Arms Striker-12 / Armsel Protecta Hybrid
The Sentinel Arms Striker-12 (referred to as the "Striker") is a shotgun in the game, using a roughly 12" barrel. The weapon is hybridized with the large shell deflector and the automatic ejection capabilities of the Armsel Protecta; later models of the Striker-12 do indeed have these Protecta features, but they also have a rear drum advance lever, which the in-game model lacks. Beyond that, the in-game model is odd in a few more ways: the winding key is modeled as a weird spike (likely modeled after a particular gun where the winding key is stripped down to just its post), while the muzzle is modeled with a strange protrusion.
The reload animation depicts the thumb tab to the right of the drum as a drum advance lever, turning the drum whenever it is pressed; there is no evidence that the thumb tab can be used as a drum advance lever in reality, and the Striker-12 manual describes the tab to be a button used to open or close the ejection port. It should also be noted that Modern Warfare 2 is one of the first video games to depict the ejection port button being used as a drum advance lever, and very likely influenced later games to also depict the ejection port button as a drum advance lever.
Possibly to offset its large magazine, the Striker reloads slowly and has lower damage per shot than the other shotguns, requiring 2-3 hits to kill without Stopping Power.
Remastered version
Winchester Model 1887
The Winchester Model 1887 appears in singleplayer and multiplayer. It is modeled after the custom 1887 used by Arnold Schwarzenegger in Terminator 2: Judgment Day, featuring a shortened barrel, no stock, no trigger guard, and an enlarged lever loop. The 1887 can be dual-wielded; when akimbo, the weapons are flip-cocked as in Terminator 2.
In singleplayer, it is used by some Brazilian Militia members. In multiplayer, the 1887 used to have the highest effective range of all shotguns, and its sole "attachment" is Akimbo. As shotguns are largely hipfired anyway, dual wielding the 1887's basically doubled the damage without downsides, making them notorious in the community before a patch decreased their Akimbo range to be more comparable to the dual Rangers. Another patch also slightly decreased the single 1887's range, leaving it outclassed by the SPAS-12 in pretty much all aspects.
Remastered version
The remaster correctly involves loading the shells into the magazine tube, with only the first shell being inserted into the barrel during empty reloads. The weapon is now flip-cocked at the end of every reload (even when not dual-wielded).
Winchester 1200
The Winchester 1200 shotgun from MW1 was seen in the hands of Russian Internal Troops in the game's trailer; it was apparently a placeholder, as in the final game it is only featured in the "Museum" bonus level.
Remastered version
As with other shell-by-shell loading shotguns, the Winchester 1200's empty reload involves chambering a round first then loading the rest of the shells, and the pumping handle is not operated during a partial reload.
Launchers
Saab Bofors Dynamics M136 AT4
The M136 AT4 appears in the game. The multiplayer version incorrectly fires guided rounds, and is referred to as "AT4-HS". "HS" most likely is abbreviated for "Heat-Seeking" and is also how it was able to guide its way to a moving aircraft but can still be counter measured by flares. The game also shows it as reloadable, seen when using it in multiplayer with the Scavenger perk.
Remastered version
M79 grenade launcher
The M79 grenade launcher appears as the "Thumper" in the game, and can be found in "The Hornet's Nest" and in some Spec Ops missions. It is available as a secondary weapon in multiplayer. In the former two gamemodes, it can be hipfired, but attempting to do so in MP will bring the sights into picture and fire the shot, similar to the RPG or AT4.
Remastered version
FIM-92 Stinger
The FIM-92 Stinger can be found in the levels "Wolverines!" and "The Only Easy Day... Was Yesterday" in singleplayer, and is unlockable in multiplayer. The weapon can only be fired when locked onto helicopters or aircraft. It lacks the folding IFF (Identification, Friend or Foe) antenna on the right side of the weapon, however this is not actually required to lock on to a target and fire the weapon.
Remastered version
FGM-148 Javelin
The FGM-148 Javelin launcher is another available launcher for use in the game. While the multiplayer version is limited to one rocket in reserve (with the Scavenger perk), the singleplayer version has much more ammo. It is seen being used by the Russians, who seemingly appropriated them from military stockpiles upon invading US soil. The in-game Javelin has the erroneous ability to lock onto areas on the ground (not targets on the ground, but static objects or terrain), enabling it to function like a high-tech mortar.
Remastered version
RPG-7
The RPG-7 is a launcher in both singleplayer and multiplayer. In singleplayer, it is used by all enemy forces. Like COD4, it is a powerful weapon, but is atrociously inaccurate at long ranges, apparently because the rocket's stabilizing fins do not deploy and as a result cause the rocket to fly erratically.
Remastered version
Attachments
M203 Grenade Launcher (Airsoft)
The airsoft model of the M203 grenade launcher, distinguishable by its distinctive RIS mount and lack of a trigger guard, returns from Call of Duty 4: Modern Warfare as the standard grenade launcher for every assault rifle except the AK-47. It features a new firing sound, and unlike in the multiplayer of the previous installment, the M203 does not prevent the use of Perk 1. The single-player mission "Team Player" is the first time the player gets to use the M203, attached to an M4A1.
Like MW1, a full 40mm grenade stands in for the grenade's casing during the reload animation). However, the M79 grenade launcher's reload animation does show an independent grenade casing model existing in-game, meaning that the M203's reload animation is recycled entirely from MW1.
Remastered version
The launcher is still modeled after an airsoft version, presumably reusing the same model from Call of Duty: Modern Warfare Remastered. Like in the previous remaster, the round being ejected while reloading is a proper spent casing.
Knight's Armament Masterkey
The Knight's Armament Masterkey shotgun is frequently seen mounted to rifles as an underslung shotgun like the M203. It is mostly attached to the FN FAL or SCAR-H assault rifles, but is sometimes seen on other weapons. The shotgun carries an impossible 7 shells in singleplayer, and a more-realistic-but-still-one-extra 4 shells in multiplayer. In multiplayer, it is unlocked for assault rifles after 20 grenade launcher kills.
Remastered version
The 7-round capacity from the original singleplayer has been decreased to the technically achievable 4 round in Modern Warfare 2 Campaign Remastered. Sadly however, the Masterkey didn't receive the appropriate difference in partial/empty reload process as with other shotguns, plus it is still pumped when switching to it, and the player character still grasps the pistol grip of their main rifle rather than operating the actual trigger of the Masterkey.
GP-30
The GP-30 grenade launcher, incorrectly called the GP-25, is sometimes seen mounted on the AK-47s in-game. Like in Call of Duty 4, a western 40mm grenade stands in for the Russian VOG-25 40mm grenade, and the player is incorrectly shown flicking the launcher downwards to eject a spent grenade casing upon firing the weapon, even though the real VOG-25 grenades are caseless; a full western 40mm grenade stands in for said spent grenade casing.
Remastered version
Grenades/Explosives
M83 Smoke Grenade
The M83 smoke grenade is the standard smoke grenade that can be used in the game; like COD4, they feature incorrect M18 smoke grenade textures, and may even be the exact same model. Colored versions are used to mark killstreak drop locations for some multiplayer killstreaks.
Remastered version
Unidentified Smoke Grenade
M67 Hand Grenade
The M67 Hand Grenade returns as the standard hand grenade for all factions.
Remastered version
M84 Stun Grenade
M84 stun grenades returns as the Flashbang and Stun Grenades. Flashbangs have a green stripe, while Stun Grenades have a red stripe.
M18A1 Claymore
The deployable Claymore is usable by the player, again depicted with the fictional laser tripwire detonators instead of being command detonation.
Remastered version
C4
The C4 from Call of Duty 4 returns in Modern Warfare 2.
Much like in Call of Duty 4, the C4's Clacker is bizarrely used to call in some of the killstreaks, as if it was a radio, though other more sensible communication devices like colored smoke and rugged laptops are now present and used for other killstreaks.
Fictional Bounding Mine
The bounding mines featured in the mission "Loose Ends" resemble closely the fictional bounding mines seen in the Guantanamo scene from Bad Boys II.
Remastered version
Mounted Weapons
General Dynamics GAU-17/A
In singleplayer, the General Dynamics GAU-17/A, the first time the player gets to use the Minigun is in the level "Team Player", where it is mounted on M1026 HMMWVs; in this mission, it strangely fires in a circular spread. In the missions "Wolverines!" and "Exodus", the Minigun is used for the (fictional) M5 Sentry Gun emplacement, operated by both U.S. Army Rangers and Russian airborne infantry units, and available as a kill streak in multiplayer. In "Loose Ends", dismantled Miniguns can be found in Makarov's safehouse, and can later can be seen mounted on Shadow Company SUVs.
In a few multiplayer maps, Miniguns can be found mounted on objects, similarly to the M249s in the first Modern Warfare.
Remastered version
The truck-mounted Miniguns in "Team Player" now fire in a more realistic, non pepperbox-like pattern.
General Electric GAU-8/A Avenger
In the remastered version, A-10 Thunderbolt II airplanes can be seen on the airfield at Firebase Phoenix, armed with General Electric GAU-8/A Avenger rotary cannons.
General Electric M134 Minigun
AH-6 "Little Bird" helicopters are equipped with GE M134 Miniguns.
General Dynamics M197 Vulcan
The M197 Vulcan is mounted on AH-1W Super Cobras seen at the aircraft boneyard in "The Enemy of My Enemy" and in multiplayer. The Harrier jumpjets also inaccurately sport the very same gun pod from the Cobras in multiplayer in order to fulfill the fictional (for a Harrier) function of hovering over an area and providing fire support.
General Electric GAU-12/U
A GAU-12/U is mounted on AC-130 gunships, alongside the Bofors 40mm and M102 Howitzer.
Gryazev-Shipunov GSh-30-2
As with Call of Duty 4, the Hind helicopters in the game seem to be a fictional hybrid of the export Hind-E (Mi-35M) and the Mi-24P, armed with both a chin-mounted Yakushev-Borzov Yak-B cannon and a twin Gryazev-Shipunov GSh-30-2K mounted on the right-hand side of the fuselage.
Bofors 40mm
The Bofors 40mm is mounted on AC-130 gunships, alongside the GAU-12/U and M102 Howitzer.
M102 105mm Howitzer
The M102 105mm howitzer is mounted on AC-130 gunships, alongside the GAU-12/U and 40mm Bofors.
M242 Bushmaster Chaingun
M242 Bushmaster Chaingun are present on M2 Bradley Infantry Fighting Vehicles used by the US Army.
Remastered version
Mark 19 Mod 3 Automatic Grenade Launcher
A dismantled Mark 19 Mod 3 is seen on the ground next to a Humvee under repair in "S.S.D.D.". This is its sole appearance in the entire game, and it is never used.
Remastered version
Browning M2HB
One usable Browning M2 is found mounted on a Brazilian technical truck in "The Hornet's Nest". Like other mounted weapons, it has infinite ammo and will overheat after continuous fire. They also appear mounted on the Stryker vehicle and the Abrams tank.
Remastered version
The same technical mounted Browning M2s can be used in the remaster, now without the power of telekinesis and an actual belt box-full of cartridges.
FN M249 SAW
The M249 SAW can be seen mounted on a fallen tree and used as a turret in the level "Whiskey Hotel".
Remastered version
KPV
KPV heavy machine guns mounted in the ZPU-4 quad anti-aircraft mount are used by Russian paratroopers to engage US air support in "Exodus". They are also found on the multiplayer map "Afghan" and on the roofs of buildings on the multiplayer map "Strike." A miniature ZPU model is also present in the "Museum".
It reuses the same model from Call of Duty 4.
Remastered version
8 cm kurzer Granatwerfer 42
Kurzer 8 cm Granatwerfer 42 mortars are fired by OpFor troops in the "Team Player" singleplayer mission at the beginning at the other bridge shore. This is the third appearance of the model in the Call of Duty series after it first appeared in Call of Duty 2 and reappeared Call of Duty 4: Modern Warfare. The same model would later on be used in Call of Duty: Black Ops II level "Pyrrhic Victory". The mortar also appeared in Call of Duty: WWII, but it thankfully no longer uses the ancient COD2 model in that game.
Shipunov 2A42
Mi-28N helicopters and BMP-2 IFVs mount Shipunov 2A42 autocannons.
Shipunov 2A72
BTR-82A APCs mount Shipunov 2A72 autocannons.
Remastered version
Yakushev-Borzov Yak-B
Mil Mi-24 gunships seen throughout the game sport Yakushev-Borzov Yak-B chin turret rotary machine guns.
Remastered version
Not Usable/Cut Weapons
The following weapons appear in images, textures, and graphics present within the game. None are usable weapons, and none of them are known to have a 3D model.
Makarov PM
A poster of a Makarov PM is seen in the Multiplayer map 'Salvage" in the small house, along with SVD Dragunov and AKM Posters, and the plans of the attack on "No Russian".
PPSh-41
In the Spec-Ops mission "Hidden", a statue of two Russian soldiers are seen with cement versions of the PPSh-41.
M1928A1 Thompson
In a nod to the previous Call Of Dutys, a WWII-era poster of a woman holding an M1928A1 Thompson can be seen in the multiplayer map "Derail"
AKM
The AKM is seen on a poster in the Multiplayer map 'Sub Base', but is not usable in the game.
FN SCAR-L
In the multiplayer menu background image, we see a soldier carrying a third generation SCAR-L with an EOTech sight, AN/PEQ-2 IR designator, and a vertical foregrip, but it was never used in the game.
IMI Galil
During briefing for "No Russian" a newspaper article is seen showing an Ultranationalist with a Galil.
Mk 14 Mod 0 EBR
An Mk 14 Mod 0 EBR can be seen on the background of the Spec Ops main menu.
Daewoo K2
During briefing for "No Russian" a newspaper article is seen showing one of "Makarov's men" (according to the caption) with a Daewoo K2.
Accuracy International Arctic Warfare
An Accuracy International Arctic Warfare in seen held by a sniper in the multiplayer menu background art, but it is unusable in-game.
M26 grenade
The M26 hand grenade can be seen on one of the unlockable emblems.
Heckler & Koch HK91A3
The Heckler & Koch HK91A3 from Modern Warfare appears in trailers and early screenshots, but was dropped from the final game, most likely in favor of the FAL.
Enfield L85
The kill-feed icon for the L86 LSW in multiplayer depicts an L85 with a SUSAT scope instead. Evidence suggests that the in-game L86 LSW was an L85 at one point during development: the unremoved kill-feed icon, and that the L86's texture sheet has the L85's 30-round magazine. The fact that the L86's maximum singleplayer ammo is 420 rounds, a number divisible by the 30-round L85 mags rather than the 100-round drums found on the in-game L86, also supports this idea.
Seeing as the L86A1 in-game features the L85 handguard, it is likely that an L85A1 model was modified into the L86A1 model seen in the final game.