Classes
Medal of Honor has three classes you can choose from when playing Multiplayer. Each class has certain weapons and set ups.Rifleman class uses Assault Rifles and Light Machine Guns. This class is best used at medium to close range. The Assault Rifles usually have grenade launchers. The Rifleman class uses smoke grenades instead of frag grenades.
Special Ops class uses Submachine Guns, Personal Defense Weapons, Carbines, and Shotguns. This class is generally for close quarter combat. Along with those weapons you have a rocket launcher and frag grenade.
Sniper class uses Sniper Rifles and Battle Rifles. This class is best for long range battles. Along with those two weapons you are given remote controlled explosive devices and a frag grenade.
Weapons
Medal of Honor features 37 various weapons. There are 17 primary weapons, 2 side arms, 11 explosives and equipment (melee/grenades/launchers), 2 stationary weapons, and 5 campaign only weapons. DICE tries to feature a weapon for the coalition and a counterpart weapon for the OpFor. They are usually pretty close to eachother in stats. Each primary weapon falls under one of three classes: Rifleman, Special Ops, and Sniper. Depending on the class you will receive a frag grenade (special ops and sniper) or smoke grenade (rifleman) along with a melee weapon. When it comes to explosives Special Ops classes receive rocket launchers, Rifleman classes receive 40 MM Grenade Launchers on their assault rifles, and Sniper classes receive remote detonated explosives.
When playing against others online you can trade your class for a class of someone you killed by walking over the gun on the ground and holding the right button. You will trade all your weapons for theirs.
Each gun has a “veteran” version which is the exact same gun statistically. The only difference is how the gun looks, which is usually old and broken down.
Damage to limbs (arms and legs) is now reduced by 20%
Rifleman
The Rifleman class consists of Assault Rifles and Light Machine Guns. If you equip an assault rifle you have the ability to use it’s grenade launcher, but if you use a machine gun you won’t have any explosives. Along with your guns you are given one smoke grenade.
When playing it by ear it seems like the rifleman guns kill with 3-4 bullets depending on range or headshots.
M16A4
Assault Rifle
Full Auto.
30 Round Mag + 120 Rounds
2.7 Seconds Reload Time
650 RPM
Default Unlocked for Coalition.
Unlocked at Lvl 12 Tier 1 Operator for the Rifleman class for Opfor.
AK-47
Assault Rifle
Full Auto.
30 Round Mag + 120 Rounds
2.9 Seconds Reload Time
600 RPM
Default Unlocked for OpFor
Unlocked at Lvl 12 Tier 1 Operator of the Rifleman class for Coalition.
M249
AKA M249 SAW
Light Machine Gun
Full Auto.
100 Round Box Mag + 100 Rounds
5.5 Seconds Reload Time
750 RPM
Unlocked at Lvl 4 Veteran of the Rifleman Class for Coalition.
Unlocked at Lvl 14 Tier 1 Elite of the Rifleman class for OpFor.
PKM
Light Machine Gun
Full Auto.
100 Round Box Mag + 100 Rounds
5.5 Seconds Reload Time
750 RPM
Unlocked at Lvl 4 Veteran of the Rifleman Class for OpFor.
Unlocked at Lvl 14 Tier 1 Elite of the Rifleman class for Coalition.
F2000
AKA FN 2000
Assault Rifle
Full Auto.
30 Round Mag + 120 Rounds
2.8 Seconds Reload Time
800 RPM
The F2000 uses the Coalition Optics.
Unlocked at Lvl 9 Tier 1 Regular of the Rifleman Class for both Factions.
M60
Machine Gun
Full Auto.
100 Round Box Mag + 100 Rounds
5.3 Seconds Reload Time
500 RPM
Unlocked with a special pre order code for both Factions. Uses Coalition Optics.
RPK
Light Machine Gun
Full Auto
100 Round Box Mag + 300 Rounds
4.6 Seconds Reload Time
750 RPM
Unlocked with a pre order from the EA store. Currently PC version only. Uses OpFor Optics
M240
Light Machine Gun
Full Auto
100 Round Box Mag + 300 Rounds
4.6 Seconds Reload Time
750 RPM
Unlocked with a pre order from the EA store. Currently PC version only. Uses Coalition Optics
Grenade Launcher (M203/GP-25/GL1)
Grenade Launchers are default attachments on Assault Rifles. They fire 40 MM grenades that have about the same power as regular frag grenades.
Each assault rifle uses a different type of Grenade Launcher. The M16A4 uses the M203, The AK-47 uses the GP-25, and the F2000 uses the GL1.
2 40MM Grenades are given for the M203, but 3 for the GP-25 and GL1.
Each one has a 2.3 Seconds Reload Time.
Special Ops
The Special Ops class consists of Carbines, Personal Defense Weapons, and Shotguns. They are best suited for close quarter battling. Each Special Ops class contains one rocket launcher and one frag grenade.
When playing it by ear it seems like the special ops weapons kill with 3-5 shots depending on range and headshots. Shotguns will kill with 1-2 shots depending on range.
M4A1
Carbine
Full Auto.
30 Round Mag + 120 Rounds
3 Seconds Reload Time
750 RPM
Default Unlocked for Coalition.
Unlocked at Lvl 12 Tier 1 Operator of Special Ops class for OpFor.
MP7A1
Personal Defense Weapon
Full Auto.
40 Round Mag + 160 Rounds
3 Seconds Reload Time
900 RPM
Unlocked with the Limited Edition for both Factions. Uses Coalition Optics.
AKS-74U
Carbine
Full Auto.
30 Round Mag + 120 Rounds
2.7 Seconds Reload Time
750 RPM
Default Unlocked for OpFor.
Unlocked at Lvl 12 Tier 1 Operator of Special Ops class for Coalition.
870 MCS
Combat Shotgun
Pump-Action
8 Shells per Shotgun + 32 Rounds. 5 Slugs per Shotgun +20.
1.5 Seconds Reload Time for Pump-Action, +1 Second for each shell.
60 RPM
Unlocked at Lvl 4 Veteran of Special Ops Class or default unlocked with Limited Edition for Coalition.
Unlocked at Lvl 14 Tier 1 Elite of Special Ops Class for OpFor.
TOZ-194
Combat Shotgun
Pump-Action
8 Shells per Shotgun + 32 Rounds. 5 Slugs per Shotgun +20.
1.5 Seconds Reload Time for Pump-Action, +1 Second for each shell.
60 RPM
Unlocked at Lvl 4 Veteran of Special Ops Class or default unlocked with Limited Edition for OpFor.
Unlocked at Lvl 14 Tier 1 Elite of Special Ops Class for Coalition.
P90
Personal Defense Weapon
Full Auto.
50 Round Mag + 200 Rounds.
3.5 Second Reload Time
850 RPM
Uses Coalition Optics and has it’s own default reflex sight.
Unlocked at Lvl 9 Tier 1 Regular of the Special Ops Class for both Factions.
AT4
Coalition
Single Fire Rocket Launcher
2 Rockets.
Used on Specialist class
3.5 Seconds Reload Time
RPG-7
OpFor
Single Fire Rocket Launcher
2 Rockets.
Used on Specialist class
3.6 Seconds Reload Time
Sniper
The Sniper Class is made up of battle rifles (semi auto) and sniper rifles (Bolt-Action). Each Sniper class has a remote detonated explosive device and 2 frag grenades.
M21
Battle Rifle
Semi Auto.
10 Round Mag + 40 Rounds
2.75 Seconds Reload Time
1 Shot Kill to head, 2 Shot Kill to body
Default Unlocked for Coalition.
Unlocked at Lvl 12 Tier 1 Operator of Sniper Class for OpFor.
M24
Sniper Rifle
Bolt-Action.
5 Round Mag + 25 Rounds
4.7 Seconds Reload Time
1 Shot Kill to head, 1 shot kill to body within 9.6 Meters, 2 shot kill to body outside of 9.6M.
120 RPM
Unlocked at Lvl 4 Veteran of Sniper Class or default unlocked via EA Gun Club for Coalition.
Unlocked at Lvl 12 Tier 1 Operator of Sniper Class for OpFor.
SVD
AKA Dragunov
Battle Rifle
Semi Auto.
10 Round Mag + 40 Rounds.
2.75 Seconds Reload Time
1 Shot Kill to head, 2 Shot Kill to body
Default Unlocked for OpFor
Unlocked at Lvl 12 Tier 1 Operator of Sniper Class for Coalition.
SV-98
Sniper Rifle
Bolt-Action.
5 Round Mag + 25 Rounds
4.4 Seconds Reload Time
1 Shot Kill to head, 1 shot kill to body within 9.6 Meters, 2 shot kill to body outside of 9.6M.
120 RPM
Unlocked at Lvl 4 Veteran of Sniper Class or default unlocked via EA Gun Club for OpFor
Unlocked at Lvl 12 Tier 1 Operator of Sniper Class for Coalition.
G3
Battle Rifle
Semi Auto.
20 Round Mag + 60 Rounds
3 Seconds Reload Time.
The G3 has it’s own Combat Scope, coalition red dot, and no useable iron sights.
Unlocked at Lvl 9 Tier 1 Regular of Sniper Class for both Factions.
C4
Coalition
2 C4. Remote Controlled Explosives.
C4 can be exploded by hand grenades or rockets, but not bullets.
Used on the Sniper Class
I.E.D.
OpFor
2 IEDs. Remote Controlled Explosives.
IEDs can be exploded by hand grenades or rockets, but not bullets.
Used on the Sniper Class
Side Arms
Every class has the one side arm as a back up weapon. Depending on the faction you’re on you will use the M9 or Tariq which is basically the same weapon. Side arms can kill in two shots at point blank range, but at far range it can take up to 5 shots to kill an enemy.
M9
Coalition
Pistol
Semi Auto.
12 Round Mag + 36 Rounds (+48 with extra mag unlock)
2.3 Seconds Reload Time
Tariq
OpFor
Pistol
Semi Auto.
12 Round Mag + 36 Rounds (+48 with extra mag unlock)
2.3 Seconds Reload Time
Misc
M67 Hand Grenade
Frag grenades can be cooked to a count of 3 (1.5 seconds?) and then thrown automatically. The 4th count it will explode. 1 is given by default to Special Ops and and 2 are given by default to Snipers.
M18 Smoke Grenade
Smoke grenades are grenades that explode after about 2 seconds. A small cloud of smoke appears for 6 seconds. 1 is given by default to Rifleman. Smoke grenades give very little damage, so it may be possible to kill someone with a smoke grenade if they’re weak enough.
Combat Knife/Axe
One Hit Kill Melee. Coalition uses the combat knife while OpFor uses the Axe.
Upgrades
Each primary weapon has three slots to customize and kit up your weapon. You can add ammo types, weapon optics, suppressors and more! Not all attachments can fit all weapons. You can only use one per slot. One for rail, one for barrel, one for base.
Rail Slot
The rail slot is saved for different optics you can place on your guns. The Coalition has different optics from the OpFor guns. I will give pictures of all the optics in the same location to compare zoom. Here is the default zoom:
Irons Sights
Default weapon sights attached to all guns except for sniper rifles and the P90.
Reflex Sight
Coalition/OpFor
A red dot optic is given to replace your iron sights. There are two red dot scopes, one for Coalition guns and one for OpFor guns. The red dot can attach to all guns except for bolt action sniper rifles. They are the default rail slot on Battle Rifles. Unlocked at Lvl 3 Expert of Rifleman and Special Ops classes.
Sniper Scope
Coalition/OpFor
Default scope that attaches to Bolt Action Sniper Rifles. When aiming with this scope you will notice sway. You have to hold down the left stick in order to steady it.
Combat Scope
Coalition/OpFor/G3
Attaches to all guns except Bolt Action Sniper Rifles. Gives better zoom over the red dot. The G3 has it’s own version of the Combat Scope. Unlocked at Lvl 7 Elite of Rifleman and Special Ops Classes. Unlocked at Lvl 3 Expert of Sniper Class.
High Power Scope
Coalition/OpFor
A high powered scope for Bolt-Action sniper rifles that allows you to see even further than normal sniper scopes. Unlocked at Lvl 7 Elite of Sniper Class.
Barrel Slot
The barrel slot is for upgrades that will improve one stat while degrading another. Usually involving accuracy and power.
Stock Barrel
The default barrel on all guns. No change to anything.
Suppressors
Muzzle flash is hidden and recoil is lessened. Attaches to all guns except Light Machine Guns, pistols, Bolt-Action Sniper Rifles, and Shotguns. When you shoot a weapon with a suppressor you will not come up on the radar unless intel is up. I’ve read that suppressors drop your weapon damage by 25% although I haven’t confirmed this.
Unlocked at Lvl 5 Operator of Rifleman and Special Ops Classes.
Unlocked at Lvl 8 Tier 1 Recruit of Sniper Class.
Muzzle Brakes
Improves accuracy but reduces range and power. Similar to a supporessor. Attaches to Light Machine Guns.
Unlocked at Lvl 8 Tier 1 Recruit of Rifleman Class.
Laser Sights
Increases accuracy with a red laser point out of your gun. However, the opposing team can see the laser just like you can. Attaches to Specialist Guns
Unlocked at Lvl 8 Tier 1 Recruit of Special Ops Class.
Rangefinder
Attaches to Bolt-Action Sniper Rifles. It supposedly gives you more accuracy over long ranges.
Unlocked at Lvl 5 Operator of Sniper Class.
Base Slot
The base slot contains different ammo types or more ammo. These will affect the max ammo you can carry, not just the amount of ammo you start out with.
Standard Magazine
The default base slot on all guns. Standard amount of ammunition.
Extra Magazine
Adds one more magazine to your entire load out.
Unlocked at Lvl 2 Regular of Rifleman, Special Ops, and Sniper Classes.
Shotgun Slugs
Attaches to shotguns. Gives up buckshot spread for a slug. Does more damage at further ranges as opposed to the shotgun shells. You get less rounds with slugs than shotgun shells.
Unlocked at Lvl 6 Commander of Special Ops Class.
Open-Tip Ammunition
Each bullet does more damage but has less range. Attaches to all guns except shotguns and pistols. You lose one magazine if you attach this to your gun. If you have 120 extra rounds by default, you will have 90 now. I’ve read that Open-Top Ammunition increases your weapon damage by 25% although I haven’t confirmed this.
Unlocked at Lvl 6 Commander of Rifleman and Sniper Classes.
Campaign Only Weapons
There are a few weapons you can only find in the single player Campaign. Some of the weapons in the campaign have different stats from the multiplayer counter parts. All weapons can kill with one shot to the head. I will list all the weapons you can find in the single player campaign. If you pick up an enemy weapon you will only have one magazine. You will have to search for similar weapons that use the same ammo type to get more ammo. If you are playing on easy difficulty then certain guns will have full ammo when you pick them up. If you use coalition guns such as the M4, M14, M249, M110, M1014, and 870 MSC, you can get more ammo from your team mates at any time.
M4
Uses: 5.56 x 45 NATO.
Full Auto and Semi Auto Carbine. There are many modded versions of the M4 in the campaign. Some have red dot sights while others have red dot scopes. Some have the PEQ-2 infrared laser on them. One version even has a grenade launcher attached to it. It is the most used weapon in the campaign by the coalition.
AK-47
Uses: 7.62 x 39
There are different kinds of AK-47s in the campaign. There are some with grips and some with different color schemes. They can only be fired on full auto and found on dead enemies. It is the most used weapon of the Taliban.
G3A3
Uses: 7.62 x 51 NATO
The G3A3, simply called G3 in multiplayer, is slightly different in the campaign. It has a 30 round magazine and the option to switch between Full Auto and Semi Auto. This is probably the most used weapon of the Chechen.
AKS-74U
Uses: 5.45 x 39
This is a OpFor carbine. Possibly the second most common weapon among the Taliban. Can only be picked up off of dead bodies.
MP7A1
This is a coalition personal defense weapon. If you did not get the Limited Edition of MOH you can use this gun in the campaign only. Find it on the missions “Running With Wolves” and “Friends from Afar.”
M14 EBR
Semi Automatic and full auto Battle Rifle found in the campaign. 20 round magazine with 120 extra rounds. One hit kill to the head and two hit kill to the body. You can find it on the missions “Breaking Bagram,” “Dorothy’s a Bitch,” and “Compromised.”
M110
Semi Automatic Sniper Rifle found in the campaign. 20 round magazine with 60 extra rounds. One hit kill to the head and two hit kill to the body. Find it on the missions “Running With Wolves” and “Friends from Afar.”
M82
Semi Automatic Sniper Rifle used for long range sniping. Has variable zoom and is a one hit kill. Campaign only.
Dragunov SVD
Uses: 7.62 x 54
Semi Auto Sniper rifle found on certain missions on dead bodies. Usually one shot kill.
870 MCS
A pump action shotgun found in the campaign and used by the coalition. 6 rounds for a full shotgun +48 rounds extra max. You can find it on the mission “First In.”
M1014
A semi automatic shotgun found in the campaign. 7 rounds for a full shotgun and 56 extra rounds max. You can find it on the missions “Belly of the Beast” and “Rescue the Rescuers.”
PKM
Uses: 7.62 x 54
The PKM in the campaign is basically the same as the multiplayer version. It uses a 100 round box mag and can only be fired on full auto. You can find it on dead bodies or given to you by default on the mission “Breaking Bagram.”
M249
The M249 SAW is in the multiplayer and single player campaign. The only difference is the 200 round box mag that is in the single player. The multiplayer only has a 100 round box mag. You use it in the mission “Belly of the Beast.”
M60
If you did not unlock this gun in the multiplayer then this is the only place you can use it. It’s a light machine gun with a 100 round box magazine used by the Coalition. You take it from your team mate in the mission “Compromised.”
Pistols
The difference between campaign pistols and multiplayer pistols is the magazine size. You get infinite ammo with pistols in single player, but each magazine is 17 or 19 rounds depending on the mission. Some of the guns look completely different, but I have no idea which type they are since I’m not a gun nut.
Mini Gun
The minigun is a fully automatic chain gun attached to Chinook helicopters in the campaign. You can use on on the mission, “Rescue the Rescuers.” It has infinite rounds but can overheat. Does massive damage to all enemies.
SOFLAM
Special Operations Forces Laser Acquisition Marker. Used in the campaign to target areas for predators or AC-130s. It has up to a 17.9x Zoom. Also used in online multiplayer to select areas for offensive support. Offers no zoom online.
Stationary Weapons
There are stationary weapons on certain maps. If you look on the radar maps you may see a >. This is a stationary weapon. They can be blown up so nobody has the ability to use them.
AT Launcher
Found in Mazar-I-Sharif Airfield on Combat Mission. The AT Launcher is wire guided. This means once the missile is fired, you can control it by moving the sights you look through.
Machine Gun
Found in Kandahar Marketplace on Objective Raid, Shahikhot Mountains on Combat Mission, Mazar-I-Sharif Airfield on Combat Mission, and Helmand Valley on Combat Mission. The ones on Helmand Valley and Mazar-I-Sharif Airfield have blast shields that protect the shooter.