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Weapons
There are a ton of new weapons and set ups. In create a class you can choose one primary weapons, one secondary weapon, one attachment on each (if any are unlocked), one equipment, one special grenade, 3 perks, and a death streak.
These are all the weapons that are available with which attachments can be used on which gun.
In the multiplayer you can’t pick up ammo as easily as past games. You basically have to find the exact gun with the exact attachments or use the scavenger perk. You get the mag that’s attached to the gun plus two extra magazines. One extra in LMGs except for the AUG HBAR. And one extra for Shotguns and certain launchers.
There are 5 stats on each gun, Accuracy, Damage, Range, Fire Rate, and Mobility.
-Accuracy is how easy it is to hit the target basically.
-Damage is how much power a gun has.
-Range is very important but often overlooked, it is how far the bullet can go before loosing damage. That’s why shotguns have high power but low range. Snipers have high power and high range. But there is a base power the guns can drop to. I will give the lowest to highest powers on each gun. It seems LMGs and Sniper Rifles do not drop to a base power unless equipped with a silencer. I will tell you how far a gun can shoot before the power drops off. Let’s say I put 500-1000MWU. And I list the power is 35-55 BP. That means at point blank range to 500 modern warfare units distance the power will be at 55. After that it will start dropping off until it reaches 35 power at 1000 MWU. The range for shotguns are different then the other guns. Let’s use the SPAS-12 as an example. 500-1000 MWU with 20-40 power per shot means point blank range to 500 MWU will give you 40 power, then the power drops off to 20 BP at the 1000 MWU mark, after that you will not give any damage because the shot will not reach the enemy. The game uses it’s own units of measurement. I will just call them MWU, short for Modern Warfare Units. Here is an example of distance:
-Fire Rate is how fast the gun can shoot it’s bullets.
-And Mobility is how fast and long you can run. All guns in each class have the same mobility and range. Meaning an AUG has the same mobility as an M240. A M4 has the same range as the AK-47. However, this just applies to primary weapons.
When choosing the “best gun” there are many variables to take into account. Shooting through surfaces, total stopping power, how far or close your enemies are, and the connection to the host. With bad connection it doesn’t matter how good your gun is, you may not be able to hit the target before the target hits you. But there is a basic mathematics system that applys to the game. Each player has 100 points of health. Lower for hardcore. Each bullet of each gun has a certain damage amount to take off of the health. The damage is lowered at further ranges. Silencers lower the range, ACOG scopes and thermal scopes raise the range. Headshots give a 40% damage boost, as does stopping power. Headshots on snipers give a 50% damage boost. Snipers also get a damage boost of 50% to the upper body, with the exception of the M21 EBR which only gives a 10% damage boost on the chest. The intervention and barrett also give a 10% power boost when shot at the stomach, there is no power boost to the stomach for the WA2000 and M21 EBR. Shotguns get x6 or x8 multipliers if in close range.
I will give a little run down of each gun and it’s stats like so:
Gun Name
Description of gun and accuracy
Unlocked at which level
Damage Done per Bullet
Amount of Bullets Per Magazine
Range unsilenced and silenced in Modern warfare Units (MWU).
Rate of Fire in Rounds Per Minute
Reload Time in Seconds loaded and when unloaded
Any extra info about the gun like glitches
Assault Rifles
Assault Rifles are a balance of good accuracy and power. They have medium bullet penetration and magazine size.
All Assault Rifle attachments are as follows:
-Grenade Launcher (10 Kills)
-Red Dot Sight-Silencer (25 Kills)
-Silencer (75 Kills)
-ACOG Scope (150 Kills)
-FMJ (300 Kills)
-Shotgun (20 Kills with grenade launcher) 25 MPP
-Holographic sight (60 Kills while looking through the Red Dot Sight)
-Heartbeat Sensor (15 kill with the silencer attached)
-Thermal Scope (20 Kills while looking through the ACOG)
-Extended Mags (40 bullet penetration kills with FMJ attached)
M4A1 (AKA M4 Carbine)
Full Auto AR. Good Accuracy
Unlocked at Level 4
20-30 Damage
30 Rounds per Mag, 45 Rounds with Extended Mags
1900-2300 MWU unsilenced, 700-1100 MWU silenced
800 RPM
1.12 seconds loaded, 2.4 seconds unloaded
When equipped with FMJ the grip disappears
FAMAS
3 Round Burst AR. Great Accuracy.
Unlocked at Level 1
30-40 Damage
30 Rounds per Mag, 45 Rounds with Extended Mags
2500-2900 MWU unsilenced, 900-1300 MWU silenced
925 RPM For Each Burst, 450 RPM Overall
2.2 seconds loaded, 2.6 seconds unloaded
SCAR-H
Full Auto AR. Good Accuracy.
Unlocked at Level 8
30-40 Damage
20 Rounds per Mag, 30 Rounds with Extended Mags
1800-2200 MWU unsilenced, 600-1000 MWU silenced
630 RPM
1.8 seconds loaded, 2.72 seconds unloaded
TAR-21 (Tavor Assault Rifle)
Full Auto AR. Good Accuracy.
Unlocked at Level 20
30-40 Damage
30 Rounds per Mag, 45 Rounds with Extended Mags
1800-2200 MWU unsilenced, 600-1000 MWU silenced
750 RPM
1.72 seconds loaded, 3.09 seconds unloaded
The TAR-21 has it’s own special red dot sight that shows up in the Tar-21’s kill icon.
FAL
Semi Auto AR. Great Accuracy.
Unlocked at Level 28
35-55 Damage, When using the Holographic Sight the damage is 40-55
20 Rounds per Mag, 30 Rounds with Extended Mags
1300-1700 MWU unsilenced, 700-1100 MWU Silenced
630 RPM
1.84 seconds loaded, 3.38 seconds unloaded
The FAL’s red dot sight is SLIGHTLY off. The bullet will hit just below and to the right of the actual red dot. Not noticeable unless very far range.
M16A4
3 Round Burst AR. Great Accuracy
Unlocked at Level 40
30-40 Damage
30 Rounds per Mag, 45 Rounds with Extended Mags
1800-2200MWU unsilenced, 600-1000MWU silenced
925 RPM For Each Burst, 450 RPM Overall
1.12 seconds loaded, 2.4 seconds unloaded
ACR (Adaptive Combat Rifle)
Full Auto AR. Great Accuracy
Unlocked at Level 48
20-30 Damage
30 Rounds per Mag, 45 Rounds with Extended Mags
2300-2700 MWU unsilenced, 800-1300 MWU silenced
750 RPM
1.12 seconds loaded, 2.36 seconds unloaded
F2000 (AKA FN 2000)
Full Auto AR. Low Accuracy.
Unlocked at Level 60
20-30 Damage
30 Rounds per Mag, 45 Rounds with Extended Mags
1900-2300 MWU unsilenced, 700-1100 MWU silenced
900 RPM
2.08 seconds loaded, 3.46 seconds unloaded
The F2000 has it’s own special red dot sight that will not turn off during an EMP and shows up in the F2000’s kill icon
AK-47
Full Auto AR. Low Accuracy.
Unlocked at Level 70
30-40 Damage
30 Rounds per Mag, 45 Rounds with Extended Mags
1800-2200 MWU unsilenced, 600-1000 MWU silenced
700 RPM
2.5 seconds loaded, 3.25 seconds unloaded
Sub Machine Guns
Sub Machine Guns are usually for CQB (Close Quarter Battling). They are deadly up close but weaker far off. They have high rates of fire and low bullet penetration.
All SMG Attachments are as follows:
-Rapid Fire (10 kills)
-Red Dot Sight (25 Kills)
-Silencer (75 Kills)
-ACOG Scope (150 Kills)
-FMJ (300 Kills)
-Akimbo (30 kills with rapid fire attached)
-Holographic Sight (60 kills while looking through the Red Dot Sight)
-Thermal Scope (20 kills while looking through the ACOG)
-Extended Mags (40 bullet penetration kills with FMJ attached)
MP5K
Full Auto SMG. Decent-Bad accuracy.
Unlocked at Level 4
20-40 Damage
30 Rounds. 45 Rounds with Extended Mags
900-1300 MWU unsilenced, 400-900 MWU silenced
850 RPM
1.8 seconds loaded, 3.08 seconds unloaded
UMP .45
Full Auto SMG. Decent accuracy.
Unlocked at Level 4
35-40 Damage
32 Rounds. 48 Rounds with Extended Mags
700-800 MWU unsilenced, 500-600 MWU Silenced
630 RPM
2.04 seconds loaded, 3.12 seconds unloaded
Vector (AKA TDI Kriss)
Full Auto SMG. Great Accuracy.
Unlocked at Level 12
20-25 Damage
30 Rounds. 45 Rounds with Extended Mags
900-1100 MWU unsilenced, 700-900 MWU silenced
1000 RPM
1.91 seconds loaded, 2.53 seconds unloaded
P90
Full Auto SMG. Decent Accuracy.
Unlocked at Level 24
20-30 Damage
50 Rounds. 75 Rounds with Extended mags.
1000-1300 MWU unsilenced, 600-900 MWU silenced
850 RPM
1.8 seconds loaded, 3.6 seconds unloaded
Mini Uzi
Fully Automatic. Decent Accuracy.
Unlocked at Level 44
20-30 Damage
32 Rounds. 48 Rounds with Extended Mags
1000-1300 MWU unsilenced, 600-900 MWU silenced
888 RPM
2.24s loaded, 3.56s unloaded
Light Machine Guns
Light Machine Guns are usually powerful with high bullet penetration. The Rate of Fire can be medium to high. The recoil is usually pretty bad. Most LMGs have large box magazines. No LMGs lose power over range, only with silencers attached to them.
All LMG Attachments are as follows:
-Grip (10 Kills)
-Red Dot Sight (25 Kills)
-Silencer (75 Kills)
-ACOG Scope (150 Kills)
-FMJ (300 Kills)
-Holographic Sight (60 Kills while looking through the Red Dot Sight attached)
-Heartbeat Sensor (15 kills with the silencer attached)
-Thermal Scope (20 kills while looking through the ACOG)
-Extended Mags (40 bullet penetration kills with FMJ attached)
L86 LSW
Full Auto LMG. Very low accuracy.
Unlocked at Level 1
40 Damage, 30 with silencer
100 Rounds. 200 Rounds with Extended Mags
750 RPM
5.18 seconds
The L86 LSW has a different ACOG Scope then all other guns. It is called the SUSAT Scope.
RPD
Full Auto LMG. Decent Accuracy.
Unlocked at Level 4
40 Damage, 30 with silencer
100 Rounds 200 Rounds with Extended Mags
666 RPM
9.7 seconds
MG4
Full Auto LMG. Great Accuracy.
Unlocked at Level 16
30 Damage, 20 with silencer
100 Rounds. 200 Rounds with Extended Mags
800 RPM
9.05 Seconds
When silenced you still show up on enemy radar. When using FMJ on this gun it shows up as “Explosive Rounds.”
AUG HBAR
Full Auto LMG with AR Characteristics Great Accuracy.
Unlocked at Level 32
40 Damage, 30 with silencer
42 Rounds. 63 Rounds with Extended Mags.
666 RPM
3 seconds loaded, 3.89 seconds unloaded
In Single Player it has a Sniper Scope attached here and there with the zoom of an ACOG Scope.
M240
Full Auto LMG. Good Accuracy.
Unlocked at Level 52
30 Damage, 20 with silencer
100 Rounds. 200 Rounds with Extended Mags
850 RPM
7.7 Seconds
When silenced you still show up on enemy radar. When using FMJ on this gun it shows up as “Explosive Rounds.”
Sniper Rifles
Sniper Rifles are almost always one shot kill weapons. They are highly accurate with scopes and are best used for long distance. If you hit the head it will always be a one shot kill unless it’s through a surface. You may not have a one hit kill with a silencer, no stopping power, and at a far enough distance. ACOG Scope reduces range instead of increasing it like with other guns. With silencers attached it reduces the base power from 70 to 50 on all snipers. The damage multipliers are a unique with Snipers. Headshots on all OTHER guns give only a 40% damage boost. Any other body parts give no damage boost. On sniper rifles there are damage boosts on parts of the body which I will list.
All sniper rifle attachments are as follows:
-Silencer (10 Kills)
-ACOG Scope (25 Kills)
-FMJ (75 Kills)
-Heartbeat Sensor (15 Kills with Silencer attached)
-Thermal Scope (20 Kills while looking through the ACOG Sight)
-Extended Mags (40 bullet penetration kills with FMJ attached)
Intervention (AKA CheyTac Intervention AKA M200)
Bolt Action Sniper Rifle. High Kickback and bolt movement between each shot.
Unlocked at Level 4
70 Damage, 50 with Silencer
5 Rounds. 10 Rounds with Extended Mags
65RPM
2.28 seconds loaded, unloaded 4.14 seconds
Damage Increase: Head = 50%, Chest = 50%, Stomach 10%
Barrett .50 Cal (AKA M82A1)
Semi-automatic sniper rifle. High Kickback.
Unlocked at Level 1
70 Damage, 50 with Silencer
10 Rounds. 15 Rounds with Extended Mags
600RPM
3.31 seconds loaded, 4.14 seconds unloaded
Damage Increase: Head = 50%, Chest = 50%, Stomach 10%
WA2000 (AKA Walther 2000)
Semi-auto sniper rifle. Low Kickback.
Unlocked at Level 36
70 Damage, 50 with silencer
6 Rounds. 12 Rounds with Extended Mags
600 RPM
2.86 seconds loaded, 3.62 seconds unloaded
Damage Increase: Head = 50%, Chest = 50%.
M21 EBR (AKA M14 EBR)
Semi-auto sniper rifle. Low kickback.
Unlocked at Level 56
70 Damage, 50 with silencer
10 Rounds. 15 with Extended Mags
600 RPM
2.47 seconds loaded, 3.22 seconds unloaded
Damage Increase: Head = 50%, Chest = 10%.
Riot Shield
Unlocked at Level 1
Deflect bullets but takes up your primary weapon.
You can melee with it but it takes two hits to kill someone in non hardcore matches (1 hit in hardcore). so it does 50 Damage per hit.
After a lot of damage it becomes hard to see through it.
When you switch to a secondary weapon the riot shield goes on your back which will continue to deflect bullets and damage.
You cannot go prone when you have it in front of you.
Handguns
Handguns are best for CQB. They have low power and low bullet penetration.
All handgun attachments are as follows:
-FMJ (10 Kills)
-Silencer (25 Kills/Not compatible with .44 Magnum and Desert Eagle)
-Akimbo (50 Kills)
-Tactical Knife (75 Kills/100 for .44 Magnum and Desert Eagle)
-Extended Mags (100 Kills/Not Compatible with .44 Magnum and Desert Eagle)
USP .45
Semi Automatic Pistol, low kick
Unlocked at Level 4
25-40 Damage
12 Rounds. 18 Rounds with Extended Mags.
750-1500 MWU unsilenced, 350-650 MWU silenced
1.613 Seconds loaded, 1.917 Seconds unloaded
.44 Magnum
High power semi auto magnum with big kickback
Unlocked at Level 26
35-50 Damage
6 Rounds
500-1250 MWU
2.86 Seconds
M9
Low powered semi auto pistol, low kick
Unlocked at Level 46
25-40 Damage
15 Rounds. 25 Rounds with Extended Mags
700-900 MWU unsilenced, 300-550 MWU silenced
1.6 seconds loaded, 1.9 seconds unloaded
When silenced you still show up on enemy radar.
Desert Eagle (AKA Deagle)
High power semi auto magnum with big kickback.
Unlocked at Level 62
30-50 Damage
7 Rounds
500-1250 MWU
1.96 seconds loaded, 2.1 seconds unloaded
Machine Pistols
Machine Pistols have high rate of fire and are best for CQB. They have medium to low power and low bullet penetration.
All machine pistol attachments are as follows:
-Red Dot Sight (10 Kills)
-Silencer (25 Kills)
-FMJ (50 Kills)
-Akimbo (75 Kills)
-Holographic Sight (100 Kills)
-Extended Mags (150 Kills)
PP-2000
Fully automatic. Decent ROF. And great accuracy.
Unlocked at Level 1
20-40 Damage
20 Rounds. 30 Rounds with Extended Mags
650-1000 MWU unsilenced, 200-600 MWU silenced
700 RPM
1.7 seconds loaded, 2.34 seconds unloaded
G18 (AKA Glock)
Fully automatic, High ROF and Kickback.
Unlocked at Level 22
20-30 Damage
33 Rounds. 49 Rounds with Extended Mags.
600-750 MWU unsilenced, 250-450 MWU silenced
1100 RPM
2.08 seconds loaded, 2.73 seconds unloaded
M93 Raffica (AKA Beretta M93R)
3 Round Burst, best at close range. Accurate and powerful.
Unlocked at Level 38
30-40 Damage
20 Rounds. 30 Rounds with Extended Mags
750-1000 MWU unsilenced, 300-600 MWU silenced
925 RPM For Each Burst, 450 RPM Overall
1.55 seconds loaded, 1.68 seconds unloaded
TMP
Fully automatic, decent ROF and very accurate.
Unlocked at Level 58
20-30 Damage
15 Rounds. 25 with Extended Mags.
500-1000 MWU unsilenced, 200-600 MWU silenced
900 RPM
1.81 seconds loaded, 2.47 seconds unloaded
Shotguns
Shotguns are basically designed for CQB. High Power but low range. Shotguns have different multipliers than the other guns. Depending on the amount of bullets you get from the spread of the shotgun you will get a x8 or x6 multiplier. So the closer you are the better for a chance as getting the full blast on the enemy. The range drops off quickly too for the power. Even more so with silencers. The range for shotguns are different then the other guns. Let’s use the SPAS-12 as an example. 500-1000 MWU with 20-40 power per shot means point blank range to 500 MWU will give you 40 power, then the power drops off to 20 BP at the 1000 MWU mark, after that you will not give any damage because the shot will not reach the enemy. Shotguns DO NOT have damage multipliers or increases for headshots.
All shotguns attachments with the exception of the Ranger and Winchester 1887 are as follows:
-Red Dot Sight (10 Klls)
-Silencer (25 Kills)
-Grip (75 Kills)
-FMJ (150 Kills)
-Holographic Sight (250 Kills)
-Extended Mags (400 Kills)
Model 1887 and Ranger Attachments are as follows:
-Akimbo (10 Kills)
-FMJ (50 Kills)
SPAS-12
Pump Action shotgun
Unlocked at Level 1
20-40 Damage x8
8 Rounds. 16 Rounds with Extended Mags
500-1000 MWU unsilenced, 200-650 MWU silenced
65 RPM
2 seconds per round.
AA-12
Fully automatic shotgun
Unlocked at Level 12
15-20 Damage x8
8 Rounds. 16 Rounds with Extended Mags
500-750 MWU unsilenced, 200-500 MWU silenced
400 RPM
2.77 seconds loaded, 3.8 seconds unloaded
Striker
Semi Auto Shotgun
Unlocked at Level 34
15-25 Damage x6
12 Rounds. 16 Rounds with Extended Mags
400-850 MWU unsilenced, 100-550 MWU silenced
333 RPM
1.6 seconds per round.
Ranger
Double Barreled sawed off shotgun. Use the left or right fire triggers to fire the gun.
Unlocked at Level 42
25-75 Damage x6
2 Rounds
250-600 MWU
2.55 Seconds
M1014
Semi Automatic shotgun
Unlocked at Level 54
20-40 Damage x8
4 Rounds. 6 Rounds with Extended Mags
500-750 MWU unsilenced, 250-600 MWU silenced
300 RPM
1.4 Seconds per round
Model 1887 (AKA the Winchester 1887)
Lever Action shotgun
Unlocked at Level 67
35 Damage x8
5 Rounds
500-750 MWU
41 RPM
2.75 seconds per round.
Launchers
Launchers are used to blow up vehicles and other killstreaks.
There are no attachments on Launchers
AT4-HS
Free fire or vehicle lock-on Rocket that explodes on contact
Unlocked at Level 1
25-150 Damage
1 Rocket
2.95 seconds
Thumper x2
A hand held 40MM grenade launcher which fires one grenade at a time. Grenades must travel a short distance before they explode.
Unlocked at Level 14
25-155 Damage in a 300 MWU blast radius. 135 Damage for Direct Impact
2 Grenades
3.11 seconds
Stinger (AKA FIM-92 Stinger)
Lock On Required Rocket. Only able to lock on to vehicles.
Unlocked at Level 30
1000 Damage
2 Rockets.
3.37 Seconds
Javelin (AKA FGM-148 Javelin)
Lock on Required Rocket. Able to lock onto map locations and vehicles.
Unlocked at Level 50
1000 Damage
1 Rocket.
4.66 Seconds
RPG-7 X2
Two Free Fire Rockets that explode on contact with arching flight patterns.
Unlocked at Level 65
30-160 Damage
2 Rockets.
3.292 Seconds
Equipment
You can choose one piece of equipment per class. Once you use your equipment (minus tactical insertion, throwing knife, and blast shield) you can pick more up with the scavenger perk.
Frag Grenade
Cookable Frag Grenades. Only one available at a time. Can be thrown further than Semtex, but rolls when it hits the ground without being cooked.
Semtex
Timed Sticky Explosive. You can’t cook in your hand but if you throw it at a long enough distance it will explode when it sticks to whatever. Only one available at a time. Bigger blast radius than the Frag, shorter explosive time too. About half the time of a frag.
Throwing Knife
One Hit kill knife that you throw and can pick back up. One knife per life, unless you have the scavenger perk. You can also pick up other people’s throwing knives if they’re on the floor or wherever by holding X/Square just like if you were to pick up your own throwing knife.
Tactical Insertion
Choose where to spawn by striking a flare and dropping it where you stand. Green for friendly and red for enemy. Can be destroyed by walking over and enemy flare and holding X/Square or by shooting or throwing a grenade on it. If it is destroyed the game tells you and you have to wait to respawn to get another one or have the scavenger perk to pick up another.
Blast Shield
Not to be confused with the riot shield. This is worn on the head which takes off the mini map and blackens the edges of the screen. It reduces explosives damage and makes you invincible to stun grenades. With the blast shield you can survive many explosives, but not if you get the full blast. If you take a grenade launcher explosion dead on or are standing directly over a grenade you will die. If the enemy has danger close then you don’t have to get a direct blast to die. Killstreak explosives will always kill you as well. If you have a riot shield and blast shield then you can survive a lot more explosives without danger clsoe including being stuck by a semtex grenade. If you use an explosive on someone wearing blast sheild, a little blast shield icon will pop up where the damage indicator is.
Claymores
(AKA M18A1 Anti-Personnel Mine) Motion detonated Mines. Only one available at a time. If they get flash banged, stun grenaded, or EMP’d they will not get set off by motion for about 5 seconds (or entire time EMP is up). More can be picked up with scavenger but only two can be set down, once a third is set down the first explodes.
C4
(AKA Composition 4) Remote detonated explosives. Only one available at a time. To use click the equipment button once to set one down (sticks on walls too) and then click the equipment button or the reload button twice to detonate. If stun grenaded, flashbanged, or EMP’d it will not be able to work by remote detonation for about 5 seconds (or entire time EMP is up). More can be picked up with scavenger but only two can be set down, once a third is set down the first explodes.
Special Grenades
Flashbang x2 – Blinds and Deafens Target depending on range from flashbang
Smoke grenade x1 – Creates a cloud of smoke
Stun grenade x2 – Disorients and slows down target depending on range from stun grenade
Campaign/Spec Ops Only Weapons
In Modern Warfare 2 there are some weapons or weapon attachment combinations that don’t appear in the multiplayer, but single player only. Also the magazine size can vary from multiplayer’s magazine size. An example is the SCAR-H which uses a 30 round mag in the single player but a 20 round mag in multiplayer (extended mags gets it to 30). Just about all weapons in the multiplayer have better accuracy and less kick aswell. Some of the gun’s rate of fire is changed too.
- Dragunov – A semi-auto sniper that was in MW1. Found in many levels including Hornet’s Nest.
- M1911 – A Semi-auto pistol only shown in the campaign. It can only be used in the museum level.
- W1200 – A pump action shotgun. It is only found on the museum level in the snow scene directly to your left when you start off. One of the men is holding it. It is also featured in Call of Duty 4 Modern Warfare.
- M14 EBR – It’s the same sniper as the M21 EBR which is in the multiplayer but it’s just named different. However, in real life there is no such thing as an M21 EBR.
- M2 Browning Machine Gun – This is a machine gun mounted to the back of a truck (A “Technical”) with infinite bullets. Show on the level “Hornet’s Nest”
- Laser – A laser mounted on various guns to designate targets.
- AN/PEQ-2A – An infrared laser found on certain guns. It emits a laser only seen with night vision goggles on.
- Landmines – Landmines that are hard to see and pop up from the ground to kill everyone in a 360 degree explosion. Found in the mission Loose Ends.
Along with those weapons are special attachment combos that are campaign only. The attachements are either not compatible with the multiplayer guns or they have more than two attachements such as:
- SCAR-H w/Foregrip found in S.S.D.D.
- AUG HBAR w/Sniper Scope and Grip (just says AUG HBAR Scoped) found in various levels including Cliffhanger. Even though it’s the same scope as the sniper, it doesn’t zoom in as much as a sniper scope.
- PP-2000 w/Thermal Scope found in the only easy day… was yesterday.
- AA-12 w/Heartbeat Sensor, Silencer, and Red Dot Sight found in spec ops mission “Acceptable Losses”.
- ACR w/Red Dot Sight, Silencer, and Heartbeat Sensor found in Cliffhanger and Just Like Old Times.
- Tar-21 w/Red Dot Sight. Found in Wolverines! This is campaign only because if you unlock RDS in multiplayer it comes out as a MARS sight.
- F2000 w/Red Dot Sight. Found in No Russian. This is campaign only because if you unlock RDS in multiplayer it comes out as a sort of MARS Sight.
- SCAR-H w/ Red Dot, Extended Mags, Shotgun or Grenade Launcher
- M4A1 SOPMOD (Silencer, RDS, Grenade Launcher) found in the only easy day… was yesterday. After a certain part in the level(the C4), the silencer comes off and it becomes a M4A1 Grenadier
- SCAR-H w/Thermal Scope, Silencer, and Extended Mags. Found on the only easy day… was yesterday. After a certain part in the level (The C4), the silencer comes off.
- MP5K without Grip. Found throughout the campaign. The grip is standard on the multiplayer.
- M1014, TMP, and SCAR ammo always equals the muiltiplayer’s extended mags version of ammo. Although the M1014’s amount is still one more than extended mags on multiplayer.
- The Shotgun Mounted on the AR gets 7 shots instead of 4
- The UMP45 has 25 Rounds per mag instead of 32.
- If you pick up any USP.45 as Task Force 141 (not sure about rangers) then you automatically go with tactical knife
- The M93 Raffica is just called the M93 in the campaign. It also doesn’t use the stock or show it in the little icon for picking the gun up.
- The AUG HBAR always seems to have a grip on them
- The M14 EBR can be found on the spec ops mission “Breach and Clear” without a scope. It’s the only place to find it without one.
Attachments
None of the attachments take up perk slots anymore. You can choose one attachment for a primary and one attachment for a secondary weapon unless you have the bling perk which allows two attachments. However, some attachments cannot be put on together with bling. An obvious example would be red dot and ACOG sights on the same gun. Grenade Launchers and Shotgun attachments can’t be on at the same time either. No two sights/scopes can be used at the same time. Akimbo cannot be used with any weapon sight or tactical knife either.
Red Dot Sight
Replaces Iron Sights with a Red Dot Sight. It gives no more zoom than aiming down the sights of any gun (ADS) with or without a red dot.
Holographic Sight
Same as Red Dot Sight but with a circle around the red dot and bigger edges to show off more camo. It gives no more zoom than the red dot which is the same amount as aiming down the sights of any gun (ADS). The holographic sight adds an addition 5 points to the lowest base power of the FAL only. Also it seems to make the grouping tighter on the M16.
MARS Sight
Circular Red Dot Sight found on the TAR-21 and F2000 as it’s their only red dot sight. Even the little icon when you pick up the gun has these sights built into them. You can see them on the side of theTAR-21 and F2000. The F2000’s MARS sight is not affected by an EMP.
ACOG Sight/Scope
(Advanced Combat Optical Gunsight) A scope with sniper like crosshairs. There is little to no sway on Assault Rifles/Sub Machine Guns and high sway on sniper rifles. Light Machine Guns are kind of inbetween. But once you fire any of the guns it can kick all over. Semi auto and burst fire guns work best with the ACOG. The ACOG scope gives more zoom than the Red Dot and Holographic sights.
SUSAT Scope
An ACOG like scope found only on the L86 LSW Light Machine Gun. It replaces the ACOG scope. If found on the ground it says “Scoped L86 LSW”
Thermal Scope
A scope that allows you to see body heat marked as white unless the enemy has the cold blooded perk. Friendlies show up as white too but flash white. With the Thermal Scope you have as much sway as a sniper scope no matter what gun you put it on. You also have the option to hold your breath. Thermal Scopes have the same zoom as sniper scopes.
Sniper Scope
The Sniper scope can only be used on sniper rifles. It doesn’t actually count as an attachment but is on all snipers by default. Hold your breath to steady the scope and aim better. All the scopes look the same in MW2.
Grenade Launcher
25-155 Damage in a 300 MWU blast radius. 135 Damage for Direct Impact. A launcher attached to Assault Rifles that shoots grenades. If you don’t shoot it far enough it will not explode. If you shoot it directly at the person you can get “direct impact” which will kill them and count as a kill towards your gun and grenade launcher challenges. Only 2 grenades can be carried in multiplayer at a time. Each grenade kill now counts as a kill for the gun challenges. All assault rifles use the M203 Greande Launcher except for the AK-47 which still uses the GP-25. When you switch to the GL it gives you different crosshairs.
Heartbeat Sensor
A small foldable(foldable only on single player) sensor on the side of your gun that shows enemies as red dots when close by. It also makes a little beep when enemies come on the HBS. Friendlies are green dots.
Shotgun
A pump-action shotgun attached to Assault Rifles. 4 Rounds in each mag with a total of 12 shots. Each kill counts as a kill towards the gun challenges. You use the same crosshairs as the gun you’re using. 77RPM. 2.37s RT Per round. 1-25BP with x6 multiplier. 1250-2500 MWU.
Silencer/Suppressor
Sound suppressor that reduces muzzle flash and sound when firing. You don’t show up on radar when firing the weapon either unless UAV Recon is called in. If you capture a position in domination with a silenced weapon the announcer will not say “Alpha, Bravo, or Charlie being taken” but the letter will still blink. (Lowers Range) It would seem silencers lower the range on all guns letting you reach the base power of the gun at a smaller distance (35 on FAL instead of 55 for example). But for Sniper Rifles and LMGs, it puts the base power down instead of just lowering the range.
Extended Magazine
More bullets in each magazine, but doesn’t add total bullets carried. An example is the scar without EM has three magazines with 20 bullets each. With EM has two magazines with 30 bullets each. I believe Extended Mags on ARs gives a 50% increase to each mag. Same with SMGs and LMGs. Snipers and Shotguns give 100% increase.
Full Metal Jacket (FMJ)
Deeper bullet penetration through walls. Sometimes called “Explosive Rounds” on certain guns.(Raises Damage)
Akimbo
Dual Wield SMGs, Machine Pistols, Handguns and two certain shotguns. Not compatible with Red Dot Sight, Holographic Sight, ACOG Scope, or Thermal Scope when bling is used.
Rapid Fire
Increases rate of fire on SMGs by 33%.
Foregrip
A grip mounted on LMGs and shotguns to improve accuracy. Reduces recoil when firing and makes the cross hairs smaller when hip firing. Only used as an attachment on LMGs and Shotguns. It’s automatically mounted on the M4A1, Vector, MP5K, and the TMP. It can be seen on the multiplayer screen attached to the SCAR-H. And useable on the SCAR-H on the first level of the campaign.
Tactical Knife
You hold out a knife with your pistol for faster knife kills. Each Knife with the tactical knife counts towards a kill for that gun you’re using it with, but they do not count towards prestige veteran kills for that particular gun.
Camouflage
Only Primay weapons can use camouflage.
None
Standard Finish. (Default)
Woodland
(5 Headshots to unlock)
Digital
(15 Headshots to unlock)
Urban
(30 Headshots to unlock)
Blue Tiger
(75 Headshots to unlock)
Red Tiger
(150 Headshots to unlock)
Fall
(250 Headshots to unlock)
White Tape/Zebra
Found on the levels “Cliffhanger”, “The Only Easy Day…Was Yesterday”, “The Gulag”, “Contingency”, and “Museum”, as well as the Spec Ops missions “Evasion,” “Wetwork,” “Acceptable Losses,” and “Sniper Fi.” Found ONLY on the FAMAS. Not available on multiplayer.
Ghillie Suits
Now when sniping you always wear some type of ghillie suit. Once you unlock basic training challenges you get a special challenge that allows you to unlock more ghillie suits. You need one-shot kills with sniper rifles. You unlock arctic (50 Kills), urban (100 Kills), and desert (200 kills) suits that gives you the right ghillie suit depending on the map. There are two different Ghillie Suits. It depends on which team you’re on. One looks like the old full dress ghillie suit and the other looks like there’s grass just on the back.