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Difference between revisions of "Call of Duty: Modern Warfare 2"
PhantomT1412 (talk | contribs) (Doesn't look like a A1 nor a A2, so let's just name it AUG until we know more about it.) |
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+ | [[File:MW2.jpg|right|300px|thumb|''Call of Duty: Modern Warfare 2'' (2009)]] | ||
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− | + | '''''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|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. | |
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− | + | 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. | |
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− | : | + | 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. |
− | + | {{Spoiler}} | |
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− | = | + | {{VG Title}} |
− | + | __TOC__<br clear=all> | |
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− | = | + | =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. |
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− | + | 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. | |
− | The | ||
− | + | 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. | ||
+ | [[File:BerettaM92SB.jpg|thumb|none|350px|Beretta 92SB - 9x19mm Parabellum]] | ||
+ | [[File:MW2-92SB-2.jpg|thumb|none|600px|The "M9" on the Create-A-Class menu. Note the rounded trigger guard, identifying the pistol as a 92SB. Also note the different magazine baseplate.]] | ||
+ | [[File:MW2 M9 (1).jpg|thumb|none|600px|Holding the 92SB in-game.]] | ||
+ | [[File:MW2 M9 (2).jpg|thumb|none|600px|Aiming down the iron sights.]] | ||
+ | [[File:MW2 M9 (3).jpg|thumb|none|600px|Reloading the "M9".]] | ||
+ | [[File:MW2 M9 (4).jpg|thumb|none|600px|Dual-wielding two 92SBs, or "Akimbo", a word that originally had nothing to do with dual-wielding.]] | ||
+ | [[File:MW2 M9 (5).jpg|thumb|none|600px|Reloading the two 92SBs via the universal offscreen reload technique.]] | ||
+ | [[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 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]]''. | ||
+ | [[File:BerettaM92FS.jpg|thumb|none|350px|Beretta 92FS - 9x19mm]] | ||
+ | [[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 a Beretta inside the airport.]] | ||
+ | [[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 (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 Berettas.]] | ||
+ | [[File:MW2R M9 (7).jpg|thumb|none|600px|The inspecting animation results in some fanciful gun twirling.]] | ||
+ | |||
+ | ==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. | ||
+ | [[File:BerettaM92SB.jpg|thumb|none|350px|Beretta Model 92SB - 9x19mm Parabellum. Base weapon of the 93R mockup.]] | ||
+ | [[File:Beretta93-1-.jpg|thumb|none|350px|A real Beretta 93R for comparison - 9x19mm Parabellum]] | ||
+ | [[File:Mw2M9raffica.jpg|600px|thumb|none|The "M93 Raffica" in the Create-A-Class menu. Despite being depicted here with a [https://soldiersystems.net/2010/10/13/baretta-tacrail/ Survival Consultants International WOR4 TacRail] system for mounting sights, it uses a DLP Tactical UMP-1 Universal Pistol Scope Mount in game.]] | ||
+ | [[File:MW2 93R (1).jpg|thumb|none|600px|Holding the burst Beretta, with the hammer half-cocked.]] | ||
+ | [[File:MW2 93R (2).jpg|thumb|none|600px|Aiming down the sights.]] | ||
+ | [[File:MW2 93R (3).jpg|thumb|none|600px|Reloading the extended Beretta magazine.]] | ||
+ | [[File:MW2 93R (4).jpg|thumb|none|600px|On the dual-wielded version, the hammers are not cocked at all.]] | ||
+ | [[File:MW2 93R (5).jpg|thumb|none|600px|Reloading the Rafficas.]] | ||
+ | [[File:MW2 93R (6).jpg|thumb|none|600px|Reloading a Raffica fitted with an EOTech optic. Note the DLP Tactical UMP-1 Universal Pistol Scope Mount compared to the Create-A-Class image.]] | ||
+ | |||
+ | ===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. | ||
+ | |||
+ | [[File:Beretta92FS ExtR.jpg|thumb|none|350px|Beretta 92FS rendered with extended barrel and magazine to resemble the Beretta 93R - 9x19mm Parabellum]] | ||
+ | [[File:MW2R 93R (1).jpg|thumb|none|600px|The ''Remastered'' faux 93R has a new equipping animation where the user extends the foregrip. Note the weird matte grey finish and khaki colored grips.]] | ||
+ | [[File:MW2R 93R (2).jpg|thumb|none|600px|The "M93 Raffica" in idle.]] | ||
+ | [[File:MW2R 93R (3).jpg|thumb|none|600px|Iron sights.]] | ||
+ | [[File:MW2R 93R (4).jpg|thumb|none|600px|Reloading the burst pistol.]] | ||
+ | [[File:MW2R 93R (5).jpg|thumb|none|600px|Thumbing the slide release.]] | ||
+ | [[File:MW2R 93R (6).jpg|thumb|none|600px|Checking out the Beretta in the inspect animation.]] | ||
+ | |||
+ | ==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. | ||
+ | [[File:Colt Anaconda HQ.jpg|thumb|none|400px|Colt Anaconda - .44 Magnum]] | ||
+ | [[File:Mw244magnum.jpg|thumb|none|600px|Anaconda in the Create-a-Class menu. Note that the Anaconda's grip has no finger grooves, which means they could be Pachmayr Presentation grips.]] | ||
+ | [[File:MW2 Anaconda (1).jpg|thumb|none|600px|Holding the Anaconda in the multiplayer map Favela.]] | ||
+ | [[File:MW2 Anaconda (2).jpg|thumb|none|600px|Aiming down sights.]] | ||
+ | [[File:MW2 Anaconda (3).jpg|thumb|none|600px|The weapon recoils as a fired bullet hits the wall. The top of the hammer can be seen cycling back in double-action.]] | ||
+ | [[File:MW2 Anaconda (4).jpg|thumb|none|600px|Reloading the Anaconda. The player character lifts the weapon vertically and dumps out all the rounds. This wouldn't work in reality, as fired rounds expand and get stuck in their chambers. The extractor rod would have to be used to eject them.]] | ||
+ | [[File:MW2 Anaconda (5).jpg|thumb|none|600px|Inserting a speedloader.]] | ||
+ | [[File:MW2 Anaconda (6).jpg|thumb|none|600px|Closing the cylinder after dropping the speedloader away.]] | ||
+ | [[File:MW2 Anaconda (7).jpg|thumb|none|600px|Dual-wielding two .44 Magnums. Note that the left revolver isn't just a mirror of the right.]] | ||
+ | [[File:MW2 Anaconda (8).jpg|thumb|none|600px|Reloading shows the asymmetry more clearly, as both revolvers correctly open to the left.]] | ||
+ | [[File:MW2 Anaconda (9).jpg|thumb|none|600px|Cowboy-slinging the cylinder shut when wielding a knife alongside the Anaconda. Note how the revolver appears to be black in low-light instances.]] | ||
+ | [[File:AnacondaShepherd-MW2.jpg|thumb|none|600px|LTG Shepherd (voiced by [[Lance Henriksen]]) loads his Anaconda in the middle of a battlefield, feeling no need for any protective gear nor any concern for going Dirty Harry in Afghanistan.]] | ||
+ | [[File:Sheperd with his Anaconda in Endgame.jpg|thumb|none|600px|Shepherd with his Anaconda on a later level.]] | ||
+ | [[File:MW2 Anaconda (10).jpg|thumb|none|600px|Shepherd using his "backup" Anaconda after his "primary" Anaconda runs dry in the Museum bonus level. Note that a third one is still in his holster. If put into Last Stand, he may draw ''yet another'' .44 Magnum.]] | ||
+ | |||
+ | ===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. | ||
+ | [[File:MW2R Anaconda (1).jpg|thumb|none|600px|Wielding the Colt magnum.]] | ||
+ | [[File:MW2R Anaconda (2).jpg|thumb|none|600px|Looking through the sights.]] | ||
+ | [[File:MW2R Anaconda (3).jpg|thumb|none|600px|Reloading the Anaconda - the animations are a bit more dramatic than before, still with all the rounds dump with a flick.]] | ||
+ | [[File:MW2R Anaconda (4).jpg|thumb|none|600px|Bringing up the speedloader with new rounds.]] | ||
+ | [[File:MW2R Anaconda (5).jpg|thumb|none|600px|Which is followed by a conspicuous snapping-of-the-cylinder-shut.]] | ||
+ | [[File:MW2R Anaconda (6).jpg|thumb|none|600px|Inspecting the cylinder - the rounds always appear to be unfired.]] | ||
+ | |||
+ | ==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 [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. | ||
+ | |||
+ | 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. | ||
+ | |||
+ | [[File:Desert-Eagle.jpeg|thumb|400px|none|IMI Desert Eagle Mark XIX - .50 AE]] | ||
+ | [[File:Deser Eagle XIX 50AE Picatinny.jpg|thumb|none|400px|Magnum Research Desert Eagle Mark XIX, current production model with Picatinny railed barrel and different safety catch - .50 AE]] | ||
+ | [[File:MW2 Desert Eagle.jpg|thumb|600px|none|Desert Eagle in the Create-a-Class menu.]] | ||
+ | [[File:MW2 DEagle (1).jpg|thumb|none|600px|Desert Eagle in first-person view.]] | ||
+ | [[File:MW2 DEagle (2).jpg|thumb|none|600px|Aiming down the 3-dot iron sights. The rear notch of the custom iron sights is spaced too far apart, which would make horizontal aiming difficult. | ||
+ | The front post is also misaligned, meaning the gun would shoot to the right were the player character to actually line up the sights properly.]] | ||
+ | [[File:MW2 DEagle (3).jpg|thumb|none|600px|Reloading the Desert Eagle.]] | ||
+ | [[File:MW2 DEagle (4).jpg|thumb|none|600px|Mag fully in; thumbing the slide stop.]] | ||
+ | [[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 (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 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:MW2Brazilpistol2.png|thumb|600px|none|The assistant aims his Desert Eagle moments after the above image.]] | ||
+ | [[File:MW2 DunnDeagle.jpg|thumb|600px|none|A close-up of CPL Dunn's (voiced by [[Barry Pepper]]) Desert Eagle. This and the one on the floor of the panic room in "Exodus" are the Call of Duty 4 models.]] | ||
+ | |||
+ | ===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. | ||
+ | |||
+ | [[File:MW2R DEagle (1).jpg|thumb|none|600px|As with the other remastered handguns, the Desert Eagle is chambered when initially equipped. The slide reads "Military Industries Inc.", an alteration of the markings used on the real IMI model. Like in the original, the bottom rail is custom fitted unlike newer Desert Eagles with the integral bottom rail.]] | ||
+ | [[File:MW2R DEagle (2).jpg|thumb|none|600px|The .50 AE Deagle in idle.]] | ||
+ | [[File:MW2R DEagle (2.5).jpg|thumb|none|600px|Sighting in the magnum pistol.]] | ||
+ | [[File:MW2R DEagle (3).jpg|thumb|none|600px|Empty-reloading.]] | ||
+ | [[File:MW2R DEagle (4).jpg|thumb|none|600px|Inspecting the Desert Eagle. First the right side is viewed, and then Roach checks the magazine. Note that the underbarrel laser is a hybrid between Sun Optics flashlight/laser and Streamlight TLR 2 HL G complete with markings imitating the latter.]] | ||
+ | [[File:MW2R DEagle (5).jpg|thumb|none|600px|As with the two M9s, the dual Deagles have their hammers cocked when drawn.]] | ||
+ | [[File:MW2R DEagle (6).jpg|thumb|none|600px|Laying down the law with Desert Eagles.]] | ||
+ | [[File:MW2R DEagle (7).jpg|thumb|none|600px|And as with the other dual wield weapons, Roach will spin the Deagles around his fingers in the inspect animation.]] | ||
+ | [[File:DesertGold44.jpg|thumb|400px|none|Gold-plated Desert Eagle Mark XIX - .44 Magnum]] | ||
+ | [[File:MW2R golddeagle 0.jpg|thumb|none|600px|The aforementioned Golden Desert Eagle resting on a teddy bear in "Of Their Own Accord".]] | ||
+ | [[File:MW2R golddeagle 1.jpg|thumb|none|600px|Reloading the gun shows that the magazine and bullets are also completely gold.]] | ||
+ | [[File:MW2R DEagle (8).jpg|thumb|none|600px|Aiming the Gold Deagle reveals the original style iron sights.]] | ||
+ | |||
+ | ==Glock 17== | ||
+ | The [[Glock 17]] appears in the game in a [[Glock pistol series#Glock 17 (Converted to Full Auto)|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. | ||
+ | [[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:MW2 G18 (1).jpg|thumb|none|600px|The automatic Glock 17 in first-person view. Note the olive-drab frame.]] | ||
+ | [[File:MW2 G18 (2).jpg|thumb|none|600px|Aiming down the sights. Note the hybrid U-notch and 3-dot rear sight design.]] | ||
+ | [[File:MW2 G18 (3).jpg|thumb|none|600px|Reloading a big long 33-round magazine that holds 32 rounds in singleplayer for some reason. Note that the top of the magazine is modeled solid.]] | ||
+ | [[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 (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 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 S2.jpg|thumb|none|600px|Roach about to press the slide release inserting a new mag. This also gives a good view of the text on the slide: "Gluke T0319 Pistol Austria".]] | ||
+ | [[File:MW2 G17 S3.jpg|thumb|none|600px|After releasing the slide.]] | ||
+ | [[File:MW2 G17 Ghost.jpg|thumb|none|600px|The Glock in TF141 Operative "Ghost"'s holster. Note the lack of any rear iron sights or magazine.]] | ||
+ | [[File:MW2-LASTSTAND.jpg|thumb|none|600px|The Glock also appears on the "Last Stand" and "Last Stand Pro" perk symbols.]] | ||
+ | |||
+ | ===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]]''. | ||
+ | [[File:Glock 18C.jpg|thumb|none|350px|Glock 18C (3rd Generation) - 9x19mm. This model has compensator cuts on the slide and barrel to reduce muzzle climb while firing]] | ||
+ | [[File:MW2R G18 1.jpg|thumb|none|600px|Drawing the G18C with the slide cocked fully back. Note the stainless steel barrel and guide rod, a finish that is not standard on the factory Glocks.]] | ||
+ | [[File:MW2R G18 2.jpg|thumb|none|600px|Idle.]] | ||
+ | [[File:MW2R G18 3.jpg|thumb|none|600px|Aiming.]] | ||
+ | [[File:MW2R G18 4.jpg|thumb|none|600px|Firing.]] | ||
+ | [[File:MW2R G18 5.jpg|thumb|none|600px|Reloading.]] | ||
+ | [[File:MW2R G18 6.jpg|thumb|none|600px|The inspect animation has Roach twirl his pistol on his index finger allowing us to see the top...]] | ||
+ | [[File:MW2R G18 0.jpg|thumb|none|600px|...bottom..]] | ||
+ | [[File:MW2G180.jpg|thumb|none|600px|...and the front(!!) of the gun.]] | ||
+ | [[File:MW2R G18 8.jpg|thumb|none|600px|The Glock during the snowmobile chase sequence. An interesting note is how Roach's character model has a M1911 in his holster like Soap in this level, yet he uses a USP for the majority of the mission before switching to a Glock for the finale.]] | ||
+ | [[File:MW2R G18 9.jpg|thumb|none|600px|The Glock locked back after inserting a new mag.]] | ||
+ | [[File:MW2R G18 10.jpg|thumb|none|600px|After releasing the slide, which seems to be done with his thumb now, though no ambidextrous release is present. Note the use of 19-round magazines instead of the 33-round mags used normally, yet the bullet count remains the same.]] | ||
+ | [[File:MW2R G18 11.jpg|thumb|none|600px|The Glock 18 in TF141 Operative Ghost's holster. Note how the new higher quality model features both iron sights and a 19-round mag similar to what Roach uses for the chase sequence.]] | ||
+ | [[File:MW2R G18C (12).jpg|thumb|none|600px|Dual Glocks as found in "Takedown".]] | ||
+ | [[File:MW2R G18C (13).jpg|thumb|none|600px|Dumping out spent 33-round magazines. Note the loaded witness holes, but empty lips.]] | ||
+ | [[File:MW2R G18C (14).jpg|thumb|none|600px|The inspect animation starts with bringing the G18Cs close together, similar to [[Killing Floor]]-style akimbo aiming.]] | ||
+ | |||
+ | ====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 (2).jpg|thumb|none|600px|Aiming the device by its visible beam.]] | ||
+ | [[File:MW2R Glock Laser (3).jpg|thumb|none|600px|Inspecting the LAM.]] | ||
+ | |||
+ | ==Heckler & Koch USP45== | ||
+ | The [[Heckler & Koch USP#Heckler & Koch USP|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. | ||
+ | [[File:HK-USP.jpg|thumb|none|350px|Heckler & Koch USP45 - .45 ACP]] | ||
+ | [[File:Mw2usp45.jpg|thumb|none|600px|USP45 in the Create-a-Class menu. Note that it has the rear sight of a [[Heckler & Koch Mark 23]].]] | ||
+ | [[File:MW2 USP45 (1).jpg|thumb|none|600px|Holding the USP.]] | ||
+ | [[File:MW2 USP45 (2).jpg|thumb|none|600px|Aiming down the iron sights.]] | ||
+ | [[File:MW2 USP45 (3).jpg|thumb|none|600px|Reloading the USP, showing the "USP .45 ACP" markings on its slide.]] | ||
+ | [[File:MW2 USP supp 3.jpg|thumb|none|600px|Reloading the USP suppressed. Note the lack of bullets.]] | ||
+ | [[File:MW2 USP WORLD.jpg|thumb|none|600px|World model of the USP suppressed.]] | ||
+ | [[File:MW2 USP45 (4).jpg|thumb|none|600px|Akimbo USPs. Note that the left pistol doesn't have mirrored markings. Due to a bug the dual pistols are also treated as having the "tactical knife" attachment and have the faster melee attack speed, though a slower recovery than the actual "tactical knife".]] | ||
+ | [[File:MW2 USP45 (5).jpg|thumb|none|600px|Reloading the left USP.]] | ||
+ | |||
+ | ===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. | ||
+ | |||
+ | [[File:MWR USP45 0.jpg|thumb|none|600px|Drawing the USP. Note the knife clipping through the slide]] | ||
+ | [[File:MW2R USP 1.jpg|thumb|none|600px|Drawing the USP suppressed has Roach tighten the suppressor, similar to the intro of the ''MW3'' Spec Ops mission "Hostage Taker".]] | ||
+ | [[File:MW2R USP45 1.jpg|thumb|none|600px|Inspecting the weapon has Roach brush his knife on his arm.]] | ||
+ | [[File:MW2R USP45 2.jpg|thumb|none|600px|Idle.]] | ||
+ | [[File:MW2R USP45 3.jpg|thumb|none|600px|Aiming. Note that the hammer is not correctly positioned. Whereas the original featured a "DAO" USP, this version of the gun is modeled and animated with a cocked hammer, though it is not quite far back enough to be caught by the sear on a real pistol.]] | ||
+ | [[File:MW2R USP45 4.jpg|thumb|none|600px|Firing.]] | ||
+ | [[File:MW2R USP45 5.jpg|thumb|none|600px|Reloading from empty. Note how the bullets are the same colour as the magazine for some reason despite the casing above being brass.]] | ||
+ | [[File:MW2R USP 4.jpg|thumb|none|600px|Reloading from empty with a suppressor.]] | ||
+ | [[File:MW2R USP45 6.jpg|thumb|none|600px|World model of the USP, which has a few differences from its COD4: MWR counterpart.]] | ||
+ | [[File:MW2R USP WORLD.jpg|thumb|none|600px|World model of the USP with a suppressor, which appears to be based on the Knight's Armament suppressor used on the MK23.]] | ||
+ | |||
+ | ==M1911 variant== | ||
+ | The same [[M1911]] variant (closest to a [[Springfield Armory 1911 Series|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. | ||
+ | [[File:SA loaded m1911.jpg|thumb|none|350px|Springfield Armory Loaded M1911A1 - .45 ACP. The one seen in the game has silver bushing and pale G-10 Gunner grips.]] | ||
+ | [[File:MW2Soap.jpg|thumb|600px|none|Soap (voiced by [[Kevin McKidd]]) climbs an icy cliff with a holstered M1911 pistol.]] | ||
+ | [[File:MW2 M1911 (1).jpg|thumb|none|600px|Holding the M1911 on a bizarre scene.]] | ||
+ | [[File:MW2 M1911 (2).jpg|thumb|none|600px|Aiming the pistol.]] | ||
+ | [[File:MW2 M1911 (3).jpg|thumb|none|600px|Reloading the pistol.]] | ||
+ | [[File:MW2 Militia Drops 1911.jpg|thumb|600px|none|A militiaman attempting to arrest Rojas' assistant drops an M1911 after being shot. Interestingly enough, once gameplay starts, the weapons turns into a Beretta 92SB.]] | ||
+ | [[File:MW2-holsteredM1911.jpg|thumb|none|600px|A dead Ghillie sniper with a holstered M1911.]] | ||
+ | |||
+ | ===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. | ||
+ | [[File:MW2R M1911 (1).jpg|thumb|none|600px|Drawing the M1911.]] | ||
+ | [[File:MW2R M1911 (2).jpg|thumb|none|600px|Idle. The hammer is cocked, but not quite far enough.]] | ||
+ | [[File:MW2R M1911 (3).jpg|thumb|none|600px|Iron sights.]] | ||
+ | [[File:MW2R M1911 (4).jpg|thumb|none|600px|Reloading the M1911 from empty.]] | ||
+ | |||
+ | =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. | ||
+ | |||
+ | [[File:Mp9tmp.jpg|thumb|none|350px|B&T MP9 - 9x19mm Parabellum]] | ||
+ | [[File:MW2 MP9 (1).jpg|thumb|none|600px|The MP9 in first-person.]] | ||
+ | [[File:MW2 MP9 (2).jpg|thumb|none|600px|Aiming down the ghost ring sights.]] | ||
+ | [[File:MW2 MP9 (3)mwstore.jpg|thumb|none|600px|Reloading the MP9.]] | ||
+ | [[File:MW2 MP9 (4).jpg|thumb|none|600px|Pulling the charging handle; note the strange ejection port.]] | ||
+ | [[File:MW2 MP9 (5).jpg|thumb|none|600px|Akimbo MP9s.]] | ||
+ | |||
+ | ===Remastered version=== | ||
+ | The remastered MP9 has a correctly modeled ejection port and side rails. | ||
+ | [[File:MW2R MP9 (1).jpg|thumb|none|600px|The B&T MP9 in the remaster.]] | ||
+ | [[File:MW2R MP9 (2).jpg|thumb|none|600px|Aiming.]] | ||
+ | [[File:MW2R MP9 (3).jpg|thumb|none|600px|Loading a new magazine.]] | ||
+ | [[File:MW2R MP9 (4).jpg|thumb|none|600px|Charging the MP9. This is also its draw animation.]] | ||
+ | [[File:MW2R MP9 (5).jpg|thumb|none|600px|Inspecting the MP9's stick mag.]] | ||
+ | |||
+ | ==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 [[AS_Val#SR-2_Veresk|SR-2 Veresk]]. | ||
+ | |||
+ | [[File:FN P90 Triple Rail (TR).jpg|thumb|none|400px|FN P90 TR - 5.7x28mm]] | ||
+ | [[File:Mw2P90.jpg|thumb|none|600px|The P90 in the Create-a-Class menu.]] | ||
+ | [[File:MW2 P90 (1).jpg|thumb|none|600px|Holding the P90.]] | ||
+ | [[File:MW2 P90 (2).jpg|thumb|none|600px|Aiming down the iron sights.]] | ||
+ | [[File:MW2 P90 (3).jpg|thumb|none|600px|Slapping in a new magazine.]] | ||
+ | [[File:MW2 P90 (4).jpg|thumb|none|600px|Pulling the charging handle.]] | ||
+ | [[File:MW2 P90 (5).jpg|thumb|none|600px|Dual-wielding P90s. One has to wonder how exactly does a man reload two P90s at the same time.]] | ||
+ | |||
+ | ===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. | ||
+ | |||
+ | [[File:MW2R P90 (1).jpg|thumb|none|600px|The P90 in idle.]] | ||
+ | [[File:MW2R P90 (2).jpg|thumb|none|600px|Aiming down the iron sights.]] | ||
+ | [[File:MW2R P90 (3).jpg|thumb|none|600px|Slapping in a fresh magazine.]] | ||
+ | [[File:MW2R P90 (4).jpg|thumb|none|600px|Charging the P90.]] | ||
+ | |||
+ | ==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". | ||
+ | |||
+ | [[File:MP5K-SEF.jpg|thumb|none|350px|Heckler & Koch MP5K - 9x19mm Parabellum]] | ||
+ | [[File:MP5K-RIS-airsoft.jpg|thumb|none|350px|'''Airsoft''' Jing Gong MP5K RIS JG202. How the MP5K looks in the game (with some differences).]] | ||
+ | [[File:381.jpg|thumb|none|400px|MP5K R.I.S. System (modeled after an ICS Airsoft RAS)]] | ||
+ | [[File:Mw2Mp5k.jpg|thumb|none|600px|The MP5K in Create-a-Class menu.]] | ||
+ | [[File:MW2 MP5K (1).jpg|thumb|none|600px|Drawing the weapon with a good-ol' HK slap.]] | ||
+ | [[File:MW2 MP5K (2).jpg|thumb|none|600px|The MP5K in the player's hands.]] | ||
+ | [[File:MW2 MP5K (3).jpg|thumb|none|600px|Aiming down the iron sights.]] | ||
+ | [[File:MW2 MP5K (4).jpg|thumb|none|600px|Reloading the MP5K.]] | ||
+ | [[File:MW2 MP5K (5).jpg|thumb|none|600px|Pulling the charging handle.]] | ||
+ | [[File:MW2 MP5K (6).jpg|thumb|none|600px|Dual-wielding MP5Ks.]] | ||
+ | [[File:MP5KSD-MW2.jpg|thumb|none|600px|A suppressed MP5K with red dot sight in "The Enemy of My Enemy".]] | ||
+ | [[File:MP5KSD2-MW2.jpg|thumb|none|600px|Reloading the suppressed MP5K. Note the clear lack of a foregrip. The weapon has an S-E-F lower receiver, with the fire selector set to safe. However, the selector switch itself is that of a Navy trigger group, and is set to a position that would be pointing towards the semi-auto position on a Navy lower.]] | ||
+ | [[File:MW2MP.jpg|thumb|none|600px|Russian Internal Troops' supply units (notable by their white griffin patches) firing MP5K submachine guns behind riot shields. Note the shorter magazines.]] | ||
+ | |||
+ | ===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. | ||
+ | |||
+ | [[File:MW2R MP5K (1).jpg|thumb|none|600px|As with the original game, the equip animation shows the MP5K getting chambered, although the bolt never moves and seems to be a flat texture here.]] | ||
+ | [[File:MW2R MP5K (2).jpg|thumb|none|600px|The RIS foregrip is also absent again.]] | ||
+ | [[File:MW2R MP5K (3).jpg|thumb|none|600px|ADS of the MP5K.]] | ||
+ | [[File:MW2R MP5K (4).jpg|thumb|none|600px|Locking the bolt back on the empty reload.]] | ||
+ | [[File:MW2R MP5K (5).jpg|thumb|none|600px|Replacing the magazine.]] | ||
+ | [[File:MW2R MP5K (6).jpg|thumb|none|600px|Chambering the MP5K. The weapon has a proper SEF selector switch, though it is still set to safe.]] | ||
+ | [[File:MW2R MP5K (7).jpg|thumb|none|600px|The same inspection animation from ''Modern Warfare Remastered'' is also performed with the MP5K.]] | ||
+ | |||
+ | ==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. | ||
+ | [[File:UMP45 RIS.jpg|thumb|none|450px|Heckler & Koch UMP45 - .45 ACP]] | ||
+ | [[File:Mw2Ump45.jpg|thumb|none|600px|The UMP45 in the Create-a-Class menu.]] | ||
+ | [[File:MW2 UMP45 (1).jpg|thumb|none|600px|Holding the UMP45.]] | ||
+ | [[File:MW2 UMP45 (2).jpg|thumb|none|600px|Aiming down sights.]] | ||
+ | [[File:MW2 UMP45 (3).jpg|thumb|none|600px|Reloading. An attempt has been made to portray the rounds inside the magazine, though they're pretty obviously just a 2D texture, including incorrectly bottlenecked cartridges visible at the top. The white line on the selector lever is textured at the wrong place; given the current setting of the fire selector, the line is supposed to be pointing towards the full-auto position at the bottom right, not the upper safe position as shown here. Nevertheless, the third-person model is textured correctly.]] | ||
+ | [[File:MW2 UMP45 (4).jpg|thumb|none|600px|Like the MP5K, the charging handle is pulled after the magazines are swapped.]] | ||
+ | [[File:MW2 UMP45 (5).jpg|thumb|none|600px|Dual-wielding UMP45s.]] | ||
+ | [[File:MW2TR5.jpg|thumb|none|600px|A Russian soldier holds a UMP45 fitted with a reflex scope. Note the absent front sight and intangible rear sight.]] | ||
+ | [[File:MW2 screen 24-1255733504.jpg|thumb|none|600px|The Shadow Company soldier on the far left wields a UMP45 with an EOTech sight. This screenshot is from an early version of the game; note the front sight is still present.]] | ||
+ | |||
+ | ===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. | ||
+ | [[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 (3).jpg|thumb|none|600px|The UMP's iron sights.]] | ||
+ | [[File:MW2R UMP45 (4).jpg|thumb|none|600px|The new reload animation. The HK markings have been replaced by the fictional "Schmidt & Meier", and the fire selector gained a (merely cosmetic) 2-round burst setting. The selector switch is erroneously pointed towards said burst mode.]] | ||
+ | [[File:MW2R UMP45 (5).jpg|thumb|none|600px|Charging the SMG.]] | ||
+ | [[File:MW2R UMP45 (6).jpg|thumb|none|600px|As with the MP5K, Allen plays with the magazine in the inspection animation.]] | ||
+ | |||
+ | ==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. | ||
+ | |||
+ | [[File:MiniUzi 01.jpg|thumb|none|400px|Mini Uzi with stock folded - 9x19mm Parabellum]] | ||
+ | [[File:MW2 Mini-Uzi (1).jpg|thumb|none|600px|The Mini Uzi in first-person view. Unlike in ''Call of Duty 4'', the Mini Uzi in ''Modern Warfare 2'' has its stock unfolded, though it is still held with only one hand.]] | ||
+ | [[File:MW2 Mini-Uzi (6).jpg|thumb|none|600px|As in MW1, the sights are not properly lined up, and the gun would shoot high in reality.]] | ||
+ | [[File:MW2 Mini-Uzi (2).jpg|thumb|none|600px|This image shows what the sights should look like (though the front post is still too high).]] | ||
+ | [[File:MW2 Mini-Uzi (3).jpg|thumb|none|600px|Inserting a new magazine.]] | ||
+ | [[File:MW2 Mini-Uzi (4).jpg|thumb|none|600px|Racking the bolt.]] | ||
+ | [[File:MW2 Mini-Uzi (5).jpg|thumb|none|600px|Akimbo Uzis.]] | ||
+ | [[File:381.png|thumb|none|600px|Soap shoots his Mini Uzi while chasing an enemy zodiac.]] | ||
+ | |||
+ | ===Remastered version=== | ||
+ | The Mini Uzi fires from an open bolt in the remastered version, and appropriately has a non-reciprocating charging handle. | ||
+ | [[File:MW2R Mini-Uzi (1).jpg|thumb|none|600px|Picking up the Mini Uzi results in a new initial-chambering animation.]] | ||
+ | [[File:MW2R Mini-Uzi (2).jpg|thumb|none|600px|The IMI Mini Uzi in the remaster.]] | ||
+ | [[File:MW2R Mini-Uzi (3).jpg|thumb|none|600px|Aiming with aligned sight.]] | ||
+ | [[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 (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 (8).jpg|thumb|none|600px|Inspecting the dual Mini Uzis.]] | ||
+ | |||
+ | ==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. | ||
+ | [[File:Pp-2000.jpg|thumb|none|400px|PP-2000 with ATN Ultra Sight DC red dot sight - 9x19mm Parabellum]] | ||
+ | [[File:Mw2Pp2000.jpg|thumb|none|600px|The PP-2000 in the Create-a-Class menu.]] | ||
+ | [[File:MW2 PP2000 (1).jpg|thumb|none|600px|Drawing the PP-2000, which involves disengaging the safety with the off hand, much like the HK91 in ''Call of Duty 4''. Interestingly, however, the safety lever actually moves this time.]] | ||
+ | [[File:MW2 PP2000 (2).jpg|thumb|none|600px|Holding the PP-2000.]] | ||
+ | [[File:MW2 PP2000 (3).jpg|thumb|none|600px|Aiming down the small iron sights.]] | ||
+ | [[File:MW2 PP2000 (4).jpg|thumb|none|600px|Inserting a new magazine.]] | ||
+ | [[File:MW2 PP2000 (5).jpg|thumb|none|600px|Charging the weapon.]] | ||
+ | [[File:MW2 PP2000 (6).jpg|thumb|none|600px|The player character fires a pair of PP-2000s.]] | ||
+ | [[File:MW2 PP2000 (7).jpg|thumb|none|600px|Reloading the two PP-2000s.]] | ||
+ | |||
+ | ===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. | ||
+ | [[File:MW2R PP-2000 (1).jpg|thumb|none|600px|A PP-2000 taken from a Ultranationalist paratrooper in "Wolverines!"]] | ||
+ | [[File:MW2R PP-2000 (2).jpg|thumb|none|600px|Sighting in the Ural truck.]] | ||
+ | [[File:MW2R PP-2000 (3).jpg|thumb|none|600px|Reloading the PP-2000.]] | ||
+ | [[File:MW2R PP-2000 (4).jpg|thumb|none|600px|Working the SMG's action.]] | ||
+ | [[File:MW2R PP-2000 (5).jpg|thumb|none|600px|Right side of the PP-2000.]] | ||
+ | |||
+ | ==TDI Vector== | ||
+ | The [[TDI Vector|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 [[SR-2#SR-2_Veresk|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. | ||
+ | [[File:Krisssuperv.jpg|thumb|none|450px|Prototype TDI Vector - .45 ACP]] | ||
+ | [[Image:KrissSuperV.jpg|thumb|none|450px|TDI / KRISS USA Gen I Vector SMG - .45 ACP]] | ||
+ | [[File:Mw2Vector.jpg|thumb|none|600px|The Vector in the Create-a-Class menu.]] | ||
+ | [[File:MW2 Vector (1).jpg|thumb|none|600px|The draw animation of the Vector has the player character flipping the stock open.]] | ||
+ | [[File:MW2 Vector (2).jpg|thumb|none|600px|Holding the Vector.]] | ||
+ | [[File:MW2 Vector (3).jpg|thumb|none|600px|Aiming down the iron sights.]] | ||
+ | [[File:MW2 Vector (4).jpg|thumb|none|600px|Loading new magazine.]] | ||
+ | [[File:MW2 Vector (5).jpg|thumb|none|600px|Chambering the weapon.]] | ||
+ | [[File:MW2 Vector (6).jpg|thumb|none|600px|Dual-wielding Vectors.]] | ||
+ | |||
+ | ===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. | ||
+ | [[File:MW2R Vector (1).jpg|thumb|none|600px|Unfolding the remastered Vector's stock.]] | ||
+ | [[File:MW2R Vector (2).jpg|thumb|none|600px|The basic Vector in idle.]] | ||
+ | [[File:MW2R Vector (3).jpg|thumb|none|600px|ADS of the Vector.]] | ||
+ | [[File:MW2R Vector (4).jpg|thumb|none|600px|Reloading the extended Glock magazine]] | ||
+ | [[File:MW2R Vector (5).jpg|thumb|none|600px|Charging the SMG.]] | ||
+ | [[File:MW2R Vector (6).jpg|thumb|none|600px|Inspecting the Vector results in a brass check.]] | ||
+ | [[File:MW2R Vector (7).jpg|thumb|none|600px|Soap's black Vector in "Just Like Old Times".]] | ||
+ | |||
+ | =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. | ||
+ | |||
+ | [[File:Ak47mw.2.jpg|thumb|none|500px|'''Photoshopped''' AKM fitted with Tapco Intrafuse and T6 furniture sets and a Vltor Modstock and Stock Adapter, to look like the weapon in ''Modern Warfare 2'' - 7.62x39mm]] | ||
+ | [[File:TypeIII AK47.jpg|thumb|none|500px|AK-47 - 7.62x39mm]] | ||
+ | [[File:AK-74 NTW 12 92.jpg|thumb|none|500px|AK-74 - 5.45x39mm]] | ||
+ | [[File:MW2 AK47 (1).jpg|thumb|none|600px|Holding the custom AK.]] | ||
+ | [[File:MW2 AK47 (2).jpg|thumb|none|600px|Aiming down the iron sights.]] | ||
+ | [[File:MW2 AK47 (3).jpg|thumb|none|600px|Reloading the AK. Note that the top of the magazine is modeled as a solid block. The rifle appears to be manufactured by the Izhevsk Mechanical Plant as evidenced by the arrow inside triangle factory marking. The factory markings and serial number are in the proper place, however, instead of year of production it has has the letters "EP". While this kind of letter markings was used, though on the fire selector, the denomination of EP is fictional as E was used to denote East German AKs and P for Polish ones.]] | ||
+ | [[File:MW2 AK47 (4).jpg|thumb|none|600px|Pulling the charging handle...]] | ||
+ | [[File:MW2 AK47 (5).jpg|thumb|none|600px|...which appears to stick out of a non existent bolt when looking at the right side of the rifle. Note the redundant serial number stamped on a place it doesn't belong. Additionally, the fire selector is incorrectly set to semi-auto.]] | ||
+ | [[File:CptMacTavishAk47.jpg|thumb|none|600px|Captain John "Soap" MacTavish with his AK; the third-person model has the selector correctly set to full-auto. Note the Saiga 12 door breaching muzzle, and the AK-74/AK-101/AK-103 gas block and front sight block.]] | ||
+ | |||
+ | ===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. | ||
+ | [[File:MW2R AK-47 (1).jpg|thumb|none|600px|Pvt. Ramirez holds up Burger Town with his tacticool AK-47.]] | ||
+ | [[File:MW2R AK-47 (2).jpg|thumb|none|600px|ADS of the AK.]] | ||
+ | [[File:MW2R AK-47 (3).jpg|thumb|none|600px|Reloading the waffle magazine. Note the rather MW3 style BP-02 mount instead of the original MW2 IO Inc SCOP0040 mount.]] | ||
+ | [[File:MW2R AK-47 (4).jpg|thumb|none|600px|Charging the rifle.]] | ||
+ | [[File:MW2R AK-47 (5).jpg|thumb|none|600px|The AK's right side. The fire selector is still set to semi-auto, and now this applies to the third-person model as well.]] | ||
+ | |||
+ | ==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. | ||
+ | |||
+ | [[File:Tokyo Marui M4 S-System.jpg|thumb|none|500px|'''Airsoft''' Tokyo Marui M4A1 S-System]] | ||
+ | [[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: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|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 (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 (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 M4render.jpg|thumb|none|600px|A wireframe-eque rendering of the M4/M203 combo in the intro cutscene of "Team Player".]] | ||
+ | |||
+ | ===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. | ||
+ | [[File:MW2R M4A1 (1).jpg|thumb|none|600px|Retrieving the M4A1 of the table in the opening training segment. For some reason the KAC vertical grip is attached to an additional piece of picatinny rails which is on top of the already existing one.]] | ||
+ | [[File:MW2R M4A1 (2).jpg|thumb|none|600px|The M4A1 on the training range.]] | ||
+ | [[File:MW2R M4A1 (3).jpg|thumb|none|600px|Following Sgt. Foley's wisdom, Allen aims down his sights on a target.]] | ||
+ | [[File:MW2R M4A1 (4).jpg|thumb|none|600px|Loading the M4 with a thirty-round STANAG.]] | ||
+ | [[File:MW2R M4A1 (5).jpg|thumb|none|600px|Clapping the bolt release in a manner similar to the SCAR-H.]] | ||
+ | [[File:MW2R M4A1 (6).jpg|thumb|none|600px|Getting a full view of the M4A1. The lower receiver lacks an auto-sear pin.]] | ||
+ | |||
+ | ==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. | ||
+ | [[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: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 (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 (4).jpg|thumb|none|600px|Pressing the bolt release, while watching the tiny stub of a sling attached to the front sling swivel flop around uselessly as the rifle moves.]] | ||
+ | [[File:MW2 M16A4 (5).jpg|thumb|none|600px|The rifle's right side is rather worryingly absent in first-person.]] | ||
+ | [[File:382.png|thumb|none|600px|A US Army Ranger fires his M16A4 fitted with ACOG. Note that the front sight is removed, and that the right side is just a mirror of the left.]] | ||
+ | |||
+ | ===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. | ||
+ | |||
+ | [[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 (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 (4).jpg|thumb|none|600px|Loading a new magazine.]] | ||
+ | [[File:MW2R M16A4 (5).jpg|thumb|none|600px|Giving the bolt release a press.]] | ||
+ | [[File:MW2R M16A4 (6).jpg|thumb|none|600px|Looking at the right side of the M16 with an M203. Due to the right sight being properly modeled, the rifle now gets a proper forward assist, brass deflector, ejection port and magazine release button.]] | ||
+ | |||
+ | ==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. | ||
+ | [[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 (2).jpg|thumb|none|600px|Aiming down through the sights, mounted on top of rails mounted on top of the carrying handle.]] | ||
+ | [[File:MW2 FAMAS (3).jpg|thumb|none|600px|Reloading the FAMAS; note the trigger discipline.]] | ||
+ | [[File:MW2 FAMAS (4).jpg|thumb|none|600px|Charging the weapon.]] | ||
+ | [[File:MW2-FAMAS tape camo.jpg|thumb|none|600px|Roach holds a FAMAS F1 with the white tape camo during "The Gulag", which is apparently used as improvised arctic camouflage.]] | ||
+ | [[File:MW2FamasF1.jpg|thumb|none|600px|A Russian Ultranationalist holds a FAMAS with White Tape Camo.]] | ||
+ | |||
+ | ===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. 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 (3).jpg|thumb|none|600px|Aiming with the still backwards Troy sights.]] | ||
+ | [[File:MW2R FAMAS (4).jpg|thumb|none|600px|Loading a fresh magazine. Ironically, the remaster lacks trigger discipline on this weapon, even though the original game did have it.]] | ||
+ | [[File:MW2R FAMAS (5).jpg|thumb|none|600px|Pulling the charging handle.]] | ||
+ | [[File:MW2R FAMAS (6).jpg|thumb|none|600px|The FAMAS's right side.]] | ||
+ | |||
+ | ==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. | ||
+ | [[File:FN_F2000_tactical.jpg|thumb|none|500px|FN F2000 Tactical with CAA FVG5 foregrip - 5.56x45mm NATO]] | ||
+ | [[File:MW2 F2000 (1).jpg|thumb|none|600px|Holding the F2000 Tactical.]] | ||
+ | [[File:MW2 F2000 (2).jpg|thumb|none|600px|Aiming down the iron sights. These are folded down once other sights are attached.]] | ||
+ | [[File:MW2 F2000 (3).jpg|thumb|none|600px|Reloading the F2000 Tactical. Note how the FN logo is rotated 90 degrees.]] | ||
+ | [[File:MW2 F2000slam.jpg|thumb|none|600px|During an empty reload, the player character hits the takedown button after replacing the magazine, which apparently chambers a round instead of causing the rifle to come apart; the F2000's charging handle must be pulled to chamber a fresh round since the weapon does not have a bolt release.]] | ||
+ | |||
+ | ===Remastered version=== | ||
+ | The charging handle is correctly used during empty reloads in the remastered version. | ||
+ | [[File:MW2R F2000 (5).jpg|thumb|none|600px|The remastered F2000 Tactical.]] | ||
+ | [[File:MW2R F2000 (6).jpg|thumb|none|600px|Using the iron sights.]] | ||
+ | [[File:MW2R F2000 (7).jpg|thumb|none|600px|Removing a STANAG mag.]] | ||
+ | [[File:MW2R F2000 (8).jpg|thumb|none|600px|Loading in a new one. Compared to the magazine, Allen's hands appear freakishly large.]] | ||
+ | [[File:MW2R F2000 (9).jpg|thumb|none|600px|The F2000's right side.]] | ||
+ | |||
+ | ==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. | ||
+ | [[File:F2000.jpg|thumb|none|500px|FN F2000 - 5.56x45mm NATO]] | ||
+ | [[File:MW2 F2000 (4).jpg|thumb|none|600px|The F2000 in multiplayer.]] | ||
+ | [[File:MW2 F2000 (5).jpg|thumb|none|600px|Aiming through the F2000's scope.]] | ||
+ | |||
+ | ===Remastered version=== | ||
+ | The remastered original F2000 scope is modeled properly, and uses the correct reticle instead of a red dot. | ||
+ | |||
+ | [[File:MW2R F2000 (1).jpg|thumb|none|600px|The classic style F2000 taken from a FSB officer on the airport tarmac.]] | ||
+ | [[File:MW2R F2000 (2).jpg|thumb|none|600px|Aiming with the correct style of scope reticle.]] | ||
+ | [[File:MW2R F2000 (3).jpg|thumb|none|600px|Reloading.]] | ||
+ | [[File:MW2R F2000 (4).jpg|thumb|none|600px|Charging the F2000.]] | ||
+ | |||
+ | ==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 [[DSA SA58 OSW|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. | ||
+ | |||
+ | [[File:FN FAL 50 00.jpg|none|thumb|500px|FN FAL - 7.62x51mm NATO.]] | ||
+ | [[File:FN-LAR.jpg|thumb|none|500px|FN FAL with G1/StG 58 forend - 7.62x51mm NATO. Image used to show the handguard and sights.]] | ||
+ | [[File:DSA-SA-58-OSW.jpg|none|thumb|400px|DSArms SA58 OSW Carbine - 7.62x51mm NATO. Image used to show the charging handle and 30-round magazine.]] | ||
+ | [[File:MW2 FAL (1).jpg|thumb|none|600px|The FAL in first person.]] | ||
+ | [[File:MW2 FAL (2).jpg|thumb|none|600px|Aiming down the iron sights.]] | ||
+ | [[File:MW2 FAL (3).jpg|thumb|none|600px|The "speed reload" technique is utilized when reloading, where the player character presses the magazine release paddle with a fresh magazine and chops away the old magazine. Note that there are still rounds in the old magazine.]] | ||
+ | [[File:MW2 FAL (4).jpg|thumb|none|600px|After loading in a new magazine, the player character racks the charging handle with his pinky for extra style.]] | ||
+ | [[File:MW2 FAL (5).jpg|thumb|none|600px|Spinning left reveals the right side to be completely flat, with a shadow of the scope mount textured over where the ejection port should be. The right side magwell is also missing.]] | ||
+ | |||
+ | ===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. | ||
+ | [[File:MW2R FAL (1).jpg|thumb|none|600px|Roach wields a FAL in the favela.]] | ||
+ | [[File:MW2R FAL (2).jpg|thumb|none|600px|Aiming the rifle.]] | ||
+ | [[File:MW2R FAL (3).jpg|thumb|none|600px|Inserting the fresh magazine - the spent one can be seen falling out.]] | ||
+ | [[File:MW2R FAL (4).jpg|thumb|none|600px|Charging the FAL.]] | ||
+ | [[File:MW2R FAL (5).jpg|thumb|none|600px|Inspecting the FAL's magazine shows it only ever loaded with three rounds.]] | ||
+ | [[File:MW2R FAL (6).jpg|thumb|none|600px|Roach then turns the rifle over and checks the chamber.]] | ||
+ | |||
+ | ==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 [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 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: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 (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 (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 (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 (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-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 SCARrender.jpg|thumb|none|600px|A wall of scans showing off the US Army's indomitable arsenal of pump shotguns slung under SCAR-Hs.]] | ||
+ | |||
+ | ===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. | ||
+ | [[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 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 (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 (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== | ||
+ | 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). | ||
+ | [[File:Tavor-tar.jpg|thumb|none|500px|IMI Tavor TAR-21 - 5.56x45mm NATO]] | ||
+ | [[File:MW2 TAR21 (1).jpg|thumb|none|600px|Drawing the TAR-21 involves giving the charging handle a quick pull. Note character's palm is facing upwards, different from the empty reload.]] | ||
+ | [[File:MW2 TAR21 (2).jpg|thumb|none|600px|Holding the TAR-21.]] | ||
+ | [[File:MW2 TAR21 (3).jpg|thumb|none|600px|Aiming down the iron sights.]] | ||
+ | [[File:MW2 TAR21 (4).jpg|thumb|none|600px|Reloading the Tavor.]] | ||
+ | [[File:MW2 TAR21 (5).jpg|thumb|none|600px|Pulling the bolt to chamber the weapon.]] | ||
+ | [[File:MW2-TAR21 mars.jpg|thumb|none|600px|The TAR-21 equipped with a MARS sight; in multiplayer, the Red Dot Sight is replaced by the MARS sight, while in singleplayer, TAR-21s with MARS sights appear alongside TAR-21s with standard red dot sights.]] | ||
+ | [[File:Mw2tar21stupid.jpg|thumb|none|600px|The in-game worldmodel of a Tavor with an M203, which looks as if the M203 is more or less superglued to the Tavor. In reality, only the GTAR-21 variant of the TAR-21 can accept the M203.]] | ||
+ | |||
+ | ===Remastered version=== | ||
+ | [[File:MW2R TAR-21 (1).jpg|thumb|none|600px|A MARS-sighted TAR-21 inside the Burger Town kitchen.]] | ||
+ | [[File:MW2R TAR-21 (2).jpg|thumb|none|600px|Looking through the MARS sight.]] | ||
+ | [[File:MW2R TAR-21 (3).jpg|thumb|none|600px|Reloading.]] | ||
+ | [[File:MW2R TAR-21 (4).jpg|thumb|none|600px|Charging the TAR, this is the same animation when equipping it.]] | ||
+ | |||
+ | ==Mk 14 Mod 1 EBR== | ||
+ | The [[M14 Rifle#Mk 14 Mod 0/1 Enhanced Battle Rifle|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 ''[[Call of Duty 4: Modern Warfare|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. | ||
+ | [[File:Mk 14 Mod 1 EBR.jpg|thumb|none|500px|Mk 14 Mod 1 EBR with TangoDown pistol grip, Magpul CTR stock, vertical foregrip, and bipod - 7.62x51mm NATO]] | ||
+ | [[File:MW2 M14EBR (1).jpg|thumb|none|600px|The Mk 14 EBR in first-person view.]] | ||
+ | [[File:MW2 M14EBR (2).jpg|thumb|none|600px|Reloading the Mk 14 EBR.]] | ||
+ | [[File:MW2 M14EBR (3).jpg|thumb|none|600px|Charging the weapon.]] | ||
+ | [[File:MW2 M14EBR (4).jpg|thumb|none|600px|The iron-sighted EBR in "Breach & Clear".]] | ||
+ | [[File:MW2 M14EBR (5).jpg|thumb|none|600px|Aiming down the sights.]] | ||
+ | [[File:MW2McTavishRifle.png|thumb|none|600px|Soap with the Mk 14 EBR with a suppressor on his back.]] | ||
+ | [[File:Pc_wallpaper_04_1024x768.png|thumb|none|600px|Soap with the Mk 14 EBR. Note the Magpul CTR stock.]] | ||
+ | |||
+ | ===Remastered version=== | ||
+ | In the remastered version, the bolt now locks back at the start of an empty reload. | ||
+ | |||
+ | [[File:MW2R M14EBR (1).jpg|thumb|none|600px|Captain MacTavish hands Roach the EBR at the end of "The Only Easy Day.. Was Yesterday". The magazine is mispositioned in this sequence.]] | ||
+ | [[File:MW2R M14EBR0.jpg|thumb|none|600px|Roach draws the rifle at the start of "The Gulag". Note the animation is virtually the same as the dry reload, minus the bolt position starting all the way forward. The bolt also does not rotate as it does in reality, even though the previous remaster got this detail correct.]] | ||
+ | [[File:MW2R M14EBR1.jpg|thumb|none|600px|Holding the rife while Soap fires on Russian soldiers below.]] | ||
+ | [[File:MW2R M14EBR2.jpg|thumb|none|600px|Examining the rifle.]] | ||
+ | [[File:MW2R M14EBR3.jpg|thumb|none|600px|Aiming.]] | ||
+ | [[File:MW2R M14EBR4.jpg|thumb|none|600px|Inserting a new magazine. Note that, much like the SVD's reload, the player character will toss the mag away regardless of if it still has bullets in it. Also, the magazine seems to be modeled almost empty much like other weapons.]] | ||
+ | [[File:MW2R M14EBR5.jpg|thumb|none|600px|Releasing the bolt while getting buzzed by an F-15 Eagle.]] | ||
+ | [[File:MW2RToadArcher.jpg|thumb|none|600px|TF-141 snipers Archer and Toad with M14 EBR rifles in the mission "Loose Ends".]] | ||
+ | |||
+ | ==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. | ||
+ | [[File:Airsoft Masada Gen 2 (black).jpg|thumb|none|500px|'''Airsoft''' Gen 2 Magpul Masada - (fake) 5.56x45mm NATO]] | ||
+ | [[File:MW2 ACR (1).jpg|thumb|none|600px|Drawing the "ACR". Note how the handguard pin sticks out as if the handguard is being disassembled.]] | ||
+ | [[File:MW2 ACR (2).jpg|thumb|none|600px|Holding the Masada.]] | ||
+ | [[File:MW2 ACR (3).jpg|thumb|none|600px|Aiming down the iron sights.]] | ||
+ | [[File:MW2 ACR (4).jpg|thumb|none|600px|Reloading the rifle with a Magpul PMAG. Note the incorrect HK-style fire selector markings placed on the wrong side of the switch. The selector is also set to the safety position of a real Masada.]] | ||
+ | [[File:MW2 ACR (5).jpg|thumb|none|600px|Chambering the Masada by pulling on the charging handle with the right hand; it would be more efficient to simply press the bolt catch release button that is right next to the trigger housing, or at least simply cock it from the left side without having to switch hands, due to the ambidextrous charging handle.]] | ||
+ | [[File:MW2AR2.png|thumb|none|600px|The unique snow camo Masada used by Roach in the mission "Cliffhanger". For some reason it also gets a unique ammo pool which maxes out at 840 instead of 630, despite it being impossible to get more ammo for it in this mission.]] | ||
+ | [[File:MW2-ACR Unique.jpg|thumb|none|600px|The unique matte black Masada. Prior to the "primary gunfighter" perk of ''[[Call of Duty: Black Ops 2|Black Ops 2]]'', it was impossible to create such a weapon in any of the games' multiplayer, and weapons with three attachments were almost always restricted to being starting weapons in the campaign. Some of these campaign-only weapon configurations also have special boosts: these black Masadas in "Just Like Old Times", for example, have a maximum ammo count of 1,260 instead of 630.]] | ||
+ | [[File:MW2-ACR Ghost.jpg|thumb|none|600px|Ghost threatens to kill a shed with his Masada unless the Russians allow Price to cause an absolutely baffling plot twist.]] | ||
+ | |||
+ | ===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. | ||
+ | |||
+ | [[File:Remington ACR.jpg|thumb|none|500px|Remington ACR with 16.5" barrel, Magpul PMAG, 5-sided handguard, and suppressor - 5.56x45mm NATO]] | ||
+ | [[File:MW2R ACR (1).jpg|thumb|none|600px|Equipping the ACR in the remaster results in a dramatic chambering of the rifle.]] | ||
+ | [[File:MW2R ACR (2).jpg|thumb|none|600px|The vanilla ACR inside the museum.]] | ||
+ | [[File:MW2R ACR (3).jpg|thumb|none|600px|Using the ACR's sights.]] | ||
+ | [[File:MW2R ACR (4).jpg|thumb|none|600px|Reloading. Note how it appears as though there's only two bullets loaded in the magazine.]] | ||
+ | [[File:MW2R ACR (5).jpg|thumb|none|600px|Strong-arming the charging handle.]] | ||
+ | [[File:MW2R ACR (6).jpg|thumb|none|600px|Inspecting reveals the ''severely'' mispositioned magazine; for reference, the light strip near the center of the image is the magazine catch, which is supposed to interface with the magazine's locking notch (the small rectangle near the top of the magazine).]] | ||
+ | [[File:MW2R SCACR 1.jpg|thumb|none|600px|A Shadow Company soldier with an ACR.]] | ||
+ | [[File:MW2R SCACR 2.jpg|thumb|none|600px|Reloading. Note that when reloading for most weapons NPCs will actually physically remove magazines, pull new ones out and hit bolt releases or charge the weapons. This is something which had existed in the original but was not this detailed. Also note the wide field of view distorting the image and elongating the front of the rifle to look almost 20 inches.]] | ||
+ | |||
+ | ==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. | ||
+ | [[File:SteyrAUGSR.jpg|thumb|none|500px|Steyr AUG Special Receiver - 5.56x45mm NATO]] | ||
+ | [[File:MW2 AUG A2 (1).jpg|thumb|none|600px|The AUG A2 with the A1 scope, which is rather impractically high. This rail-mounted Swarovski scope also does not exist in reality; real AUG A1 scopes are integrated into the receiver.]] | ||
+ | [[File:MW2 AUG A2 (2).jpg|thumb|none|600px|View down the typical ''Modern Warfare'' series scope reticle.]] | ||
+ | [[File:MW2 AUG A2 (3).jpg|thumb|none|600px|The AUG with a red dot mounted. Although not visible unless aiming, the front sight from the multiplayer version is also present.]] | ||
+ | [[File:MW2-AUG Reload.jpg|thumb|none|600px|Reloading the AUG A2.]] | ||
+ | [[File:MW2AUGA1.jpg|thumb|none|600px|A Russian Ultranationalist shoving his AUG's scope into his goggles.]] | ||
+ | [[File:MW2-AUG Cpt Price.jpg|thumb|none|600px|On the plus side, he does understand how to use the foregrip; Captain Price, on the other hand, is still figuring things out.]] | ||
+ | |||
+ | ===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. | ||
+ | [[File:Steyr-AUG.jpg|thumb|none|500px|Steyr AUG A1 - 5.56x45mm NATO]] | ||
+ | [[File:SteyrAUGA3.jpg|thumb|none|500px|Steyr AUG A3 - 5.56x45mm NATO]] | ||
+ | [[File:MW2R AUG (1).jpg|thumb|none|600px|The AUG with its classic scope on "Loose Ends". The unused back-up iron sights on top of the Swarovski scope are centered, but are actually supposed be offset to the right side.]] | ||
+ | [[File:MW2R AUG (2).jpg|thumb|none|600px|Aiming also reveals the correct reticle.]] | ||
+ | [[File:MW2R AUG (3).jpg|thumb|none|600px|Reloading the Steyr.]] | ||
+ | [[File:MW2R AUG (4).jpg|thumb|none|600px|Working the charging handle.]] | ||
+ | [[File:MW2R AUG (5).jpg|thumb|none|600px|Inspecting a reflex sight-equipped AUG A2. Note the incredibly narrowly-spaced rail segments attached to the rifle, as well as the inexplicable A3 bolt release.]] | ||
+ | |||
+ | =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 M-200 Intervention|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 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: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 (2).jpg|thumb|none|600px|Pulling the bolt.]] | ||
+ | [[File:MW2 M200 (3).jpg|thumb|none|600px|Replacing the magazine.]] | ||
+ | [[File:MW2 M200 (4).jpg|thumb|none|600px|The flat right side of the M200. Note that the PEQ box lacks a right side as well.]] | ||
+ | [[File:MW2-M200 Cpt Price.jpg|thumb|none|600px|Captain Price holds his suppressed Intervention in "Just Like Old Times".]] | ||
+ | |||
+ | ===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. | ||
+ | [[File:MW2R M200 (1).jpg|thumb|none|600px|Ramirez holds the Intervention. Note how it is held in a far more conventional manner now, with the left hand on the handguard, like MWR's "S-Tac Aggressor".]] | ||
+ | [[File:MW2R M200 (2).jpg|thumb|none|600px|Ramirez aims down the scope of the sniper rifle, and sees an old friend: "scope_overlay_m40a3".]] | ||
+ | [[File:MW2R M200 (3).jpg|thumb|none|600px|Operating the bolt of the Intervention. Hitmarker memes sold separately.]] | ||
+ | [[File:MW2R M200 (4).jpg|thumb|none|600px|"Ramirez, reload your weapon!"]] | ||
+ | [[File:MW2R M200 (5).jpg|thumb|none|600px|Inspecting the CheyTac results in a cool brass-check, similar to the M40A3 in the previous remaster.]] | ||
+ | |||
+ | ==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''. | ||
+ | [[File:m82a1.jpg|thumb|none|550px|Barrett M82A1 - .50 BMG]] | ||
+ | [[File:MW2-M82-2.jpg|thumb|none|600px|The Create-A-Class icon of the Barrett shows a good view of the shortened barrel.]] | ||
+ | [[File:MW2 M82 (1).jpg|thumb|none|600px|Holding the M82.]] | ||
+ | [[File:MW2 M82 (2).jpg|thumb|none|600px|Reloading the M82A1. Note odd safety switch on the magazine well, because you can never have too many safeties.]] | ||
+ | [[File:MW2 M82 (3).jpg|thumb|none|600px|Pulling the charging handle.]] | ||
+ | [[File:MW2 M82 (4).jpg|thumb|none|600px|View of the Barrett's other side (finally, some complete modeling).]] | ||
+ | [[File:MW2-M82-3.jpg|thumb|none|600px|The mounted Barrett in "Of Their Own Accord". Even though it is equipped with a standard scope, it has a thermal sight. This particular Barrett is also equipped with proprietary levitation technology, allowing it to hover above the ground while being attached to a ledge.]] | ||
+ | |||
+ | ===Remastered version=== | ||
+ | [[File:MW2R M82A1 (1).jpg|thumb|none|600px|Roach picks up an M82A1, and chambers the weapon.]] | ||
+ | [[File:MW2R M82A1 2.jpg|thumb|none|600px|Roach holds the M82A1. Mr. Yuk is still there on the scope cover.]] | ||
+ | [[File:MW2R M82A1 (3).jpg|thumb|none|600px|Aiming down the scope.]] | ||
+ | [[File:MW2R M82A1 (4).jpg|thumb|none|600px|Reloading; Roach throws away the old magazine like it's a piece of trash. Note that the extra safety switch is no longer present.]] | ||
+ | [[File:MW2R M82A1 (5).jpg|thumb|none|600px|Inserting a fresh magazine. Although not pictured, the firing animation of the M82A1 shows the barrel correctly reciprocating rearwards.]] | ||
+ | [[File:MW2R M82A1 (6).jpg|thumb|none|600px|Ramirez mans the emplaced M82A1 in "Of Their Own Accord". This time it has an actual thermal scope fitted, as well.]] | ||
+ | |||
+ | ==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. | ||
+ | |||
+ | [[File:Walther-WA2000.jpg|thumb|none|500px|Walther WA 2000 - .300 Winchester Magnum]] | ||
+ | [[File:MW2 WA2000 (1).jpg|thumb|none|600px|The draw animation involves flipping open the scope cover. Note the Mr. Yuk sticker on the scope cover, just like the Barrett.]] | ||
+ | [[File:MW2 WA2000 (2).jpg|thumb|none|600px|Holding the WA 2000. Note the rather large piece of rail the scope is mounted on.]] | ||
+ | [[File:MW2 WA2000 (3).jpg|thumb|none|600px|Reloading the WA 2000.]] | ||
+ | [[File:MW2 WA2000 (4).jpg|thumb|none|600px|Pulling the charging handle.]] | ||
+ | [[File:MW2-WA2000-2.jpg|thumb|none|600px|A Inner Circle sniper with a WA 2000 sniper rifle, as seen in the Museum bonus level.]] | ||
+ | |||
+ | ===Remastered version=== | ||
+ | The remaster features an even more detailed WA 2000, found in same singeplayer missions. It still holds 10 rounds in the magazine. | ||
+ | |||
+ | [[File:MW2R WA2000 (1).jpg|thumb|none|600px|Equipping the Walther - in addition to opening up Mr. Yuk, the rifle is also charged.]] | ||
+ | [[File:MW2R WA2000 (2).jpg|thumb|none|600px|Taking in the scenery around Makarov's safehouse with the WA 2000.]] | ||
+ | [[File:MW2R WA2000 (3).jpg|thumb|none|600px|Aiming through the scope, the same one shared with the M82A1.]] | ||
+ | [[File:MW2R WA2000 (4).jpg|thumb|none|600px|Removing the magazine on the reload.]] | ||
+ | [[File:MW2R WA2000 (5).jpg|thumb|none|600px|Inserting a new one.]] | ||
+ | [[File:MW2R WA2000 (6).jpg|thumb|none|600px|Charging the Walther.]] | ||
+ | [[File:MW2R WA2000 (7).jpg|thumb|none|600px|Soap inspects his WA 2000 during the boneyard escape. As with the original game, this sequence raises the Field-of-View and shows a bit more of weapon viewmodels.]] | ||
+ | [[File:MW2R WA2000 Sniper.jpg|thumb|none|600px|An Inner Circle sniper with a WA2000 during the mission "Loose Ends".]] | ||
+ | |||
+ | ==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. | ||
+ | [[File:SVD Rifle.jpg|thumb|none|500px|SVD Dragunov - 7.62x54mm R]] | ||
+ | [[File:MW2 SVD (1).jpg|thumb|none|600px|Roach with an acquired SVD. Note the dangling scope cover, not present on the ''COD4'' model.]] | ||
+ | [[File:MW2 SVD (2).jpg|thumb|none|600px|Reloading. Tossing away a magazine. Note that the flash hider is modeled as a solid tube.]] | ||
+ | [[File:MW2-SVD reload.jpg|thumb|none|600px|Reloading an SVD with arctic camouflage finish. The fire selector is incorrectly set to safe.]] | ||
+ | [[File:MW2 SVD (3).jpg|thumb|none|600px|Charging the SVD. As with all iterations in the series (prior to 2019's ''Modern Warfare''), the bolt never locks back on empty like it should.]] | ||
+ | [[File:2hMD.jpg|thumb|none|600px|A Brazilian militiaman with an SVD takes careful aim using his right nostril.]] | ||
+ | |||
+ | ===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. | ||
+ | |||
+ | [[File:MW2R SVD (1).jpg|thumb|none|600px|The Dragunov on the oil platform.]] | ||
+ | [[File:MW2R SVD (2).jpg|thumb|none|600px|Aiming with the PSO-1 scope.]] | ||
+ | [[File:MW2R SVD (3).jpg|thumb|none|600px|Reloading. Note the selector correctly set to the fire position.]] | ||
+ | [[File:MW2R SVD (4).jpg|thumb|none|600px|Rechambering the winterized variant.]] | ||
+ | |||
+ | =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. | ||
+ | [[File:M240-1.jpg|thumb|none|500px|FN M240B with newer style lower handguard - 7.62x51mm NATO]] | ||
+ | [[File:MW2 M240B (1).jpg|thumb|none|600px|Holding the M240. Apparently somebody at Infinity Ward thought it would be a good idea to give the M240 the illegitimate offspring of the M249 and PKM as an ammo box.]] | ||
+ | [[File:MW2 M240B (2).jpg|thumb|none|600px|Aiming down the iron sights.]] | ||
+ | [[File:MW2 M240B (3).jpg|thumb|none|600px|Racking the charging handle at the start of the reload.]] | ||
+ | [[File:MW2 M240B (4).jpg|thumb|none|600px|Replacing the belt.]] | ||
+ | [[File:MW2 M240B (5).jpg|thumb|none|600px|Shutting the feed tray cover.]] | ||
+ | [[File:MW2-M240.jpg|thumb|none|600px|Inner Circle terrorist Lev with the M240B in the Museum.]] | ||
+ | |||
+ | ===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. | ||
+ | [[File:MW2R M240 (1).jpg|thumb|none|600px|Allen with his M240B on the airport tarmac.]] | ||
+ | [[File:MW2R M240 (2).jpg|thumb|none|600px|Aiming the machine gun.]] | ||
+ | [[File:MW2R M240 (3).jpg|thumb|none|600px|Running the charging handle.]] | ||
+ | [[File:MW2R M240 (4).jpg|thumb|none|600px|Reloading the 240.]] | ||
+ | [[File:MW2R M240B US Ranger.jpg|thumb|none|600px|A US Army Ranger with a M240B. Note the lack of front sights, which happens when there is any optics equipped on it.]] | ||
+ | |||
+ | ==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. | ||
+ | [[File:H&KMG4.jpg|thumb|none|500px|Heckler & Koch MG4 - 5.56x45mm NATO]] | ||
+ | [[File:MW2 MG4 (1).jpg|thumb|none|600px|Holding the MG4.]] | ||
+ | [[File:MW2 MG4 (2).jpg|thumb|none|600px|Aiming down sights.]] | ||
+ | [[File:MW2 MG4 (3).jpg|thumb|none|600px|Pulling the charging handle at the start of the reload; despite the hand animation and the accompanying audio, the charging handle isn't animated and does not move at all from its folded position.]] | ||
+ | [[File:MW2 MG4 (4).jpg|thumb|none|600px|Placing down a new belt box.]] | ||
+ | [[File:MW2 MG4 (5).jpg|thumb|none|600px|Shutting the feed tray cover.]] | ||
+ | [[File:MW2-MG4.jpg|thumb|none|600px|An MG4 sitting on a crate at the Shadow Company base. Note that the pickup icon depicts it with a carrying handle/scope combo (like the one in [[:File:HKMG4-1.jpg|this image]]), despite it very obviously lacking this attachment in-game.]] | ||
+ | |||
+ | ===Remastered version=== | ||
+ | In the remaster, the charging handle is unfolded the whole time, and is properly animated when reloading. | ||
+ | [[File:MW2R MG4 (1).jpg|thumb|none|600px|The MG4 found in the scaffolding area from "The Only Easy Day... Was Yesterday".]] | ||
+ | [[File:MW2R MG4 (2).jpg|thumb|none|600px|Aiming the LMG.]] | ||
+ | [[File:MW2R MG4 (3).jpg|thumb|none|600px|Using the now animated charging handle.]] | ||
+ | [[File:MW2R MG4 (4).jpg|thumb|none|600px|Placing the new cartridge belt.]] | ||
+ | [[File:MW2R MG4 (5).jpg|thumb|none|600px|Smacking the top cover closed.]] | ||
+ | [[File:MW2R MG4 (6).jpg|thumb|none|600px|Right side of the H&K MG4.]] | ||
+ | |||
+ | ==L86A1 LSW== | ||
+ | The [[L86A1|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 [[#Enfield L85|L85 with a SUSAT]], likely indicating that the L86 LSW was supposed to be a L85 at one point in development. | ||
+ | [[File:SA80-L86A1.jpg|thumb|none|500px|L86A1 Light Support Weapon - 5.56x45mm]] | ||
+ | [[Image:L85A1.jpg|thumb|none|450px|L85A1 with SUSAT scope - 5.56x45mm NATO]] | ||
+ | [[File:MW2 L86A1 LSW (1).jpg|thumb|none|600px|Holding the L86 LSW. The bullpup layout with the large drum would mean the shooter would have to "chicken-wing" his arm in order to comfortably hold the weapon.]] | ||
+ | [[File:MW2 L86A1 LSW (2).jpg|thumb|none|600px|The default iron sights of the L86 LSW, which are fictional and for the most part would be very ineffective in real life.]] | ||
+ | [[File:MW2 L86A1 LSW (3).jpg|thumb|none|600px|The L86 with the SUSAT scope; the ACOG attachment is replaced with the British SUSAT scope when used on the LSW.]] | ||
+ | [[File:MW2 L86A1 LSW (4).jpg|thumb|none|600px|Aiming through the SUSAT.]] | ||
+ | [[File:MW2 L86A1 LSW (5).jpg|thumb|none|600px|Reloading the L86 LSW. The drum's feed chute is far too short to possibly fit in the gun's magazine well and feed reliably.]] | ||
+ | [[File:MW2 L86A1 LSW (6).jpg|thumb|none|600px|Charging the weapon by pulling on the charging handle; likely for balancing reasons, the charging handle is always pulled after reloading, regardless of whether the magazine was empty or not.]] | ||
+ | |||
+ | ===Remastered version=== | ||
+ | In ''Call of Duty: Modern Warfare 2 Campaign Remastered'', the charging handle is appropriately used exclusively when reloading an empty magazine. | ||
+ | [[File:MW2R L86A1 (1).jpg|thumb|none|600px|Holding the L86 LSW.]] | ||
+ | [[File:MW2R L86A1 (2).jpg|thumb|none|600px|Aiming down its default iron sights.]] | ||
+ | [[File:MW2R L86A1 (3).jpg|thumb|none|600px|Holding an L86 equipped with a SUSAT scope.]] | ||
+ | [[File:MW2R L86A1 (4).jpg|thumb|none|600px|Aiming down the SUSAT.]] | ||
+ | [[File:MW2R L86A1 (5).jpg|thumb|none|600px|Reloading the drum magazine.]] | ||
+ | [[File:MW2R L86A1 (6).jpg|thumb|none|600px|Using the charging handle.]] | ||
+ | [[File:MW2R L86A1 (7).jpg|thumb|none|600px|Inspecting the L86 shows the user pulling out the drum and inspecting it. Despite the increased detail, the feed chute is still much too short to feed or even lock into the weapon.]] | ||
+ | |||
+ | ==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]]. | ||
+ | [[File:RPD-Light-Machine-Gun.jpg|thumb|none|500px|RPD - 7.62x39mm]] | ||
+ | [[File:MW2 RPD (1).jpg|thumb|none|600px|Holding the RPD. Note the same IO Inc SCOP0040 scope mount used with the AK-47, which in this case appears to be chopped in half to accommodate the reloading procedure which involves the opening of the top cover, meaning that the two parts are effectively disconnected.]] | ||
+ | [[File:MW2-RPD ironsight.jpg|thumb|none|600px|Aiming down the misaligned sights; the front sight is positioned too high.]] | ||
+ | [[File:MW2 RPD (2).jpg|thumb|none|600px|This is approximately how he sights are supposed to be aligned; such a view can be achieved in-game by looking downwards.]] | ||
+ | [[File:MW2 RPD (3).jpg|thumb|none|600px|Racking the charging handle at the start of the reload.]] | ||
+ | [[File:MW2 RPD (4).jpg|thumb|none|600px|Reloading the RPD, completely disconnecting the scope mount in the process.]] | ||
+ | [[File:MW2 RPD (5).jpg|thumb|none|600px|A look at the world model of the RPD equipped with the "grip" attachment, which gives it a wooden foregrip similar to that of the Romanian [[AIM]].]] | ||
+ | |||
+ | ===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. | ||
+ | [[File:MW2R RPD (1).jpg|thumb|none|600px|Roach holds an RPD machine gun.]] | ||
+ | [[File:MW2R RPD (2).jpg|thumb|none|600px|Aiming shows the sights are still poorly aligned; the charging handle is also perpetually unfolded.]] | ||
+ | [[File:MW2R RPD (3).jpg|thumb|none|600px|Unlatching the scope mount. The unspent belt rather sneakily drops back into the belt drum during this sequence.]] | ||
+ | [[File:MW2R RPD (4).jpg|thumb|none|600px|Attaching a new drum of ammo. Note the very rusty and dusty surfaces around the action and drum.]] | ||
+ | [[File:MW2R RPD (5.5).jpg|thumb|none|600px|Placing the new belt.]] | ||
+ | [[File:MW2R RPD (5).jpg|thumb|none|600px|Working the RPD's action.]] | ||
+ | [[File:MW2R RPD (6).jpg|thumb|none|600px|Inspecting the machine gun.]] | ||
+ | |||
+ | ==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. | ||
+ | [[File:Hbar.jpg|thumb|none|500px|Steyr AUG HBAR-T - 5.56x45mm NATO]] | ||
+ | [[File:MW2 AUGHBAR (1).jpg|thumb|none|600px|The AUG HBAR-T in multiplayer. The weapon's default iron sights lack the rear sight.]] | ||
+ | [[File:MW2 AUGHBAR (2).jpg|thumb|none|600px|"Aiming" the Steyr. Note the odd M240 carry handle, which normally wouldn't be needed as the AUG's integral foregrip is affixed to the barrel and is used to pull it out.]] | ||
+ | [[File:MW2 AUGHBAR (3).jpg|thumb|none|600px|Having said that, the vertical grip is AWOL by default.]] | ||
+ | [[File:MW2 AUGHBAR (4).jpg|thumb|none|600px|Reloading the AUG HBAR-T.]] | ||
+ | [[File:MW2 AUGHBAR (5).jpg|thumb|none|600px|Pulling the charging handle.]] | ||
+ | [[File:MW2 AUGHBAR (6).jpg|thumb|none|600px|The AUG HBAR-T with its proper foregrip.]] | ||
+ | |||
+ | =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. | ||
+ | [[File:AA-12 CQB.jpg|thumb|500px|none|AA-12 CQB - 12 gauge]] | ||
+ | [[File:MW2 AA12 (1).jpg|thumb|none|600px|Holding an AA-12 shotgun.]] | ||
+ | [[File:MW2 AA12 (2).jpg|thumb|none|600px|Aiming down the default iron sights.]] | ||
+ | [[File:MW2 AA12 (3).jpg|thumb|none|600px|Reloading the AA-12. Note the straight feed lips and the custom knurled charging handle.]] | ||
+ | [[File:MW2 AA12 (4).jpg|thumb|none|600px|Pulling back the bolt.]] | ||
+ | |||
+ | ===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''. | ||
+ | [[File:MW2R AA-12 (1).jpg|thumb|none|600px|Pulling the charging handle when picking up the weapon.]] | ||
+ | [[File:MW2R AA-12 (2).jpg|thumb|none|600px|Holding the AA-12.]] | ||
+ | [[File:MW2R AA-12 (3).jpg|thumb|none|600px|Iron sights.]] | ||
+ | [[File:MW2R AA-12 (4).jpg|thumb|none|600px|Inserting a fresh magazine.]] | ||
+ | [[File:MW2R AA-12 (5).jpg|thumb|none|600px|Charging the weapon.]] | ||
+ | [[File:MW2R AA-12 (6).jpg|thumb|none|600px|Inspecting the AA-12; the user inspects the left side, then pulls back the bolt and checks the chamber.]] | ||
+ | [[File:MW2R AA-12 (7).jpg|thumb|none|600px|Inspecting an AA-12 customized with a holographic sight.]] | ||
+ | |||
+ | ==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". | ||
+ | [[File:Benelli m4 2.jpg|thumb|500px|none|Benelli M4 Super 90 with 4-shot tube - 12 gauge]] | ||
+ | [[File:Railed Benelli M4.jpg|thumb|500px|none|Benelli M4 Super 90 with top rail and railed handguard - 12 gauge]] | ||
+ | [[File:MW2 M1014 (1).jpg|thumb|none|600px|Drawing the M1014. Note the flashlight.]] | ||
+ | [[File:MW2 M1014 (2).jpg|thumb|none|600px|The M1014 in first-person.]] | ||
+ | [[File:MW2 M1014 (3).jpg|thumb|none|600px|Aiming down the M1014's ghost ring sights.]] | ||
+ | [[File:MW2 M1014 (4).jpg|thumb|none|600px|Reloading the M1014. As in MW1, there is no chambering animation when the weapon is emptied, which would make the weapon unable to fire in reality.]] | ||
+ | [[File:MW2-M1014 3rd.jpg|thumb|none|600px|A Shadow Company soldier holds his M1014 shotgun in the Museum. The 4-shot magazine tube is easily visible here.]] | ||
+ | [[File:MW2-M1014 unique.jpg|thumb|none|600px|M1014 with arctic camouflage finish in the "Museum". This is not possible outside of this one level; camouflage patterns cannot normally be applied to weapons which the multiplayer classifies as secondaries, including shotguns.]] | ||
+ | |||
+ | ===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. | ||
+ | [[File:MW2R M1014 (1).jpg|thumb|none|600px|Roach with the Benelli M4 in the remaster. Note the non-standard barrel style.]] | ||
+ | [[File:MW2R M1014 (2).jpg|thumb|none|600px|Looking through the shotgun's sights.]] | ||
+ | [[File:MW2R M1014 (3).jpg|thumb|none|600px|Chamber-loading the M1014.]] | ||
+ | [[File:MW2R M1014 (4).jpg|thumb|none|600px|Pressing the bolt release.]] | ||
+ | [[File:MW2R M1014 (5).jpg|thumb|none|600px|Loading the tube magazine.]] | ||
+ | [[File:MW2R M1014 (6).jpg|thumb|none|600px|Inspecting the Benelli.]] | ||
+ | |||
+ | ==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. | ||
+ | [[File:SPAS12.jpg|thumb|500px|none|Franchi SPAS-12 with butt hook attached to stock - 12 gauge]] | ||
+ | [[File:MW2 SPAS (1).jpg|thumb|none|600px|Drawing the SPAS-12. No, the player character doesn't have their arm shoved through the middle of the stock; some of the game's hand and arm models have oversized features that clip through certain weapons, creating illusions and issues like this. One also has to wonder why it wasn't being stored with the stock folded...]] | ||
+ | [[File:MW2 SPAS (2).jpg|thumb|none|600px|Idling with the SPAS-12. Note the rail bolted to the top of the receiver.]] | ||
+ | [[File:MW2 SPAS (3).jpg|thumb|none|600px|Aiming through the weapon's simple ghost-ring iron sights.]] | ||
+ | [[File:MW2 SPAS (4).jpg|thumb|none|600px|Pumping the shotgun after firing. Note the shut bolt; despite cycling when the weapon is fired, this doesn't move when the pump is worked. This makes the fact that the weapon is flipped over every time the action is cycled all the more bizarre, since all this really does is draw attention to the issue.]] | ||
+ | [[File:MW2 SPAS (5).jpg|thumb|none|600px|Reloading the SPAS-12, round by round. As in most games, this is done incorrectly; since the SPAS's bolt release (which is on the left side of the receiver) is also its carrier latch, it has to be held down in order to load in shells. The bolt release is also textured on the right side of the receiver due to the model being mirrored; the magazine catch, which is a differently shaped button that ''should'' be present on the right side of the receiver, is not modeled.]] | ||
+ | [[File:MW2 SPAS (6).jpg|thumb|none|600px|As is COD tradition, a pump is always required after the reload finishes, regardless if it is necessary, logical, or even if it actually does anything to the bolt. The flat object sticking out of the bottom of the receiver is the safety lever; the in-game SPAS is based off of the earlier FIE-imported models, with an 8-round magazine and a lever-type safety that had a tendency to be anything but (often failing to engage, and sometimes firing the shotgun when disengaged).]] | ||
+ | [[File:MW2-SPAS 3rd.jpg|thumb|none|600px|A soldier with a SPAS-12 shotgun in the Museum level. His trigger discipline is admirable, though one has to wonder why he's giving the rear sight such a wide berth.]] | ||
+ | |||
+ | ===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. | ||
+ | [[File:MW2R SPAS-12 (1).jpg|thumb|none|600px|Holding the SPAS-12 taken from the hapless sentry at the start of "The Only Easy Day... Was Yesterday".]] | ||
+ | [[File:MW2R SPAS-12 (2).jpg|thumb|none|600px|Looking down the SPAS's sights.]] | ||
+ | [[File:MW2R SPAS-12 (3).jpg|thumb|none|600px|Working the shotgun's action.]] | ||
+ | [[File:MW2R SPAS-12 (4).jpg|thumb|none|600px|Chamberloading the SPAS-12.]] | ||
+ | [[File:MW2R SPAS-12 (5).jpg|thumb|none|600px|Loading the tube magazine with the loading gate easily accessible. Unfortunately the safety wasn't remastered, and is still of the lever style.]] | ||
+ | [[File:MW2R SPAS-12 (6).jpg|thumb|none|600px|Inspecting the SPAS-12. As with the original, it looks fairly worn and greased-stained, fitting in this particular location.]] | ||
+ | |||
+ | ==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. | ||
+ | |||
+ | [[File:Remington SBS.jpg|400px|thumb|none|Sawed off double barreled shotgun - 12 gauge]] | ||
+ | [[File:MW2 Ranger (1).jpg|thumb|none|600px|Holding the Ranger shotgun, not to be confused with the actual US Army Rangers found in MW2.]] | ||
+ | [[File:MW2 Ranger (2).jpg|thumb|none|600px|Ejecting the fired shells...]] | ||
+ | [[File:MW2 Ranger (3).jpg|thumb|none|600px|... and loading in two new shells one by one.]] | ||
+ | [[File:MW2 Ranger (4).jpg|thumb|none|600px|Akimbo Rangers in first person. Sadly, one can't let off a quad-blast of simultaneous buckshot, as the button for the second barrel is used for the second Ranger instead.]] | ||
+ | [[File:MW2 Ranger (5).jpg|thumb|none|600px|Ejecting four shells.]] | ||
+ | [[File:MW2 Ranger (6).jpg|thumb|none|600px|Closing both shotguns after giving them the good-ol offscreen reload treatment.]] | ||
+ | |||
+ | ===Remastered version=== | ||
+ | [[File:MW2R Ranger (1).jpg|thumb|none|600px|Picking up the Ranger results in Roach quickly loading in two shells.]] | ||
+ | [[File:MW2R Ranger (2).jpg|thumb|none|600px|The single Ranger in idle.]] | ||
+ | [[File:MW2R Ranger (3).jpg|thumb|none|600px|Ejecting two unfired shells.]] | ||
+ | [[File:MW2R Ranger (4).jpg|thumb|none|600px|Loading in two more.]] | ||
+ | [[File:MW2R Ranger (5).jpg|thumb|none|600px|Dual-wielding Sears Rangers, their animations are altered from its previous iteration.]] | ||
+ | [[File:MW2R Ranger2 (6).jpg|thumb|none|600px|Dumping shells out of the Rangers while the rest of the task force comes back down the hill to gawk at Roach.]] | ||
+ | [[File:MW2R Ranger (7).jpg|thumb|none|600px|Viewing the two sawed-off shotguns. Unlike the previous remaster, the text engravings are now absent.]] | ||
+ | |||
+ | ==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. | ||
+ | |||
+ | [[File:Striker12FullLength.jpg |thumb|none|500px|Sentinel Arms Striker-12 civilian-legal 18" barrel with top folding stock - 12 gauge]] | ||
+ | [[File:Protecta.jpg|thumb|none|500px|Armsel Protecta with 12" barrel - 12 gauge]] | ||
+ | [[File:MW2 Protecta (1).jpg|thumb|none|600px|Drawing the Striker.]] | ||
+ | [[File:MW2 Protecta (2).jpg|thumb|none|600px|Holding the Striker and ready to fire.]] | ||
+ | [[File:MW2 Protecta (3).jpg|thumb|none|600px|The iron sights.]] | ||
+ | [[File:MW2 Protecta (4).jpg|thumb|none|600px|Reloading; the player character inserts a new shell into the drum...]] | ||
+ | [[File:MW2 Protecta (5).jpg|thumb|none|600px|... and presses the "drum advancing thumb tab" to index to the next position, before loading another round. The animation shows the shell visibly moving counterclockwise; the shell should've rotated clockwise if the ejection port button really was a drum advance lever, as the Striker's unwounding clockwork mechanism only turns the drum clockwise.]] | ||
+ | |||
+ | ===Remastered version=== | ||
+ | [[File:MW2R Striker (1).jpg|thumb|none|600px|Roach with a Striker on "Loose Ends".]] | ||
+ | [[File:MW2R Striker (2).jpg|thumb|none|600px|Aiming.]] | ||
+ | [[File:MW2R Striker (3).jpg|thumb|none|600px|Reloading, the character now grasps the Striker by its drum.]] | ||
+ | [[File:MW2R Striker (4).jpg|thumb|none|600px|Tabbing the same lever mentioned above.]] | ||
+ | |||
+ | ==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. | ||
+ | [[File:Win1887shotgunT2.jpg|thumb|none|400px|The sawed-off Winchester 1887 with large-lever loop used by [[Arnold Schwarzenegger]] as The Terminator - 10 gauge. Note the metal plate on the lever for better handling during flip-cocking.]] | ||
+ | [[File:MW2 1887 (1).jpg|thumb|none|600px|Equipping the Winchester 1887 with a cycling of the action.]] | ||
+ | [[File:MW2 1887 (2).jpg|thumb|none|600px|The 1887 in idle.]] | ||
+ | [[File:MW2 1887 (3).jpg|thumb|none|600px|Aiming down the sights.]] | ||
+ | [[File:MW2 1887 (4).jpg|thumb|none|600px|Ejecting a shell at the start of the reload, which is interestingly enough, blue, just like in T2.]] | ||
+ | [[File:MW2 1887 (5).jpg|thumb|none|600px|Shutting the action closed at the end. The reload erroneously shows every shell being placed into the barrel rather than the magazine tube, even though the cycling animation correctly showing the shells inside the magazine tube.]] | ||
+ | [[File:MW2 1887 (7).jpg|thumb|none|600px|Dual-wielding the Winchesters in an ascended form of forsaking sensible armament.]] | ||
+ | [[File:MW2 1887 (6).jpg|thumb|none|600px|Flip-cocking, the right shotgun is not aligned properly though.]] | ||
+ | [[File:MW2-1887.jpg|thumb|none|600px|A Winchester Model 1887 on the ground.]] | ||
+ | |||
+ | ===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). | ||
+ | [[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 (2).jpg|thumb|none|600px|Iron sights of the Winchester.]] | ||
+ | [[File:MW2R 1887 (3).jpg|thumb|none|600px|Cycling the lever action. The markings on the shells indicate that this is a 12 gauge variant.]] | ||
+ | [[File:MW2R 1887 (4).jpg|thumb|none|600px|On non-empty reloads, the chambered shell only extracts very little; it gets rechambered as the first new shell is loaded.]] | ||
+ | [[File:MW2R 1887 (5).jpg|thumb|none|600px|About to load the barrel from empty, note the follower.]] | ||
+ | [[File:MW2R 1887 (6).jpg|thumb|none|600px|Flip-chambering the 1887 at the end of the reload. Note how in the remastered, the weapon doesn't have the enlarged lever loop required for this, and as such the player character would be likely to break their fingers.]] | ||
+ | [[File:MW2R 1887 (7).jpg|thumb|none|600px|Inspecting the name on the side of the Winchester.]] | ||
+ | |||
+ | ==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. | ||
+ | [[File:WinM1200B.jpg|thumb|none|500px|A heavily modified Winchester 1200, like the one in the game - 12 gauge]] | ||
+ | [[File:MW2 W1200 (1).jpg|thumb|none|600px|The Winchester 1200 as seen in game.]] | ||
+ | [[File:MW2 W1200 (2).jpg|thumb|none|600px|The iron sights of the Winchester 1200.]] | ||
+ | [[File:MW2 W1200 (3).jpg|thumb|none|600px|Reloading the W1200.]] | ||
+ | [[File:MW2 W1200 (4).jpg|thumb|none|600px|Pumping the shotgun.]] | ||
+ | [[File:MW2-Winchester.jpg|thumb|none|600px|A soldier with the Winchester 1200 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. | ||
+ | [[File:MW2R W1200 (1).jpg|thumb|none|600px|Picking up the Winchester 1200 in the Museum.]] | ||
+ | [[File:MW2R W1200 (2).jpg|thumb|none|600px|Holding the W1200.]] | ||
+ | [[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 (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.]] | ||
+ | |||
+ | =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. | ||
+ | [[File:AT-4Launcher.jpg|thumb|none|500px|M136 AT4 Anti-Tank rocket launcher - 84mm]] | ||
+ | [[File:MW2 AT4 (1).jpg|thumb|none|600px|Drawing the M136 AT4 by popping out the rear sight, then disengaging the safety.]] | ||
+ | [[File:MW2 AT4 (2).jpg|thumb|none|600px|The AT4 in idle.]] | ||
+ | [[File:MW2 AT4 (3).jpg|thumb|none|600px|Aiming down the launchers apparently smart sights.]] | ||
+ | [[File:MW2-AT4.jpg|thumb|none|600px|An AT4 in the game.]] | ||
+ | |||
+ | ===Remastered version=== | ||
+ | [[File:MW2R AT4 (1).jpg|thumb|none|600px|Opening the AT4's rear sight.]] | ||
+ | [[File:MW2R AT4 (2).jpg|thumb|none|600px|Holding the AT4 on the oilrig.]] | ||
+ | [[File:MW2R AT4 (3).jpg|thumb|none|600px|Sighting in an AH-6 Little Bird that the Ultranationalists have for some reason.]] | ||
+ | [[File:MW2R AT4 (4).jpg|thumb|none|600px|Inspecting the M136 AT4.]] | ||
+ | |||
+ | ==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. | ||
+ | [[File:M79-Grenade-Launcher.jpg|thumb|none|500px|M79 grenade launcher - 40mm]] | ||
+ | [[File:MW2 M79 (1).jpg|thumb|none|600px|The M79 "Thumper" on the multiplayer map "Wasteland".]] | ||
+ | [[File:MW2 M79 (2).jpg|thumb|none|600px|Aiming down the leaf sight.]] | ||
+ | [[File:MW2 M79 (3).jpg|thumb|none|600px|Thumbing open the breech.]] | ||
+ | [[File:MW2 M79 (4).jpg|thumb|none|600px|Tossing aside the spent 40mm casing.]] | ||
+ | [[File:MW2 M79 (5).jpg|thumb|none|600px|Sliding in a new one.]] | ||
+ | |||
+ | ===Remastered version=== | ||
+ | [[File:MW2R M79 (1).jpg|thumb|none|600px|Acquiring the M79 now shows the leaf sight getting unfolded.]] | ||
+ | [[File:MW2R M79 (2).jpg|thumb|none|600px|Roach with a M79.]] | ||
+ | [[File:MW2R M79 (3).jpg|thumb|none|600px|Aiming the "Thumper".]] | ||
+ | [[File:MW2R M79 (4).jpg|thumb|none|600px|Inspecting the loaded 40mm grenade.]] | ||
+ | [[File:MW2R M79 (5).jpg|thumb|none|600px|The spent shell is now auto-ejected during the reload.]] | ||
+ | [[File:MW2R M79 (6).jpg|thumb|none|600px|Loading in a new shell.]] | ||
+ | [[File:MW2R M79 (7).jpg|thumb|none|600px|Inspecting after firing the last shot shows the spent casing.]] | ||
+ | |||
+ | ==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. | ||
+ | |||
+ | [[File:FIM-92 Stinger.jpg|thumb|none|500px|FIM-92 Stinger - 70mm]] | ||
+ | [[File:MW2 Stinger (1).jpg|thumb|none|600px|Initially equipping the FIM-92 by flipping out the sight.]] | ||
+ | [[File:MW2 Stinger (2).jpg|thumb|none|600px|The Stinger in idle.]] | ||
+ | [[File:MW2 Stinger (3).jpg|thumb|none|600px|Aiming the launcher.]] | ||
+ | |||
+ | ===Remastered version=== | ||
+ | [[File:MW2R Stinger (1).jpg|thumb|none|600px|Ramirez readies the Stinger.]] | ||
+ | [[File:MW2R Stinger (2).jpg|thumb|none|600px|Ramirez holds the Stinger and sees his target.]] | ||
+ | [[File:MW2R Stinger (3).jpg|thumb|none|600px|The Stinger locks on.]] | ||
+ | |||
+ | ==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. | ||
+ | [[File:Javalin.jpg|thumb|none|400px|FGM-148 Javelin - 127mm]] | ||
+ | [[File:MW2 FGM-148 (1).jpg|thumb|none|600px|Equipping the FGM-148.]] | ||
+ | [[File:MW2 FGM-148 (2).jpg|thumb|none|600px|The Javelin in idle.]] | ||
+ | [[File:MW2 FGM-148 (3).jpg|thumb|none|600px|Acquiring a lock on dastardly shipping crates.]] | ||
+ | [[File:MW2 FGM-148 (4).jpg|thumb|none|600px|The CLU view when locked-on.]] | ||
+ | |||
+ | ===Remastered version=== | ||
+ | [[File:MW2R FGM-148 (1).jpg|thumb|none|600px|Taking off the muzzle cover of a FGM-148 in the Museum.]] | ||
+ | [[File:MW2R FGM-148 (2).jpg|thumb|none|600px|The Javelin in the remaster.]] | ||
+ | [[File:MW2R FGM-148 (3).jpg|thumb|none|600px|Inspecting the CLU.]] | ||
+ | [[File:MW2R FGM-148 (4).jpg|thumb|none|600px|Using the FGM-148 in the crow's nest from "Of Their Own Accord."]] | ||
+ | [[File:MW2R FGM-148 (5).jpg|thumb|none|600px|The nigh vision view through the sight.]] | ||
+ | [[File:MW2R FGM-148 (6).jpg|thumb|none|600px|Sgt. Foley using the FGM-148 in the appropriate sitting position.]] | ||
+ | |||
+ | ==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. | ||
+ | [[File:Rpg-7-1-.jpg|thumb|none|500px|RPG-7 - 40mm]] | ||
+ | [[File:MW2 RPG7 (1).jpg|thumb|none|600px|The RPG-7 in multiplayer.]] | ||
+ | [[File:MW2 RPG7 (2).jpg|thumb|none|600px|Aiming the RPG.]] | ||
+ | [[File:MW2 RPG7 (3).jpg|thumb|none|600px|Reloading another warhead.]] | ||
+ | [[File:Rpg-7_2.png|thumb|none|600px|A Middle East Insurgent with RPG-7 in-game.]] | ||
+ | |||
+ | ===Remastered version=== | ||
+ | [[File:MW2R RPG-7 (1).jpg|thumb|none|600px|The RPG-7 has a new acquiring animation where the player character flips up the rear sight.]] | ||
+ | [[File:MW2R RPG-7 (2).jpg|thumb|none|600px|The RPG in "Wolverines!"]] | ||
+ | [[File:MW2R RPG-7 (3).jpg|thumb|none|600px|Using the sights.]] | ||
+ | [[File:MW2R RPG-7 (4).jpg|thumb|none|600px|Pulling up another rocket-propelled grenade.]] | ||
+ | [[File:MW2R RPG-7 (5).jpg|thumb|none|600px|Inspecting the launcher.]] | ||
+ | |||
+ | =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. | ||
+ | [[File:G%26P_M203.jpg|thumb|none|400px|'''Airsoft''' M203 made by G&P - (fake) 40x46mm. Note the RIS mount and removed trigger guard.]] | ||
+ | [[File:MW2 M203 (1).jpg|thumb|none|600px|The M203 slung under the M16.]] | ||
+ | [[File:MW2 M203 (2).jpg|thumb|none|600px|Dropping out the spent shell.]] | ||
+ | [[File:MW2 M203 (3).jpg|thumb|none|600px|Reloading another.]] | ||
+ | |||
+ | ===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. | ||
+ | [[File:MW2R M203 (1).jpg|thumb|none|600px|Using the M203 mounted on a SCAR-H.]] | ||
+ | [[File:MW2R M203 (2).jpg|thumb|none|600px|Reloading the launcher.]] | ||
+ | [[File:MW2R M203 (3).jpg|thumb|none|600px|A view of the M203.]] | ||
+ | |||
+ | ==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. | ||
+ | [[File:Masterkey02.jpg|thumb|none|450px|KAC Masterkey shotgun - 12 Gauge]] | ||
+ | [[File:MW2 Masterkey (1).jpg|thumb|none|600px|Working the Masterkey's pump in the necessary action movie style whenever opting to use it. Doing so would realistically eject a perfectly good shell. Switching to the Masterkey while sprinting or from a secondary weapon does not pump the shotgun.]] | ||
+ | [[File:MW2 Masterkey (2).jpg|thumb|none|600px|As to how it shoots straight while being aimed high is another matter.]] | ||
+ | [[File:MW2 Masterkey (3).jpg|thumb|none|600px|Reloading the underbarrel shotgun.]] | ||
+ | [[File:MW2 Masterkey (4).jpg|thumb|none|600px|A good view of the device shown from the start of the FAL's reload.]] | ||
+ | |||
+ | ===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. | ||
+ | [[File:MW2R Masterkey (1).jpg|thumb|none|600px|Ramirez holds a Masterkey mounted on an AK.]] | ||
+ | [[File:MW2R Masterkey (2).jpg|thumb|none|600px|Firing the Masterkey.]] | ||
+ | [[File:MW2R Masterkey (3).jpg|thumb|none|600px|Reloading the Masterkey.]] | ||
+ | [[File:MW2R Masterkey (4).jpg|thumb|none|600px|Roach inspects a Masterkey mounted on a FAL.]] | ||
+ | |||
+ | ==GP-30== | ||
+ | The [[GP-30]] grenade launcher, incorrectly called the GP-25, is sometimes seen mounted on the [[AK-47]]s 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. | ||
+ | [[File:GP-30.jpg|thumb|none|350px|GP-30 grenade launcher - 40mm]] | ||
+ | [[File:MW2 GP30 (1).jpg|thumb|none|600px|The GP-30 in use.]] | ||
+ | [[File:MW2 GP30 (2).jpg|thumb|none|600px|Dumping out an entirely incorrect cartridge from the launcher.]] | ||
+ | [[File:MW2 GP30 (3).jpg|thumb|none|600px|Inserting another one for inexplicable reasons.]] | ||
+ | |||
+ | ===Remastered version=== | ||
+ | [[File:MW2R GP-25 (1).jpg|thumb|none|600px|Inspecting an "AK-47 Grenadier".]] | ||
+ | [[File:MW2R GP-25 (2).jpg|thumb|none|600px|The grenade launcher in use.]] | ||
+ | [[File:MW2R GP-25 (3).jpg|thumb|none|600px|Reloading. Like in ''Modern Warfare Remastered'', the launcher is no longer flicked, and a proper VOG-25 grenade is used.]] | ||
+ | [[File:MW2R GP-25 (4).jpg|thumb|none|600px|However, still like in ''MWR'', the player character unnecessarily flicks the safety lever after loading the launcher. The lever itself does not move and remains set to the "ОГ" fire position.]] | ||
+ | |||
+ | =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. | ||
+ | |||
+ | [[File:m87.JPG|thumb|none|150px|M83 smoke grenade]] | ||
+ | [[File:MW2 M18 (2).jpg|thumb|none|600px|Preparing to throw a smoke grenade.]] | ||
+ | |||
+ | ===Remastered version=== | ||
+ | [[File:MW2R M83.jpg|thumb|none|600px|Grasping the ''Remastered'' M83 Smoke Grenade.]] | ||
+ | |||
+ | ==Unidentified Smoke Grenade== | ||
+ | [[File:MW2 M18 (1).jpg|thumb|none|600px|Unidentified grenades on the vest of an Ultranationalist.]] | ||
+ | |||
+ | ==M67 Hand Grenade== | ||
+ | The [[M67 Hand Grenade]] returns as the standard hand grenade for all factions. | ||
+ | [[File:M67.jpg|thumb|none|200px|M67 Grenade.]] | ||
+ | [[File:MW2 M67 crate.jpg|thumb|none|600px|A crate full of M67 frags in S.S.D.D.'s "Pull The Trigger 101" class.]] | ||
+ | [[File:MW2 M67 (1).jpg|thumb|none|600px|An Ultranationalist soldier about to throw a M67 grenade.]] | ||
+ | [[File:MW2 M67 pickup.jpg|thumb|none|600px|Enemies and friendlies sometimes drop bags of M67 Grenades upon death which the player can then resupply from. (Though despite being modeled as full of grenades they only resupply one each.)]] | ||
+ | [[File:MW2 M67 Ru.jpg|thumb|none|600px|A Russian Soldier with M67 Grenades on his belt.]] | ||
+ | |||
+ | ===Remastered version=== | ||
+ | [[File:MW2R M67 1.jpg|thumb|none|600px|In the remastered edition of S.S.D.D. during his "Pull the Trigger 101" class, Sergeant Foley picks up and shows off an M67 grenade, before pushing the box to PFC. Allen.]] | ||
+ | [[File:MW2R M67 2.jpg|thumb|none|600px|Allen picks up some Grenades from the box...]] | ||
+ | [[File:MW2R M67 3.jpg|thumb|none|600px|...then throws one down range. Note the pin clipping through his finger.]] | ||
+ | [[File:MW2R M67 pickup.jpg|thumb|none|600px|Like the original game, enemies and friendlies will drop bags of grenades upon death for you to resupply if your own grenade ammo has depleted.]] | ||
+ | [[File:MW2R M67 RU.jpeg|thumb|none|600px|A Russian Soldier with M67 Grenades on his belt.]] | ||
+ | |||
+ | ==M84 Stun Grenade== | ||
+ | [[M84 stun grenade]]s returns as the Flashbang and Stun Grenades. Flashbangs have a green stripe, while Stun Grenades have a red stripe. | ||
+ | [[File:M84-Flash-Bang-Grenade.jpg|thumb|none|150px|M84 stun grenade]] | ||
+ | [[File:MW2 M84.jpg|thumb|none|600px|Note that the character is only pulling the top pin and the lever is clipping into his hand.]] | ||
+ | |||
+ | ==M18A1 Claymore== | ||
+ | The deployable [[Claymore]] is usable by the player, again depicted with the fictional laser tripwire detonators instead of being command detonation. | ||
+ | |||
+ | [[File:M18A1.jpg|thumb|none|400px|M18A1 Claymore anti-personnel mine with command cable and M57 'clacker' detonator switch]] | ||
+ | [[File:MW2-Claymore.jpg|thumb|none|600px|The player character places a Claymore mine.]] | ||
+ | |||
+ | ===Remastered version=== | ||
+ | [[File:MW2R M18A1 (1).jpg|thumb|none|600px|A M18A1 Claymore mine taken from the stack on the roof of Nate's.]] | ||
+ | [[File:MW2R M18A1 (2).jpg|thumb|none|600px|Looking at the front of the mine.]] | ||
+ | |||
+ | ==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#Fictional_Bounding_Mine|Bad Boys II]]''. | ||
+ | [[File:MW2 Boundingmine.jpg|thumb|none|600px|Fortunately for Roach, time slows down whenever he triggers one of these.]] | ||
+ | |||
+ | ===Remastered version=== | ||
+ | [[File:MW2R Boundingmine.jpg|thumb|none|600px|The same sequence in the remaster.]] | ||
+ | |||
+ | =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 [[M249]]s in [[Call of Duty 4: Modern Warfare|the first ''Modern Warfare]]''. | ||
+ | [[File:GAU-17A HH60.jpg|thumb|none|400px|General Dynamics GAU-17/A - 7.62x51mm NATO]] | ||
+ | [[File:232.png|thumb|none|600px|PFC Joseph Allen mans a Humvee-mounted Minigun in the mission "Team Player" while waiting for an F-15C Eagle to perform an air strike on an enemy-occupied building. It would be more accurate for Humvees to mount a [[Browning M2HB]], though as the saying goes, there's no kill like overkill. Note that the Rangers are filming the air strike with their cell phones and video cameras.]] | ||
+ | [[File:MW2 screen 17-1255733026.jpg|thumb|none|600px|Side view of the Humvee-mounted Minigun. Note that all of the HMMWVs in-game are painted in a camouflage pattern, similar to some of the HMMWVs in ''[[Generation Kill]]''.]] | ||
+ | [[File:MW2-Sentry.jpg|thumb|none|600px|An M5 Sentry Gun in multiplayer.]] | ||
+ | |||
+ | ===Remastered version=== | ||
+ | The truck-mounted Miniguns in "Team Player" now fire in a more realistic, non pepperbox-like pattern. | ||
+ | [[File:MW2R M5 Sentry.jpg|thumb|none|600px|The remastered "M5 Sentry Gun".]] | ||
+ | [[File:MW2R GAU-17A (1).jpg|thumb|none|600px|Ramirez overlooks the rubble at the Washington Monument evac site during the UH-60 ride at the end of "Of Their Own Accord".]] | ||
+ | |||
+ | ==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. | ||
+ | [[File:GAU-8 Avenger contrast.jpg|thumb|none|400px|General Electric GAU-8/A Avenger - 30x173mm]] | ||
+ | [[File:MW2R GAU-8.jpg|thumb|none|600px|Allen observes the nose of one of the A-10s and some Army personnel guarding the aircraft.]] | ||
+ | |||
+ | ==General Electric M134 Minigun== | ||
+ | AH-6 "Little Bird" helicopters are equipped with [[GE M134 Minigun]]s. | ||
+ | [[File:M134.JPG|thumb|none|400px|General Electric M134 - 7.62x51mm NATO]] | ||
+ | [[File:MW2 M136 AH-6.jpg|thumb|none|600px|An M134 Minigun under the wing of an AH-6 "Little Bird".]] | ||
+ | |||
+ | ==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. | ||
+ | [[File:M197Gatling.jpg|thumb|none|350px|General Dynamics M197 Vulcan - 20mm]] | ||
+ | |||
+ | ==General Electric GAU-12/U== | ||
+ | A [[General Electric GAU-12/U|GAU-12/U]] is mounted on AC-130 gunships, alongside the [[Bofors 40mm]] and M102 Howitzer. | ||
+ | |||
+ | [[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== | ||
+ | The [[Bofors 40mm]] is mounted on AC-130 gunships, alongside the GAU-12/U and M102 Howitzer. | ||
+ | |||
+ | [[File:40mm bofors.jpg|thumb|none|350px|Bofors 40mm L/60 AA gun in a Boffin mounting - 40×311mmR.]] | ||
+ | |||
+ | ==M102 105mm Howitzer== | ||
+ | The M102 105mm howitzer is mounted on AC-130 gunships, alongside the GAU-12/U and 40mm Bofors. | ||
+ | |||
+ | [[File:Spectre M102.JPG|thumb|350px|none|Modified M102 howitzer taken from an AC-130 Spectre gunship - 105x372R]] | ||
+ | |||
+ | ==M242 Bushmaster Chaingun== | ||
+ | [[M242 Bushmaster chaingun|M242 Bushmaster Chaingun]] are present on M2 Bradley Infantry Fighting Vehicles used by the US Army. | ||
+ | [[File:M242 25mm gun.jpg|thumb|none|500px|M242 Bushmaster chaingun - 25mm]] | ||
+ | [[File:MW2 M242.jpg|thumb|none|600px|A M2 Bradley seen at the end of "Wolverines!"]] | ||
+ | |||
+ | ===Remastered version=== | ||
+ | [[File:MW2R M242.jpg|thumb|none|600px|Note the incorrect "USMC" markings, as Marines do not use the Bradley.]] | ||
+ | |||
+ | ==Mark 19 Mod 3 Automatic Grenade Launcher== | ||
+ | A dismantled [[Mk 19 grenade launcher|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. | ||
+ | [[File:US_Mk._19_40mm_grenade_machine-gun.jpg|thumb|500px|none|Mk 19 grenade launcher in vehicle mounting - 40x53mm.]] | ||
+ | [[File:MK19gl-MW2.jpg|thumb|none|600px|A loaded(!) Mk. 19 on the ground next to a Humvee.]] | ||
+ | |||
+ | ===Remastered version=== | ||
+ | [[File:MW2R Mk19.jpg|thumb|none|600px|The remastered Mk. 19, still liable for someone to get chewed-out by a senior NCO a decade later.]] | ||
+ | |||
+ | ==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. | ||
+ | [[File:BrowningM2.jpg|thumb|none|500px|Browning M2HB on vehicle mount - .50 BMG]] | ||
+ | [[File:MW2 M2HB (1).jpg|thumb|none|600px|Roach operates the usable Browning M2HB in "The Hornet's Nest". Note the M249 SAW icon used as a generic icon for mounted guns. Also note that Roach's hands and ammunition for the gun are both completely absent; apparently this .50cal operates on the power of positive thinking.]] | ||
+ | [[File:MW2 M2HB (2).jpg|thumb|none|600px|The Browning M2 viewed from the side.]] | ||
+ | [[File:AbramsM2-MW2.jpg|thumb|none|600px|A Browning M2 mounted on a destroyed M1 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. | ||
+ | [[File:MW2R M2HB (1).jpg|thumb|none|600px|Roach celebrates his newfound physical coordination by jerking the M2 around in a new animation when stepping up to use it.]] | ||
+ | [[File:MW2R M2HB (2).jpg|thumb|none|600px|Manning the M2HB.]] | ||
+ | |||
+ | ==FN M249 SAW== | ||
+ | The [[M249 SAW]] can be seen mounted on a fallen tree and used as a turret in the level "Whiskey Hotel". | ||
+ | [[File:Fn m249saw mk2 10-1-.jpg|thumb|none|500px|M249-E2 SAW - upgraded M249 with heat shield and full synthetic Stock - 5.56x45mm with 200 round ammo drum.]] | ||
+ | [[File:Mw2 M249.jpg|thumb|none|600px|An M249 SAW mounted on a log in the level "Whiskey Hotel".]] | ||
+ | [[File:MW2-M249side.jpg|thumb|none|600px|A side view of the M249 mounted on the log.]] | ||
+ | |||
+ | ===Remastered version=== | ||
+ | [[File:MW2R M249 (1.1).jpg|thumb|none|600px|The M249 in the remaster.]] | ||
+ | [[File:MW2R M249 (2).jpg|thumb|none|600px|Commandeering the SAW.]] | ||
+ | [[File:MW2R M249 (3).jpg|thumb|none|600px|]] | ||
+ | |||
+ | ==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''. | ||
+ | [[File:ZPU-4.jpg|thumb|none|400px|KPV heavy machine guns in ZPU-4 quad anti-aircraft mount - 14.5x114mm]] | ||
+ | [[File:MW2 ZPU.jpg|thumb|none|600px|The ZPU-4 as found in the multiplayer level "Afghan."]] | ||
+ | |||
+ | ===Remastered version=== | ||
+ | [[File:MW2R ZPU.jpg|thumb|none|600px|A close up of one of the ZPUs found at the end of "Exodus."]] | ||
+ | |||
+ | ==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. | ||
+ | [[Image:Kz-8cm-gr-w-42-short-mortar.jpg|thumb|none|400px|Kurzer 8 cm Granatwerfer 42 - 81.4mm]] | ||
+ | |||
+ | ==Shipunov 2A42== | ||
+ | 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!"]] | ||
+ | |||
+ | ===Remastered version=== | ||
+ | [[File:MW2R 2A42 (1).jpg|thumb|none|600px|Roach takes a look at a snowy BTR-82A after getting nearly squashed by it.]] | ||
+ | |||
+ | ==Yakushev-Borzov Yak-B== | ||
+ | Mil Mi-24 gunships seen throughout the game sport [[Yakushev-Borzov Yak-B]] chin turret rotary machine guns. | ||
+ | [[File:Yakb.JPG|thumb|none|400px|Yakushev-Borzov Yak-B mounted on Mi-24 Hind-D - 12.7x108mm]] | ||
+ | [[File:MW2 Yak-B.jpg|thumb|none|600px|The low-detail Yak-B as seen on a parked Mi-24 in "Cliffhanger."]] | ||
+ | |||
+ | ===Remastered version=== | ||
+ | [[File:MW2R Yak-B.jpg|thumb|none|600px|The same Hind in the remaster.]] | ||
+ | |||
+ | =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". | ||
+ | [[File:MakarovPM.jpg|thumb|none|300px|Makarov PM - 9x18mm Makarov]] | ||
+ | |||
+ | ==PPSh-41== | ||
+ | In the Spec-Ops mission "Hidden", a statue of two Russian soldiers are seen with cement versions of the [[PPSh-41]]. | ||
+ | [[File:PPSH-01-SMG.jpg|thumb|none|450px|Soviet PPSh-41 Submachine Gun - 7.62x25mm Tokarev]] | ||
+ | [[File:COD4-PPSH.jpg|thumb|none|600px|A statue of 2 Russian soldiers holding cement [[PPSh-41]]s. Note that "Hidden" is the Call of Duty 4 mission "All Ghilled Up" in reverse with updated weapons and enemy types.]] | ||
+ | |||
+ | ==M1928A1 Thompson== | ||
+ | In a nod to the previous Call Of Dutys, a WWII-era poster of a woman holding an [[M1A1 Thompson|M1928A1 Thompson]] can be seen in the multiplayer map "Derail" | ||
+ | [[File:M1928A1 Thompson.jpg|thumb|none|470px|M1928A1 Thompson with 30-round magazine - .45 ACP ]] | ||
+ | [[File:cod4m1928A1.jpg|thumb|none|400px|A woman in a military uniform holds an M1928A1 Thompson.]] | ||
+ | |||
+ | ==AKM== | ||
+ | The [[AKM]] is seen on a poster in the Multiplayer map 'Sub Base', but is not usable in the game. | ||
+ | [[File:AKMRifle.jpg|thumb|none|500px|AKM - 7.62x39mm]] | ||
+ | [[File:Cod4mw mw2 akm poster.jpg|thumb|none|600px| AKM Poster. Note slant muzzle brake and orange plastic magazine similar the [[AK-74]]'s, but this is obviously a 7.62x39mm version.]] | ||
+ | |||
+ | ==FN SCAR-L== | ||
+ | In the multiplayer menu background image, we see a soldier carrying a third generation [[FN SCAR|SCAR-L]] with an EOTech sight, AN/PEQ-2 IR designator, and a vertical foregrip, but it was never used in the game. | ||
+ | [[File:FN SCAR-L (Standard).jpg|thumb|500px|none|Third Generation FN SCAR-L - 5.56x45mm NATO]] | ||
+ | [[File:MW2Scar.jpg|thumb|600px|none|The SCAR-L in the menu.]] | ||
+ | |||
+ | ==IMI Galil== | ||
+ | During briefing for "No Russian" a newspaper article is seen showing an Ultranationalist with a [[Galil]]. | ||
+ | [[File:Galil-SAR.jpg|thumb|none|500px|IMI Galil SAR - 5.56x45mm NATO]] | ||
+ | [[File:Mw2Galil.png|thumb|none|600px|The Ultranationalist on the left holds a Galil.]] | ||
+ | |||
+ | ==Mk 14 Mod 0 EBR== | ||
+ | An [[M14 Rifle#Mk 14 Mod 0/1 Enhanced Battle Rifle|Mk 14 Mod 0 EBR]] can be seen on the background of the Spec Ops main menu. | ||
+ | [[File:M14EBR.jpg|thumb|none|500px|Mk 14 Mod 0 - 7.62x51mm NATO]] | ||
+ | [[File:MW2-Mk14Mod0.jpg|thumb|none|600px|Spec Ops menu background.]] | ||
+ | |||
+ | ==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]]. | ||
+ | [[File:Daewoo-K2.jpg|thumb|none|500px|Daewoo K2 Assault rifle - 5.56x45mm NATO]] | ||
+ | [[File:Mw2k2.png|thumb|none|600px|A soldier with a Daewoo K2 in a newspaper article.]] | ||
+ | |||
+ | ==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. | ||
+ | [[File:Accuracy_International_Arctic_Warfare_-_Psg_90.jpg|thumb|none|500px|Accuracy International AW - 7.62x51mm NATO.]] | ||
+ | [[File:Mw2AIAW.jpg|thumb|none|600px|The Arctic Warfare is circled in red.]] | ||
+ | |||
+ | ==M26 grenade== | ||
+ | The [[M26 hand grenade]] can be seen on one of the unlockable emblems. | ||
+ | [[File:200px-M-67handgrenade.jpg|thumb|none|150px|M26 grenade]] | ||
+ | [[File:MW2-M26.jpg|thumb|none|600px|]] | ||
+ | |||
+ | ==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. | ||
+ | [[File:HK91A3.jpg|thumb|none|500px|Heckler & Koch HK91A3 - 7.62x51mm NATO]] | ||
+ | [[File:Vlc 2009-09-03 10-20-00-79.png|thumb|none|600px|Pre-release airport security with the HK91.]] | ||
+ | |||
+ | ==Enfield L85== | ||
+ | The kill-feed icon for the [[Enfield L85 rifle series#L86A1|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. | ||
+ | [[File:L85A1.jpg|thumb|none|500px|L85A1 with SUSAT scope - 5.56x45mm NATO]] | ||
+ | [[File:L85_HUD_MW2.jpg|thumb|none|The L86's killfeed icon from multiplayer.]] | ||
+ | |||
+ | {{Call of Duty Series}} | ||
+ | |||
+ | [[Category:Action]] | ||
+ | [[Category:Covert-ops]] | ||
[[Category:Video Game]] | [[Category:Video Game]] | ||
[[Category:War]] | [[Category:War]] | ||
+ | [[Category:First-Person Shooter]] |
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.