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	<title>Internet Movie Firearms Database - Guns in Movies, TV and Video Games - User contributions [en]</title>
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	<updated>2026-05-28T22:05:56Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://www.buildlogs.org/index.php?title=Talk:Call_of_Duty:_Black_Ops_Cold_War&amp;diff=1382537</id>
		<title>Talk:Call of Duty: Black Ops Cold War</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Talk:Call_of_Duty:_Black_Ops_Cold_War&amp;diff=1382537"/>
		<updated>2020-11-19T17:46:12Z</updated>

		<summary type="html">&lt;p&gt;AnActualAK47: /* Attachment descriptions */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Miscellaneous =&lt;br /&gt;
== US Air Force Pilot Survival Knife ==&lt;br /&gt;
A US Air Force Pilot Survival Knife issued to US Air Force jet pilots flying over Vietnam is carried by Sims and Adler during their time in Vietnam and Sims' knife is even featured as evidence for the campaign mission &amp;quot;Fracture Jaw&amp;quot;. Woods and Adler also carry such knives, presumably their own knives from Vietnam, in the 1981 segments of the campaign.&lt;br /&gt;
&lt;br /&gt;
== Vietnam War Period US Military Tomahawk ==&lt;br /&gt;
A tomahawk based on those used by US forces during the Vietnam War is available in multiplayer.&lt;br /&gt;
&lt;br /&gt;
== Hybrid AK Bayonet ==&lt;br /&gt;
What appears to be a hybrid between the basic AK-47 bayonet and the AKM Type II Bayonet is tossed by a Spetsnaz operative in the multiplayer reveal trailer.&lt;br /&gt;
[[Image:AKM type 2 bayonet.jpg|thumb|none|400px|An AKM type 2 bayonet with scabbard.]]&lt;br /&gt;
&lt;br /&gt;
== Shtrafbat Knife ==&lt;br /&gt;
What appears to be a Russian Shtrafbat knife is used by Spetsnaz operatives to dispatch the walkman using US soldier in the multiplayer reveal trailer and is carried by multiplayer operator Stone inaccurately in a [http://monkeyedgeblog.com/cool-guy-kit-the-raf-aircrew-knife-as-used-by-the-sas/ RAF aircrew knife sleeve sewn sheath]. It is most likely anachronistic.&lt;br /&gt;
&lt;br /&gt;
== Vietnam War Period MACV-SOG Knife ==&lt;br /&gt;
A Vietnam War period MACV-SOG knife is carried by multiplayer operatives Sims and Stone.&lt;br /&gt;
&lt;br /&gt;
== KA-BAR Knife ==&lt;br /&gt;
Th player character takes a serrated KA-BAR Knife from a dead enemy operative at the beginning of &amp;quot;Nowhere Left to Run&amp;quot;. It can be used throughout the mission.&lt;br /&gt;
&lt;br /&gt;
== Unidentified Knife ==&lt;br /&gt;
The basic knife of the game is of unknown model but appears to be based on vintage [https://www.ebay.com/itm/293732635691 Swimaster diving knives].&lt;br /&gt;
&lt;br /&gt;
== Tru-Bal Throwing Knife ==&lt;br /&gt;
A Tru-Bal throwing knife is used by Bell to eliminate Vietcong fighters in the Vietnam War flashbacks.&lt;br /&gt;
&lt;br /&gt;
== Tessina Camera ==&lt;br /&gt;
A 35mm Tessina L camera is used in the campaign to take photos of various objects of interest. The Tessina was introduced in 1957 and was [https://petapixel.com/2011/03/11/actual-spy-cameras-used-by-the-cia/ actually used by the CIA].&lt;br /&gt;
&lt;br /&gt;
== R-77 Missile ==&lt;br /&gt;
Fictionalized R-77 missiles are delivered by MiG-23 jet fighters as the &amp;quot;Cruise Missile&amp;quot; scorestreak.&lt;br /&gt;
&lt;br /&gt;
= Attachments =&lt;br /&gt;
== Optics ==&lt;br /&gt;
&lt;br /&gt;
=== &amp;quot;Microflex LED&amp;quot; ===&lt;br /&gt;
The &amp;quot;Microflex LED&amp;quot; is loosely based on the Docter or Noblex quicksight red dot for shotguns with the lens having a more conventional shape similar to the traditional Sightmark Sureshot Reflex Sight/Adco SOLO Sight. All of these red dot models are heavily anachronistic.&lt;br /&gt;
&lt;br /&gt;
=== C79 Optical Sight ===&lt;br /&gt;
The C79 Optical Sight appears as the &amp;quot;Visiontech 2x&amp;quot;. It is slightly anachronistic as it was introduced towards the end of the Cold War, in 1989.&lt;br /&gt;
&lt;br /&gt;
=== Colt Scope ===&lt;br /&gt;
The Colt scope appears as &amp;quot;Axial Arms 3x&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
=== Elbit Falcon ===&lt;br /&gt;
The Israeli Elbit Falcon sight appears as the &amp;quot;Millstop Reflex&amp;quot;, and its description describes that it is produced in the USA instead of Israel. Unlike in the first Black Ops, however, this time its appearance might not be anachronistic since this game has 1980s segments.&lt;br /&gt;
&lt;br /&gt;
=== Kobra Red Dot Sight ===&lt;br /&gt;
The anachronistic Russian Kobra red dot sight appears as the &amp;quot;Kobra Red Dot&amp;quot; and its description mentions inaccurately that it is of Soviet origin; the real Kobra was developed in the 1990s or 2000s, after the collapse of the Soviet Union. This time it is depicted with its proper circular tube unlike the earlier ''Black Ops'' iteration which had a fictional squareish shape.&lt;br /&gt;
&lt;br /&gt;
=== &amp;quot;Sillix Holoscout&amp;quot; ===&lt;br /&gt;
The &amp;quot;Sillix Holoscout&amp;quot; is a red dot sight of unknown model and make. However, its design is too modern for the Cold War era and resembles in some aspects the Steiner Optics CQT which was unveiled at Shot Show 2019.&lt;br /&gt;
&lt;br /&gt;
=== SUIT Sight ===&lt;br /&gt;
The SUIT sight appears as the &amp;quot;Royal &amp;amp; Kross 4x&amp;quot;. The real scope's right side is depicted being on the left in game.&lt;br /&gt;
&lt;br /&gt;
=== Tasco Red Dot Scope ===&lt;br /&gt;
On handguns, the &amp;quot;Millstop Reflex&amp;quot; sight takes the form of a Tasco Red Dot Scope. It's anachronistic considering the fact that it was first released in 1994.&lt;br /&gt;
&lt;br /&gt;
=== &amp;quot;Quickdot LED&amp;quot; ===&lt;br /&gt;
The &amp;quot;Quickdot LED&amp;quot; appears to be inspired by the C-More red dot sight. This is anachronistic as the C-More was introduced in 1993.&lt;br /&gt;
&lt;br /&gt;
=== &amp;quot;Hawksmoor&amp;quot; ===&lt;br /&gt;
The &amp;quot;Hawksmoor&amp;quot; appears to be a fictional and generic machinegun red dot sight combining elements from DCL110AD-3X and Trijicon MGRS Machine Gun Reflex Sight and a battery compartment resembling Meprolight Mepro M5 red dot sight. Even though it is based mainly on MG red dot sights, which are typically larger, the in game sight is depicted as being significantly smaller as to pass for a regular red dot sight. All of the referenced models and the concept of an MG red dot sight itself are heavily anachronistic.&lt;br /&gt;
&lt;br /&gt;
=== Rusak Red Dot Sight ===&lt;br /&gt;
The &amp;quot;Diamondback Reflex&amp;quot; is loosely based on the Russian Rusak red dot sight which appears to be anachronistic as these were produced in the early 90s. It is also depicted with an English on/off switch, suggesting that it is a Western bloc equipment rather than an Eastern bloc equipment in-fiction. It is available only to SMGs.&lt;br /&gt;
&lt;br /&gt;
=== OKP-7 ===&lt;br /&gt;
A stylized Russian OKP-7 red dot appears as the &amp;quot;Fastpoint Reflex&amp;quot;. It's appearance is most likely anachronistic.&lt;br /&gt;
&lt;br /&gt;
=== SUSAT Scope ===&lt;br /&gt;
The SUSAT scope appears as the &amp;quot;SUSAT Multizoom&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
=== AN/PVS-4 ===&lt;br /&gt;
The AN/PVS-4 appears as the &amp;quot;AN/PVS-4 Thermal&amp;quot;. In reality, the AN/PVS-4 is a night vision device that doesn't have thermal capabilities and as such can't work during day time. It is depicted with a non standard reticle while its proper one is inaccurately used on the game's depiction of the 1PN58 scope. The colors used with its fictional thermal mode appear to be based on the thermal mode of the biomasks from the ''Predator'' franchise.&lt;br /&gt;
&lt;br /&gt;
=== 1PN58 ===&lt;br /&gt;
The 1PN58 scope appears as the &amp;quot;Noch Sova Thermal&amp;quot;. In reality, the 1PN58 is a night vision device that doesn't have thermal capabilities and as such can't work during day time. It is depicted with the fine crosshair reticle of the AN/PVS-4 instead of its proper one and the colors used with its fictional thermal mode appear to be based on the thermal mode of the biomasks from the ''Predator'' franchise.&lt;br /&gt;
&lt;br /&gt;
== Muzzle devices ==&lt;br /&gt;
=== SilencerCo Salvo 12 ===&lt;br /&gt;
The SilencerCo Salvo 12 suppressor appears as the &amp;quot;Agency Whisper Choke&amp;quot;. Its depiction in the 1980s is anachronistic as it was introduced in 2014.&lt;br /&gt;
&lt;br /&gt;
=== Sionics Two-Stage Sound Suppressor ===&lt;br /&gt;
The Sionics Two-Stage Sound Suppressor appears as the &amp;quot;Agency Suppressor&amp;quot;. It is depicted as being attachable to rifles which is dubious to work in reality.&lt;br /&gt;
&lt;br /&gt;
=== PBS-4 ===&lt;br /&gt;
The PBS-4 appears as the &amp;quot;Agency Silencer&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
=== PBS-1 ===&lt;br /&gt;
The PBS-1 appears as the &amp;quot;Silencer&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
=== .45 ACP Knight's Armament Suppressor ===&lt;br /&gt;
The .45 ACP Knight's Armament Suppressor appears as the &amp;quot;Agency Suppressor&amp;quot; for handguns.&lt;br /&gt;
&lt;br /&gt;
=== Wilson Combat Multi-Comp Bushing Compensator ===&lt;br /&gt;
The Wilson Combat Multi-Comp Bushing Compensator appears as the &amp;quot;Muzzle Brake .45 APC&amp;quot; for the M1911. It is anachronistic as it was introduced at some point in the late 2000s.&lt;br /&gt;
&lt;br /&gt;
=== &amp;quot;Flashguard 5.56&amp;quot; ===&lt;br /&gt;
The &amp;quot;Flashguard 5.56&amp;quot; used on western assault rifles is based on the old M16 3 prong flash hider but it's incorrectly depicted with 4 prongs.&lt;br /&gt;
&lt;br /&gt;
== Foregrips ==&lt;br /&gt;
=== A1 Pistol Grip ===&lt;br /&gt;
A slightly modified A1 pistol grip is featured as the &amp;quot;SFOD Speedgrip&amp;quot; (&amp;quot;MI6 Ergonomic Grip&amp;quot; in the alpha). Using A1 grips as foregrips was actually something done by the MACV-SOG during the Vietnam War so this can be considered the only foregrip that is period appropriate in the whole game.&lt;br /&gt;
&lt;br /&gt;
=== &amp;quot;Infiltrator Grip/Red Cell Foregrip&amp;quot; ===&lt;br /&gt;
The &amp;quot;Infiltrator Grip&amp;quot; (known as &amp;quot;Marshal Foregrip&amp;quot; in the alpha) used on western rifles and &amp;quot;Red Cell Foregrip&amp;quot; used on western SMGs appear to be inspired by the BCM Gunfighter vertical grip. This kind of foregrip is anachronistic for the 1980s.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Marshal Foregrip&amp;quot; used on eastern bloc weapons is a chopped BS-1 grenade launcher grip.&lt;br /&gt;
&lt;br /&gt;
=== &amp;quot;Front Grip&amp;quot; ===&lt;br /&gt;
The &amp;quot;Front Grip&amp;quot; is essentially a chopped AIM grip.&lt;br /&gt;
&lt;br /&gt;
=== &amp;quot;Patrol Grip&amp;quot; ===&lt;br /&gt;
The &amp;quot;Patrol Grip&amp;quot; used on western weapons is a modified FN Minimi style grip.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Patrol Grip&amp;quot; used on eastern bloc weapons is an AKM-63 foregrip.&lt;br /&gt;
&lt;br /&gt;
=== &amp;quot;Foregrip&amp;quot; ===&lt;br /&gt;
The &amp;quot;Foregrip&amp;quot; appears to be inspired by the aluminum Kley Zion or LMT grip.&lt;br /&gt;
&lt;br /&gt;
=== &amp;quot;Field Agent Grip&amp;quot; ===&lt;br /&gt;
The &amp;quot;Field Agent Grip&amp;quot; used on western weapons is an FN FAL grip.&lt;br /&gt;
&lt;br /&gt;
=== Knight's Armament Vertical Grip ===&lt;br /&gt;
A stylized Knight's Armament vertical grip appears as the &amp;quot;Field Agent Grip&amp;quot; and &amp;quot;Foregrip&amp;quot; for the QBZ.&lt;br /&gt;
&lt;br /&gt;
== Magazines ==&lt;br /&gt;
=== &amp;quot;40 Rd&amp;quot; ===&lt;br /&gt;
The &amp;quot;40 Rd&amp;quot; magazine used on western weapons is a fictional quad stack steel STANAG magazine inspired by the SureFire MAG5-60. The SureFire MAG5-60 is anachronistic for the 1980s and the concept of a quad stack STANAG magazine didn't exist back then.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;40 Rd&amp;quot; magazine used on eastern bloc weapons is a standard steel 7.62x39mm 40 round magazine.&lt;br /&gt;
&lt;br /&gt;
=== 7.62x39mm Drum (converted) ===&lt;br /&gt;
A [http://forum.militaryparitet.com/viewtopic.php?id=27940 7.62x39mm drum magazine converted to accept 5.45x39mm] ammunition is used as the &amp;quot;40 Rd Drum&amp;quot; and &amp;quot;STANAG 50 Rd Drum&amp;quot; magazine attachments for the AKS-74U. In reality these drums typically hold 75 rounds while the game's attachments incorrectly have only 40 and 50 rounds respectively, presumably for gameplay balance. The conversion of 7.62x39mm drums to 5.45x39mm can be considered to be anachronistic as this appears to be a modern practice done by civilian vendors and gunsmiths.&lt;br /&gt;
&lt;br /&gt;
=== Gurttrommel 34 ===&lt;br /&gt;
A stylized, backwards facing ''Gurttrommel 34'' is used as the &amp;quot;40 Rd Drum&amp;quot; magazine attachment for the QBZ rifle, including a magazine column and a feed system as the actual drum is just a belt container. It still has the latch for locking into German MG belt feed trays.&lt;br /&gt;
&lt;br /&gt;
[[File:BOCW QBZ drum.jpg|thumb|none|600px|The attachment's description further implies it is a ''helical'' magazine...]]&lt;br /&gt;
&lt;br /&gt;
=== RPD Drum (modified) ===&lt;br /&gt;
The QBZ's &amp;quot;STANAG 50 Rd Drum&amp;quot; appears to be a fictionalized and shrunken RPD drum magazine.&lt;br /&gt;
&lt;br /&gt;
== Barrels ==&lt;br /&gt;
=== TEC-9 barrel &amp;amp; shroud ===&lt;br /&gt;
A TEC-9 style barrel and shroud are used as the &amp;quot;Cavalry Lancer&amp;quot; and &amp;quot;Paratrooper&amp;quot; barrel attachments for western SMGs.&lt;br /&gt;
&lt;br /&gt;
=== Fluted AR barrel ===&lt;br /&gt;
Custom AR pattern fluted barrels appear as the &amp;quot;Cavalry Lancer&amp;quot; and &amp;quot;Strike Team&amp;quot; barrel attachments for western rifles. This is most likely anachronistic as fluted AR barrels appear to be a modern thing.&lt;br /&gt;
&lt;br /&gt;
=== AK &amp;quot;Swiss Grater&amp;quot; Upper Handguard ===&lt;br /&gt;
What is known as &amp;quot;Swiss Grater&amp;quot; Upper Handguard for AK weapons appears as &amp;quot;Cavalry Lancer&amp;quot; and &amp;quot;Paratrooper&amp;quot; barrel attachments for the AK-74u.&lt;br /&gt;
&lt;br /&gt;
=== MAC-10 barrel extension ===&lt;br /&gt;
A MAC-10 barrel extension is used as the &amp;quot;Takedown&amp;quot; barrel attachment for western SMGs.&lt;br /&gt;
&lt;br /&gt;
== Laser Sights &amp;amp; Flashlights==&lt;br /&gt;
=== Generic Laser Sight ===&lt;br /&gt;
The &amp;quot;Steady Aim Laser&amp;quot; and &amp;quot;SWAT 5mw Laser Sight&amp;quot; used on eastern bloc weapons appear to be a fictional and generic design loosely based on modern laser pointers with adjustment knobs. Such a compact and practical laser design is anachronistic for the setting, as the earliest laser sights of this kind were 90s laser sights such as the SureFire L70 or L75, which were introduced in 1990 and 1991 respectively.&lt;br /&gt;
&lt;br /&gt;
=== AN/PAQ 4C Laser Sight ===&lt;br /&gt;
The &amp;quot;Steady Aim Laser&amp;quot; used on western weapons is loosely based on the Insight Technology AN/PAQ 4C laser sight. It is anachronistic as it was produced in 1993-1999.&lt;br /&gt;
&lt;br /&gt;
=== &amp;quot;SWAT 5mw Laser Sight&amp;quot; ===&lt;br /&gt;
The &amp;quot;SWAT 5mw Laser Sight&amp;quot; used on western weapons is loosely based on the Steiner DBAL and the Steiner Offset Tactical Aiming Laser, which is heavily anachronistic.&lt;br /&gt;
&lt;br /&gt;
=== Maglite Flashlight ===&lt;br /&gt;
A small Maglite C-cell flashlight appears as the &amp;quot;Mounted Flashlight&amp;quot;. The C-cell Maglite itself is period appropriate as it was introduced in 1981, however, it is mounted via a SureFire barrel clamp. A SureFire flashlight being mounted to the barrel was a configuration which was actually utilized in the 90s for example by Delta operators during the Battle of Mogadishu in 1993.&lt;br /&gt;
&lt;br /&gt;
=== Revolver laser sights ===&lt;br /&gt;
The various laser sights for the &amp;quot;Magnum&amp;quot; revolver appear to be inspired by the LaserLyte and LaserMax side mounted lasers for revolvers. This is anachronistic as neither the technology nor the concept for such compact side mounted revolver lasers existed back in the 80s.&lt;br /&gt;
&lt;br /&gt;
= Live Action Trailers =&lt;br /&gt;
== &amp;quot;Teaser&amp;quot; Trailer ==&lt;br /&gt;
===Thompson SMG===&lt;br /&gt;
Carried by a US soldier deploying from a chopper in Vietnam.&lt;br /&gt;
===M1 Garand===&lt;br /&gt;
===M1 Carbine???===&lt;br /&gt;
===M14===&lt;br /&gt;
===Unidentified US Rifle===&lt;br /&gt;
An unknown rifle carried by US troops during anti Vietnam War protests. Possibly Springfield M1903?&lt;br /&gt;
===Unidentified Russian Rifle===&lt;br /&gt;
Unknown rifles are being paraded by Soviet troops. Possibly Mosin Nagants or some of the Soviet semi auto rifles?&lt;br /&gt;
===M1 flamethrower===&lt;br /&gt;
Used by a US soldier probably in Vietnam.&lt;br /&gt;
&lt;br /&gt;
= Discussion =&lt;br /&gt;
&lt;br /&gt;
== Weapons I Saw ==&lt;br /&gt;
&lt;br /&gt;
I saw the AK47, or I not so sure if it's an AKM or Type 56. Then I saw an RPD LMG, a FN FNC battle rifle, XM177E2 with a flattop, although to be fair, flattop was around in the 80's. Then I saw a Colt 1911A1, a Remington 700 sniper rifle, and a AKS-74U Carbine. I'm not sure if the M16 appears to be a M16A1 or XM16E1. This &amp;quot;Commando&amp;quot; however does have a forward assist, but it has a A1 pistol grip, making this gun not the Colt 733.--[[User:Treliazz|Treliazz]] ([[User talk:Treliazz|talk]]) 15:13, 26 August 2020 (EDT)&lt;br /&gt;
:The AK looks like an AKM, I think. The XM177 appears to be based on the Commando from the first Black Ops, but we'll see. Also, nice work getting on this page so quick! I was ready to start it later tonight, you beat me to it. --[[User:PyramidHead|PyramidHead]] ([[User talk:PyramidHead|talk]]) 15:29, 26 August 2020 (EDT)&lt;br /&gt;
::For clarification, I'm the one who started the page, not the guy above :P Anyway, the AK is actually an AK-47 (but with an AKM's slant compensator); note the gas block and the front sight, and the milled receiver is also seen in the trailer, though the specific shot is flipped. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 15:41, 26 August 2020 (EDT)&lt;br /&gt;
&lt;br /&gt;
:As for the &amp;quot;SOCIMI Type 821&amp;quot;, that looks like MW's Uzi without the stock. I think a lot of the guns are supposed to be shared between these two games, judging by the Warzone integration and other cross-era guns like the AK-47, M1911, SKS ect.--[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 16:11, 26 August 2020 (EDT)&lt;br /&gt;
::Naw, the rear sight's position and the folding stock mechanism below it indicate that it's a SOCIMI. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 16:33, 26 August 2020 (EDT)&lt;br /&gt;
:::I see now, though it still looks a bit Uzi-like. Maybe it is new attachments/furniture; I guess time will tell. --[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 17:32, 26 August 2020 (EDT)&lt;br /&gt;
::::I'm replacing the screencaps by 4K ones; the relevant image now shows more details about the SOCIMI. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 13:43, 27 August 2020 (EDT)&lt;br /&gt;
&lt;br /&gt;
A couple leaked images I found from the game's Reddit page (may not reflect content in final version or even open beta/pre-alpha/etc.):&lt;br /&gt;
&lt;br /&gt;
Multiplayer screen showing a customized LMG: https://preview.redd.it/yap84l0silj51.jpg?width=2208&amp;amp;format=pjpg&amp;amp;auto=webp&amp;amp;s=08e974eb33d15ceec5988ed578cd913930ee053f&lt;br /&gt;
&lt;br /&gt;
Campaign screen showing an M16 (called M16A1): https://preview.redd.it/a8gvpo0silj51.jpg?width=2208&amp;amp;format=pjpg&amp;amp;auto=webp&amp;amp;s=09a14d017bef3e5e54ba18c69e13a90ec22e076e&lt;br /&gt;
&lt;br /&gt;
In addition, from what I've heard from a few content creators on YouTube who managed to see some campaign gameplay footage, other appearing weapons include an MP5, G3 (known as Krieg-6), Type 63 assault rifle, SPAS-12, the China Lake grenade launcher, and a recurve bow or crossbow. As said earlier, these may not necessarily be in the final game, so take them with a grain of salt.&lt;br /&gt;
--[[User:MJ79|MJ79]] ([[User talk:MJ79|talk]]) 09:08, 28 August 2020 (EDT)&lt;br /&gt;
: A type Type 63 would be an interesting addition. Was it mentioned specifically as a Type 63 or could it be someone confusing it with an SKS with a 30 round detachable magazine? --[[User:PyramidHead|PyramidHead]] ([[User talk:PyramidHead|talk]]) 09:22, 28 August 2020 (EDT)&lt;br /&gt;
: I can't exactly tell; it said &amp;quot;Type 63&amp;quot; in a list of leaked stuff somewhere, but there's nothing visual to confirm this yet. It's all speculation. --[[User:MJ79|MJ79]] ([[User talk:MJ79|talk]]) 09:34, 28 August 2020 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Finally ==&lt;br /&gt;
&lt;br /&gt;
Well, took them long enough. After all the super secret projector puzzles and Warzone scavenger hunts. Look pretty cool, though. I love the 1980s Cold War, it was a pretty aesthetic time for weapons and military hardware. &lt;br /&gt;
&lt;br /&gt;
So, what's on everyone's wishlists? Because I'm weird, I went and [https://docs.google.com/document/d/10Pq9qxz1gL8aJj5ckvSpUClZ3lbruD4e53HjJziTQ8M/edit?usp=sharing made my dream weapons list] shortly after speculation about this game's existence started. I'm just hoping for period-appropriate weapons that actually make sense for the setting; I thought ''Modern Warfare'' was pretty good with that. Like, can we finally have a standard AK-74? Please? --[[User:PyramidHead|PyramidHead]] ([[User talk:PyramidHead|talk]]) 16:04, 26 August 2020 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Wouldn't mind seeing the Czech Vz. 58, that rifle is really underrepresented in games and would fit in well in this setting. I did notice the shorty AK that is shown being suppressed in the trailer has a correct AKS-74U rear sight, which hopefully is retroactively made a usable variant in ''MW''.--[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 17:47, 26 August 2020 (EDT)&lt;br /&gt;
::Looks like a properly sized AKS-74u barrel instead of the weirdo short barrel from MW2019 too, which is nice. I'm disappointed they went and made a faux Huey though, and the Tomcat also has some issues like vertical stabilizers having too much cant and intake scoops not being slanted forward enough. Also, the infamous backwards Troy BUIS from BLOPS1 makes a return, albeit actually facing the correct direction.--[[User:Aidoru|Aidoru]] ([[User talk:Aidoru|talk]]) 01:24, 27 August 2020 (EDT)&lt;br /&gt;
:::I would expect such guns as vz. 61 and vz. 23, and perhaps Stechkin APB. And may be could see the MTs 21-12 autoloader as an Easter egg. But wait, we have the &amp;quot;first results in google pictures&amp;quot; guys, so what am I talking about. --[[User:Slon95|Slon95]] ([[User talk:Slon95|talk]]) 19:45, 29 August 2020 (EDT)&lt;br /&gt;
That's too realistic and accurate selection. If it is a true Black Ops game, then it should contain exotic, anachronistic and unheard of weapons. --[[User:Nanomat|Nanomat]] ([[User talk:Nanomat|talk]]) 18:56, 26 August 2020 (EDT)&lt;br /&gt;
[[File:M4 Carbine First Model (1984).jpg|thumb|none|450px|January 1984 - XM4 Carbine]]&lt;br /&gt;
My wish list to have the XM4 Carbine (Colt 720), but it should be more like a gunsmith attachment for the XM177E1. The gun was first made in 1983 by the US Army as a customize XM177E2 with a A1 flash hider and fires M16A2 rounds. Later in January 1984, the 14.5 inch barrel and a A2 pistol grip was add it to the gun referring to as the XM4 Carbine.--[[User:Treliazz|Treliazz]] ([[User talk:Treliazz|talk]]) 18:21, 27 August 2020 (EDT)&lt;br /&gt;
&lt;br /&gt;
Inb4 they bring back hyper-anachronistic guns like the L96A1 and the infamous FELIN version of the FAMAS again just to troll us. Anyways, I hope they brought back the &amp;quot;Death Machine&amp;quot; handheld minigun, &amp;quot;Grim Reaper&amp;quot; M202 rocket launcher and the underbarrel &amp;quot;Masterkey&amp;quot; shotgun and flamethrower attachments from the original Blops. --[[User:MJ79|MJ79]] ([[User talk:MJ79|talk]]) 09:08, 28 August 2020 (EDT)&lt;br /&gt;
&lt;br /&gt;
Hope, they learned the lesson and did the research this time. Maybe this was the original Black Ops plot before was scapped? (Which explained guns anhachronism). Hope that will be possible to fight both NVAs, the Vietnam one and the German one. The perfect weapons for them would be FB PM63 and SKS. For the Ossies, hope for a MPi-K74 configuration (which already used by Farah in MW2019). The hype and expectation after huge after MW...--[[User:Dannyguns|Dannyguns]] ([[User talk:Dannyguns|talk]]) 03:26, 8 September 2020 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Steiner CQT ==&lt;br /&gt;
I don't think the reflex sight on the Stoner is a Steiner CQT, the housing for the lens goes all the forward, there's an elevation knob on the left side and a windage knob at the rear.--[[User:Aidoru|Aidoru]] ([[User talk:Aidoru|talk]]) 02:04, 27 August 2020 (EDT)&lt;br /&gt;
&lt;br /&gt;
:This is the closest match I found. Also I believe they are going the same &amp;quot;modern warfare stylization&amp;quot; route and therefore changing some of the details. Another thing that makes me pretty convinced that they used the Steiner CQT as reference is the fact that I simply googled &amp;quot;Cold War holographic sight&amp;quot; and it popped up. --[[User:Nanomat|Nanomat]] ([[User talk:Nanomat|talk]]) 10:35, 27 August 2020 (EDT)&lt;br /&gt;
&lt;br /&gt;
==XM177 promotional image==&lt;br /&gt;
Just linking this high quality image, for reference's sake: [http://www.gamereactor.eu/media/51/callduty_3245163b.png]. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 11:24, 27 August 2020 (EDT)&lt;br /&gt;
:Rick Zeng told me the real reason why they add a flat top and a combination of an XM177 hider and an A1 flash hider is because of legal reasons. You also have to keep in mind that flattop was actually done in the 80s by Olympic Arms, even though back in E3 for Black Ops I, the Commando appears to have a MIL-STD-1913 Picatinny rail, that was introduced in 1993 when Colt developed the M4A1.--[[User:Treliazz|Treliazz]] ([[User talk:Treliazz|talk]]) 14:05, 27 August 2020 (EDT)&lt;br /&gt;
::I think they should definitely drop this whole &amp;quot;change it so they don't sue us&amp;quot; attitude considering they won the humvee lawsuit. As for the chopping of the carry handle, unlike in BO1, this time it is not so anachronistic, however, considering that the campaign is set in 1981 and the practice of using chopped ARs by the actual military, as far as I have read, became a thing in the early 2000s most likely during the invasion of Iraq, then it might be considered anachronistic. As for the rail, it appears that both in the OG BO1 and this new one, it is based on something like the [[Predator_2#Magnum_Research_Inc._Mark_VII_Desert_Eagle|rail seen on the Predator 2 Deagle]], which I cannot find any info about after many hours of research, I'd wager it is some kind of 80s proto picatinny/weaver rail? --[[User:Nanomat|Nanomat]] ([[User talk:Nanomat|talk]]) 14:20, 27 August 2020 (EDT)&lt;br /&gt;
:Isn't this rifle closer to a 933 [http://www.imfdb.org/wiki/File:Colt_m4_commando_03.jpg] than an XM177? [[User:Temp89|Temp89]] ([[User talk:Temp89|talk]])&lt;br /&gt;
::No, it isn't. The in-game gun has a shorter 10&amp;quot; barrel, an earlier A1 forward assist, and no case deflector. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 17:22, 28 August 2020 (EDT)&lt;br /&gt;
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Is it so hard for them to make period accurate weapons? They are so fixated in giving the players the capability to add optics that it doesn't even make sense. [[User:Excalibur01|Excalibur01]] ([[User talk:Excalibur01|talk]]) 01:18, 29 August 2020 (EDT)&lt;br /&gt;
:Even then, it's not like you can't mount optics to a carry-handled AR or anything; hell, I'd wager that it even looks cooler that way. I'm just holding out hope that the XM16E1 can mount optics without hacksawing the carry handle, but that hope isn't high. [[User:Pyr0m4n14c|Pyr0m4n14c]] ([[User talk:Pyr0m4n14c|talk]]) 08:16, 29 August 2020 (EDT)&lt;br /&gt;
::The carrying handles were designed to mount optics. Special Forces were the first to do it. [[User:Excalibur01|Excalibur01]] ([[User talk:Excalibur01|talk]]) 21:22, 29 August 2020 (EDT)&lt;br /&gt;
:To be fair, optics attached directly onto the carry handle kinda take a lot of space on the screen and thus it is not quite practical from gameplay perspective. Also, it is clear that after MW2 they adopted kind of a &amp;quot;let's insert modernism and tacticoolism into everything&amp;quot; attitude which is clearly evident in all the anachronistic and tacticool stuff added to BO1 and now this one. --[[User:Nanomat|Nanomat]] ([[User talk:Nanomat|talk]]) 09:58, 31 August 2020 (EDT)&lt;br /&gt;
::Eh, I don't think they take up enough space to really cause problems (not to mention that that'd be a neat balancing feature). But more to the point, it's not like they haven't had optics on carrying handles before (e.g. the FAMAS, the QBZ and USAS in ''MW3'', etc.). I just hope that they've learned from their mistakes. [[User:Pyr0m4n14c|Pyr0m4n14c]] ([[User talk:Pyr0m4n14c|talk]]) 15:35, 31 August 2020 (EDT)&lt;br /&gt;
:::The basic FAMAS in ''MW''2019 is held lower when scopes are equipped. This thing's upper would also be neat to see as well, rather than a modern-looking flat top.--[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 17:04, 31 August 2020 (EDT)[[File:model 656.jpg|thumb|none|500px|Colt Model 656 M16A1 Special Low Profile fitted with scope and 20-round magazine - 5.56x45mm NATO]]&lt;br /&gt;
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== Military ARs or civilian? ==&lt;br /&gt;
&lt;br /&gt;
Does the semi-auto only selector markings on the &amp;quot;XM177E1&amp;quot; mean that it was actually modeled after some civilian version? Also I think the faux XM16E1 might be based on the same M16A1 &amp;quot;Retro Reissue&amp;quot; from BO3/4. --[[User:Nanomat|Nanomat]] ([[User talk:Nanomat|talk]]) 09:52, 31 August 2020 (EDT)&lt;br /&gt;
:We'll see about that. Maybe they will make some changes in final game, you never know. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 10:13, 1 September 2020 (EDT)&lt;br /&gt;
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== More Weapons! ==&lt;br /&gt;
[[File:BOCW Weapons Wall.jpg|thumb|none|600px]]&lt;br /&gt;
--[[User:Treliazz|Treliazz]] ([[User talk:Treliazz|talk]]) 13:51, 1 September 2020 (EDT)&lt;br /&gt;
I see the M16A2, finally!!! The AK47, a shotgun which I believe is either the Stevens Model 77E or the Winchester Model 1200 (I hope).--[[User:Treliazz|Treliazz]] ([[User talk:Treliazz|talk]]) 14:05, 1 September 2020 (EDT)&lt;br /&gt;
:I'm blind, I look closely and it looks like a bolt-action rifle. Possibly the Remington 700.--[[User:Treliazz|Treliazz]] ([[User talk:Treliazz|talk]]) 14:26, 1 September 2020 (EDT)&lt;br /&gt;
::There's also a Beretta 93R on the gun wall. Also nice to see that the M16A2 gets a nice carry handle optic mount instead of lazily slapping a flat top upper on it like the Commando--[[User:Aidoru|Aidoru]] ([[User talk:Aidoru|talk]]) 14:41, 1 September 2020 (EDT)&lt;br /&gt;
&lt;br /&gt;
== CAR-15 Variants ==&lt;br /&gt;
&lt;br /&gt;
Now the only reason why I'm doing this is because I have have a feeling that they are going to add some stuffs for the Commando, and possibly the M16A2 soon as gunsmith attachments, so I want to make sure you guys got the whole CAR-15 variants right.&lt;br /&gt;
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M16A1 Carbine - They are 4 types of M16A1. The first two models are the Colt 651 and 652. These guns have an M16 fix stock rather then a XM177 stock, and it has a 16.5 inch barrel. It was mad in 1971, and later around the early 70s, Colt made the 653 and 654, which have a XM177 stock. Now remember, these guns could have a 14.5 inch barrel, and they have an A1 pistol grip.&lt;br /&gt;
[[File:ColtM653Carbine.jpg|thumb|none|450px|Colt 653]]&lt;br /&gt;
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XM4 Carbine - Now, if you know me, you know that I love the M4 sense I first know about guns, but I'm not going to be like back then and name every single AR-15 carbine the M4. The XM4 was first made in 1983 from the US Army as a XM177E2 with an A1 flash hider and it fires M16A2 rounds. In January 1984, the gun have a 14.5 inch barrel and a A2 pistol grip. Later in 1985, the USMC tested the XM4, and in 1986, they add the M16A2 receiver to keep it as a modern designed, consider that they are a huge fan of the M16A2 rifle. In May 1986, Colt made a new M4 barrel and a new M4 handguard, and test results were not really good at the time. Colt ignore the XM4 until 1990, when Bushmaster joined the XM4 Program. In 1991, the gun was renamed the M4 Carbine, and in 1993, the gun have a flattop and it fires full-auto making it the M4A1. So basically the M4 is a modern version of the XM177E2. There are a lot of mythical stories about the XM4.&lt;br /&gt;
[[File:M4 Carbine First Model (1984).jpg|thumb|none|450px|January 1984 - XM4 Carbine]]&lt;br /&gt;
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M16A2 Carbine - Also known as the Colt 723, this weapon was made around 1985, but it didn't appear in service until 1987. Here's some myths that people are saying. The Colt 723 came from the XM177E2, which is not true. It actually came from the M16A1 Carbine. This weapon was very popular of the Delta forces, and it was used in the Invasion of Panama. A short version called the Colt 733 also consider to be a M16A2 carbine.&lt;br /&gt;
[[File:Colt-M-16-A-2-m723.jpg|thumb|none|450px|Colt 723]]&lt;br /&gt;
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M16A2 Government Carbine - Also known as the Colt 727. Okay, first of, the Colt 727 is not the father of the M4 or M4A1. The XM4 is even older than the Colt 727, because this gun was made in 1988, 4 years after the XM4 was made. I don't get why people are saying the Colt 727 is the father of the XM4! It's not! it's a improve variant of the Colt 723. Now then, mini rant out of the way, it does looks similar to the XM4, but here's the different. It fires full-automatic. The XM4 fires three-round burst. This could be not historically accurate, consider that the game take place in the early 80s.&lt;br /&gt;
[[File:Coltm727ima.jpg|thumb|none|450px|Colt 727]]&lt;br /&gt;
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So there you go, the CAR-15 variants. Now you know about these weapons, and now you know how can we describe these guns. Like I said, I'm only doing this because of gunsmith attachments refence, so I hope you guys get all of these and understand what we going to see for this year's Call of Duty.--[[User:Treliazz|Treliazz]] ([[User talk:Treliazz|talk]]) 13:58, 2 September 2020 (EDT)&lt;br /&gt;
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:For more AR variants we also have the [[Colt AR-15 Identification Guide]]. As for why people talk about the 727 leading to the M4, I think this is sort of true as I believe that the first AR variant that introduced the &amp;quot;M4&amp;quot; profile barrel was actually the 727. Before that the XM4 prototypes had either a straight barrel, or a stepped barrel that was thicker at the front but still narrow in front of the front sight. Also, part of this lore about the 727 probably comes from the fact that at its inception the XM4 was intended as a rear echelon weapon not intended for front line combat troops, but a lot of special forces used the 723 and 727 and got a lot of utility from it so when the M4 was finalised it was as a front line combat weapon.  --[[User:Commando552|commando552]] ([[User talk:Commando552|talk]]) 13:55, 10 September 2020 (EDT)&lt;br /&gt;
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==Leaked Multiplayer Alpha Footage==&lt;br /&gt;
From the official Reddit: https://www.reddit.com/r/blackopscoldwar/comments/imaxuo/full_6_minute_gameplay_of_cold_war/&lt;br /&gt;
&lt;br /&gt;
From the given footage shown there’s the AKS-74U (as “AK-74U”), the M16A2 (as “M16”), the MP5A2 (as “MP5”), the CAR-15 (as the “XM4” with flat-top receiver wrapped in slings like the Commando from BO1), the Stoner 63 and the SPAS-12 (as “Gallo 12”). In-game names aren’t necessarily final and may change in the final game like in COD:WWII and MW (2019). --[[User:MJ79|MJ79]] ([[User talk:MJ79|talk]]) 01:28, 5 September 2020 (EDT)&lt;br /&gt;
:I'm actually pretty excited, proper AKS-74u barrel/handguard/sight, jungle mags, the gun audio seems nice and punchy, and the animations don't seem too bad either. Foregrip on that CAR-15 looks like a BCM Gunfighter vertical grip though, which is about 30 years too early, lol.--[[User:Aidoru|Aidoru]] ([[User talk:Aidoru|talk]]) 04:22, 5 September 2020 (EDT)&lt;br /&gt;
::It looks alright for an early leak, though I have little doubt that it'll be getting more polish before it gets released. Also, for those who actually have social media, would you mind spamming IW to please put an &amp;quot;S&amp;quot; in &amp;quot;AKS-74U&amp;quot;? I know it's a minor thing and all, but still... gives me conniptions. [[User:Pyr0m4n14c|Pyr0m4n14c]] ([[User talk:Pyr0m4n14c|talk]]) 11:41, 5 September 2020 (EDT)&lt;br /&gt;
:::In this case it's Treyarch, although IW were the first ones guilty of that with their weird airsoft shorty AK. But no matter how many times people tell them such things, I doubt the devs will care. It would also be appreciated if they learn to properly capitalize the &amp;quot;U&amp;quot;. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 07:19, 9 September 2020 (EDT)&lt;br /&gt;
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== One thing that I’m considering about ==&lt;br /&gt;
&lt;br /&gt;
There’s a attachment for the M16A2, and it showcases a 14.5 inch barrel with an Colt 607 handguard. It is that an AR-15 type variant or maybe an weird bizarre XM4 (1986 model) with an Colt 607 handguard, or it a some type of Colt Government AR-15 weapon, but considering that it has a 14.5 inch barrel, it’s not right.--[[User:Treliazz|Treliazz]] ([[User talk:Treliazz|talk]]) 09:51, 10 September 2020 (EDT)&lt;br /&gt;
:If it has a 607 handguard but is not a 607 or 607A it is made up, pretty sure that handguard is unique to those models. Do you have a link to a picture of it? --[[User:Commando552|commando552]] ([[User talk:Commando552|talk]]) 13:51, 10 September 2020 (EDT)&lt;br /&gt;
::[[File:BOCW M16.jpeg|thumb|none|600px]]&lt;br /&gt;
That’s all I have, but I do have a screenshot on my phone, but it’s not jpg.--[[User:Treliazz|Treliazz]] ([[User talk:Treliazz|talk]]) 14:47, 10 September 2020 (EDT)&lt;br /&gt;
:That isn't a &amp;quot;real&amp;quot; 607 handguard, to me it looks like they just cut the front half off of an M16A1 model to make something carbine-ish. Firstly, this has 5 vent holes whereas a 607 has 6. Secondly, a real 607 handguard has a new collar piece at the rear as they were made from cut down A1 handguards so they needed to give them a new back end, but the pictured handguard just looks like the rear of a factory A1 handguard.  --[[User:Commando552|commando552]] ([[User talk:Commando552|talk]]) 13:43, 11 September 2020 (EDT)&lt;br /&gt;
:: I had to say for now that this is a XM4 with a A1 handguard, but then we need to see the full game or at least the beta to see if the gun is going to equip with an attachment that is a CAR-15 telescopic but stock, or else this gun will be a bizarre XM4 Carbine. The gun have a 14.5 inch barrel and it’s a three round burst.--[[User:Treliazz|Treliazz]] ([[User talk:Treliazz|talk]]) 17:06, 11 September 2020 (EDT)&lt;br /&gt;
:::[https://youtu.be/imhvfSylDQ8?t=189 Here] you can get a better look at the pseudo carbine handguard. --[[User:Nanomat|Nanomat]] ([[User talk:Nanomat|talk]]) 22:02, 11 September 2020 (EDT)&lt;br /&gt;
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It's like the developers for these games don't understand the time period. I want to use something that looks like Larry Vicker's Delta Carbine, not this bullshit [[User:Excalibur01|Excalibur01]] ([[User talk:Excalibur01|talk]]) 12:32, 12 September 2020 (EDT)&lt;br /&gt;
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==&amp;quot;would've been a better choice&amp;quot;==&lt;br /&gt;
I'm just gonna say this out loud right here: I don't think these &amp;quot;better alternatives&amp;quot; information are necessary. The page should document why a gun is inapprorpiate within the game' setting, but it has no need to try to offer &amp;quot;possible solutions&amp;quot; to &amp;quot;rectify&amp;quot; these errors. --[[User:Wuzh|Wuzh]] ([[User talk:Wuzh|talk]]) 08:57, 18 September 2020 (EDT)&lt;br /&gt;
:I concur with this sentiment. As much as it is &amp;quot;neat&amp;quot; to see what could've been used instead of what they did, it's clear they don't know nor care. More than likely this game is going to go Modern Warfare's route of using Franken-guns to make sure they DO NOT get sued. Even though they won that court case, I doubt Activision is in the mood to repeat history on something like that again. Just bite the bullet and deal with the anachronisms and Franken-guns and move on. [[User:PaperCake|PaperCake]] 10:38, 18 September 2020 (EST)&lt;br /&gt;
::Eh, I always thought that it was neat as information/trivia, but if the court of public opinion says no, then I won't start a fight over it. Better to keep the peace in situations like this. (Even if I still firmly believe that the M2 Carbine is an assault rifle...) [[User:Pyr0m4n14c|Pyr0m4n14c]] ([[User talk:Pyr0m4n14c|talk]]) 15:03, 18 September 2020 (EDT)&lt;br /&gt;
:::Well, if the M2 Carbine thing hasn't been settled yet, I suggest that you directly message an admin (such as commando552) and ask their opinion about it :P --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 16:13, 18 September 2020 (EDT)&lt;br /&gt;
::::I have moved the discussion about the M2 being an assault rifle to the [[Talk:M1_Carbine#Is_the_M2_Carbine_an_assault_rifle.3F|M1 carbine discussion page]] as it is no longer relevant to this page and can be continued over there.  --[[User:Commando552|commando552]] ([[User talk:Commando552|talk]]) 07:04, 20 September 2020 (EDT)&lt;br /&gt;
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&lt;br /&gt;
== Black ops get advanced weapons excuse ==&lt;br /&gt;
&lt;br /&gt;
I've seen too many commons overestimating or believing in the myth that military technology is always 10 years ahead of what they adopt or because these guys are some for of ultra secret black ops, they'd get advanced weapons not available at the time. It annoys me [[User:Excalibur01|Excalibur01]] ([[User talk:Excalibur01|talk]]) 20:10, 26 September 2020 (EDT)&lt;br /&gt;
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:We all know that this is just an excuse to add fancy weaponry and stuff to the games. It is obvious that even the most tacticoolest spec ops units cannot get ''weapons that haven't been created yet''. It's just that the &amp;quot;vintage&amp;quot; Black Ops games always come after some COD game that introduced something groundbreaking in terms of weapon customization, so naturally the BO game has to follow suit. Think about it, BO1 came after MW2 which introduced a great variety of attachments, this essentially made it impossible for them to shy away from the red dots and fancy weapons and in turn effectively turning the rather bland 60s setting into a modern and tacticoolized reimagining of the 60s. Now after MW19, BO Cold War is going through the same process of tacticoolizing the 80s in order to be able to compete with the gunsmith of the previous game. --[[User:Nanomat|Nanomat]] ([[User talk:Nanomat|talk]]) 20:31, 26 September 2020 (EDT)&lt;br /&gt;
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::They really haven't clarified how Warzone is going to work between the two games in a non-confusing way, but given apparently it's supposed to be staying on the MW19 engine with its mechanics/etc (Yay!), I'm ''hoping'' this means we'll be getting MW19 versions of CW guns, as in with IW's drastically superior modelling/animation/sounds/etc. I ''reaaaaally'' want the FNC / Ak 5 and Arctic Warfare in MW19. [[User:Alex T Snow|Alex T Snow]] ([[User talk:Alex T Snow|talk]]) 20:40, 26 September 2020 (EDT)&lt;br /&gt;
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==KSP-45 = Carl Gustav M/45?==&lt;br /&gt;
The name are similar, they are both Swedish, and the appearance is similar... maybe the M/45 is inspiration but is modified as per CoD habit. Or maybe is hybrid between a UMP and a CG M/45...--[[User:Dannyguns|Dannyguns]] ([[User talk:Dannyguns|talk]]) 08:41, 11 October 2020 (EDT)&lt;br /&gt;
:I mean, the names are similar, sure, but they look absolutely nothing alike. [[User:Pyr0m4n14c|Pyr0m4n14c]] ([[User talk:Pyr0m4n14c|talk]]) 10:58, 11 October 2020 (EDT)&lt;br /&gt;
::That's basically what I noted on the page, although &amp;quot;Kpist&amp;quot; is the more accurate designation for a submachinegun. --[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 11:35, 11 October 2020 (EDT)&lt;br /&gt;
:::Personally, I think it fits more along the lines of a modified Chiléan FAMAE SAF. When you look at the fixed stock version that’s being exported to Canada, the fact that does have a three round burst fire setting, and it lacking the H&amp;amp;K-style of charging handle like that on the UMP makes me think that it fits more along those lines then that of the UMP. It also fits more in line with the timeframe as well. Upon closer inspection, I think they just switched out the handguard and added different features to it like on the SOCIMI 821 (they modelled the gun with a side mounted charging handle akin to the Uzi Pros).--[[User:Bosoxboy521|Bosoxboy521]] ([[User talk:Bosoxboy521|talk]]) 11:16, 16 October 2020 (EDT)&lt;br /&gt;
:The pistol grip reminds of Jatimatic SMG and the stock looks very familiar though I can't recall it right now. Also the handguard and bolt release look like Taurus SMG. BTW here is [https://youtu.be/Ra3-KfmTy58?t=492 some gameplay of the thing]. --[[User:Nanomat|Nanomat]] ([[User talk:Nanomat|talk]]) 17:58, 17 October 2020 (EDT)&lt;br /&gt;
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Isn't it is modified MP5/40? --[[User:Slon95|Slon95]] ([[User talk:Slon95|talk]]) 10:22, 30 October 2020 (EDT)&lt;br /&gt;
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Yeah, saw the pic... definite UMP!--[[User:Dannyguns|Dannyguns]] ([[User talk:Dannyguns|talk]]) 10:41, 9 November 2020 (EST)&lt;br /&gt;
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== SWAT 5mw = Steiner DBAL ??? ==&lt;br /&gt;
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Here is my dissection on why the SWAT 5mw is inspired/based on the Steiner DBAL. As we already know, since MW19 and the whole Humvee thing Activision is trying its best to base its items on real things but modify them so it can make their depiction in the games lawsuit proof. I presume that's why we don't have exact 1:1 depictions in the games. Anyway, here are the clues. --[[User:Nanomat|Nanomat]] ([[User talk:Nanomat|talk]]) 20:44, 12 October 2020 (EDT)&lt;br /&gt;
&lt;br /&gt;
[[File:BO CW DBAL.jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
It appears to me to be based mostly on the Offset Tactical Aiming Laser.[https://sep.yimg.com/ay/alternateforce/steiner-otal-a-green-50mw-15.gif] [[User:Spartan198|Spartan198]] ([[User talk:Spartan198|talk]]) 06:21, 1 November 2020 (EST)&lt;br /&gt;
&lt;br /&gt;
:It appears to be a hybrid between the two, it is added now. --[[User:Nanomat|Nanomat]] ([[User talk:Nanomat|talk]]) 22:00, 4 November 2020 (EST)&lt;br /&gt;
&lt;br /&gt;
== Marking on the side of QBZ-83 ==&lt;br /&gt;
&lt;br /&gt;
I've read from a comment that the side of the QBZ-83 is marked with &amp;quot;T97NSR-PWC-5.56cal&amp;quot;. Is this true? I can't check this myself because I don't have the game, and most of the videos and screenshots I can find are too low quality. The Type 97 NSR is the canadian semi-auto export version of the QBZ-95; if this is true then this most likely means that Treyarch based the whole thing on a Canadian Type 97 NSR. --[[User:Wuzh|Wuzh]] ([[User talk:Wuzh|talk]]) 07:26, 17 October 2020 (EDT)&lt;br /&gt;
: Yes. Note: the handle selection screen is the only one with most zoomed in picture. --[[User:Terramax|Terramax]] ([[User talk:Terramax|talk]]) 16:20, 17 October 2020 (EDT) [[File:BOCW QBZ-83 Beta.jpg|thumb|none|600px]]&lt;br /&gt;
:: Hmm. The slot behind the selector switch is also marked with some Chinese characters; from what I can discern, they seem to say &amp;quot;名字叫宫 梦想&amp;quot;, which is complete gibberish meaning something like &amp;quot;name is called Gong / dream&amp;quot;. Not sure what's happening here. --[[User:Wuzh|Wuzh]] ([[User talk:Wuzh|talk]]) 02:05, 18 October 2020 (EDT)&lt;br /&gt;
&lt;br /&gt;
==Attachment descriptions==&lt;br /&gt;
These are probably worth a laugh, or cry: https://imgur.com/gallery/lVJPVUt&lt;br /&gt;
--[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 14:46, 22 October 2020 (EDT)&lt;br /&gt;
:I... I have no words. This is so many levels of embarrassing. [[User:Alex T Snow|Alex T Snow]] ([[User talk:Alex T Snow|talk]]) 19:07, 22 October 2020 (EDT)&lt;br /&gt;
::Did they try to use an AI to make these damn things? I mean, seriously, it seems like they just played Mad Libs with a bunch of random gun-related terms. I think my personal favorite has to be the &amp;quot;27.2&amp;quot; Recon&amp;quot; barrel for the M700 - aside from clearly not being that long, it somehow both is and is not rifled. [[User:Pyr0m4n14c|Pyr0m4n14c]] ([[User talk:Pyr0m4n14c|talk]]) 22:06, 22 October 2020 (EDT) P.S.: Oh, and let's not forget the revolver cylinder that somehow holds 12 rounds despite still having 6 chambers.&lt;br /&gt;
:::Yeah, it really, really reads they like had a neural network compose descriptions off of Wikipedia's firearms articles. My favorite is the 1911 Cavalry Lancer, &amp;quot;Anti-''infantry'' barrel increases damage against enemy ''vehicles''.&amp;quot;--[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 15:04, 23 October 2020 (EDT)&lt;br /&gt;
::::I do love the sniper rifle barrel that's smoothbore ''and'' rifled? Must be one of those .366 TKM rifles popular in Russia. The &amp;quot;STANAG 55 Rd Drum&amp;quot; for the Type 821 is pretty interesting, too. It describes having its ammo arranged side-by-side and being a single-stack. Wouldn't the ammo being side-by-side make it double-stack? Oh, but my favorite has to be the &amp;quot;13.7&amp;quot; Ranger&amp;quot; barrel for the XM4. The description states that it somehow cools off bullets and this also somehow makes them go faster.--[[User:PyramidHead|PyramidHead]] ([[User talk:PyramidHead|talk]]) 15:23, 23 October 2020 (EDT)&lt;br /&gt;
:::::Heck, even CoD Mobile bothered to model an actual 8-round cylinder for the relevant attachment on the &amp;quot;J358&amp;quot; revolver (not properly lined up with the barrel, but still). Also, &amp;quot;''Anti-infantry barrel increases damage against enemy vehicles''&amp;quot;... WHAT? Did I read that correctly? --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 17:39, 26 October 2020 (EDT)&lt;br /&gt;
This makes me almost wanna buy the game just to read those descriptions. Anybody knows of a youtube video or something showing off all attachments?--[[User:AnActualAK47|AnActualAK47]] ([[User talk:AnActualAK47|talk]]) 12:46, 19 November 2020 (EST)&lt;br /&gt;
&lt;br /&gt;
== RC-XD is fast enough to catch a plane? ==&lt;br /&gt;
&lt;br /&gt;
Not really a firearm-related question at all, but having rewatched the gameplay footage from the campaign trailer, I can't help ask out of curiosity: is it possible for a tiny remote-controlled car to catch up with a plane during a high-speed chase? I reckon the plane has much greater acceleration even when it's still on the ground, so do the cars. Otherwise, that must be a really powerful tiny engine powering the thing.--[[User:MJ79|MJ79]] ([[User talk:MJ79|talk]]) 09:25, 30 October 2020 (EDT)&lt;br /&gt;
:That whole sequence calls to mind the Fast &amp;amp; Furious movie where they had a cargo plane attempting to takeoff down an endless runway while being chased (I think Uncharted 3 has the same phenomenon). Honestly the campaign is not looking good, it seems to be a return to the over-the-top action movie hijinks and explosions when the best-received parts of MW2019 were the slow-paced nightvision room clearing segments.--[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 14:57, 30 October 2020 (EDT)&lt;br /&gt;
::Most likely it's not fast enough. I also think that one won't be able to go on unscathed after being rolled over by a vehicle in the manner shown in that same scene but hey that's COD after all. Also if you don't make over the top and cringy scenes in a game set in the 80s then I don't know when you will :D --[[User:Nanomat|Nanomat]] ([[User talk:Nanomat|talk]]) 20:03, 30 October 2020 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Zombies trailer WWII weapons ==&lt;br /&gt;
&lt;br /&gt;
Are these available to use in the Zombies mode? If not then I think they should be added to a &amp;quot;Misc&amp;quot; section or to this page.--[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 19:58, 13 November 2020 (EST)&lt;br /&gt;
&lt;br /&gt;
==Anachronistic weapons broke my immersion ==&lt;br /&gt;
&lt;br /&gt;
Just started the Vietnam mission and 2 things literally distracted me. The first was the M16 has a 20 round mag but the ammo count is 30 and I picked up an AKS74U...This game is stupid [[User:Excalibur01|Excalibur01]] ([[User talk:Excalibur01|talk]]) 01:51, 15 November 2020 (EST)&lt;br /&gt;
:Outside of the (disappointing yet expected) anachronistic weapons and attachments, I thoroughly enjoyed the campaign, thought it was far more ambitious with its gameplay and narrative than MW2019. Only real complaint is the lack of missions, short campaign in general, like MW2019.--[[User:Aidoru|Aidoru]] ([[User talk:Aidoru|talk]]) 02:16, 15 November 2020 (EST)&lt;br /&gt;
:::East German Stasi using MP5s and the AK5s is annoying. They should be using whatever East German SMGs and MPi-KMS. How hard is that? [[User:Excalibur01|Excalibur01]] ([[User talk:Excalibur01|talk]]) 12:18, 15 November 2020 (EST)&lt;/div&gt;</summary>
		<author><name>AnActualAK47</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Cry_of_Fear&amp;diff=1379785</id>
		<title>Cry of Fear</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Cry_of_Fear&amp;diff=1379785"/>
		<updated>2020-11-03T16:08:27Z</updated>

		<summary type="html">&lt;p&gt;AnActualAK47: /* Heckler &amp;amp; Koch MP5A3 */ The first edit I've made on this site in like 200 years.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox Video Game|{{PAGENAME}}&lt;br /&gt;
|name = Cry of Fear&lt;br /&gt;
|picture = CoF cover art1.jpg&lt;br /&gt;
|caption=Cover art&lt;br /&gt;
|date=2012&lt;br /&gt;
|developer=Team Psykskallar&lt;br /&gt;
|platforms=PC&lt;br /&gt;
|publisher=Team Psykskallar&lt;br /&gt;
|genre=Survival horror, First-person shooter&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''''Cry of Fear''''' is a standalone ''[[Half-Life]]'' mod developed by the independent game studio Team Psykskallar (Psykskallar is Swedish and can be roughly translated as &amp;quot;psychoheads&amp;quot;), the same studio behind the game ''Afraid of Monsters''. ''Cry of Fear'' runs on the GoldSrc (or GoldSource) engine, which is a heavily modified version of the ''Quake'' engine that was made for and powered ''[[Half-Life]]''. Unlike their previous game, ''Afraid of Monsters'', ''Cry of Fear'' was built completely from scratch and doesn't share any assets with ''Half-Life''. Development for the mod started in 2008 and after four troubled years of development, it released on popular modding site ModDB as a ''Half-Life'' mod in 2012. After being submitted to Steam Greenlight, it was accepted for a release on Steam and in 2013 was publicly released as a standalone game.&lt;br /&gt;
&lt;br /&gt;
The game follows teenage protagonist Simon Henriksson as he wakes up in an alley after being the victim of a hit and run. With only his phone and a pocket-knife, he makes his way through the unnamed city (based off locations in Stockholm, Sweden) and encounters hallucinations and monsters. Throughout the night, he continues to question his sanity as he continues his way home. &lt;br /&gt;
&lt;br /&gt;
''Cry of Fear'' is significantly more complex than Team Psykskallars previous game, ''Afraid of Monsters''. ''Cry of Fear'' includes cutscenes, voice acting, an inventory system, and utilizes advanced graphical techniques. While ''Afraid of Monsters'' plays more like a shooter, ''Cry of Fear'' plays more slowly with a focus on survival more like ''[[Resident Evil]]'' and ''[[Silent Hill]]''. ''Cry of Fear'' also includes a deep plot whose themes are similar to aforementioned ''Silent Hill'' and movies such as ''Jacob's Ladder'', relying heavily on symbolism.&lt;br /&gt;
&lt;br /&gt;
The original mod is available on ModDB and the standalone game is available on Steam.&lt;br /&gt;
&lt;br /&gt;
{{VG Title}}&lt;br /&gt;
&lt;br /&gt;
{{spoiler}}&lt;br /&gt;
&lt;br /&gt;
__TOC__&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Overview=&lt;br /&gt;
&lt;br /&gt;
''Cry of Fear'' is a survival horror game and not a straight up shooter. The player has limited inventory space, must use morphine syringes to regenerate health, can only save via the use of a tape recorder (on Nightmare difficulty one must have a tape that can only be used five times in order to save, somewhat similar to the use of typewriters and ink ribbons in the earlier ''[[Resident Evil]]'' games). Ammo and firearms are also fairly rare, and the player will probably end up using more melee weapons than firearms throughout the story, similar to the ''[[Silent Hill]]'' games.&lt;br /&gt;
&lt;br /&gt;
The game has three modes, the first being the main story line following Simon. &lt;br /&gt;
&lt;br /&gt;
Completing that unlocks the &amp;quot;Doctor Mode&amp;quot; where one gets to play as the Doctor character from the main story. While short, the Doctor mode is also significantly harder than the main storyline.&lt;br /&gt;
&lt;br /&gt;
The third mode is a co-op campaign where up to four players can team up as Police Officers trying to find Simon. The co-op has a much bigger focus on action than the other modes.&lt;br /&gt;
&lt;br /&gt;
While the extra modes has their own stories that tie into the main narrative, they are seen as non-canon.&lt;br /&gt;
&lt;br /&gt;
The game features an enemy players should be weary of using firearms around called &amp;quot;Drowners&amp;quot;. If one has a firearm equipped close to them, they will force the gun to Simon's head, with the player having to click the mouse button to resist the urge to pull the trigger.&lt;br /&gt;
&lt;br /&gt;
A small but interesting detail is how the game handles ammo. When reloading a firearm with a removable magazine that still has ammo in it, those rounds will be lost instead of magically added to the players reserve ammo pool as in most video games. Weapons with internal magazines that are reloaded one round at a time, however, will also usually lose all the ammo currently loaded (exception being the [[Remington Model 870]]). This means that one must consider potentially wasting ammo in favor of a faster reload and ensuring one won't run out early into a fight.&lt;br /&gt;
&lt;br /&gt;
=Handguns=&lt;br /&gt;
All handguns except for the [[Taurus Model 605]] and, after a patch, the [[Heckler &amp;amp; Koch VP70]], can be dual-wielded with any other non-handgun item such as melee weapon or some type of light source. However, it is not possible to reload or aim a handgun when it's being dual wielded. While Simon will hold any weapon in his right hand and support it with his left when using it alone, he will hold weapons in his left hand when dual-wielding any other item, indicating that he might be ambidextrous.&lt;br /&gt;
&lt;br /&gt;
==Glock 17==&lt;br /&gt;
The [[Glock 17]] is the most common firearm in the game, being the very first gun Simon gets his hands on. It's incorrectly labeled as a [[Glock 19]] in-game (it even has Glock 19 markings), which includes holding 15 rounds in the 17-round Glock 17 magazines. It can however be identified as a Glock 17 due to its size. The Glock 17 is also used by the &amp;quot;Suicider&amp;quot; enemy type, making them the only non-boss enemy to use firearms while also making Glock ammo the single most abundant type.&lt;br /&gt;
[[File:Glock173rdGen.jpg|thumb|300px|none|Glock 17 (3rd Generation) - 9x19mm Parabellum]] &lt;br /&gt;
[[File:Glock19pistol.jpg|thumb|300px|none|Glock 19 (3rd Generation) - 9x19mm Parabellum. For comparison.]] &lt;br /&gt;
[[File:CoF glock misc1.jpg|thumb|600px|none|Simon's first encounter with the Glock 17 is all but usual.]] &lt;br /&gt;
[[File:CoF glock misc2.jpg|thumb|600px|none|Not phased by corpses hanging from the ceiling, he grabs the Glock pistol and begins racking the slide. Here, the length of the slide is obviously the same as a Glock 17.]] &lt;br /&gt;
[[File:CoF glock holding.jpg|thumb|600px|none|Simon with his Glock 17 as he prepares himself to leave the apartment.]] &lt;br /&gt;
[[File:CoF glock iron sights.jpg|thumb|600px|none|The Glock's iron sights are of the factory-standard variety.]] &lt;br /&gt;
[[File:CoF glock misc3.jpg|thumb|600px|none|Once out of ammo, the slide properly locks back and it's possible to see details inside the gun.]] &lt;br /&gt;
[[File:CoF glock reloading1.jpg|thumb|600px|none|Reloading from empty. Simon drops the dry mag...]] &lt;br /&gt;
[[File:CoF glock reloading2.jpg|thumb|600px|none|...and inserts a new one. Here it's possible to see the size of the grip is more in line with a Glock 17 than the slightly more compact 19. It's also possible to make out the incorrect Glock 19 markings.]] &lt;br /&gt;
[[File:CoF glock reloading3.jpg|thumb|600px|none|Simon then racks the slide to chamber a round, which oddly has a black tip. Also noticeable (though difficult to spot) in this shot is that part of the interior of the slide, just ahead of the front edge of the ejection port, is not rendered, letting you briefly see through the gun. On a more positive note, Simon displays some excellent trigger discipline.]] &lt;br /&gt;
[[File:CoF glock misc4.jpg|thumb|600px|none|Simon with both Glock and a lit flare in hand, making his way through a vent as he encounters something ''really'' creepy. The Glock's model, as with all other handguns that can be wielded together with another item, is mirrored in this case.]] &lt;br /&gt;
[[File:CoF glock misc5.jpg|thumb|600px|none|A Suicider with a Glock 17 next to him after the committing the eponymous act. These enemies, once they spot Simon, will run towards him firing wildly. They can be easily taken care of with one headshot as their heads are rather large. However, if they get close enough to Simon, they will raise the gun to their head and kill themselves.]] &lt;br /&gt;
[[File:CoF glock misc6.jpg|thumb|600px|none|The Glock 17 can be fitted with a Streamlight TLR 1 weaponlight, making it even more effective as one doesn't have to put away their light source in order to reload, on top of being brighter and longer-reaching (though with a more narrow cone of light) than the phone. The game states that the &amp;quot;extra weight added to the end of the barrel will affect accuracy&amp;quot;, albeit it's hard to notice any discernible difference.]] &lt;br /&gt;
[[File:CoF glock misc7.jpg|thumb|600px|none|The Streamlight TLR 1 weaponlight fitted onto the Glock 17 in a blood-stained apartment as Simon drops a magazine partway. A note is that it's still possible to dual-wield the Glock 17 with Simon's phone after acquiring the light, which will make the TLR 1 disappear from the model.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch VP70M==&lt;br /&gt;
The [[Heckler &amp;amp; Koch VP70|Heckler &amp;amp; Koch VP70M]] with its distinctive stock is a fairly rare weapon in-game. Due to the fact that it can't be dual-wielded with a light source (it could be initially, but the feature was removed in a patch), is locked to fire in three-round bursts (leading to strong recoil) and its ammo being somewhat rare, it is a rather impractical weapon.&lt;br /&gt;
[[Image:VP-70.jpg|thumb|none|500px|Heckler &amp;amp; Koch VP70M with stock - 9x19mm]]&lt;br /&gt;
[[File:CoF VP70 misc1.jpg|thumb|600px|none|The first VP70M is found lying on the ground at the end of an alley.]] &lt;br /&gt;
[[File:CoF VP70 misc2.jpg|thumb|600px|none|Not knowing what he's getting himself into, he picks it up.]] &lt;br /&gt;
[[File:CoF VP70 misc3.jpg|thumb|600px|none|Taking a peek at the right side of the pistol.]] &lt;br /&gt;
[[File:CoF VP70 holding.jpg|thumb|600px|none|Realizing that the pistol is crap, Simon makes his way to Akademibokhandeln, hoping he could trade it for a book. Akademibokhandeln an actual chain of bookstores in Sweden.]] &lt;br /&gt;
[[File:CoF VP70 iron sights.jpg|thumb|600px|none|Finding the store closed, Simon sights up a Polis car (Swedish for police)]] &lt;br /&gt;
[[File:CoF VP70 reloading1.jpg|thumb|600px|none|After an annoyed mag dump, Simon reloads his VP70M, first pulling out the mag...]] &lt;br /&gt;
[[File:CoF VP70 reloading2.jpg|thumb|600px|none|...inserting a new one...]] &lt;br /&gt;
[[File:CoF VP70 reloading3.jpg|thumb|600px|none|...then racking the slide. This is correct, as real VP70s do not have a slide hold-open mechanism.]]&lt;br /&gt;
[[File:CoF VP70 misc4.jpg|thumb|600px|none|Simon running into a Citalopram (named after an anti-depressant). This is an earlier version of the game as the VP70 is dual-wielded.]]&lt;br /&gt;
&lt;br /&gt;
==Ruger P345==&lt;br /&gt;
The [[Ruger P-series pistol#Ruger P345|Ruger P345]] is first seen in a bowling alley in the mental hospital. When first picking it up, it's empty and there's no ammo around for it. Simon must bring it to the Doctor, where he's given the choice of either keeping it for himself or giving it to the Doctor. If one chooses to keep it, it's not possible to acquire the [[Taurus Model 605]] later on. The P345 is also the starting weapon in co-op mode, as all four Swedish cops will have one with a few extra magazines for it. While it has more stopping power than the Glock 17, it's overall a worse weapon, having a slower reload, smaller magazine capacity, rarer ammo, and more recoil.&lt;br /&gt;
[[Image:Ruger P345 stainless.jpg|thumb|none|350px|Ruger P345 with stainless steel slide - .45 ACP]]&lt;br /&gt;
[[File:CoF ruger misc1.jpg|thumb|600px|none|Simon tries bowling with an P345, which works better than expected.]] &lt;br /&gt;
[[File:CoF P345 misc2.jpg|thumb|600px|none|The sights on the P345 glow in the dark, which might seem like a nice feature, but is largely useless as it wouldn't be possible to see whatever you're shooting at anyway.]] &lt;br /&gt;
[[File:CoF P345 misc1.jpg|thumb|600px|none|Simon considering handing over the empty P345 to the Doctor or keeping it for himself.]] &lt;br /&gt;
[[File:CoF P345 reloading1.jpg|thumb|600px|none|After deciding to keep it for himself (leading to some nasty consequences) he reloads the pistol.]] &lt;br /&gt;
[[File:CoF P345 reloading2.jpg|thumb|600px|none|Inserting a new magazine.]] &lt;br /&gt;
[[File:CoF P345 reloading3.jpg|thumb|600px|none|Just about to hit the slide release.]] &lt;br /&gt;
[[File:CoF P345 holding.jpg|thumb|600px|none|Simon with his new-found P345 pistol, about to cross a lake at dawn. This is the first time a level takes place at day.]]&lt;br /&gt;
&lt;br /&gt;
==Taurus Model 605==&lt;br /&gt;
A [[Taurus Model 605]] with rubber grips, called the &amp;quot;Taurus .357 Magnum&amp;quot; in-game, is carried by the Doctor in the story mode and the unlockable &amp;quot;Doctor's Story&amp;quot; mode as well as being a obtainable weapon in Co-op mode. He will use it against Simon if he doesn't give the Doctor the P345 in the mental hospital. Simon can however procure it himself if he ''does'' give the Doctor the P345. Doctor's Story has him start with one in his inventory, with 25 rounds in reserve. &lt;br /&gt;
&lt;br /&gt;
It is very powerful, being able to take down most smaller enemies with just one shot. It can't however be dual-wielded with any other item, limiting its use. It also only holds five rounds, has very strong recoil and a long reload time. Additionally, reloading will cause Simon to drop every round loaded into the weapon, without attempting to retain any unfired rounds, then reload them one at a time - although the second half can be interrupted after any number of bullets have been loaded if the situation requires it.&lt;br /&gt;
[[Image:Taurus605stainless.jpg|thumb|none|350px|Taurus Model 605 - .357 Magnum]]&lt;br /&gt;
[[File:CoF Revolver holding.jpg|thumb|600px|none|The Doctor in the very beginning of Doctor mode holding on to his Taurus Model 605 revolver, wondering why tendrils are coming out of the walls.]] &lt;br /&gt;
[[File:CoF Revolver iron sights.jpg|thumb|600px|none|The Doctor aims his revolver, preparing to put whatever it is out of its misery.]] &lt;br /&gt;
[[File:CoF Revolver reloading1.jpg|thumb|600px|none|Reloading. About to swing out the cylinder.]] &lt;br /&gt;
[[File:CoF Revolver reloading2.jpg|thumb|600px|none|The extractor is wisely used to get rid of the rounds.]] &lt;br /&gt;
[[File:CoF Revolver reloading3.jpg|thumb|600px|none|Loading up, one round at a time.]] &lt;br /&gt;
[[File:CoF Revolver reloading4.jpg|thumb|600px|none|The Doctor then not-so-wisely swings the cylinder shut.]] &lt;br /&gt;
[[File:CoF Revolver misc2.jpg|thumb|600px|none|The markings on the right side of the Model 605. These can't be seen during normal gameplay. The serial number is actually one from the [[Taurus Model 85]], a similar revolver chambered only for the weaker .38 Special.]]&lt;br /&gt;
&lt;br /&gt;
==Browning Hi-Power Mark III==&lt;br /&gt;
A [[Browning Hi-Power|Browning Hi-Power Mark III]] makes a brief appearance in the endings of the game. It is however only briefly usable in one of the endings.&lt;br /&gt;
[[Image:HiPowerMk3.jpg|thumb|none|350px|Commercial Browning Hi-Power Mark III - 9x19mm]]&lt;br /&gt;
[[File:CoF hi-power misc1.jpg|thumb|600px|none|A good shot of the Browning Hi-Power. ]] &lt;br /&gt;
[[File:CoF hi-power misc2.jpg|thumb|600px|none|Simon inspecting the weapon. Here it's easy to I.D the Hi-Power as a Mark III due to its ambidextrous safety and plastic grips.]] &lt;br /&gt;
[[File:CoF hi-power misc3.jpg|thumb|600px|none|Ditto.]] &lt;br /&gt;
[[File:CoF hi-power holding1.jpg|thumb|600px|none|Simon making his way out of his apartment, armed with a Hi-Power.]] &lt;br /&gt;
[[File:CoF hi-power holding2.jpg|thumb|600px|none|What he finds out there is hardly pleasant. It's not possible aim down sights during this sequence.]] &lt;br /&gt;
[[File:CoF hi-power reloading.jpg|thumb|600px|none|Reloading the Hi-Power simply shows it being pulled off-screen along with a bunch of noises telling us that it's being reloaded. The slide doesn't lock back once the magazine is dry.]]&lt;br /&gt;
&lt;br /&gt;
=Submachine Guns=&lt;br /&gt;
&lt;br /&gt;
==Brügger &amp;amp; Thomet MP9==&lt;br /&gt;
The [[Brügger &amp;amp; Thomet MP9|B&amp;amp;T MP9]], originally and incorrectly referred to as the earlier [[Steyr TMP|TMP]], is only available to people who donated money to the game's development; it and its ammo take the place of some spawns for the VP70. It is not a particularly useful weapon as the recoil of firing in full-auto leads to very poor accuracy. &lt;br /&gt;
[[Image:B&amp;amp;T-MP9.jpg|thumb|none|450px|Brügger &amp;amp; Thomet MP9 with stock extended - 9x19mm]]&lt;br /&gt;
[[File:CoF MP9 render.jpg|thumb|600px|none|A texture-less render of the MP9. What confirms it as an MP9 and not a TMP is the different barrel end design, integrated rails and the integrated folding stock.]] &lt;br /&gt;
[[File:CoF MP9 holding.JPG|thumb|600px|none|Simon making his way towards an escalator, MP9 in hand for whatever might be waiting at the top.]]&lt;br /&gt;
[[File:CoF MP9 holding2.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:CoF MP9 iron sights.jpg|thumb|600px|none|Iron sights.]] &lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MP5A3==&lt;br /&gt;
To get the [[Heckler &amp;amp; Koch MP5A3]] one must first make a &amp;quot;quality map&amp;quot; for the game, then they must contact ruMpel who will then invite the creator the Mapper's steam group, which will activate the weapon in-game for the player to use. An update in november 2020 changed this so anyone can join the Mapper group, meaning the weapon is now available to everyone. Once activated, the weapon will be available early on in the game. However, it's locked to full-auto and while one gets nine magazines for it when picked up, there are no other ammo pickups in the game for it.&lt;br /&gt;
[[Image:MP5A3 StockCollapsed.jpg‎|thumb|none|400px|Heckler &amp;amp; Koch MP5A3 - 9x19mm. The in-game model has a Navy trigger group.]]&lt;br /&gt;
[[File:CoF MP5 holding.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:CoF MP5 iron sights.jpg|thumb|600px|none|Aiming the weapon leads to this odd view, instead of peeking through the diopter sight, Simon looks slightly above it. Also note that the front sight doesn't have any proper post.]]&lt;br /&gt;
[[File:CoF MP5 misc1.jpg|thumb|600px|none|With a different FOV, the collapsed stock is clearly visible.]]&lt;br /&gt;
&lt;br /&gt;
=Shotguns=&lt;br /&gt;
&lt;br /&gt;
==Remington Model 870==&lt;br /&gt;
A [[Remington Model 870]] with a 4-round magazine tube that holds 5 rounds (meaning it always has one chambered) is the only shotgun in the game. While its ammo is fairly rare, its power more than makes up for it. Its ability to reload at any time without having to lose ammo (thanks to its tubular magazine) is also very helpful. As with all long guns, however, it's limited by the fact that it can't be wielded along with a light source, having to settle for what light shines through Simon's bag if he leaves the phone light on when putting it away. &lt;br /&gt;
[[Image:RemingtonModel870Wingmaster20''.JPG|thumb|none|500px|Remington 870 Wingmaster with 20&amp;quot; Home Defense barrel - 12 gauge]]&lt;br /&gt;
[[File:CoF 870 misc1.jpg|thumb|600px|none|Simon meeting the 870's former owner.]] &lt;br /&gt;
[[File:CoF 870 holding.jpg|thumb|600px|none|Simon, seeing as he is running into monsters around every corner, decides to &amp;quot;borrow&amp;quot; the shotgun.]] &lt;br /&gt;
[[File:CoF 870 iron sights.jpg|thumb|600px|none|Iron sights.]] &lt;br /&gt;
[[File:CoF 870 reloading1.jpg|thumb|600px|none|Loading up...]] &lt;br /&gt;
[[File:CoF 870 reloading2.jpg|thumb|600px|none|Chambering a shell.]] &lt;br /&gt;
[[File:CoF 870 misc2.jpg|thumb|600px|none|The world model for the 870 shows it with an extended magazine tube, despite having a standard length one on the first-person model.]] &lt;br /&gt;
[[File:CoF 870 misc3.jpg|thumb|600px|none|Different models of the shotgun before its final form. The earlier models have more in common with the [[Mossberg 500]].]]&lt;br /&gt;
&lt;br /&gt;
=Rifles=&lt;br /&gt;
&lt;br /&gt;
==Stag Arms AR-15==&lt;br /&gt;
The [[M16|Stag Arms AR-15]], a civilian semi-auto rifle in reality, appears as the sole assault rifle in the game that does not require unlocking. The in-game model is a mix between Stag Arms' rifle and the military [[M16A2]] - like the semi-auto rifle, it does not have a bayonet lug underneath the gas block and the first non-safe position for the selector switch is labeled as &amp;quot;fire&amp;quot; rather than &amp;quot;semi&amp;quot;, but it also features the A2's upper receiver with built-in carry handle (the SA AR-15 features a railed upper with removable carry handle like the M4/M4A1 and M16A4) and an additional 3-round burst mode. It is a powerful weapon, though one should stick to semi-auto unless they've got a [[Black Hawk Down#M16A2|damn good reason,]] as the weapon has high recoil when firing in bursts. It's generally better to go for one shot to the head instead of three in the chest. It is loaded with 20-round magazines that correctly hold 20 rounds.&lt;br /&gt;
&lt;br /&gt;
[[Image:M16A2.jpg|thumb|500px|none|Colt M16A2 - 5.56x45mm NATO. Select Fire rifle (Safe/ Semi/ 3-Round Burst).]]&lt;br /&gt;
[[File:CoF M16 misc1.jpg|thumb|600px|none|Simon finds an M16A2 on the ground after running away from a pesky chainsaw wielding freak. Here it's possible to note the lack of a bayonet lug on the gas block, indicating it as a civilian rifle.]] &lt;br /&gt;
[[File:CoF M16 holding.jpg|thumb|600px|none|Simon overlooking a park with his M16A2. This park bears strong resemblance to an actual park in Stockholm, Sweden, albeit the in-game rendition is much smaller. The orange building to the far left would be Stockholm's stadsbibliotek (Public Library) while a building to the right (out of frame) would be Handelshögskolan (School of Economics).]] &lt;br /&gt;
[[File:CoF M16 iron sights.jpg|thumb|600px|none|Iron sights.]] &lt;br /&gt;
[[File:CoF M16 reloading1.jpg|thumb|600px|none|Loading up the M16A2 with a new 20-round mag.]]&lt;br /&gt;
[[File:CoF M16 reloading2.jpg|thumb|600px|none|Pulling the charging handle to chamber a new round. The bolt doesn't seem to lock back on the last round.]] &lt;br /&gt;
[[File:CoF M16 misc2.jpg|thumb|600px|none|While hard to notice, a nice detail with the AR-15 is that the fire selector actually moves when Simon flicks between the fire modes. Here's he's putting it on burst-fire...]] &lt;br /&gt;
[[File:CoF M16 misc3.jpg|thumb|600px|none|...and here on semi. Note the markings on the rifle denoting the semi-auto mode as &amp;quot;fire&amp;quot; rather than &amp;quot;semi&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==Lee-Enfield No. 1 Mk.III* (HT)==&lt;br /&gt;
The [[Lee-Enfield No.1 Mk.III|Lee-Enfield No. 1 Mk.III* (HT)]], the sniper variant of the No. 1 Mk.III*, is the only firearm in the game with some sort of optic/scope. While it's powerful, it has limited use as most of the combat in the game takes place at close ranges. Its 10-round magazine is always loaded with only 5 rounds, and for some reason triggering a reload will make any rounds left in the magazine disappear as if Simon is detaching and replacing the magazine like the other weapons.&lt;br /&gt;
[[Image:No1MK3.jpg|thumb|none|500px|Lee-Enfield No. 1 Mk.III* (HT) - .303 British]]&lt;br /&gt;
[[File:CoF SMLE misc1.jpg|thumb|600px|none|Simon is definitely okay now that he has found a scoped SMLE.]] &lt;br /&gt;
[[File:CoF SMLE holding.jpg|thumb|600px|none|Simon realizing his long wait for the bus has been a waste of time as the road is blocked.]] &lt;br /&gt;
[[File:CoF SMLE rectile.jpg|thumb|600px|none|We're [[Jaws|gonna need a bigger gun]] to take care of this obstruction.]] &lt;br /&gt;
[[File:CoF SMLE bolt cycle.jpg|thumb|600px|none|Regardless, Simon takes a shot at the van and cycles the bolt.]] &lt;br /&gt;
[[File:CoF SMLE reloading1.jpg|thumb|600px|none|Five shots later and the van still hasn't blown up, so Simon reloads his rifle. Pulling back the bolt...]] &lt;br /&gt;
[[File:CoF SMLE reloading2.jpg|thumb|600px|none|...and loading up.]]&lt;br /&gt;
[[File:CoF rifle.jpg|thumb|600px|none|Render of the Lee-Enfield No. 1 Mk.III* (HT).]]&lt;br /&gt;
&lt;br /&gt;
==FAMAS G2==&lt;br /&gt;
The [[FAMAS#FAMAS G2|FAMAS G2]] is only available to players who have completed the game on Nightmare difficulty, which is no easy feat. The effort is however worth it, as the weapon has infinite ammo. Its presence is possibly a reference to the team's first mod, ''Afraid of Monsters'', wherein completing that game by seeing every possible ending unlocked the &amp;quot;gm_general&amp;quot;, an [[Enfield L85]] with infinite ammunition (''Cry of Fear'' even recycles the infinity-symbol HUD icon from ''AoM'' for the FAMAS).&lt;br /&gt;
[[Image:Famas g2.jpg|thumb|none|450px|FAMAS G2 with its proprietary bipod deployed - 5.56x45mm NATO. Note the 30-round STANAG magazine.]]&lt;br /&gt;
&lt;br /&gt;
==Gewehr 43==&lt;br /&gt;
The [[Gewehr 43]] is only available in the co-op mode. The weapon deals slightly less damage than the SMLE with similarly high recoil, but has the obvious advantage of semi-auto fire and using sights more suited for the close ranges of the majority of the game's combat. Unlike the SMLE, the G43 correctly holds 10 rounds per magazine.&lt;br /&gt;
[[Image:K43 nc.jpg|thumb|none|500px|Gewehr 43 - 7.92x57mm Mauser]]&lt;br /&gt;
[[File:CoF G43 holding.jpg|thumb|600px|none|A player controlled Police Officer character with a G43 in co-op observing a real ruckus.]]&lt;br /&gt;
[[File:CoF G43 holding2.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:CoF G43 iron sights.jpg|thumb|600px|none|Iron sights]]&lt;br /&gt;
&lt;br /&gt;
=Cut Weapons=&lt;br /&gt;
These firearms were cut or replaced before the game's final release.&lt;br /&gt;
&lt;br /&gt;
==Taurus PT92AF==&lt;br /&gt;
A [[Taurus PT92AF]] was initially supposed to be the main handgun in the game, later being replaced by the Glock 17 for unknown reasons.&lt;br /&gt;
[[Image:Taurus-PT92AF.jpg|thumb|none|350px|Taurus PT92AF (blued) - 9x19mm]]&lt;br /&gt;
[[File:CoF PT92 misc3.jpg|thumb|600px|none|Simon holding a PT92AF in an early version of the game. Note that the icon for the magazine in the bottom right corner shows a Glock-like magazine.]] &lt;br /&gt;
[[File:CoF PT92 misc1.jpg|thumb|600px|none|Simon shooting a wall, hoping to kill any monsters that [[Aliens|might come out of them]].]] &lt;br /&gt;
[[File:CoF PT92 misc2.jpg|thumb|600px|none|Shooting a Slower with his PT92AF, demonstrating another cut feature, headshots.]]&lt;br /&gt;
&lt;br /&gt;
[[Category: Video Game]]&lt;br /&gt;
[[Category: Horror]]&lt;br /&gt;
[[Category: First-Person Shooter]]&lt;/div&gt;</summary>
		<author><name>AnActualAK47</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Talk:Call_of_Duty:_Modern_Warfare_(2019)&amp;diff=1307428</id>
		<title>Talk:Call of Duty: Modern Warfare (2019)</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Talk:Call_of_Duty:_Modern_Warfare_(2019)&amp;diff=1307428"/>
		<updated>2019-11-10T13:00:30Z</updated>

		<summary type="html">&lt;p&gt;AnActualAK47: /* AK74 variants */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Looks like MagPul MS4 slings on those MCXs, so far the general design, animations, weapons/gear look great, i can only hope that the gameplay doesn't feel too arcadey and a bit more realistic (mix of both) then i would buy another CoD since the MW trilogy and WAW days.--[[User:Death Shadow20|Death Shadow20]] ([[User talk:Death Shadow20|talk]]) 08:26, 31 May 2019 (EDT)&lt;br /&gt;
&lt;br /&gt;
== B&amp;amp;T APC556 ==&lt;br /&gt;
&lt;br /&gt;
Hi guys,&lt;br /&gt;
&lt;br /&gt;
I think I got most weapons but this one here is rather difficult. If you look at its side while the soldier is moving the receiver looks very flat and the only weapons coming to my mind being so flat is the B&amp;amp;T APC556.&lt;br /&gt;
&lt;br /&gt;
What did you think? --[[User:Grasyl|Grasyl]] ([[User talk:Grasyl|talk]]) 09:02, 31 May 2019 (EDT)&lt;br /&gt;
&lt;br /&gt;
[[File:Rrt877 codmw2019 unknowen rifle 2.jpg|thumb|none|600px|APC556 held by an SAS Recon.]]&lt;br /&gt;
:Honestly, for firearms seen from such a distance/in small detail like this (it applies to a couple of weapons on the main page as well), it's better to wait for more content to come in future trailers instead of going ahead and speculating about literally every bit of weapon currently seen. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 09:55, 31 May 2019 (EDT)&lt;br /&gt;
&lt;br /&gt;
== One more rifle from promo-material ==&lt;br /&gt;
https://cdn.discordapp.com/attachments/529979003826601986/583658085827084310/3.jpg&lt;br /&gt;
Any thoughts? &lt;br /&gt;
--[[User:Iskorka416|Iskorka416]] ([[User talk:Iskorka416|talk]]) 09:33, 31 May 2019 (EDT)&lt;br /&gt;
:It's an HK433, just with an AAC Honey Badger-like stock. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 09:55, 31 May 2019 (EDT)&lt;br /&gt;
::Okay. This picture is from press-kit, provided for game journalists, but to avoid any troubles, the writer wouldn't share with all of pics. At least for now.--[[User:Iskorka416|Iskorka416]] ([[User talk:Iskorka416|talk]]) 10:10, 31 May 2019 (EDT)&lt;br /&gt;
:::[https://cdn.discordapp.com/attachments/529979003826601986/583658084254351380/5.jpg One more image ], better view on a M4&lt;br /&gt;
::::That Aimpoint is mounted way too low. [[User:Spartan198|Spartan198]] ([[User talk:Spartan198|talk]]) 21:13, 31 May 2019 (EDT)&lt;br /&gt;
Really not sure that’s an HK433. It looks integrally suppressed and the stock doesn’t match. Is it not some sort of SIG MCX variant? I thought it was a suppressed Rattler at first, but the magwell looks different  --[[User:Forrest1985|Forrest1985]] ([[User talk:Forrest1985|talk]]) 08:38, 1 June 2019 (EDT)&lt;br /&gt;
:Nah, looks nothing like an MCX. It is indeed an HK433, just a customized one. I get the feeling that we'll get &amp;quot;stock&amp;quot; customization option again, which could explain how they added that sliding stock on it (as well the MPi-KMS-72 style stock on the AK)... we'll see if it's the case when we got more details. Plus, note the shape of the receiver (especially behind and in front of the ejection port), the paddle magazine release and the reversible charging handle's location (above the handguard), all of which match the HK433 and not any variant of the MCX. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 10:35, 1 June 2019 (EDT)&lt;br /&gt;
::Also the cuts on the frontal side of the well mag are typical HK433. However, I think that the real HK433 can't be integrally suppressed nor accept telescoping stocks. Funny thing is that apparently even the devs know this so they attached the PDW stock to nothing or is it just me seeing things? --[[User:Nanomat|Nanomat]] ([[User talk:Nanomat|talk]]) 10:55, 1 June 2019 (EDT)&lt;br /&gt;
My bad on the MCX front, but in my defence I said some “sort of MCX”. Still, i’m not entirely convinced its a ‘433 either. The stock is probably custom, as per the above comment, but front end doesn’t quite match (unless it angle of the shot),  there’s no integral suppressed ‘433. The ejection port and lower receiver is a clear match though (on my second look). I dunno, guess we will have to wait and see. I quite like the ‘433 design so would be nice to see it. Personally hope they bring back the skins from MW:R or better yet, customisation similar to Wildlands --[[User:Forrest1985|Forrest1985]] ([[User talk:Forrest1985|talk]]) 12:27, 1 June 2019 (EDT)&lt;br /&gt;
&lt;br /&gt;
==Unknown bolt-action==&lt;br /&gt;
[https://i.redd.it/m0z9lqftxi131.jpg I don't know what this could be.]--[[User:Death Shadow20|Death Shadow20]] ([[User talk:Death Shadow20|talk]]) 15:15, 31 May 2019 (EDT)&lt;br /&gt;
:I've read somewhere that it might be the FN Ballista ala BO2 style, but I'm conflicted. Some details match but others like the stock are different. --[[User:Nanomat|Nanomat]] ([[User talk:Nanomat|talk]]) 16:45, 31 May 2019 (EDT)&lt;br /&gt;
::From the size, the proportions, and the flat, sloped upper receiver, I'm tempted to say that it's a [[PGM Hecate II]], though it doesn't seem to be a precise match. It seems like some of these guns might have customizable parts, though maybe I just have a hard time believing that the coat-hanger stock is gonna be standard and/or an attachment for the AK. [[User:Pyr0m4n14c|Pyr0m4n14c]] ([[User talk:Pyr0m4n14c|talk]]) 20:54, 31 May 2019 (EDT)&lt;br /&gt;
Looking at the receiver shape my thought was definitely something by PGM --[[User:Forrest1985|Forrest1985]] ([[User talk:Forrest1985|talk]]) 08:40, 1 June 2019 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Looks like Russian DVL-10 for me, but magwell is different and magazine looks too wide for .308 --[[User:Iskorka416|Iskorka416]] ([[User talk:Iskorka416|talk]]) 19:33, 16 June 2019 (EDT)&lt;br /&gt;
&lt;br /&gt;
I think its a Victrix Armament rifle, doesnt look 100%, but the closest I found -- [[User:Hijeffrey95|Hijeffrey95]] ([[User talk:Hijeffrey95|talk]]) 12:19, 27 June 2019&lt;br /&gt;
:I did also think of some anti-materiel rifles such as the Victrix Corvus, but yeah it doesn't exactly match it. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 05:37, 20 August 2019 (EDT)&lt;br /&gt;
&lt;br /&gt;
==2v2 Gameplay footage==&lt;br /&gt;
[https://www.youtube.com/watch?v=Bv5JqiEfxoQ Here.] --[[User:Tamarin88|Tamarin88]] ([[User talk:Tamarin88|talk]]) 17:11, 11 July 2019 (EDT)&lt;br /&gt;
:Some stuff worth noting - the P320 is called the &amp;quot;M19&amp;quot;, after its designation; the standard mag holds 10 rounds, and the 21-round extendo holds 15. The FAMAS fires in 3-round bursts, has aftermarket irons on top of its standard ones, and demonstrates a complete lack of understanding as to how decimal points work (.556 inches would make it an anti-materiel rifle, whereas .556 millimeters would be a literal gun for ants). The bolt-action sniper rifle is an [[Accuracy International AX50]], the 870 is an MCS that they're calling the &amp;quot;Model 680&amp;quot; for some reason, and the [[MG4]] is called an &amp;quot;M91&amp;quot; (probably implying a US military designation), with 75 round being the &amp;quot;Extended Mags&amp;quot; capacity, so the standard is probably 50. Shotguns are also either secondaries or primaries now, and among them is the &amp;quot;725&amp;quot; [[Over and Under Shotgun|over/under]]; the name implies a Browning Citori, though [[Call of Duty: Black Ops#Beretta Model 682|the series is no stranger to misnaming O/Us]]. There are 2 different kinds of stun grenade (an [[M84 stun grenade|M84]] and a [[Model 7290 flashbang grenade|M7290]]), though we didn't actually get to see what the normal frag grenades are. Oh, and the [[RPG-7]] has a new reload animation for the first time in ever, though I'm pretty sure that the rocket still doesn't have a booster charge. It also has a melee attack where you jab them with the rocket, even though an RPG-7 warhead's only safety system is a screw-in nose cap, so doing that would blow you straight to kingdom come. Anything else? [[User:Pyr0m4n14c|Pyr0m4n14c]] ([[User talk:Pyr0m4n14c|talk]]) 20:05, 11 July 2019 (EDT)&lt;br /&gt;
&lt;br /&gt;
::The MG appears to be MG5 not MG4. --[[User:Nanomat|Nanomat]] ([[User talk:Nanomat|talk]]) 20:13, 11 July 2019 (EDT)&lt;br /&gt;
:::Yeah, it's definitely an MG5. Also, that &amp;quot;M19&amp;quot; name is pretty much a goof lol; the P320 in reality is designed as M17 and M18, depending on the size. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 07:08, 14 July 2019 (EDT)&lt;br /&gt;
::::I quite like how they've done the animations for this one. Particularly the handguns, the way the screen shakes in conjuction with the jerkiness of the muzzle flip makes it seem like the player character is an actual human controlling recoil rather than a robot who can hold a perfect aim at all times.--[[User:Aidoru|Aidoru]] ([[User talk:Aidoru|talk]]) 03:19, 17 July 2019 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Modern Warfare 2011 ==&lt;br /&gt;
&lt;br /&gt;
I can’t help feel that the weapons list is well...dated!&lt;br /&gt;
&lt;br /&gt;
Famas...dropped by French for Hk416 because its outdated&lt;br /&gt;
&lt;br /&gt;
L86 rarely used by British Army and completely replaced as of April 2019&lt;br /&gt;
&lt;br /&gt;
AUG, Mp5, M14 really? &lt;br /&gt;
&lt;br /&gt;
Desert Eagle ffs come on!&lt;br /&gt;
&lt;br /&gt;
Even the M4A1 feels rehashed, afterall if were playing tier 1 Operators who use Mk18’s or C8’s (in SAS’ case) should the game not match the reality? &lt;br /&gt;
&lt;br /&gt;
--[[User:Forrest1985|Forrest1985]] ([[User talk:Forrest1985|talk]]) 05:20, 14 July 2019 (EDT)&lt;br /&gt;
:Just because an older gun has only been recently replaced by a newer gun does not mean all previous guns in a nations inventory magically disappear into the ether. Many nations still use the M4, AUG, MP5, and M14 as well. The Desert Eagle is a series staple, so I'm not surprised it makes another appearance. The game has plenty of new guns as well, such as the Sig MCX, the M17, the HK433, and so on, so far it seems to strike a decent balance between classic Call of Duty guns and up to date guns.--[[User:Aidoru|Aidoru]] ([[User talk:Aidoru|talk]]) 15:36, 14 July 2019 (EDT)&lt;br /&gt;
&lt;br /&gt;
;:There were quite a few FAMASs in the recent Bastille Day parade; the French haven’t fully rolled out HK416Fs overnight since officially adopting them.--[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 15:51, 14 July 2019 (EDT)&lt;br /&gt;
Very true but there are also older weapons that have never appeared in COD before that could have been used instead. I mean why have the L86 when an RPK74 which is more widespread and has seen more use than the L86. Every time COD wants a bullpup it goes AUG and Famas, why not L85A2, CR21 or any other multitude of bullpup choices. I’m just saying the choices seem very safe and “copy/paste” to me. --[[User:Forrest1985|Forrest1985]] ([[User talk:Forrest1985|talk]]) 16:02, 14 July 2019 (EDT)&lt;br /&gt;
:Huh? The AUG and the FAMAS didn't make a lot of appearances in the CoD universe (the only ''main'' games in which they appeared are MW2 and &amp;lt;small&amp;gt;*facepalm*&amp;lt;/small&amp;gt; Black Ops - unless you consider the &amp;quot;futurized&amp;quot; versions in BO3/BO4), and from what I've read the AUG is one of the most reliable bullpup weapons, so its appearance is legit. Also come on, the MP5 is one of the most popular submachine guns worldwide (if not ''the'' most popular), you certainly can't avoid putting it in the game. I definitely agree that the L86 is a dumb choice though, and we all know the issue with the Desert Eagle, although in the later case you could argue that it has become an iconic weapon in the MW series, so players will have fun again with it in multiplayer. The devs should have put a Mk 14 EBR as opposed to that &amp;quot;modernization&amp;quot; attempt of a normal M14. Other than that, I'm happy with the presence of weapons such as the P320, MCX VIRTUS, MG5, and '''especially''' the Remington 870 MCS, which should have been included in the MW series from the start (as opposed to those weird choices of Winchester 1200 and SPAS-12). I'm hoping they will add some firearms such as the Saiga 12, SIG MPX, HK417, SR-25, Glock 17, Mk 23 Mod 0, etc. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 17:02, 14 July 2019 (EDT)&lt;br /&gt;
Yeah my bad Its probably because both the Aug and Famas were rinsed in both MW2 and Blops. They could have at least picked the Thales F90 for a modern Aug and there are plenty of better choices than the Famas! The MP5 i have no issue with. It is still the premier CT SMG used worldwide and deserves it place. The MK14 would have been a better choice I agree, but I would have picked G28/417 or SR25 EC over it for a more modern touch. --[[User:Forrest1985|Forrest1985]] ([[User talk:Forrest1985|talk]]) 07:59, 20 July 2019 (EDT)&lt;br /&gt;
:In fairness, the AUG shown in-game is the 9mm SMG version (the Thales doesn't have such a counterpart), and it's not like there are many other choices of current-production bullpup SMGs besides the FN P90, IWI X95 9mm, and QCW-05 / CS/LS2. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 08:26, 20 July 2019 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Raw multiplayer footage ==&lt;br /&gt;
&lt;br /&gt;
Some new MP footage got released today. More of the same, but without the screaming streamers and featuring several new weapons. &lt;br /&gt;
&lt;br /&gt;
Watch it here: https://www.youtube.com/watch?v=rVnJvZjMNCs&lt;br /&gt;
&lt;br /&gt;
What I noticed right off the bat:&lt;br /&gt;
&lt;br /&gt;
-An AK-47 with an RPK style barrel. An attachment or visual customization of some sort, I think. Other than the barrel, the AK's layout was pretty typical.&lt;br /&gt;
&lt;br /&gt;
-Some kind of (integrally suppressed?) bolt-action sniper rifle that I cannot identify for the life of me.&lt;br /&gt;
&lt;br /&gt;
-A .357 magnum revolver, probably a Smith and Wesson. &lt;br /&gt;
&lt;br /&gt;
-A compact AR-15-style rifle.&lt;br /&gt;
&lt;br /&gt;
-An MG42-type machine gun, maybe supposed to be an MG3? It appears to have the MG34's Panzerlauf stock. &lt;br /&gt;
&lt;br /&gt;
-The SIG-Sauer MCX made an appearance. It's known as the &amp;quot;M13.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
-Some kind of bullpup assault rifle that I can't identify but vaguely looks like a QBZ-95.  &lt;br /&gt;
&lt;br /&gt;
--[[User:PyramidHead|PyramidHead]] ([[User talk:PyramidHead|talk]]) 18:10, 18 July 2019 (EDT)&lt;br /&gt;
&lt;br /&gt;
:It is an MG34, yeah in a modern game. And the AK is either type II or III. --[[User:Nanomat|Nanomat]] ([[User talk:Nanomat|talk]]) 19:11, 18 July 2019 (EDT)&lt;br /&gt;
&lt;br /&gt;
::The bullpup rifle was a [[ShAK-12]], interestingly enough, with some serious recoil along for the ride. It also holds 40 rounds in what appears to be a 20-round magazine. Oh, and don't forget the [[Marlin Model 1894]], which I'm guessing will be classified as a sniper rifle in-game. As for the MG34, it's not ''that'' far-fetched; some have turned up in combat zones in the Middle East, which is where I assume at least some of the campaign will be taking place. A fair bit less plausible is the 100-round capacity that they've blessed the 50-round belt drum with. [[User:Pyr0m4n14c|Pyr0m4n14c]] ([[User talk:Pyr0m4n14c|talk]]) 19:53, 18 July 2019 (EDT) P.S.: Speaking of capacity, I really don't get why they felt the need to give the [[SIG-Sauer P320|P320]] a 10-round default mag and a 15-round extended one; unless it's supposed to be in a different caliber, it should hold 15 in a standard mag, while the extendo looks like the full-size version's 21-rounder.&lt;br /&gt;
&lt;br /&gt;
:::As always, gameplay balancing I guess. --[[User:Nanomat|Nanomat]] ([[User talk:Nanomat|talk]]) 19:55, 18 July 2019 (EDT)&lt;br /&gt;
&lt;br /&gt;
::::Maybe the MG 34 is a “kit” for the MG5? It at least sounds better than the MG 42 in WWII, I’ll give it that.--[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 23:18, 18 July 2019 (EDT)&lt;br /&gt;
:::::I hope they don't bring back the &amp;quot;kit&amp;quot; system of firearm variation. Agreed on the audio being leagues better than previous CoDs, there's some nice impact to it now. CoD: WW2 made all their guns sound like someone flicking pebbles at a sheet of tin.--[[User:Aidoru|Aidoru]] ([[User talk:Aidoru|talk]]) 01:31, 19 July 2019 (EDT)&lt;br /&gt;
::::::Funny thing is that [[Talk:Battlefield 4#Revolver reloads|I mentioned]] two months ago the fact that I hadn't seen yet the &amp;quot;universal&amp;quot; revolver reloading technique in a video game, aaaaaaaaand it ended up in this game :D I'm fairly sure the Marlin isn't a Model 1894, but likely a &amp;lt;s&amp;gt;336&amp;lt;/s&amp;gt; 1895, given the trigger guard and the ejection port (the latter having been seen in an earlier video). Regarding the compact AR-style rifle, I'm pretty sure it's a shorter version of the already present MCX VIRTUS (we can exclude the Rattler, since the handguard looks longer than it). The 870 MCS wasn't pumped after a partial reload, which (likely) means we will finally see different partial/empty reloads for shell-by-shell reloading shotguns (the only time it was done in a Call of Duty game is... get this, in the 13-year old CoD3). &amp;lt;s&amp;gt;Where I'm less impressed though, is the AK-47 part: while I can excuse its presence since there is also a more modern AK shown in the reveal trailer, the devs ''once again'' chose to slap a ribbed receiver cover on it.&amp;lt;/s&amp;gt; --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 08:06, 19 July 2019 (EDT)&lt;br /&gt;
:::::::EDIT: I checked again, and it appears that the receiver cover is appropriately smooth. I appreciate the recent edit, Aidoru. The footage that I previously watched was at low quality, and some scratches on the cover made it seem like a ribbed one. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 16:29, 2 August 2019 (EDT)&lt;br /&gt;
::::::::Speaking of AK, if the Russian Federation armed forces show up in this game, I would faint if they used an AK-74 instead of an older AK model. At least give me an AK-12 or an AK-15. At the very least, I hope to see more modern Russian weapons instead of Russians running around with FAMASs, AUGs, FALs, and Strikers like in Modern Warfare 2 and 3. --[[User:PyramidHead|PyramidHead]] ([[User talk:PyramidHead|talk]]) 15:19, 19 July 2019 (EDT)&lt;br /&gt;
:::::::::Just make it the ''mass production'' AK-12 and/or -15 instead of the 2012 prototype that's getting into XM8 levels of overuse. [[User:Spartan198|Spartan198]] ([[User talk:Spartan198|talk]]) 19:17, 1 August 2019 (EDT)&lt;br /&gt;
Amen to that! I’m hoping they use AK74’s as well not the AKM every game seems to depict. AK15 would be preferable but given the rebels part take place in past, ‘74 would be better suited. Personally I would have had the AK74 and RPK in this game and included the AK12 and RPK16 as “skins” like MW:R. Do you think they will add the F2000 in as that has shown up on Syria in a few clips/photos --[[User:Forrest1985|Forrest1985]] ([[User talk:Forrest1985|talk]]) 08:06, 20 July 2019 (EDT)&lt;br /&gt;
&lt;br /&gt;
Well, new gameplay uploaded on InfinityWard's official youtube channel. A lot more focus on the MCX and 870 this time. I wonder what triggers the player characters usage of the thumb-over-bore grip, the length of barrel/type of grip, or maybe its a faction specific thing.--[[User:Aidoru|Aidoru]] ([[User talk:Aidoru|talk]]) 01:33, 13 August 2019 (EDT)&lt;br /&gt;
https://www.youtube.com/watch?v=cJ-fuJRgqUc&lt;br /&gt;
&lt;br /&gt;
== Mk 18 ID ==&lt;br /&gt;
Are we sure it's a Mod 1? Not a lot can be gleaned from the image, but it looks like it's just a Mod 0 with a PRI folding front sight block. [[User:Spartan198|Spartan198]] ([[User talk:Spartan198|talk]]) 13:53, 22 July 2019 (EDT)&lt;br /&gt;
:[http://youtu.be/CDeKijb1e7M?t=544 Here's] some gameplay footage of it, if it helps. But anyway, judging by the video linked below, the weapon has the front sight on the railed handguard by default, but customization options do include a folding front sight block and a traditional AR-15 front sight. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 14:24, 22 July 2019 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Customization teaser ==&lt;br /&gt;
&lt;br /&gt;
[https://twitter.com/callofduty/status/1153349005319032832 Looks pretty extensive.]--[[User:Tamarin88|Tamarin88]] ([[User talk:Tamarin88|talk]]) 14:04, 22 July 2019 (EDT)&lt;br /&gt;
:Ohhhh, I think I'm gonna enjoy this --[[User:PyramidHead|PyramidHead]] ([[User talk:PyramidHead|talk]]) 14:43, 22 July 2019 (EDT)&lt;br /&gt;
::Couldn't they add the M26 MASS as opposed to that outdated (and recycled) Masterkey? --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 18:00, 22 July 2019 (EDT)&lt;br /&gt;
:::Looks cool. I just hope they don't go overboard with the skins (no animated neon pink tigerstripes with diamonds please), or lock some of the customization options behind lootboxes/ridiculous grinds.--[[User:Aidoru|Aidoru]] ([[User talk:Aidoru|talk]]) 00:47, 23 July 2019 (EDT)&lt;br /&gt;
&lt;br /&gt;
== New Trailer ==&lt;br /&gt;
&lt;br /&gt;
The multiplayer reveal came out; [https://www.youtube.com/watch?v=J7Ivdq5E-fs here's a link.] Looks pretty interesting so far; I've got some things to point out, but what I don't have right now is time. Cheers, [[User:Pyr0m4n14c|Pyr0m4n14c]] ([[User talk:Pyr0m4n14c|talk]]) 13:59, 1 August 2019 (EDT)&lt;br /&gt;
: There's also a full live stream of gameplay going on right now, so someone should probably sift through that after it finishes. --[[User:Tamarin88|Tamarin88]] ([[User talk:Tamarin88|talk]]) 14:32, 1 August 2019 (EDT)&lt;br /&gt;
&lt;br /&gt;
==Revolver==&lt;br /&gt;
Looks like it could be a Smith and Wesson Model 586 with the barrel inletted for a scope mount. [[User:Black Irish Paddy|Black Irish Paddy]] ([[User talk:Black Irish Paddy|talk]]) 19:19, 1 August 2019 (EDT)&lt;br /&gt;
&lt;br /&gt;
== IGN Loadout montage video ==&lt;br /&gt;
&lt;br /&gt;
https://www.youtube.com/watch?v=iiKHyejWvzQ&lt;br /&gt;
&lt;br /&gt;
They go through all the guns available in the beta but not all the customisation options. They mention how it's possible to do things like add a 5.45mm &amp;quot;conversion kit&amp;quot; to the AK to turn it into a 74. And an unmodified L86 is just a bog-standard L85. Should probably follow the Payday 2 guide of putting entries for every complete weapon you can turn each gun into.[[User:Temp89|Temp89]] ([[User talk:Temp89|talk]])&lt;br /&gt;
&lt;br /&gt;
== FN FAL/DSA 58  ==&lt;br /&gt;
&lt;br /&gt;
Noticed this in a screen&lt;br /&gt;
https://imgur.com/a/AtTaJ5u&lt;br /&gt;
&lt;br /&gt;
Not sure how to edit on here though, apologies...&lt;br /&gt;
:I get myself a FAL, and it's a classic one as opposed to the weird looking one in MW2! I'm happy. --[[User:PyramidHead|PyramidHead]] ([[User talk:PyramidHead|talk]]) 20:49, 2 August 2019 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Price's carbine ==&lt;br /&gt;
&lt;br /&gt;
So, as seen on the page, the Noveske with a VLTOR upper is the closest ID that I found over two weeks ago for the carbine held by Capt. Price in the game cover and other artwork. For anyone who would like to take a close look at the weapon and see if there's a better match or some noteworthy info, [http://i.jeuxactus.com/datas/jeux/c/a/call-of-duty-modern-warfare/xl/call-of-duty-modern-war-5cf00acc5610e.jpg here's] a very high resolution image of it, and [http://www.gamenite.de/wp-content/uploads/2019/05/CallOfDutyModernWarfare2019.jpg here's] a nearly full view of the weapon. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 10:43, 7 August 2019 (EDT)&lt;br /&gt;
&lt;br /&gt;
==Weapon Prediction==&lt;br /&gt;
Probably the MW Remastered weapons will be in the game. Their names and aestetyc don't match with the original COD. MW but match with the new one. PKM and FAL are already confirmed.So the &amp;quot;Prokolot&amp;quot;,&amp;quot;D-25S&amp;quot;,Saiga-12,Cheytac M200,&amp;quot;Fang 45&amp;quot; are on the table.--[[User:Dannyguns|Dannyguns]] ([[User talk:Dannyguns|talk]]) 03:28, 12 August 2019 (EDT)&lt;br /&gt;
:I doubt any of the fictional weapons will make it in. The SAIGA-12 and Cheytac M200 might, but not the Prokolot, D-25S or Fang-45.--[[User:Aidoru|Aidoru]] ([[User talk:Aidoru|talk]]) 09:25, 12 August 2019 (EDT)&lt;br /&gt;
::Yeah, I'd agree - I mean, the FAL that we've seen so far is pretty clearly just an ordinary FAL, not the weird hybrid AR-ish thingy from ''MWR'' that resembles a lot of things but isn't quite any of them. It seems to me like this game's arsenal will be more or less proprietary. [[User:Pyr0m4n14c|Pyr0m4n14c]] ([[User talk:Pyr0m4n14c|talk]]) 10:25, 12 August 2019 (EDT)&lt;br /&gt;
Those dumb fictional weapons? No. Just no. They shouldn't have been in MWR in the first place; that game started very well with improvements on realism regarding weapon models, etc., but the devs pretty much ruined it with those frankenguns. Thankfully this most likely ain't happening with the new MW, considering that this is Infinity Ward, and not Raven Software, [[Call of Duty Online|who was already known for creating frankenguns]]. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 16:09, 12 August 2019 (EDT)&lt;br /&gt;
&lt;br /&gt;
I doubt we'll see ''any'' reuse of weapons from previous CoDs - the work required for the new attachment system would probably make converting old models not worth it. --[[User:Tamarin88|Tamarin88]] ([[User talk:Tamarin88|talk]]) 14:43, 12 August 2019 (EDT)&lt;br /&gt;
&lt;br /&gt;
==Frankenguns==&lt;br /&gt;
Now with the new gun customization, it appears that they will crank up to 11 the frankengun-ism. I am wondering about the AK customization in particular. They widely advertised that it is possible to customize the default AK47 into an &amp;quot;AK74u&amp;quot; however, what it actually does is to outfit it with an AKS-74U's wooden handguard and a [https://www.k-var.com/flash-hider-cone-design-for-762x39-24x15mm-rh-threads-us-made 7.62 x 39mm krinkov muzzle]. Now, this is all good when we speak about a 7.62 x 39mm AK but the thing is that this same setup (AK47 base) can be outfitted with 5.45x39mm mags while retaining the base AK47 receiver. So the question is would it be possible to somehow achieve this in reality, like maybe put the internals of a 5.45x39mm AK into a 7.62 x 39mm receiver? Could this work mechanically because that is precisely what we got in the game?&lt;br /&gt;
&lt;br /&gt;
Also would there be any issue with attaching a 20&amp;quot; barrel to an Mk18 or M4A1 or whatever similarly to what can be done in game? Man, this new customization system is cool but it's gonna raise a lot of questions. Also, I think maybe we should split all of the submodification items from the main weapons into a separate section like what we've done with BFV's &amp;quot;cosmetic modifications&amp;quot; section because the way things are currently listed on the MW page is gonna cause a lot of confusion like &amp;quot;What? That ain't Mk18 no more, it's an M16 bruh... but why then it shoots in full auto huhh???&amp;quot; --[[User:Nanomat|Nanomat]] ([[User talk:Nanomat|talk]]) 19:06, 16 August 2019 (EDT)&lt;br /&gt;
:Regarding your first question about AKs, it'd essentially be a custom build, grafting (and probably hand-fitting) AKS-74U parts into an original AK-47 receiver. For the second, there shouldn't be any issues with attaching non-standard barrels to Mk18 uppers, as 18 uppers are the same thing as A4 uppers, just fitted with shorter barrels and handguards. And, for the final one, I'd figure that the way that we have it now is probably the best bet; the ''BFV'' system works because you're less customizing one gun into another (which is what you can do here) and more attaching parts from one variant of a gun to another - for example, you can put a Mk2 stock on a Mk1 Bren, but it's still a Mk1 Bren. This is the precedent for these sorts of customization issues elsewhere; for example, it's what was done for ''[[Payday 2]]''. Hope this helps. [[User:Pyr0m4n14c|Pyr0m4n14c]] ([[User talk:Pyr0m4n14c|talk]]) 21:04, 16 August 2019 (EDT)&lt;br /&gt;
::And regarding the M16, if you really want to avoid that full-auto/burst confusion, you could probably identify the section as a Colt Model 901/M16A3 (the full-auto counterpart of the flat top M16A4), but keep the current reference image due to the heat shield. But IMO it isn't really necessary to change it, considering that we're already saying that &amp;quot;it resembles&amp;quot; an M16A4, plus one of the weapon perks in-game do actually turn it into a 3-round burst weapon. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 15:45, 18 August 2019 (EDT)&lt;br /&gt;
:::I changed the Arsenal AR-SF section to AKS-74U as the game simply puts parts from the AKS-74U to the base AK47 receiver. Also, I think we should emphasize more on the fact that the parts from &amp;quot;secondary&amp;quot; weapons are attached to the &amp;quot;main&amp;quot; receiver. I was going to make the same to the M16A4 section but as far as I understand from the above reply, the MK18 and the M16A4 both use the same receiver, at least visually, in reality. However, the fact that the weapon (in game) by default fires in full auto means that the base receiver is the MK18 one. Now the technical impossibility in this case here comes from the 3-round burst perk you describe. If that is indeed the case then we end up with that particular receiver being able to switch between full auto/3 burst which as far as I know is not a feature of any AR receiver? --[[User:Nanomat|Nanomat]] ([[User talk:Nanomat|talk]]) 21:59, 19 August 2019 (EDT)&lt;br /&gt;
::::Nah, I reverted it, because it's better to show what the resulting model looks like, and the in-game weapon still has a milled receiver like the AR-SF, which is not the case for the AKS-74U. For the record, the combo of an AR-SF with Krinkov flash hider and wood handguard has indeed been done in some movies like [[District B13#Arsenal AR-SF|Banlieue 13]] and [[36th Precinct#Arsenal AR-SF|36 Quai des Orfèvres]]. Now regarding the burst perk, in fairness I just mentioned how the behavior of the in-game weapon will change to 3-round burst, and that it would potentially avoid the confusion between burst/auto that you mentioned at the end of your first comment. I don't think the burst perk changes the selector markings on the weapon model itself (unlike the normal attachments), plus I'm not sure whether the perk replaces the full-auto fire by 3-round burst or it adds a burst setting alongside the full-auto/semi-auto modes. Though in response to your last question, the safe/semi/burst/auto selector does exist on the &amp;quot;M4 Commando Enhanced&amp;quot; and the &amp;quot;M4 Carbine Enhanced&amp;quot; as discussed [[Talk:M16 rifle series#Colt Model 978|here]], but either way it's kinda irrelevant, since I'm pretty sure that this &amp;quot;burst&amp;quot; perk is available on many weapons in-game, not just the &amp;quot;M4A1&amp;quot;. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 05:06, 20 August 2019 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Public Beta ==&lt;br /&gt;
&lt;br /&gt;
So, a new promo trailer dropped. A couple of things were shown, namely a mine that kinda looks like a flattened TS-50 with an S-Mine sticking out of the top (I think this was already shown, but now we have a good view of it), and a PKM (thankfully enough; it'd be odd to have a PKM stock as an attachment without the gun it belongs to). More important, however, is what this trailer was ''for'': there's apparently going to be a PS4-exclusive public beta of the 2v2 mode this weekend. If any of you have a PS4 capture device, now's your time to shine. [[User:Pyr0m4n14c|Pyr0m4n14c]] ([[User talk:Pyr0m4n14c|talk]]) 22:49, 19 August 2019 (EDT)&lt;br /&gt;
:Shoot, the PS4 already has a built in screencap feature, so a specific device isn't even necessary. I'm planning on downloading it, I could definitely take some screencaps.-[[User:Aidoru|Aidoru]] ([[User talk:Aidoru|talk]]) 00:53, 20 August 2019 (EDT)&lt;br /&gt;
I just want to say that the animators at IW have really outdone themselves on this game. I love all the reload animations, the visual recoil is well done, and they even included animated fire selector switches that the player character will engage with his hand/thumb depending on the gun.--[[User:Aidoru|Aidoru]] ([[User talk:Aidoru|talk]]) 04:43, 25 August 2019 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Revolver ==&lt;br /&gt;
&lt;br /&gt;
I think the revolver is [[Taurus Model 689]] at least for me it looks like one&lt;br /&gt;
--[[User:Relb357|Relb357]] &lt;br /&gt;
September 8 2019&lt;br /&gt;
&lt;br /&gt;
== P320 ID ==&lt;br /&gt;
If it lacks features indicative of the M18 (manual safety, three rail slots instead of four), shouldn't we classify it as a P320 instead? [[User:Spartan198|Spartan198]] ([[User talk:Spartan198|talk]]) 23:13, 12 September 2019 (EDT)&lt;br /&gt;
:It has the M18's optic cut on the slide though, and the SIG-Sauer website mentions that non-manual safety M17 pistols are planned to be shipped (I'm not sure if it also applies to the M18 though). I suppose we could alternatively identify it as a P320 RX Compact with the ROMEO1 sight removed (assuming that it ''can'' easily be removed, which I have yet to check). --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 23:44, 12 September 2019 (EDT)&lt;br /&gt;
::They mention that the battery on the RX Compact's RDS can be changed without having to remove it, so I'm pretty sure it's removable. If it wasn't, that sentence would be nonsensical. I didn't know about them releasing M17s without manual safeties, though. [[User:Spartan198|Spartan198]] ([[User talk:Spartan198|talk]]) 06:10, 13 September 2019 (EDT)&lt;br /&gt;
:::Yep, plus I now checked a video; when Phil Strader talks about the RDS [http://youtu.be/HLs-qZMyL70?t=54 here], he says &amp;quot;if you don't feel like using it and you want to use regular iron sights&amp;quot;. [http://youtu.be/-ZGRJtFtaOA?t=3768 Here's] a view of the in-game gun if you're interested, but anyway it ultimately seems that the RX Compact identification is legit. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 09:16, 13 September 2019 (EDT)&lt;br /&gt;
::::By the way, I was partly wrong in my first comment. It's actually the P320-M17 (the commercial variant of the M17 MHS) that can be offered without a manual safety, not the M17 itself. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 13:49, 27 October 2019 (EDT)&lt;br /&gt;
&lt;br /&gt;
==About the &amp;quot;HDR&amp;quot;==&lt;br /&gt;
Carrying on from one of the early discussions regarding the unidentified sniper rifle, [http://media.playstation.com/is/image/SCEA/call-of-duty-modern-warfare-operator-enhnaced-edition-contents-image-block-01-ps4-us-01aug19?$native_t$ here's] a higher quality image of the operator pack that includes a slightly modified version of it. And now, here's an in-game view of the weapon:&lt;br /&gt;
[[File:MW19-HDR-2.jpg|thumb|none|600px]]&lt;br /&gt;
As for my two cents, it may or may not be something like a Zastava M12 Black Spear with some sort of custom chassis and magwell, and a different bolt assembly. But then again, it's just an assumption, I just... I don't know. In the meantime, it would be appreciated if someone provides an image showing a full view of the right side; it might help us identify it. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 09:48, 13 September 2019 (EDT)&lt;br /&gt;
:[https://youtu.be/kOlEnrEpL5o?t=482 Here is an overview]. BTW it appears to be another frankengun again as the handguard of the handguard (yeah...) appears to be the [https://www.venturesurplus.com/products/used-m203-upper-handguard-carbine-length/ carbine length M203 GL handguard].--[[User:Nanomat|Nanomat]] ([[User talk:Nanomat|talk]]) 14:21, 16 September 2019 (EDT)&lt;br /&gt;
::Damn, this thing has the problem of a whole lot of the guns in ''MGS5'' - it ''kinda'' looks like a lot of things, but doesn't exactly match any of them. It sorta looks like a Zastava, it sorta looks like a Victrix Corvus, it sorta looks like an upscaled Lobaev DVL-10... and yet, in spite of this, it doesn't seem to be any of them. [[User:Pyr0m4n14c|Pyr0m4n14c]] ([[User talk:Pyr0m4n14c|talk]]) 16:34, 16 September 2019 (EDT) P.S.: The more I unsuccessfully try to wrap my head around this thing, the more I worry that the same might be true of the .357. Granted, that thing does seem to just be a Taurus, but I fear that some may disagree.&lt;br /&gt;
:::Well, even though this might be the COD with most realistic depiction of guns, I managed to find that they deliberately gave them some subtle fictional details. For example look at [https://i.redd.it/cbxwmej5twd31.png MW's Harrier] and a [http://img.timeinc.net/time/2011/weapons/harrier.jpg real one]. Note that the real one has semi circular air intakes while the game's version has more squareish ones. Also compare the [http://www.imfdb.org/images/e/ea/DesertEagle50AE.jpg real Deagle] to the [https://youtu.be/kOlEnrEpL5o?t=505 game's version]. Note how the MW's Deagle has the pins above the trigger guard in the wrong place and also has more grooves on the slide than the real one. I think they are doing this on purpose. If somebody comes up with a lawsuit &amp;quot;Heyyy, u can't use our weapon in ur game!&amp;quot; and bla bla they can simply claim that the weapon they depict is not the same, it has differences, minor but still.--[[User:Nanomat|Nanomat]] ([[User talk:Nanomat|talk]]) 19:20, 16 September 2019 (EDT)&lt;br /&gt;
::::Infinity Ward seems to be doing these modifications in an inconsistent manner. You have a slightly fictionalized Desert Eagle with a made up name, but you also have the &amp;quot;M13&amp;quot; which is (as far as I can tell) pretty much an exact likeness of the MCX Virtus. Similiarly, they gave the MP7 its proper name, but they also gave it the same treatment as the Desert Eagle, with a fictional stock, handguard, charging handle, etc. In terms of Killstreaks, you have the notHarrier, notFrogfoot, the weird looking notPredator with an AEW rotodome alongside an accurately modelled Apache, Pave Low and A-10.--[[User:Aidoru|Aidoru]] ([[User talk:Aidoru|talk]]) 00:52, 17 September 2019 (EDT)&lt;br /&gt;
::::One of the developers on Reddit actually said that was the case regarding the L86. I doubt it's really necessary (most games get away with much more accurate guns, even today), but I imagine Activision's lawyers are especially antsy because CoD has had licensing deals in the past, and I presume they're thinking that the gun companies will be watching them for use after the deal expired.--[[User:Tamarin88|Tamarin88]] ([[User talk:Tamarin88|talk]]) 07:09, 17 September 2019 (EDT)&lt;br /&gt;
I think it's an Zastava M93 Black Arrow (which has the same caliber) with a completely custom chassis and furniture. The position of the pistol grip and magazine match the M93 pretty well too.--[[User:BaileyJIII|BaileyJIII]] ([[User talk:BaileyJIII|talk]]) 09:43, 20 September 2019 (EDT)&lt;br /&gt;
:Oh wow, I haven't logged into this site for years, I know you're happy to see me again. Anyway, I'm thinking that the reason that they are doing these minor cosmetic changes to make guns and especially vehicles look less realistic is because of fear of lawsuits. There was after all this (https://www.rockpapershotgun.com/2017/11/09/humvee-manufacturer-suing-activision-over-call-of-duty-vehicles/?utm_source=feedburner&amp;amp;utm_medium=feed&amp;amp;utm_campaign=Feed%3A+rockpapershotgun%2Fsteam+%28Rock%2C+Paper%2C+Shotgun%3A+Steam+RSS%29) (I forgot how to format links properly, sorry) case some years ago and I'm thinking Activison wants to avoid that happening again. This doesn't answer why some guns look more or less like their real counterpart though. Another reason could be political. Some might say that it's &amp;quot;problematic&amp;quot; or something to depict guns to realistically. Then again, I'm not sure about that.--[[User:AnActualAK47|AnActualAK47]] ([[User talk:AnActualAK47|talk]]) 15:15, 26 September 2019 (EDT)&lt;br /&gt;
::Yay you’re back, along with Modern Warfare! Been missing your great screenshot work my dude.--[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 15:33, 26 September 2019 (EDT)&lt;br /&gt;
:::Aaww, thank you! Sadly I won't be screenshotting this game at launch at least. I won't get it until I get a new PC, which will be some months from now. I am going to play it though. This is the first CoD game I've ever actually felt hyped for. Especially with the return of that MW3 style of survival mode (another reason for waiting due to that timed exclusivity) and those large maps with vehicles.--[[User:AnActualAK47|AnActualAK47]] ([[User talk:AnActualAK47|talk]]) 16:20, 26 September 2019 (EDT)&lt;br /&gt;
&lt;br /&gt;
==Red Dots mounted too low for ARs==&lt;br /&gt;
Even without any iron sights mounted, a red dot with a low mount is way too low to comfortable look through in some guns like the AR types, but that's how they have all the small red dots in this game and it's stupidly low [[User:Excalibur01|Excalibur01]] ([[User talk:Excalibur01|talk]]) 01:10, 11 October 2019 (EDT)&lt;br /&gt;
:Reminds me a little of Far Cry 5. That game had the same problem.--[[User:AnActualAK47|AnActualAK47]] ([[User talk:AnActualAK47|talk]]) 09:08, 11 October 2019 (EDT)&lt;br /&gt;
Are you referring to the Aimpoint looking one? I think both the MP5 and the HK433 do not have this problem, the HK we seen in the campaign trailer has Price holding it and it looked correctly setup, it's a pita to look at i know.&lt;br /&gt;
&lt;br /&gt;
EDIT: Actually just checked and it's incorrectly setup on the 141 too, dissapointed to see Russians still operating AK-47s instead of the more appropiate AK-74m or even the 12/15. Or even more bizarrelly; Blackhawks and Little Birds, saves the developers time on creating new models i guess...--[[User:Death Shadow20|Death Shadow20]] ([[User talk:Death Shadow20|talk]]) 13:32, 20 October 2019 (EDT)&lt;br /&gt;
:I kinda hoped for a Makarov or a Grach too, hope they add more pistols down the line. The M249 SAW is also rather conspicuously absent despite being in a lot of the promotional art.--[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 20:13, 26 October 2019 (EDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Well, the 57,181GB update for play even in SP, is a bit a low hit. But according to lore, seems like is not real Russian military but a rogue forces comprised by Russian grunts and mercenaries. That couuld explain the Blackhawks and Little Birds. Hoping for a Russian shotgun. Meanwhile need to wait 2 months for play the game 'cause the size!--[[User:Dannyguns|Dannyguns]] ([[User talk:Dannyguns|talk]]) 13:12, 27 October 2019 (EDT)&lt;br /&gt;
::But wouldn't they'd still be using equipment native to that part of the world? It's not like Blackhawks and Little Birds are sold like Toyotas all over the world. [[User:Excalibur01|Excalibur01]] ([[User talk:Excalibur01|talk]]) 21:56, 7 November 2019 (EST)&lt;br /&gt;
:::I just assume they got them from the same weapons dealer that sold the entire Russian Army on obscure rotary cylinder South African shotguns and Israeli bullpups.--[[User:Aidoru|Aidoru]] ([[User talk:Aidoru|talk]]) 02:02, 8 November 2019 (EST)&lt;br /&gt;
&lt;br /&gt;
== FAL PARA ==&lt;br /&gt;
&lt;br /&gt;
Due to customization options, you can make a FAL Para in MW. Does it deserve its own section then?&lt;br /&gt;
:Different MP5s and AKs and the like get their own sections because of attachment options to make them out of the base weapon, I don't see why it shouldn't apply for the FAL. [[User:Kadorhal|Kadorhal]] ([[User talk:Kadorhal|talk]]) 17:13, 1 November 2019 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Oden, bleyat ==&lt;br /&gt;
&lt;br /&gt;
You won't believe it, but Russian for &amp;quot;Odin&amp;quot; is actually &amp;quot;Odin&amp;quot;. So unless you consider this some sort of &amp;quot;padonag&amp;quot; lingo, where people intentionally make as many mistakes as possible, this is plain wrong. It's not like we Russians call Jesus differe- oh wait [[User:DJ von CAHEK|DJ_von_CAHEK]] ([[User talk:DJ von CAHEK|talk]]) 14:45, 2 November 2019 (EDT)&lt;br /&gt;
&lt;br /&gt;
I actually made fun of the in-game name during the beta, comparing it to the Japanese dish of the same name. --[[User:HashiriyaR32|HashiriyaR32]] ([[User talk:HashiriyaR32|talk]]) 20:35, 4 November 2019 (EST)&lt;br /&gt;
::I think you're thinking of Udon. That's Japanese noodles [[User:Excalibur01|Excalibur01]] ([[User talk:Excalibur01|talk]]) 21:57, 7 November 2019 (EST)&lt;br /&gt;
::: There is a Japanese dish called [https://en.wikipedia.org/wiki/Oden Oden]. --[[User:Wuzh|Wuzh]] ([[User talk:Wuzh|talk]]) 02:09, 8 November 2019 (EST)&lt;br /&gt;
&lt;br /&gt;
== AK74 variants ==&lt;br /&gt;
&lt;br /&gt;
So lets try to sort that out.. maybe&amp;lt;br&amp;gt;&lt;br /&gt;
First we got Farah's weapon. Judging from the stock it is most likely derived from either East German MPi-AKS74 or Romanian AIMS-74, however it is chambered in 7,62x39mm. Not available for player both in Campaign and Multiplayer.&amp;lt;br&amp;gt;&lt;br /&gt;
Second, in Single Player campaign a player could encounter and pick up some &amp;quot;AK-47&amp;quot; rifles with AK74-derived gas block and muzzle brake (or without the latter). These are Single player campaign-exclusive.&amp;lt;br&amp;gt;&lt;br /&gt;
As such I am very much inclined that &amp;quot;AKM&amp;quot; section be removed (weapon not present in-game actually) and to rework AK74 section.&amp;lt;br&amp;gt;&lt;br /&gt;
Would aprreciate input from other contributors before actually trying to fix the article... --[[User:RussianTrooper|RussianTrooper]] ([[User talk:RussianTrooper|talk]]) 07:30, 4 November 2019 (EST)&lt;br /&gt;
:Well, in the campaign you can actually find the 7.62mm AK combined with all the parts mentioned in the page (stamped receiver, ribbed cover, gas tube, handguard with palm swell. etc.). I guess this is enough for the AKM to actually warrant its own section. The only notable issue is that it has an AK-74's gas block and front sight block, but there's been some AKMs and similar AK derivatives modified with such parts ([[:File:WW2 AK-47 (1)-1-.jpg|this one]] from Wolf Warriors 2 is a good example). I think that an AKM modified with a 90 degree gas block is at least more plausible than (let's say) an AKM with an earlier AK-47 style gas block and gas tube.&lt;br /&gt;
:That said, I've been thinking that maybe we could simplify things, by mentioning the AK-74 before the AKM (considering that the former is more correctly modeled than the latter), and then say that the same AK-74 same setup is found loaded with 7.62x39mm ammunition, giving it an approximation of an AKM.&lt;br /&gt;
:--[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 09:35, 4 November 2019 (EST)&lt;br /&gt;
&lt;br /&gt;
The AK-47 section still seems quite messy. Maybe we could give a rundown of all the customization options in the leading AK-47 section, and detail all the configurations in subsections following it? --[[User:Wuzh|Wuzh]] ([[User talk:Wuzh|talk]]) 12:16, 5 November 2019 (EST)&lt;br /&gt;
&lt;br /&gt;
:I think the problem stems from the fact that currently we are trying to comply with IW's idea that changing several parts of a gun turns it into a completely different weapon. Is there in the game any AK receiver other than the milled AK47 receiver with the large cutout? Because I'm under the impression that all the AKs in the game use this basic milled receiver and only change handguards, barrels, stocks, magazine etc.&lt;br /&gt;
:Now, if that is the case I think we should simply list from which AK variant does a particular handguard or magazine come (simililar to the [[Battlefield_V#Cosmetic_Modifications|BFV cosmetic modification sections]]) instead of trying to make it fit a particular AK model as a whole. Let's take for instance the SAM7K example. In my opinion listing this particular model here is a bit of a stretch. In game we basically have the milled AK47 receiver complete with the sights which can be modified with krinkov muzzle and 5.45x39mm magazine. We should only add to this that while 7.62x39mm krinkov exists in reality, the 5.45x39mm magazine working with the 7.62x39mm milled receiver is not plausible.&lt;br /&gt;
:I generally think we should avoid phrases like &amp;quot;turning it into an&amp;quot; because fitting a milled AK47 receiver with furniture from AK74 models doesn't make it an actual AK74 specimen, it just makes it a frankengun. That's why I believe we should focus more on each furniture item separately rather than as a whole. --[[User:Nanomat|Nanomat]] ([[User talk:Nanomat|talk]]) 20:56, 6 November 2019 (EST)&lt;br /&gt;
::The &amp;quot;AK-12&amp;quot;in the single player does have a stamped receiver and not a milled one, FWIW.--[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 21:45, 6 November 2019 (EST)&lt;br /&gt;
:I clearly mentioned the presence of a stamped receiver in the AK-74 section (along with the other appropriate parts), and the other ones also have stamped receivers in singleplayer. Here are some videos, for reference: [http://youtu.be/4M0wAZ9x1Dc?t=232 AK-74], [http://youtu.be/rzr2G6bi3D4?t=4636 AKM], [http://youtu.be/yTnEIhE_8is?t=1339 AKS-74U], and [http://youtu.be/LeHWEMGCmd0?t=471 AKMSU] (which [http://youtu.be/BUdKTMt6en0?t=458 can] be found with a side folder). --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 03:50, 7 November 2019 (EST)&lt;br /&gt;
:::EDIT: The last one is actually an AKS-74U lookalike, not an AKMSU. The &amp;quot;AK-12&amp;quot; images recently provided on the main page have 5.45mm mags. I now made some more research, and if I'm not mistaken, all the AK-12s fitted with normal box magazines in the campaign are in 5.45mm, though the HUD icon is messing with us and shows them with 7.62mm magazines (not surprising at this point, considering that the icon also shows it with a milled receiver, which isn't the case). Nevertheless, the gun can be found with 75-round 7.62x39mm drum magazines (in both full-size and Krinkov length), so the AKMSU identification still stands. On another note, I have a question regarding the &amp;quot;Steel Curtain&amp;quot; blueprint in multiplayer: can it be modified with all the attachments of the normal AK-47? If yes, this would mean that the AKMSU and AKS-74U appearances can be achieved in multiplayer as well. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 09:54, 8 November 2019 (EST)&lt;br /&gt;
::::I believe armory kits can be modified as I've seen XRK M4s with different attachments. I'm trying to unlock the &amp;quot;Steel Curtain&amp;quot; but the assignment tracking is rather buggy and actually winning objective matches is a bit troublesome.--[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 11:09, 8 November 2019 (EST)&lt;br /&gt;
:::::The &amp;quot;winning 5 objective based matches&amp;quot; only works with SnD, and even then I've had my progress wiped after logging out. Whoever coded these mission challenge trackers really messed up.--[[User:Aidoru|Aidoru]] ([[User talk:Aidoru|talk]]) 12:34, 8 November 2019 (EST)&lt;br /&gt;
::So they actually bothered to model a stamped receiver. This means that we have two basic receivers to work with. I would suggest to split the AK section into two main weapons AK-47 and AK-74 and list the modifications as subsections. The reasoning is that we obviously have the AK47 in both single and multiplayer and the AK-74 in single player. &amp;quot;''This makes it resemble an AKM, though it still has the AK-74's peculiar front sight block and 90 degree gas block''&amp;quot; this fact leads me to the conclusion that the AK-74 was the main weapon they modeled and then they recycled it as a pseudo AKM. This also raises few questions. Are the AK74 and AKM stamped receivers absolutely the same in reality? Can an AKM work with AK74 gas block and front sight? If this is the case, then it can pass as an actual AKM fitted with those items. If that is not the case then it is IW recycling the AK74 into pseudo AKM. Also check out how they [https://youtu.be/yHgiRdx7ocg?t=93 midgetized the krinkov handguard] in order to make it fit with the non-krinkov sight. --[[User:Nanomat|Nanomat]] ([[User talk:Nanomat|talk]]) 18:55, 7 November 2019 (EST)&lt;br /&gt;
Speaking of the AK, specifically the &amp;quot;AK-12&amp;quot;. Is the handguard that variant is using one of those Midwest Industries M-Lok handguards?--[[User:AnActualAK47|AnActualAK47]] ([[User talk:AnActualAK47|talk]]) 12:52, 9 November 2019 (EST)&lt;br /&gt;
:Yeah, you are on point but they omitted two pins. --[[User:Nanomat|Nanomat]] ([[User talk:Nanomat|talk]]) 13:18, 9 November 2019 (EST)&lt;br /&gt;
::I was thinking that it should be more clearly pointed out that the so called &amp;quot;AK-12&amp;quot; is not actually an AK-12 but rather a AK-74 variant with some tacticool stuff on it. Maybe I'll change that myself later...--[[User:AnActualAK47|AnActualAK47]] ([[User talk:AnActualAK47|talk]]) 15:26, 9 November 2019 (EST)&lt;br /&gt;
:::Just don't forget to mention that it is Gen 2.--[[User:Nanomat|Nanomat]] ([[User talk:Nanomat|talk]]) 18:02, 9 November 2019 (EST)&lt;br /&gt;
::::You mean that the handguard is a gen 2?--[[User:AnActualAK47|AnActualAK47]] ([[User talk:AnActualAK47|talk]]) 08:00, 10 November 2019 (EST)&lt;/div&gt;</summary>
		<author><name>AnActualAK47</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Talk:Call_of_Duty:_Modern_Warfare_(2019)&amp;diff=1307292</id>
		<title>Talk:Call of Duty: Modern Warfare (2019)</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Talk:Call_of_Duty:_Modern_Warfare_(2019)&amp;diff=1307292"/>
		<updated>2019-11-09T20:26:43Z</updated>

		<summary type="html">&lt;p&gt;AnActualAK47: /* AK74 variants */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Looks like MagPul MS4 slings on those MCXs, so far the general design, animations, weapons/gear look great, i can only hope that the gameplay doesn't feel too arcadey and a bit more realistic (mix of both) then i would buy another CoD since the MW trilogy and WAW days.--[[User:Death Shadow20|Death Shadow20]] ([[User talk:Death Shadow20|talk]]) 08:26, 31 May 2019 (EDT)&lt;br /&gt;
&lt;br /&gt;
== B&amp;amp;T APC556 ==&lt;br /&gt;
&lt;br /&gt;
Hi guys,&lt;br /&gt;
&lt;br /&gt;
I think I got most weapons but this one here is rather difficult. If you look at its side while the soldier is moving the receiver looks very flat and the only weapons coming to my mind being so flat is the B&amp;amp;T APC556.&lt;br /&gt;
&lt;br /&gt;
What did you think? --[[User:Grasyl|Grasyl]] ([[User talk:Grasyl|talk]]) 09:02, 31 May 2019 (EDT)&lt;br /&gt;
&lt;br /&gt;
[[File:Rrt877 codmw2019 unknowen rifle 2.jpg|thumb|none|600px|APC556 held by an SAS Recon.]]&lt;br /&gt;
:Honestly, for firearms seen from such a distance/in small detail like this (it applies to a couple of weapons on the main page as well), it's better to wait for more content to come in future trailers instead of going ahead and speculating about literally every bit of weapon currently seen. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 09:55, 31 May 2019 (EDT)&lt;br /&gt;
&lt;br /&gt;
== One more rifle from promo-material ==&lt;br /&gt;
https://cdn.discordapp.com/attachments/529979003826601986/583658085827084310/3.jpg&lt;br /&gt;
Any thoughts? &lt;br /&gt;
--[[User:Iskorka416|Iskorka416]] ([[User talk:Iskorka416|talk]]) 09:33, 31 May 2019 (EDT)&lt;br /&gt;
:It's an HK433, just with an AAC Honey Badger-like stock. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 09:55, 31 May 2019 (EDT)&lt;br /&gt;
::Okay. This picture is from press-kit, provided for game journalists, but to avoid any troubles, the writer wouldn't share with all of pics. At least for now.--[[User:Iskorka416|Iskorka416]] ([[User talk:Iskorka416|talk]]) 10:10, 31 May 2019 (EDT)&lt;br /&gt;
:::[https://cdn.discordapp.com/attachments/529979003826601986/583658084254351380/5.jpg One more image ], better view on a M4&lt;br /&gt;
::::That Aimpoint is mounted way too low. [[User:Spartan198|Spartan198]] ([[User talk:Spartan198|talk]]) 21:13, 31 May 2019 (EDT)&lt;br /&gt;
Really not sure that’s an HK433. It looks integrally suppressed and the stock doesn’t match. Is it not some sort of SIG MCX variant? I thought it was a suppressed Rattler at first, but the magwell looks different  --[[User:Forrest1985|Forrest1985]] ([[User talk:Forrest1985|talk]]) 08:38, 1 June 2019 (EDT)&lt;br /&gt;
:Nah, looks nothing like an MCX. It is indeed an HK433, just a customized one. I get the feeling that we'll get &amp;quot;stock&amp;quot; customization option again, which could explain how they added that sliding stock on it (as well the MPi-KMS-72 style stock on the AK)... we'll see if it's the case when we got more details. Plus, note the shape of the receiver (especially behind and in front of the ejection port), the paddle magazine release and the reversible charging handle's location (above the handguard), all of which match the HK433 and not any variant of the MCX. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 10:35, 1 June 2019 (EDT)&lt;br /&gt;
::Also the cuts on the frontal side of the well mag are typical HK433. However, I think that the real HK433 can't be integrally suppressed nor accept telescoping stocks. Funny thing is that apparently even the devs know this so they attached the PDW stock to nothing or is it just me seeing things? --[[User:Nanomat|Nanomat]] ([[User talk:Nanomat|talk]]) 10:55, 1 June 2019 (EDT)&lt;br /&gt;
My bad on the MCX front, but in my defence I said some “sort of MCX”. Still, i’m not entirely convinced its a ‘433 either. The stock is probably custom, as per the above comment, but front end doesn’t quite match (unless it angle of the shot),  there’s no integral suppressed ‘433. The ejection port and lower receiver is a clear match though (on my second look). I dunno, guess we will have to wait and see. I quite like the ‘433 design so would be nice to see it. Personally hope they bring back the skins from MW:R or better yet, customisation similar to Wildlands --[[User:Forrest1985|Forrest1985]] ([[User talk:Forrest1985|talk]]) 12:27, 1 June 2019 (EDT)&lt;br /&gt;
&lt;br /&gt;
==Unknown bolt-action==&lt;br /&gt;
[https://i.redd.it/m0z9lqftxi131.jpg I don't know what this could be.]--[[User:Death Shadow20|Death Shadow20]] ([[User talk:Death Shadow20|talk]]) 15:15, 31 May 2019 (EDT)&lt;br /&gt;
:I've read somewhere that it might be the FN Ballista ala BO2 style, but I'm conflicted. Some details match but others like the stock are different. --[[User:Nanomat|Nanomat]] ([[User talk:Nanomat|talk]]) 16:45, 31 May 2019 (EDT)&lt;br /&gt;
::From the size, the proportions, and the flat, sloped upper receiver, I'm tempted to say that it's a [[PGM Hecate II]], though it doesn't seem to be a precise match. It seems like some of these guns might have customizable parts, though maybe I just have a hard time believing that the coat-hanger stock is gonna be standard and/or an attachment for the AK. [[User:Pyr0m4n14c|Pyr0m4n14c]] ([[User talk:Pyr0m4n14c|talk]]) 20:54, 31 May 2019 (EDT)&lt;br /&gt;
Looking at the receiver shape my thought was definitely something by PGM --[[User:Forrest1985|Forrest1985]] ([[User talk:Forrest1985|talk]]) 08:40, 1 June 2019 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Looks like Russian DVL-10 for me, but magwell is different and magazine looks too wide for .308 --[[User:Iskorka416|Iskorka416]] ([[User talk:Iskorka416|talk]]) 19:33, 16 June 2019 (EDT)&lt;br /&gt;
&lt;br /&gt;
I think its a Victrix Armament rifle, doesnt look 100%, but the closest I found -- [[User:Hijeffrey95|Hijeffrey95]] ([[User talk:Hijeffrey95|talk]]) 12:19, 27 June 2019&lt;br /&gt;
:I did also think of some anti-materiel rifles such as the Victrix Corvus, but yeah it doesn't exactly match it. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 05:37, 20 August 2019 (EDT)&lt;br /&gt;
&lt;br /&gt;
==2v2 Gameplay footage==&lt;br /&gt;
[https://www.youtube.com/watch?v=Bv5JqiEfxoQ Here.] --[[User:Tamarin88|Tamarin88]] ([[User talk:Tamarin88|talk]]) 17:11, 11 July 2019 (EDT)&lt;br /&gt;
:Some stuff worth noting - the P320 is called the &amp;quot;M19&amp;quot;, after its designation; the standard mag holds 10 rounds, and the 21-round extendo holds 15. The FAMAS fires in 3-round bursts, has aftermarket irons on top of its standard ones, and demonstrates a complete lack of understanding as to how decimal points work (.556 inches would make it an anti-materiel rifle, whereas .556 millimeters would be a literal gun for ants). The bolt-action sniper rifle is an [[Accuracy International AX50]], the 870 is an MCS that they're calling the &amp;quot;Model 680&amp;quot; for some reason, and the [[MG4]] is called an &amp;quot;M91&amp;quot; (probably implying a US military designation), with 75 round being the &amp;quot;Extended Mags&amp;quot; capacity, so the standard is probably 50. Shotguns are also either secondaries or primaries now, and among them is the &amp;quot;725&amp;quot; [[Over and Under Shotgun|over/under]]; the name implies a Browning Citori, though [[Call of Duty: Black Ops#Beretta Model 682|the series is no stranger to misnaming O/Us]]. There are 2 different kinds of stun grenade (an [[M84 stun grenade|M84]] and a [[Model 7290 flashbang grenade|M7290]]), though we didn't actually get to see what the normal frag grenades are. Oh, and the [[RPG-7]] has a new reload animation for the first time in ever, though I'm pretty sure that the rocket still doesn't have a booster charge. It also has a melee attack where you jab them with the rocket, even though an RPG-7 warhead's only safety system is a screw-in nose cap, so doing that would blow you straight to kingdom come. Anything else? [[User:Pyr0m4n14c|Pyr0m4n14c]] ([[User talk:Pyr0m4n14c|talk]]) 20:05, 11 July 2019 (EDT)&lt;br /&gt;
&lt;br /&gt;
::The MG appears to be MG5 not MG4. --[[User:Nanomat|Nanomat]] ([[User talk:Nanomat|talk]]) 20:13, 11 July 2019 (EDT)&lt;br /&gt;
:::Yeah, it's definitely an MG5. Also, that &amp;quot;M19&amp;quot; name is pretty much a goof lol; the P320 in reality is designed as M17 and M18, depending on the size. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 07:08, 14 July 2019 (EDT)&lt;br /&gt;
::::I quite like how they've done the animations for this one. Particularly the handguns, the way the screen shakes in conjuction with the jerkiness of the muzzle flip makes it seem like the player character is an actual human controlling recoil rather than a robot who can hold a perfect aim at all times.--[[User:Aidoru|Aidoru]] ([[User talk:Aidoru|talk]]) 03:19, 17 July 2019 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Modern Warfare 2011 ==&lt;br /&gt;
&lt;br /&gt;
I can’t help feel that the weapons list is well...dated!&lt;br /&gt;
&lt;br /&gt;
Famas...dropped by French for Hk416 because its outdated&lt;br /&gt;
&lt;br /&gt;
L86 rarely used by British Army and completely replaced as of April 2019&lt;br /&gt;
&lt;br /&gt;
AUG, Mp5, M14 really? &lt;br /&gt;
&lt;br /&gt;
Desert Eagle ffs come on!&lt;br /&gt;
&lt;br /&gt;
Even the M4A1 feels rehashed, afterall if were playing tier 1 Operators who use Mk18’s or C8’s (in SAS’ case) should the game not match the reality? &lt;br /&gt;
&lt;br /&gt;
--[[User:Forrest1985|Forrest1985]] ([[User talk:Forrest1985|talk]]) 05:20, 14 July 2019 (EDT)&lt;br /&gt;
:Just because an older gun has only been recently replaced by a newer gun does not mean all previous guns in a nations inventory magically disappear into the ether. Many nations still use the M4, AUG, MP5, and M14 as well. The Desert Eagle is a series staple, so I'm not surprised it makes another appearance. The game has plenty of new guns as well, such as the Sig MCX, the M17, the HK433, and so on, so far it seems to strike a decent balance between classic Call of Duty guns and up to date guns.--[[User:Aidoru|Aidoru]] ([[User talk:Aidoru|talk]]) 15:36, 14 July 2019 (EDT)&lt;br /&gt;
&lt;br /&gt;
;:There were quite a few FAMASs in the recent Bastille Day parade; the French haven’t fully rolled out HK416Fs overnight since officially adopting them.--[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 15:51, 14 July 2019 (EDT)&lt;br /&gt;
Very true but there are also older weapons that have never appeared in COD before that could have been used instead. I mean why have the L86 when an RPK74 which is more widespread and has seen more use than the L86. Every time COD wants a bullpup it goes AUG and Famas, why not L85A2, CR21 or any other multitude of bullpup choices. I’m just saying the choices seem very safe and “copy/paste” to me. --[[User:Forrest1985|Forrest1985]] ([[User talk:Forrest1985|talk]]) 16:02, 14 July 2019 (EDT)&lt;br /&gt;
:Huh? The AUG and the FAMAS didn't make a lot of appearances in the CoD universe (the only ''main'' games in which they appeared are MW2 and &amp;lt;small&amp;gt;*facepalm*&amp;lt;/small&amp;gt; Black Ops - unless you consider the &amp;quot;futurized&amp;quot; versions in BO3/BO4), and from what I've read the AUG is one of the most reliable bullpup weapons, so its appearance is legit. Also come on, the MP5 is one of the most popular submachine guns worldwide (if not ''the'' most popular), you certainly can't avoid putting it in the game. I definitely agree that the L86 is a dumb choice though, and we all know the issue with the Desert Eagle, although in the later case you could argue that it has become an iconic weapon in the MW series, so players will have fun again with it in multiplayer. The devs should have put a Mk 14 EBR as opposed to that &amp;quot;modernization&amp;quot; attempt of a normal M14. Other than that, I'm happy with the presence of weapons such as the P320, MCX VIRTUS, MG5, and '''especially''' the Remington 870 MCS, which should have been included in the MW series from the start (as opposed to those weird choices of Winchester 1200 and SPAS-12). I'm hoping they will add some firearms such as the Saiga 12, SIG MPX, HK417, SR-25, Glock 17, Mk 23 Mod 0, etc. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 17:02, 14 July 2019 (EDT)&lt;br /&gt;
Yeah my bad Its probably because both the Aug and Famas were rinsed in both MW2 and Blops. They could have at least picked the Thales F90 for a modern Aug and there are plenty of better choices than the Famas! The MP5 i have no issue with. It is still the premier CT SMG used worldwide and deserves it place. The MK14 would have been a better choice I agree, but I would have picked G28/417 or SR25 EC over it for a more modern touch. --[[User:Forrest1985|Forrest1985]] ([[User talk:Forrest1985|talk]]) 07:59, 20 July 2019 (EDT)&lt;br /&gt;
:In fairness, the AUG shown in-game is the 9mm SMG version (the Thales doesn't have such a counterpart), and it's not like there are many other choices of current-production bullpup SMGs besides the FN P90, IWI X95 9mm, and QCW-05 / CS/LS2. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 08:26, 20 July 2019 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Raw multiplayer footage ==&lt;br /&gt;
&lt;br /&gt;
Some new MP footage got released today. More of the same, but without the screaming streamers and featuring several new weapons. &lt;br /&gt;
&lt;br /&gt;
Watch it here: https://www.youtube.com/watch?v=rVnJvZjMNCs&lt;br /&gt;
&lt;br /&gt;
What I noticed right off the bat:&lt;br /&gt;
&lt;br /&gt;
-An AK-47 with an RPK style barrel. An attachment or visual customization of some sort, I think. Other than the barrel, the AK's layout was pretty typical.&lt;br /&gt;
&lt;br /&gt;
-Some kind of (integrally suppressed?) bolt-action sniper rifle that I cannot identify for the life of me.&lt;br /&gt;
&lt;br /&gt;
-A .357 magnum revolver, probably a Smith and Wesson. &lt;br /&gt;
&lt;br /&gt;
-A compact AR-15-style rifle.&lt;br /&gt;
&lt;br /&gt;
-An MG42-type machine gun, maybe supposed to be an MG3? It appears to have the MG34's Panzerlauf stock. &lt;br /&gt;
&lt;br /&gt;
-The SIG-Sauer MCX made an appearance. It's known as the &amp;quot;M13.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
-Some kind of bullpup assault rifle that I can't identify but vaguely looks like a QBZ-95.  &lt;br /&gt;
&lt;br /&gt;
--[[User:PyramidHead|PyramidHead]] ([[User talk:PyramidHead|talk]]) 18:10, 18 July 2019 (EDT)&lt;br /&gt;
&lt;br /&gt;
:It is an MG34, yeah in a modern game. And the AK is either type II or III. --[[User:Nanomat|Nanomat]] ([[User talk:Nanomat|talk]]) 19:11, 18 July 2019 (EDT)&lt;br /&gt;
&lt;br /&gt;
::The bullpup rifle was a [[ShAK-12]], interestingly enough, with some serious recoil along for the ride. It also holds 40 rounds in what appears to be a 20-round magazine. Oh, and don't forget the [[Marlin Model 1894]], which I'm guessing will be classified as a sniper rifle in-game. As for the MG34, it's not ''that'' far-fetched; some have turned up in combat zones in the Middle East, which is where I assume at least some of the campaign will be taking place. A fair bit less plausible is the 100-round capacity that they've blessed the 50-round belt drum with. [[User:Pyr0m4n14c|Pyr0m4n14c]] ([[User talk:Pyr0m4n14c|talk]]) 19:53, 18 July 2019 (EDT) P.S.: Speaking of capacity, I really don't get why they felt the need to give the [[SIG-Sauer P320|P320]] a 10-round default mag and a 15-round extended one; unless it's supposed to be in a different caliber, it should hold 15 in a standard mag, while the extendo looks like the full-size version's 21-rounder.&lt;br /&gt;
&lt;br /&gt;
:::As always, gameplay balancing I guess. --[[User:Nanomat|Nanomat]] ([[User talk:Nanomat|talk]]) 19:55, 18 July 2019 (EDT)&lt;br /&gt;
&lt;br /&gt;
::::Maybe the MG 34 is a “kit” for the MG5? It at least sounds better than the MG 42 in WWII, I’ll give it that.--[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 23:18, 18 July 2019 (EDT)&lt;br /&gt;
:::::I hope they don't bring back the &amp;quot;kit&amp;quot; system of firearm variation. Agreed on the audio being leagues better than previous CoDs, there's some nice impact to it now. CoD: WW2 made all their guns sound like someone flicking pebbles at a sheet of tin.--[[User:Aidoru|Aidoru]] ([[User talk:Aidoru|talk]]) 01:31, 19 July 2019 (EDT)&lt;br /&gt;
::::::Funny thing is that [[Talk:Battlefield 4#Revolver reloads|I mentioned]] two months ago the fact that I hadn't seen yet the &amp;quot;universal&amp;quot; revolver reloading technique in a video game, aaaaaaaaand it ended up in this game :D I'm fairly sure the Marlin isn't a Model 1894, but likely a &amp;lt;s&amp;gt;336&amp;lt;/s&amp;gt; 1895, given the trigger guard and the ejection port (the latter having been seen in an earlier video). Regarding the compact AR-style rifle, I'm pretty sure it's a shorter version of the already present MCX VIRTUS (we can exclude the Rattler, since the handguard looks longer than it). The 870 MCS wasn't pumped after a partial reload, which (likely) means we will finally see different partial/empty reloads for shell-by-shell reloading shotguns (the only time it was done in a Call of Duty game is... get this, in the 13-year old CoD3). &amp;lt;s&amp;gt;Where I'm less impressed though, is the AK-47 part: while I can excuse its presence since there is also a more modern AK shown in the reveal trailer, the devs ''once again'' chose to slap a ribbed receiver cover on it.&amp;lt;/s&amp;gt; --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 08:06, 19 July 2019 (EDT)&lt;br /&gt;
:::::::EDIT: I checked again, and it appears that the receiver cover is appropriately smooth. I appreciate the recent edit, Aidoru. The footage that I previously watched was at low quality, and some scratches on the cover made it seem like a ribbed one. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 16:29, 2 August 2019 (EDT)&lt;br /&gt;
::::::::Speaking of AK, if the Russian Federation armed forces show up in this game, I would faint if they used an AK-74 instead of an older AK model. At least give me an AK-12 or an AK-15. At the very least, I hope to see more modern Russian weapons instead of Russians running around with FAMASs, AUGs, FALs, and Strikers like in Modern Warfare 2 and 3. --[[User:PyramidHead|PyramidHead]] ([[User talk:PyramidHead|talk]]) 15:19, 19 July 2019 (EDT)&lt;br /&gt;
:::::::::Just make it the ''mass production'' AK-12 and/or -15 instead of the 2012 prototype that's getting into XM8 levels of overuse. [[User:Spartan198|Spartan198]] ([[User talk:Spartan198|talk]]) 19:17, 1 August 2019 (EDT)&lt;br /&gt;
Amen to that! I’m hoping they use AK74’s as well not the AKM every game seems to depict. AK15 would be preferable but given the rebels part take place in past, ‘74 would be better suited. Personally I would have had the AK74 and RPK in this game and included the AK12 and RPK16 as “skins” like MW:R. Do you think they will add the F2000 in as that has shown up on Syria in a few clips/photos --[[User:Forrest1985|Forrest1985]] ([[User talk:Forrest1985|talk]]) 08:06, 20 July 2019 (EDT)&lt;br /&gt;
&lt;br /&gt;
Well, new gameplay uploaded on InfinityWard's official youtube channel. A lot more focus on the MCX and 870 this time. I wonder what triggers the player characters usage of the thumb-over-bore grip, the length of barrel/type of grip, or maybe its a faction specific thing.--[[User:Aidoru|Aidoru]] ([[User talk:Aidoru|talk]]) 01:33, 13 August 2019 (EDT)&lt;br /&gt;
https://www.youtube.com/watch?v=cJ-fuJRgqUc&lt;br /&gt;
&lt;br /&gt;
== Mk 18 ID ==&lt;br /&gt;
Are we sure it's a Mod 1? Not a lot can be gleaned from the image, but it looks like it's just a Mod 0 with a PRI folding front sight block. [[User:Spartan198|Spartan198]] ([[User talk:Spartan198|talk]]) 13:53, 22 July 2019 (EDT)&lt;br /&gt;
:[http://youtu.be/CDeKijb1e7M?t=544 Here's] some gameplay footage of it, if it helps. But anyway, judging by the video linked below, the weapon has the front sight on the railed handguard by default, but customization options do include a folding front sight block and a traditional AR-15 front sight. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 14:24, 22 July 2019 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Customization teaser ==&lt;br /&gt;
&lt;br /&gt;
[https://twitter.com/callofduty/status/1153349005319032832 Looks pretty extensive.]--[[User:Tamarin88|Tamarin88]] ([[User talk:Tamarin88|talk]]) 14:04, 22 July 2019 (EDT)&lt;br /&gt;
:Ohhhh, I think I'm gonna enjoy this --[[User:PyramidHead|PyramidHead]] ([[User talk:PyramidHead|talk]]) 14:43, 22 July 2019 (EDT)&lt;br /&gt;
::Couldn't they add the M26 MASS as opposed to that outdated (and recycled) Masterkey? --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 18:00, 22 July 2019 (EDT)&lt;br /&gt;
:::Looks cool. I just hope they don't go overboard with the skins (no animated neon pink tigerstripes with diamonds please), or lock some of the customization options behind lootboxes/ridiculous grinds.--[[User:Aidoru|Aidoru]] ([[User talk:Aidoru|talk]]) 00:47, 23 July 2019 (EDT)&lt;br /&gt;
&lt;br /&gt;
== New Trailer ==&lt;br /&gt;
&lt;br /&gt;
The multiplayer reveal came out; [https://www.youtube.com/watch?v=J7Ivdq5E-fs here's a link.] Looks pretty interesting so far; I've got some things to point out, but what I don't have right now is time. Cheers, [[User:Pyr0m4n14c|Pyr0m4n14c]] ([[User talk:Pyr0m4n14c|talk]]) 13:59, 1 August 2019 (EDT)&lt;br /&gt;
: There's also a full live stream of gameplay going on right now, so someone should probably sift through that after it finishes. --[[User:Tamarin88|Tamarin88]] ([[User talk:Tamarin88|talk]]) 14:32, 1 August 2019 (EDT)&lt;br /&gt;
&lt;br /&gt;
==Revolver==&lt;br /&gt;
Looks like it could be a Smith and Wesson Model 586 with the barrel inletted for a scope mount. [[User:Black Irish Paddy|Black Irish Paddy]] ([[User talk:Black Irish Paddy|talk]]) 19:19, 1 August 2019 (EDT)&lt;br /&gt;
&lt;br /&gt;
== IGN Loadout montage video ==&lt;br /&gt;
&lt;br /&gt;
https://www.youtube.com/watch?v=iiKHyejWvzQ&lt;br /&gt;
&lt;br /&gt;
They go through all the guns available in the beta but not all the customisation options. They mention how it's possible to do things like add a 5.45mm &amp;quot;conversion kit&amp;quot; to the AK to turn it into a 74. And an unmodified L86 is just a bog-standard L85. Should probably follow the Payday 2 guide of putting entries for every complete weapon you can turn each gun into.[[User:Temp89|Temp89]] ([[User talk:Temp89|talk]])&lt;br /&gt;
&lt;br /&gt;
== FN FAL/DSA 58  ==&lt;br /&gt;
&lt;br /&gt;
Noticed this in a screen&lt;br /&gt;
https://imgur.com/a/AtTaJ5u&lt;br /&gt;
&lt;br /&gt;
Not sure how to edit on here though, apologies...&lt;br /&gt;
:I get myself a FAL, and it's a classic one as opposed to the weird looking one in MW2! I'm happy. --[[User:PyramidHead|PyramidHead]] ([[User talk:PyramidHead|talk]]) 20:49, 2 August 2019 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Price's carbine ==&lt;br /&gt;
&lt;br /&gt;
So, as seen on the page, the Noveske with a VLTOR upper is the closest ID that I found over two weeks ago for the carbine held by Capt. Price in the game cover and other artwork. For anyone who would like to take a close look at the weapon and see if there's a better match or some noteworthy info, [http://i.jeuxactus.com/datas/jeux/c/a/call-of-duty-modern-warfare/xl/call-of-duty-modern-war-5cf00acc5610e.jpg here's] a very high resolution image of it, and [http://www.gamenite.de/wp-content/uploads/2019/05/CallOfDutyModernWarfare2019.jpg here's] a nearly full view of the weapon. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 10:43, 7 August 2019 (EDT)&lt;br /&gt;
&lt;br /&gt;
==Weapon Prediction==&lt;br /&gt;
Probably the MW Remastered weapons will be in the game. Their names and aestetyc don't match with the original COD. MW but match with the new one. PKM and FAL are already confirmed.So the &amp;quot;Prokolot&amp;quot;,&amp;quot;D-25S&amp;quot;,Saiga-12,Cheytac M200,&amp;quot;Fang 45&amp;quot; are on the table.--[[User:Dannyguns|Dannyguns]] ([[User talk:Dannyguns|talk]]) 03:28, 12 August 2019 (EDT)&lt;br /&gt;
:I doubt any of the fictional weapons will make it in. The SAIGA-12 and Cheytac M200 might, but not the Prokolot, D-25S or Fang-45.--[[User:Aidoru|Aidoru]] ([[User talk:Aidoru|talk]]) 09:25, 12 August 2019 (EDT)&lt;br /&gt;
::Yeah, I'd agree - I mean, the FAL that we've seen so far is pretty clearly just an ordinary FAL, not the weird hybrid AR-ish thingy from ''MWR'' that resembles a lot of things but isn't quite any of them. It seems to me like this game's arsenal will be more or less proprietary. [[User:Pyr0m4n14c|Pyr0m4n14c]] ([[User talk:Pyr0m4n14c|talk]]) 10:25, 12 August 2019 (EDT)&lt;br /&gt;
Those dumb fictional weapons? No. Just no. They shouldn't have been in MWR in the first place; that game started very well with improvements on realism regarding weapon models, etc., but the devs pretty much ruined it with those frankenguns. Thankfully this most likely ain't happening with the new MW, considering that this is Infinity Ward, and not Raven Software, [[Call of Duty Online|who was already known for creating frankenguns]]. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 16:09, 12 August 2019 (EDT)&lt;br /&gt;
&lt;br /&gt;
I doubt we'll see ''any'' reuse of weapons from previous CoDs - the work required for the new attachment system would probably make converting old models not worth it. --[[User:Tamarin88|Tamarin88]] ([[User talk:Tamarin88|talk]]) 14:43, 12 August 2019 (EDT)&lt;br /&gt;
&lt;br /&gt;
==Frankenguns==&lt;br /&gt;
Now with the new gun customization, it appears that they will crank up to 11 the frankengun-ism. I am wondering about the AK customization in particular. They widely advertised that it is possible to customize the default AK47 into an &amp;quot;AK74u&amp;quot; however, what it actually does is to outfit it with an AKS-74U's wooden handguard and a [https://www.k-var.com/flash-hider-cone-design-for-762x39-24x15mm-rh-threads-us-made 7.62 x 39mm krinkov muzzle]. Now, this is all good when we speak about a 7.62 x 39mm AK but the thing is that this same setup (AK47 base) can be outfitted with 5.45x39mm mags while retaining the base AK47 receiver. So the question is would it be possible to somehow achieve this in reality, like maybe put the internals of a 5.45x39mm AK into a 7.62 x 39mm receiver? Could this work mechanically because that is precisely what we got in the game?&lt;br /&gt;
&lt;br /&gt;
Also would there be any issue with attaching a 20&amp;quot; barrel to an Mk18 or M4A1 or whatever similarly to what can be done in game? Man, this new customization system is cool but it's gonna raise a lot of questions. Also, I think maybe we should split all of the submodification items from the main weapons into a separate section like what we've done with BFV's &amp;quot;cosmetic modifications&amp;quot; section because the way things are currently listed on the MW page is gonna cause a lot of confusion like &amp;quot;What? That ain't Mk18 no more, it's an M16 bruh... but why then it shoots in full auto huhh???&amp;quot; --[[User:Nanomat|Nanomat]] ([[User talk:Nanomat|talk]]) 19:06, 16 August 2019 (EDT)&lt;br /&gt;
:Regarding your first question about AKs, it'd essentially be a custom build, grafting (and probably hand-fitting) AKS-74U parts into an original AK-47 receiver. For the second, there shouldn't be any issues with attaching non-standard barrels to Mk18 uppers, as 18 uppers are the same thing as A4 uppers, just fitted with shorter barrels and handguards. And, for the final one, I'd figure that the way that we have it now is probably the best bet; the ''BFV'' system works because you're less customizing one gun into another (which is what you can do here) and more attaching parts from one variant of a gun to another - for example, you can put a Mk2 stock on a Mk1 Bren, but it's still a Mk1 Bren. This is the precedent for these sorts of customization issues elsewhere; for example, it's what was done for ''[[Payday 2]]''. Hope this helps. [[User:Pyr0m4n14c|Pyr0m4n14c]] ([[User talk:Pyr0m4n14c|talk]]) 21:04, 16 August 2019 (EDT)&lt;br /&gt;
::And regarding the M16, if you really want to avoid that full-auto/burst confusion, you could probably identify the section as a Colt Model 901/M16A3 (the full-auto counterpart of the flat top M16A4), but keep the current reference image due to the heat shield. But IMO it isn't really necessary to change it, considering that we're already saying that &amp;quot;it resembles&amp;quot; an M16A4, plus one of the weapon perks in-game do actually turn it into a 3-round burst weapon. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 15:45, 18 August 2019 (EDT)&lt;br /&gt;
:::I changed the Arsenal AR-SF section to AKS-74U as the game simply puts parts from the AKS-74U to the base AK47 receiver. Also, I think we should emphasize more on the fact that the parts from &amp;quot;secondary&amp;quot; weapons are attached to the &amp;quot;main&amp;quot; receiver. I was going to make the same to the M16A4 section but as far as I understand from the above reply, the MK18 and the M16A4 both use the same receiver, at least visually, in reality. However, the fact that the weapon (in game) by default fires in full auto means that the base receiver is the MK18 one. Now the technical impossibility in this case here comes from the 3-round burst perk you describe. If that is indeed the case then we end up with that particular receiver being able to switch between full auto/3 burst which as far as I know is not a feature of any AR receiver? --[[User:Nanomat|Nanomat]] ([[User talk:Nanomat|talk]]) 21:59, 19 August 2019 (EDT)&lt;br /&gt;
::::Nah, I reverted it, because it's better to show what the resulting model looks like, and the in-game weapon still has a milled receiver like the AR-SF, which is not the case for the AKS-74U. For the record, the combo of an AR-SF with Krinkov flash hider and wood handguard has indeed been done in some movies like [[District B13#Arsenal AR-SF|Banlieue 13]] and [[36th Precinct#Arsenal AR-SF|36 Quai des Orfèvres]]. Now regarding the burst perk, in fairness I just mentioned how the behavior of the in-game weapon will change to 3-round burst, and that it would potentially avoid the confusion between burst/auto that you mentioned at the end of your first comment. I don't think the burst perk changes the selector markings on the weapon model itself (unlike the normal attachments), plus I'm not sure whether the perk replaces the full-auto fire by 3-round burst or it adds a burst setting alongside the full-auto/semi-auto modes. Though in response to your last question, the safe/semi/burst/auto selector does exist on the &amp;quot;M4 Commando Enhanced&amp;quot; and the &amp;quot;M4 Carbine Enhanced&amp;quot; as discussed [[Talk:M16 rifle series#Colt Model 978|here]], but either way it's kinda irrelevant, since I'm pretty sure that this &amp;quot;burst&amp;quot; perk is available on many weapons in-game, not just the &amp;quot;M4A1&amp;quot;. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 05:06, 20 August 2019 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Public Beta ==&lt;br /&gt;
&lt;br /&gt;
So, a new promo trailer dropped. A couple of things were shown, namely a mine that kinda looks like a flattened TS-50 with an S-Mine sticking out of the top (I think this was already shown, but now we have a good view of it), and a PKM (thankfully enough; it'd be odd to have a PKM stock as an attachment without the gun it belongs to). More important, however, is what this trailer was ''for'': there's apparently going to be a PS4-exclusive public beta of the 2v2 mode this weekend. If any of you have a PS4 capture device, now's your time to shine. [[User:Pyr0m4n14c|Pyr0m4n14c]] ([[User talk:Pyr0m4n14c|talk]]) 22:49, 19 August 2019 (EDT)&lt;br /&gt;
:Shoot, the PS4 already has a built in screencap feature, so a specific device isn't even necessary. I'm planning on downloading it, I could definitely take some screencaps.-[[User:Aidoru|Aidoru]] ([[User talk:Aidoru|talk]]) 00:53, 20 August 2019 (EDT)&lt;br /&gt;
I just want to say that the animators at IW have really outdone themselves on this game. I love all the reload animations, the visual recoil is well done, and they even included animated fire selector switches that the player character will engage with his hand/thumb depending on the gun.--[[User:Aidoru|Aidoru]] ([[User talk:Aidoru|talk]]) 04:43, 25 August 2019 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Revolver ==&lt;br /&gt;
&lt;br /&gt;
I think the revolver is [[Taurus Model 689]] at least for me it looks like one&lt;br /&gt;
--[[User:Relb357|Relb357]] &lt;br /&gt;
September 8 2019&lt;br /&gt;
&lt;br /&gt;
== P320 ID ==&lt;br /&gt;
If it lacks features indicative of the M18 (manual safety, three rail slots instead of four), shouldn't we classify it as a P320 instead? [[User:Spartan198|Spartan198]] ([[User talk:Spartan198|talk]]) 23:13, 12 September 2019 (EDT)&lt;br /&gt;
:It has the M18's optic cut on the slide though, and the SIG-Sauer website mentions that non-manual safety M17 pistols are planned to be shipped (I'm not sure if it also applies to the M18 though). I suppose we could alternatively identify it as a P320 RX Compact with the ROMEO1 sight removed (assuming that it ''can'' easily be removed, which I have yet to check). --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 23:44, 12 September 2019 (EDT)&lt;br /&gt;
::They mention that the battery on the RX Compact's RDS can be changed without having to remove it, so I'm pretty sure it's removable. If it wasn't, that sentence would be nonsensical. I didn't know about them releasing M17s without manual safeties, though. [[User:Spartan198|Spartan198]] ([[User talk:Spartan198|talk]]) 06:10, 13 September 2019 (EDT)&lt;br /&gt;
:::Yep, plus I now checked a video; when Phil Strader talks about the RDS [http://youtu.be/HLs-qZMyL70?t=54 here], he says &amp;quot;if you don't feel like using it and you want to use regular iron sights&amp;quot;. [http://youtu.be/-ZGRJtFtaOA?t=3768 Here's] a view of the in-game gun if you're interested, but anyway it ultimately seems that the RX Compact identification is legit. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 09:16, 13 September 2019 (EDT)&lt;br /&gt;
::::By the way, I was partly wrong in my first comment. It's actually the P320-M17 (the commercial variant of the M17 MHS) that can be offered without a manual safety, not the M17 itself. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 13:49, 27 October 2019 (EDT)&lt;br /&gt;
&lt;br /&gt;
==About the &amp;quot;HDR&amp;quot;==&lt;br /&gt;
Carrying on from one of the early discussions regarding the unidentified sniper rifle, [http://media.playstation.com/is/image/SCEA/call-of-duty-modern-warfare-operator-enhnaced-edition-contents-image-block-01-ps4-us-01aug19?$native_t$ here's] a higher quality image of the operator pack that includes a slightly modified version of it. And now, here's an in-game view of the weapon:&lt;br /&gt;
[[File:MW19-HDR-2.jpg|thumb|none|600px]]&lt;br /&gt;
As for my two cents, it may or may not be something like a Zastava M12 Black Spear with some sort of custom chassis and magwell, and a different bolt assembly. But then again, it's just an assumption, I just... I don't know. In the meantime, it would be appreciated if someone provides an image showing a full view of the right side; it might help us identify it. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 09:48, 13 September 2019 (EDT)&lt;br /&gt;
:[https://youtu.be/kOlEnrEpL5o?t=482 Here is an overview]. BTW it appears to be another frankengun again as the handguard of the handguard (yeah...) appears to be the [https://www.venturesurplus.com/products/used-m203-upper-handguard-carbine-length/ carbine length M203 GL handguard].--[[User:Nanomat|Nanomat]] ([[User talk:Nanomat|talk]]) 14:21, 16 September 2019 (EDT)&lt;br /&gt;
::Damn, this thing has the problem of a whole lot of the guns in ''MGS5'' - it ''kinda'' looks like a lot of things, but doesn't exactly match any of them. It sorta looks like a Zastava, it sorta looks like a Victrix Corvus, it sorta looks like an upscaled Lobaev DVL-10... and yet, in spite of this, it doesn't seem to be any of them. [[User:Pyr0m4n14c|Pyr0m4n14c]] ([[User talk:Pyr0m4n14c|talk]]) 16:34, 16 September 2019 (EDT) P.S.: The more I unsuccessfully try to wrap my head around this thing, the more I worry that the same might be true of the .357. Granted, that thing does seem to just be a Taurus, but I fear that some may disagree.&lt;br /&gt;
:::Well, even though this might be the COD with most realistic depiction of guns, I managed to find that they deliberately gave them some subtle fictional details. For example look at [https://i.redd.it/cbxwmej5twd31.png MW's Harrier] and a [http://img.timeinc.net/time/2011/weapons/harrier.jpg real one]. Note that the real one has semi circular air intakes while the game's version has more squareish ones. Also compare the [http://www.imfdb.org/images/e/ea/DesertEagle50AE.jpg real Deagle] to the [https://youtu.be/kOlEnrEpL5o?t=505 game's version]. Note how the MW's Deagle has the pins above the trigger guard in the wrong place and also has more grooves on the slide than the real one. I think they are doing this on purpose. If somebody comes up with a lawsuit &amp;quot;Heyyy, u can't use our weapon in ur game!&amp;quot; and bla bla they can simply claim that the weapon they depict is not the same, it has differences, minor but still.--[[User:Nanomat|Nanomat]] ([[User talk:Nanomat|talk]]) 19:20, 16 September 2019 (EDT)&lt;br /&gt;
::::Infinity Ward seems to be doing these modifications in an inconsistent manner. You have a slightly fictionalized Desert Eagle with a made up name, but you also have the &amp;quot;M13&amp;quot; which is (as far as I can tell) pretty much an exact likeness of the MCX Virtus. Similiarly, they gave the MP7 its proper name, but they also gave it the same treatment as the Desert Eagle, with a fictional stock, handguard, charging handle, etc. In terms of Killstreaks, you have the notHarrier, notFrogfoot, the weird looking notPredator with an AEW rotodome alongside an accurately modelled Apache, Pave Low and A-10.--[[User:Aidoru|Aidoru]] ([[User talk:Aidoru|talk]]) 00:52, 17 September 2019 (EDT)&lt;br /&gt;
::::One of the developers on Reddit actually said that was the case regarding the L86. I doubt it's really necessary (most games get away with much more accurate guns, even today), but I imagine Activision's lawyers are especially antsy because CoD has had licensing deals in the past, and I presume they're thinking that the gun companies will be watching them for use after the deal expired.--[[User:Tamarin88|Tamarin88]] ([[User talk:Tamarin88|talk]]) 07:09, 17 September 2019 (EDT)&lt;br /&gt;
I think it's an Zastava M93 Black Arrow (which has the same caliber) with a completely custom chassis and furniture. The position of the pistol grip and magazine match the M93 pretty well too.--[[User:BaileyJIII|BaileyJIII]] ([[User talk:BaileyJIII|talk]]) 09:43, 20 September 2019 (EDT)&lt;br /&gt;
:Oh wow, I haven't logged into this site for years, I know you're happy to see me again. Anyway, I'm thinking that the reason that they are doing these minor cosmetic changes to make guns and especially vehicles look less realistic is because of fear of lawsuits. There was after all this (https://www.rockpapershotgun.com/2017/11/09/humvee-manufacturer-suing-activision-over-call-of-duty-vehicles/?utm_source=feedburner&amp;amp;utm_medium=feed&amp;amp;utm_campaign=Feed%3A+rockpapershotgun%2Fsteam+%28Rock%2C+Paper%2C+Shotgun%3A+Steam+RSS%29) (I forgot how to format links properly, sorry) case some years ago and I'm thinking Activison wants to avoid that happening again. This doesn't answer why some guns look more or less like their real counterpart though. Another reason could be political. Some might say that it's &amp;quot;problematic&amp;quot; or something to depict guns to realistically. Then again, I'm not sure about that.--[[User:AnActualAK47|AnActualAK47]] ([[User talk:AnActualAK47|talk]]) 15:15, 26 September 2019 (EDT)&lt;br /&gt;
::Yay you’re back, along with Modern Warfare! Been missing your great screenshot work my dude.--[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 15:33, 26 September 2019 (EDT)&lt;br /&gt;
:::Aaww, thank you! Sadly I won't be screenshotting this game at launch at least. I won't get it until I get a new PC, which will be some months from now. I am going to play it though. This is the first CoD game I've ever actually felt hyped for. Especially with the return of that MW3 style of survival mode (another reason for waiting due to that timed exclusivity) and those large maps with vehicles.--[[User:AnActualAK47|AnActualAK47]] ([[User talk:AnActualAK47|talk]]) 16:20, 26 September 2019 (EDT)&lt;br /&gt;
&lt;br /&gt;
==Red Dots mounted too low for ARs==&lt;br /&gt;
Even without any iron sights mounted, a red dot with a low mount is way too low to comfortable look through in some guns like the AR types, but that's how they have all the small red dots in this game and it's stupidly low [[User:Excalibur01|Excalibur01]] ([[User talk:Excalibur01|talk]]) 01:10, 11 October 2019 (EDT)&lt;br /&gt;
:Reminds me a little of Far Cry 5. That game had the same problem.--[[User:AnActualAK47|AnActualAK47]] ([[User talk:AnActualAK47|talk]]) 09:08, 11 October 2019 (EDT)&lt;br /&gt;
Are you referring to the Aimpoint looking one? I think both the MP5 and the HK433 do not have this problem, the HK we seen in the campaign trailer has Price holding it and it looked correctly setup, it's a pita to look at i know.&lt;br /&gt;
&lt;br /&gt;
EDIT: Actually just checked and it's incorrectly setup on the 141 too, dissapointed to see Russians still operating AK-47s instead of the more appropiate AK-74m or even the 12/15. Or even more bizarrelly; Blackhawks and Little Birds, saves the developers time on creating new models i guess...--[[User:Death Shadow20|Death Shadow20]] ([[User talk:Death Shadow20|talk]]) 13:32, 20 October 2019 (EDT)&lt;br /&gt;
:I kinda hoped for a Makarov or a Grach too, hope they add more pistols down the line. The M249 SAW is also rather conspicuously absent despite being in a lot of the promotional art.--[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 20:13, 26 October 2019 (EDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Well, the 57,181GB update for play even in SP, is a bit a low hit. But according to lore, seems like is not real Russian military but a rogue forces comprised by Russian grunts and mercenaries. That couuld explain the Blackhawks and Little Birds. Hoping for a Russian shotgun. Meanwhile need to wait 2 months for play the game 'cause the size!--[[User:Dannyguns|Dannyguns]] ([[User talk:Dannyguns|talk]]) 13:12, 27 October 2019 (EDT)&lt;br /&gt;
::But wouldn't they'd still be using equipment native to that part of the world? It's not like Blackhawks and Little Birds are sold like Toyotas all over the world. [[User:Excalibur01|Excalibur01]] ([[User talk:Excalibur01|talk]]) 21:56, 7 November 2019 (EST)&lt;br /&gt;
:::I just assume they got them from the same weapons dealer that sold the entire Russian Army on obscure rotary cylinder South African shotguns and Israeli bullpups.--[[User:Aidoru|Aidoru]] ([[User talk:Aidoru|talk]]) 02:02, 8 November 2019 (EST)&lt;br /&gt;
&lt;br /&gt;
== FAL PARA ==&lt;br /&gt;
&lt;br /&gt;
Due to customization options, you can make a FAL Para in MW. Does it deserve its own section then?&lt;br /&gt;
:Different MP5s and AKs and the like get their own sections because of attachment options to make them out of the base weapon, I don't see why it shouldn't apply for the FAL. [[User:Kadorhal|Kadorhal]] ([[User talk:Kadorhal|talk]]) 17:13, 1 November 2019 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Oden, bleyat ==&lt;br /&gt;
&lt;br /&gt;
You won't believe it, but Russian for &amp;quot;Odin&amp;quot; is actually &amp;quot;Odin&amp;quot;. So unless you consider this some sort of &amp;quot;padonag&amp;quot; lingo, where people intentionally make as many mistakes as possible, this is plain wrong. It's not like we Russians call Jesus differe- oh wait [[User:DJ von CAHEK|DJ_von_CAHEK]] ([[User talk:DJ von CAHEK|talk]]) 14:45, 2 November 2019 (EDT)&lt;br /&gt;
&lt;br /&gt;
I actually made fun of the in-game name during the beta, comparing it to the Japanese dish of the same name. --[[User:HashiriyaR32|HashiriyaR32]] ([[User talk:HashiriyaR32|talk]]) 20:35, 4 November 2019 (EST)&lt;br /&gt;
::I think you're thinking of Udon. That's Japanese noodles [[User:Excalibur01|Excalibur01]] ([[User talk:Excalibur01|talk]]) 21:57, 7 November 2019 (EST)&lt;br /&gt;
::: There is a Japanese dish called [https://en.wikipedia.org/wiki/Oden Oden]. --[[User:Wuzh|Wuzh]] ([[User talk:Wuzh|talk]]) 02:09, 8 November 2019 (EST)&lt;br /&gt;
&lt;br /&gt;
== AK74 variants ==&lt;br /&gt;
&lt;br /&gt;
So lets try to sort that out.. maybe&amp;lt;br&amp;gt;&lt;br /&gt;
First we got Farah's weapon. Judging from the stock it is most likely derived from either East German MPi-AKS74 or Romanian AIMS-74, however it is chambered in 7,62x39mm. Not available for player both in Campaign and Multiplayer.&amp;lt;br&amp;gt;&lt;br /&gt;
Second, in Single Player campaign a player could encounter and pick up some &amp;quot;AK-47&amp;quot; rifles with AK74-derived gas block and muzzle brake (or without the latter). These are Single player campaign-exclusive.&amp;lt;br&amp;gt;&lt;br /&gt;
As such I am very much inclined that &amp;quot;AKM&amp;quot; section be removed (weapon not present in-game actually) and to rework AK74 section.&amp;lt;br&amp;gt;&lt;br /&gt;
Would aprreciate input from other contributors before actually trying to fix the article... --[[User:RussianTrooper|RussianTrooper]] ([[User talk:RussianTrooper|talk]]) 07:30, 4 November 2019 (EST)&lt;br /&gt;
:Well, in the campaign you can actually find the 7.62mm AK combined with all the parts mentioned in the page (stamped receiver, ribbed cover, gas tube, handguard with palm swell. etc.). I guess this is enough for the AKM to actually warrant its own section. The only notable issue is that it has an AK-74's gas block and front sight block, but there's been some AKMs and similar AK derivatives modified with such parts ([[:File:WW2 AK-47 (1)-1-.jpg|this one]] from Wolf Warriors 2 is a good example). I think that an AKM modified with a 90 degree gas block is at least more plausible than (let's say) an AKM with an earlier AK-47 style gas block and gas tube.&lt;br /&gt;
:That said, I've been thinking that maybe we could simplify things, by mentioning the AK-74 before the AKM (considering that the former is more correctly modeled than the latter), and then say that the same AK-74 same setup is found loaded with 7.62x39mm ammunition, giving it an approximation of an AKM.&lt;br /&gt;
:--[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 09:35, 4 November 2019 (EST)&lt;br /&gt;
&lt;br /&gt;
The AK-47 section still seems quite messy. Maybe we could give a rundown of all the customization options in the leading AK-47 section, and detail all the configurations in subsections following it? --[[User:Wuzh|Wuzh]] ([[User talk:Wuzh|talk]]) 12:16, 5 November 2019 (EST)&lt;br /&gt;
&lt;br /&gt;
:I think the problem stems from the fact that currently we are trying to comply with IW's idea that changing several parts of a gun turns it into a completely different weapon. Is there in the game any AK receiver other than the milled AK47 receiver with the large cutout? Because I'm under the impression that all the AKs in the game use this basic milled receiver and only change handguards, barrels, stocks, magazine etc.&lt;br /&gt;
:Now, if that is the case I think we should simply list from which AK variant does a particular handguard or magazine come (simililar to the [[Battlefield_V#Cosmetic_Modifications|BFV cosmetic modification sections]]) instead of trying to make it fit a particular AK model as a whole. Let's take for instance the SAM7K example. In my opinion listing this particular model here is a bit of a stretch. In game we basically have the milled AK47 receiver complete with the sights which can be modified with krinkov muzzle and 5.45x39mm magazine. We should only add to this that while 7.62x39mm krinkov exists in reality, the 5.45x39mm magazine working with the 7.62x39mm milled receiver is not plausible.&lt;br /&gt;
:I generally think we should avoid phrases like &amp;quot;turning it into an&amp;quot; because fitting a milled AK47 receiver with furniture from AK74 models doesn't make it an actual AK74 specimen, it just makes it a frankengun. That's why I believe we should focus more on each furniture item separately rather than as a whole. --[[User:Nanomat|Nanomat]] ([[User talk:Nanomat|talk]]) 20:56, 6 November 2019 (EST)&lt;br /&gt;
::The &amp;quot;AK-12&amp;quot;in the single player does have a stamped receiver and not a milled one, FWIW.--[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 21:45, 6 November 2019 (EST)&lt;br /&gt;
:I clearly mentioned the presence of a stamped receiver in the AK-74 section (along with the other appropriate parts), and the other ones also have stamped receivers in singleplayer. Here are some videos, for reference: [http://youtu.be/4M0wAZ9x1Dc?t=232 AK-74], [http://youtu.be/rzr2G6bi3D4?t=4636 AKM], [http://youtu.be/yTnEIhE_8is?t=1339 AKS-74U], and [http://youtu.be/LeHWEMGCmd0?t=471 AKMSU] (which [http://youtu.be/BUdKTMt6en0?t=458 can] be found with a side folder). --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 03:50, 7 November 2019 (EST)&lt;br /&gt;
:::EDIT: The last one is actually an AKS-74U lookalike, not an AKMSU. The &amp;quot;AK-12&amp;quot; images recently provided on the main page have 5.45mm mags. I now made some more research, and if I'm not mistaken, all the AK-12s fitted with normal box magazines in the campaign are in 5.45mm, though the HUD icon is messing with us and shows them with 7.62mm magazines (not surprising at this point, considering that the icon also shows it with a milled receiver, which isn't the case). Nevertheless, the gun can be found with 75-round 7.62x39mm drum magazines (in both full-size and Krinkov length), so the AKMSU identification still stands. On another note, I have a question regarding the &amp;quot;Steel Curtain&amp;quot; blueprint in multiplayer: can it be modified with all the attachments of the normal AK-47? If yes, this would mean that the AKMSU and AKS-74U appearances can be achieved in multiplayer as well. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 09:54, 8 November 2019 (EST)&lt;br /&gt;
::::I believe armory kits can be modified as I've seen XRK M4s with different attachments. I'm trying to unlock the &amp;quot;Steel Curtain&amp;quot; but the assignment tracking is rather buggy and actually winning objective matches is a bit troublesome.--[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 11:09, 8 November 2019 (EST)&lt;br /&gt;
:::::The &amp;quot;winning 5 objective based matches&amp;quot; only works with SnD, and even then I've had my progress wiped after logging out. Whoever coded these mission challenge trackers really messed up.--[[User:Aidoru|Aidoru]] ([[User talk:Aidoru|talk]]) 12:34, 8 November 2019 (EST)&lt;br /&gt;
::So they actually bothered to model a stamped receiver. This means that we have two basic receivers to work with. I would suggest to split the AK section into two main weapons AK-47 and AK-74 and list the modifications as subsections. The reasoning is that we obviously have the AK47 in both single and multiplayer and the AK-74 in single player. &amp;quot;''This makes it resemble an AKM, though it still has the AK-74's peculiar front sight block and 90 degree gas block''&amp;quot; this fact leads me to the conclusion that the AK-74 was the main weapon they modeled and then they recycled it as a pseudo AKM. This also raises few questions. Are the AK74 and AKM stamped receivers absolutely the same in reality? Can an AKM work with AK74 gas block and front sight? If this is the case, then it can pass as an actual AKM fitted with those items. If that is not the case then it is IW recycling the AK74 into pseudo AKM. Also check out how they [https://youtu.be/yHgiRdx7ocg?t=93 midgetized the krinkov handguard] in order to make it fit with the non-krinkov sight. --[[User:Nanomat|Nanomat]] ([[User talk:Nanomat|talk]]) 18:55, 7 November 2019 (EST)&lt;br /&gt;
Speaking of the AK, specifically the &amp;quot;AK-12&amp;quot;. Is the handguard that variant is using one of those Midwest Industries M-Lok handguards?--[[User:AnActualAK47|AnActualAK47]] ([[User talk:AnActualAK47|talk]]) 12:52, 9 November 2019 (EST)&lt;br /&gt;
:Yeah, you are on point but they omitted two pins. --[[User:Nanomat|Nanomat]] ([[User talk:Nanomat|talk]]) 13:18, 9 November 2019 (EST)&lt;br /&gt;
::I was thinking that it should be more clearly pointed out that the so called &amp;quot;AK-12&amp;quot; is not actually an AK-12 but rather a AK-74 variant with some tacticool stuff on it. Maybe I'll change that myself later...--[[User:AnActualAK47|AnActualAK47]] ([[User talk:AnActualAK47|talk]]) 15:26, 9 November 2019 (EST)&lt;/div&gt;</summary>
		<author><name>AnActualAK47</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Talk:Call_of_Duty:_Modern_Warfare_(2019)&amp;diff=1307228</id>
		<title>Talk:Call of Duty: Modern Warfare (2019)</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Talk:Call_of_Duty:_Modern_Warfare_(2019)&amp;diff=1307228"/>
		<updated>2019-11-09T17:52:40Z</updated>

		<summary type="html">&lt;p&gt;AnActualAK47: /* AK74 variants */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Looks like MagPul MS4 slings on those MCXs, so far the general design, animations, weapons/gear look great, i can only hope that the gameplay doesn't feel too arcadey and a bit more realistic (mix of both) then i would buy another CoD since the MW trilogy and WAW days.--[[User:Death Shadow20|Death Shadow20]] ([[User talk:Death Shadow20|talk]]) 08:26, 31 May 2019 (EDT)&lt;br /&gt;
&lt;br /&gt;
== B&amp;amp;T APC556 ==&lt;br /&gt;
&lt;br /&gt;
Hi guys,&lt;br /&gt;
&lt;br /&gt;
I think I got most weapons but this one here is rather difficult. If you look at its side while the soldier is moving the receiver looks very flat and the only weapons coming to my mind being so flat is the B&amp;amp;T APC556.&lt;br /&gt;
&lt;br /&gt;
What did you think? --[[User:Grasyl|Grasyl]] ([[User talk:Grasyl|talk]]) 09:02, 31 May 2019 (EDT)&lt;br /&gt;
&lt;br /&gt;
[[File:Rrt877 codmw2019 unknowen rifle 2.jpg|thumb|none|600px|APC556 held by an SAS Recon.]]&lt;br /&gt;
:Honestly, for firearms seen from such a distance/in small detail like this (it applies to a couple of weapons on the main page as well), it's better to wait for more content to come in future trailers instead of going ahead and speculating about literally every bit of weapon currently seen. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 09:55, 31 May 2019 (EDT)&lt;br /&gt;
&lt;br /&gt;
== One more rifle from promo-material ==&lt;br /&gt;
https://cdn.discordapp.com/attachments/529979003826601986/583658085827084310/3.jpg&lt;br /&gt;
Any thoughts? &lt;br /&gt;
--[[User:Iskorka416|Iskorka416]] ([[User talk:Iskorka416|talk]]) 09:33, 31 May 2019 (EDT)&lt;br /&gt;
:It's an HK433, just with an AAC Honey Badger-like stock. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 09:55, 31 May 2019 (EDT)&lt;br /&gt;
::Okay. This picture is from press-kit, provided for game journalists, but to avoid any troubles, the writer wouldn't share with all of pics. At least for now.--[[User:Iskorka416|Iskorka416]] ([[User talk:Iskorka416|talk]]) 10:10, 31 May 2019 (EDT)&lt;br /&gt;
:::[https://cdn.discordapp.com/attachments/529979003826601986/583658084254351380/5.jpg One more image ], better view on a M4&lt;br /&gt;
::::That Aimpoint is mounted way too low. [[User:Spartan198|Spartan198]] ([[User talk:Spartan198|talk]]) 21:13, 31 May 2019 (EDT)&lt;br /&gt;
Really not sure that’s an HK433. It looks integrally suppressed and the stock doesn’t match. Is it not some sort of SIG MCX variant? I thought it was a suppressed Rattler at first, but the magwell looks different  --[[User:Forrest1985|Forrest1985]] ([[User talk:Forrest1985|talk]]) 08:38, 1 June 2019 (EDT)&lt;br /&gt;
:Nah, looks nothing like an MCX. It is indeed an HK433, just a customized one. I get the feeling that we'll get &amp;quot;stock&amp;quot; customization option again, which could explain how they added that sliding stock on it (as well the MPi-KMS-72 style stock on the AK)... we'll see if it's the case when we got more details. Plus, note the shape of the receiver (especially behind and in front of the ejection port), the paddle magazine release and the reversible charging handle's location (above the handguard), all of which match the HK433 and not any variant of the MCX. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 10:35, 1 June 2019 (EDT)&lt;br /&gt;
::Also the cuts on the frontal side of the well mag are typical HK433. However, I think that the real HK433 can't be integrally suppressed nor accept telescoping stocks. Funny thing is that apparently even the devs know this so they attached the PDW stock to nothing or is it just me seeing things? --[[User:Nanomat|Nanomat]] ([[User talk:Nanomat|talk]]) 10:55, 1 June 2019 (EDT)&lt;br /&gt;
My bad on the MCX front, but in my defence I said some “sort of MCX”. Still, i’m not entirely convinced its a ‘433 either. The stock is probably custom, as per the above comment, but front end doesn’t quite match (unless it angle of the shot),  there’s no integral suppressed ‘433. The ejection port and lower receiver is a clear match though (on my second look). I dunno, guess we will have to wait and see. I quite like the ‘433 design so would be nice to see it. Personally hope they bring back the skins from MW:R or better yet, customisation similar to Wildlands --[[User:Forrest1985|Forrest1985]] ([[User talk:Forrest1985|talk]]) 12:27, 1 June 2019 (EDT)&lt;br /&gt;
&lt;br /&gt;
==Unknown bolt-action==&lt;br /&gt;
[https://i.redd.it/m0z9lqftxi131.jpg I don't know what this could be.]--[[User:Death Shadow20|Death Shadow20]] ([[User talk:Death Shadow20|talk]]) 15:15, 31 May 2019 (EDT)&lt;br /&gt;
:I've read somewhere that it might be the FN Ballista ala BO2 style, but I'm conflicted. Some details match but others like the stock are different. --[[User:Nanomat|Nanomat]] ([[User talk:Nanomat|talk]]) 16:45, 31 May 2019 (EDT)&lt;br /&gt;
::From the size, the proportions, and the flat, sloped upper receiver, I'm tempted to say that it's a [[PGM Hecate II]], though it doesn't seem to be a precise match. It seems like some of these guns might have customizable parts, though maybe I just have a hard time believing that the coat-hanger stock is gonna be standard and/or an attachment for the AK. [[User:Pyr0m4n14c|Pyr0m4n14c]] ([[User talk:Pyr0m4n14c|talk]]) 20:54, 31 May 2019 (EDT)&lt;br /&gt;
Looking at the receiver shape my thought was definitely something by PGM --[[User:Forrest1985|Forrest1985]] ([[User talk:Forrest1985|talk]]) 08:40, 1 June 2019 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Looks like Russian DVL-10 for me, but magwell is different and magazine looks too wide for .308 --[[User:Iskorka416|Iskorka416]] ([[User talk:Iskorka416|talk]]) 19:33, 16 June 2019 (EDT)&lt;br /&gt;
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I think its a Victrix Armament rifle, doesnt look 100%, but the closest I found -- [[User:Hijeffrey95|Hijeffrey95]] ([[User talk:Hijeffrey95|talk]]) 12:19, 27 June 2019&lt;br /&gt;
:I did also think of some anti-materiel rifles such as the Victrix Corvus, but yeah it doesn't exactly match it. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 05:37, 20 August 2019 (EDT)&lt;br /&gt;
&lt;br /&gt;
==2v2 Gameplay footage==&lt;br /&gt;
[https://www.youtube.com/watch?v=Bv5JqiEfxoQ Here.] --[[User:Tamarin88|Tamarin88]] ([[User talk:Tamarin88|talk]]) 17:11, 11 July 2019 (EDT)&lt;br /&gt;
:Some stuff worth noting - the P320 is called the &amp;quot;M19&amp;quot;, after its designation; the standard mag holds 10 rounds, and the 21-round extendo holds 15. The FAMAS fires in 3-round bursts, has aftermarket irons on top of its standard ones, and demonstrates a complete lack of understanding as to how decimal points work (.556 inches would make it an anti-materiel rifle, whereas .556 millimeters would be a literal gun for ants). The bolt-action sniper rifle is an [[Accuracy International AX50]], the 870 is an MCS that they're calling the &amp;quot;Model 680&amp;quot; for some reason, and the [[MG4]] is called an &amp;quot;M91&amp;quot; (probably implying a US military designation), with 75 round being the &amp;quot;Extended Mags&amp;quot; capacity, so the standard is probably 50. Shotguns are also either secondaries or primaries now, and among them is the &amp;quot;725&amp;quot; [[Over and Under Shotgun|over/under]]; the name implies a Browning Citori, though [[Call of Duty: Black Ops#Beretta Model 682|the series is no stranger to misnaming O/Us]]. There are 2 different kinds of stun grenade (an [[M84 stun grenade|M84]] and a [[Model 7290 flashbang grenade|M7290]]), though we didn't actually get to see what the normal frag grenades are. Oh, and the [[RPG-7]] has a new reload animation for the first time in ever, though I'm pretty sure that the rocket still doesn't have a booster charge. It also has a melee attack where you jab them with the rocket, even though an RPG-7 warhead's only safety system is a screw-in nose cap, so doing that would blow you straight to kingdom come. Anything else? [[User:Pyr0m4n14c|Pyr0m4n14c]] ([[User talk:Pyr0m4n14c|talk]]) 20:05, 11 July 2019 (EDT)&lt;br /&gt;
&lt;br /&gt;
::The MG appears to be MG5 not MG4. --[[User:Nanomat|Nanomat]] ([[User talk:Nanomat|talk]]) 20:13, 11 July 2019 (EDT)&lt;br /&gt;
:::Yeah, it's definitely an MG5. Also, that &amp;quot;M19&amp;quot; name is pretty much a goof lol; the P320 in reality is designed as M17 and M18, depending on the size. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 07:08, 14 July 2019 (EDT)&lt;br /&gt;
::::I quite like how they've done the animations for this one. Particularly the handguns, the way the screen shakes in conjuction with the jerkiness of the muzzle flip makes it seem like the player character is an actual human controlling recoil rather than a robot who can hold a perfect aim at all times.--[[User:Aidoru|Aidoru]] ([[User talk:Aidoru|talk]]) 03:19, 17 July 2019 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Modern Warfare 2011 ==&lt;br /&gt;
&lt;br /&gt;
I can’t help feel that the weapons list is well...dated!&lt;br /&gt;
&lt;br /&gt;
Famas...dropped by French for Hk416 because its outdated&lt;br /&gt;
&lt;br /&gt;
L86 rarely used by British Army and completely replaced as of April 2019&lt;br /&gt;
&lt;br /&gt;
AUG, Mp5, M14 really? &lt;br /&gt;
&lt;br /&gt;
Desert Eagle ffs come on!&lt;br /&gt;
&lt;br /&gt;
Even the M4A1 feels rehashed, afterall if were playing tier 1 Operators who use Mk18’s or C8’s (in SAS’ case) should the game not match the reality? &lt;br /&gt;
&lt;br /&gt;
--[[User:Forrest1985|Forrest1985]] ([[User talk:Forrest1985|talk]]) 05:20, 14 July 2019 (EDT)&lt;br /&gt;
:Just because an older gun has only been recently replaced by a newer gun does not mean all previous guns in a nations inventory magically disappear into the ether. Many nations still use the M4, AUG, MP5, and M14 as well. The Desert Eagle is a series staple, so I'm not surprised it makes another appearance. The game has plenty of new guns as well, such as the Sig MCX, the M17, the HK433, and so on, so far it seems to strike a decent balance between classic Call of Duty guns and up to date guns.--[[User:Aidoru|Aidoru]] ([[User talk:Aidoru|talk]]) 15:36, 14 July 2019 (EDT)&lt;br /&gt;
&lt;br /&gt;
;:There were quite a few FAMASs in the recent Bastille Day parade; the French haven’t fully rolled out HK416Fs overnight since officially adopting them.--[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 15:51, 14 July 2019 (EDT)&lt;br /&gt;
Very true but there are also older weapons that have never appeared in COD before that could have been used instead. I mean why have the L86 when an RPK74 which is more widespread and has seen more use than the L86. Every time COD wants a bullpup it goes AUG and Famas, why not L85A2, CR21 or any other multitude of bullpup choices. I’m just saying the choices seem very safe and “copy/paste” to me. --[[User:Forrest1985|Forrest1985]] ([[User talk:Forrest1985|talk]]) 16:02, 14 July 2019 (EDT)&lt;br /&gt;
:Huh? The AUG and the FAMAS didn't make a lot of appearances in the CoD universe (the only ''main'' games in which they appeared are MW2 and &amp;lt;small&amp;gt;*facepalm*&amp;lt;/small&amp;gt; Black Ops - unless you consider the &amp;quot;futurized&amp;quot; versions in BO3/BO4), and from what I've read the AUG is one of the most reliable bullpup weapons, so its appearance is legit. Also come on, the MP5 is one of the most popular submachine guns worldwide (if not ''the'' most popular), you certainly can't avoid putting it in the game. I definitely agree that the L86 is a dumb choice though, and we all know the issue with the Desert Eagle, although in the later case you could argue that it has become an iconic weapon in the MW series, so players will have fun again with it in multiplayer. The devs should have put a Mk 14 EBR as opposed to that &amp;quot;modernization&amp;quot; attempt of a normal M14. Other than that, I'm happy with the presence of weapons such as the P320, MCX VIRTUS, MG5, and '''especially''' the Remington 870 MCS, which should have been included in the MW series from the start (as opposed to those weird choices of Winchester 1200 and SPAS-12). I'm hoping they will add some firearms such as the Saiga 12, SIG MPX, HK417, SR-25, Glock 17, Mk 23 Mod 0, etc. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 17:02, 14 July 2019 (EDT)&lt;br /&gt;
Yeah my bad Its probably because both the Aug and Famas were rinsed in both MW2 and Blops. They could have at least picked the Thales F90 for a modern Aug and there are plenty of better choices than the Famas! The MP5 i have no issue with. It is still the premier CT SMG used worldwide and deserves it place. The MK14 would have been a better choice I agree, but I would have picked G28/417 or SR25 EC over it for a more modern touch. --[[User:Forrest1985|Forrest1985]] ([[User talk:Forrest1985|talk]]) 07:59, 20 July 2019 (EDT)&lt;br /&gt;
:In fairness, the AUG shown in-game is the 9mm SMG version (the Thales doesn't have such a counterpart), and it's not like there are many other choices of current-production bullpup SMGs besides the FN P90, IWI X95 9mm, and QCW-05 / CS/LS2. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 08:26, 20 July 2019 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Raw multiplayer footage ==&lt;br /&gt;
&lt;br /&gt;
Some new MP footage got released today. More of the same, but without the screaming streamers and featuring several new weapons. &lt;br /&gt;
&lt;br /&gt;
Watch it here: https://www.youtube.com/watch?v=rVnJvZjMNCs&lt;br /&gt;
&lt;br /&gt;
What I noticed right off the bat:&lt;br /&gt;
&lt;br /&gt;
-An AK-47 with an RPK style barrel. An attachment or visual customization of some sort, I think. Other than the barrel, the AK's layout was pretty typical.&lt;br /&gt;
&lt;br /&gt;
-Some kind of (integrally suppressed?) bolt-action sniper rifle that I cannot identify for the life of me.&lt;br /&gt;
&lt;br /&gt;
-A .357 magnum revolver, probably a Smith and Wesson. &lt;br /&gt;
&lt;br /&gt;
-A compact AR-15-style rifle.&lt;br /&gt;
&lt;br /&gt;
-An MG42-type machine gun, maybe supposed to be an MG3? It appears to have the MG34's Panzerlauf stock. &lt;br /&gt;
&lt;br /&gt;
-The SIG-Sauer MCX made an appearance. It's known as the &amp;quot;M13.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
-Some kind of bullpup assault rifle that I can't identify but vaguely looks like a QBZ-95.  &lt;br /&gt;
&lt;br /&gt;
--[[User:PyramidHead|PyramidHead]] ([[User talk:PyramidHead|talk]]) 18:10, 18 July 2019 (EDT)&lt;br /&gt;
&lt;br /&gt;
:It is an MG34, yeah in a modern game. And the AK is either type II or III. --[[User:Nanomat|Nanomat]] ([[User talk:Nanomat|talk]]) 19:11, 18 July 2019 (EDT)&lt;br /&gt;
&lt;br /&gt;
::The bullpup rifle was a [[ShAK-12]], interestingly enough, with some serious recoil along for the ride. It also holds 40 rounds in what appears to be a 20-round magazine. Oh, and don't forget the [[Marlin Model 1894]], which I'm guessing will be classified as a sniper rifle in-game. As for the MG34, it's not ''that'' far-fetched; some have turned up in combat zones in the Middle East, which is where I assume at least some of the campaign will be taking place. A fair bit less plausible is the 100-round capacity that they've blessed the 50-round belt drum with. [[User:Pyr0m4n14c|Pyr0m4n14c]] ([[User talk:Pyr0m4n14c|talk]]) 19:53, 18 July 2019 (EDT) P.S.: Speaking of capacity, I really don't get why they felt the need to give the [[SIG-Sauer P320|P320]] a 10-round default mag and a 15-round extended one; unless it's supposed to be in a different caliber, it should hold 15 in a standard mag, while the extendo looks like the full-size version's 21-rounder.&lt;br /&gt;
&lt;br /&gt;
:::As always, gameplay balancing I guess. --[[User:Nanomat|Nanomat]] ([[User talk:Nanomat|talk]]) 19:55, 18 July 2019 (EDT)&lt;br /&gt;
&lt;br /&gt;
::::Maybe the MG 34 is a “kit” for the MG5? It at least sounds better than the MG 42 in WWII, I’ll give it that.--[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 23:18, 18 July 2019 (EDT)&lt;br /&gt;
:::::I hope they don't bring back the &amp;quot;kit&amp;quot; system of firearm variation. Agreed on the audio being leagues better than previous CoDs, there's some nice impact to it now. CoD: WW2 made all their guns sound like someone flicking pebbles at a sheet of tin.--[[User:Aidoru|Aidoru]] ([[User talk:Aidoru|talk]]) 01:31, 19 July 2019 (EDT)&lt;br /&gt;
::::::Funny thing is that [[Talk:Battlefield 4#Revolver reloads|I mentioned]] two months ago the fact that I hadn't seen yet the &amp;quot;universal&amp;quot; revolver reloading technique in a video game, aaaaaaaaand it ended up in this game :D I'm fairly sure the Marlin isn't a Model 1894, but likely a &amp;lt;s&amp;gt;336&amp;lt;/s&amp;gt; 1895, given the trigger guard and the ejection port (the latter having been seen in an earlier video). Regarding the compact AR-style rifle, I'm pretty sure it's a shorter version of the already present MCX VIRTUS (we can exclude the Rattler, since the handguard looks longer than it). The 870 MCS wasn't pumped after a partial reload, which (likely) means we will finally see different partial/empty reloads for shell-by-shell reloading shotguns (the only time it was done in a Call of Duty game is... get this, in the 13-year old CoD3). &amp;lt;s&amp;gt;Where I'm less impressed though, is the AK-47 part: while I can excuse its presence since there is also a more modern AK shown in the reveal trailer, the devs ''once again'' chose to slap a ribbed receiver cover on it.&amp;lt;/s&amp;gt; --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 08:06, 19 July 2019 (EDT)&lt;br /&gt;
:::::::EDIT: I checked again, and it appears that the receiver cover is appropriately smooth. I appreciate the recent edit, Aidoru. The footage that I previously watched was at low quality, and some scratches on the cover made it seem like a ribbed one. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 16:29, 2 August 2019 (EDT)&lt;br /&gt;
::::::::Speaking of AK, if the Russian Federation armed forces show up in this game, I would faint if they used an AK-74 instead of an older AK model. At least give me an AK-12 or an AK-15. At the very least, I hope to see more modern Russian weapons instead of Russians running around with FAMASs, AUGs, FALs, and Strikers like in Modern Warfare 2 and 3. --[[User:PyramidHead|PyramidHead]] ([[User talk:PyramidHead|talk]]) 15:19, 19 July 2019 (EDT)&lt;br /&gt;
:::::::::Just make it the ''mass production'' AK-12 and/or -15 instead of the 2012 prototype that's getting into XM8 levels of overuse. [[User:Spartan198|Spartan198]] ([[User talk:Spartan198|talk]]) 19:17, 1 August 2019 (EDT)&lt;br /&gt;
Amen to that! I’m hoping they use AK74’s as well not the AKM every game seems to depict. AK15 would be preferable but given the rebels part take place in past, ‘74 would be better suited. Personally I would have had the AK74 and RPK in this game and included the AK12 and RPK16 as “skins” like MW:R. Do you think they will add the F2000 in as that has shown up on Syria in a few clips/photos --[[User:Forrest1985|Forrest1985]] ([[User talk:Forrest1985|talk]]) 08:06, 20 July 2019 (EDT)&lt;br /&gt;
&lt;br /&gt;
Well, new gameplay uploaded on InfinityWard's official youtube channel. A lot more focus on the MCX and 870 this time. I wonder what triggers the player characters usage of the thumb-over-bore grip, the length of barrel/type of grip, or maybe its a faction specific thing.--[[User:Aidoru|Aidoru]] ([[User talk:Aidoru|talk]]) 01:33, 13 August 2019 (EDT)&lt;br /&gt;
https://www.youtube.com/watch?v=cJ-fuJRgqUc&lt;br /&gt;
&lt;br /&gt;
== Mk 18 ID ==&lt;br /&gt;
Are we sure it's a Mod 1? Not a lot can be gleaned from the image, but it looks like it's just a Mod 0 with a PRI folding front sight block. [[User:Spartan198|Spartan198]] ([[User talk:Spartan198|talk]]) 13:53, 22 July 2019 (EDT)&lt;br /&gt;
:[http://youtu.be/CDeKijb1e7M?t=544 Here's] some gameplay footage of it, if it helps. But anyway, judging by the video linked below, the weapon has the front sight on the railed handguard by default, but customization options do include a folding front sight block and a traditional AR-15 front sight. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 14:24, 22 July 2019 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Customization teaser ==&lt;br /&gt;
&lt;br /&gt;
[https://twitter.com/callofduty/status/1153349005319032832 Looks pretty extensive.]--[[User:Tamarin88|Tamarin88]] ([[User talk:Tamarin88|talk]]) 14:04, 22 July 2019 (EDT)&lt;br /&gt;
:Ohhhh, I think I'm gonna enjoy this --[[User:PyramidHead|PyramidHead]] ([[User talk:PyramidHead|talk]]) 14:43, 22 July 2019 (EDT)&lt;br /&gt;
::Couldn't they add the M26 MASS as opposed to that outdated (and recycled) Masterkey? --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 18:00, 22 July 2019 (EDT)&lt;br /&gt;
:::Looks cool. I just hope they don't go overboard with the skins (no animated neon pink tigerstripes with diamonds please), or lock some of the customization options behind lootboxes/ridiculous grinds.--[[User:Aidoru|Aidoru]] ([[User talk:Aidoru|talk]]) 00:47, 23 July 2019 (EDT)&lt;br /&gt;
&lt;br /&gt;
== New Trailer ==&lt;br /&gt;
&lt;br /&gt;
The multiplayer reveal came out; [https://www.youtube.com/watch?v=J7Ivdq5E-fs here's a link.] Looks pretty interesting so far; I've got some things to point out, but what I don't have right now is time. Cheers, [[User:Pyr0m4n14c|Pyr0m4n14c]] ([[User talk:Pyr0m4n14c|talk]]) 13:59, 1 August 2019 (EDT)&lt;br /&gt;
: There's also a full live stream of gameplay going on right now, so someone should probably sift through that after it finishes. --[[User:Tamarin88|Tamarin88]] ([[User talk:Tamarin88|talk]]) 14:32, 1 August 2019 (EDT)&lt;br /&gt;
&lt;br /&gt;
==Revolver==&lt;br /&gt;
Looks like it could be a Smith and Wesson Model 586 with the barrel inletted for a scope mount. [[User:Black Irish Paddy|Black Irish Paddy]] ([[User talk:Black Irish Paddy|talk]]) 19:19, 1 August 2019 (EDT)&lt;br /&gt;
&lt;br /&gt;
== IGN Loadout montage video ==&lt;br /&gt;
&lt;br /&gt;
https://www.youtube.com/watch?v=iiKHyejWvzQ&lt;br /&gt;
&lt;br /&gt;
They go through all the guns available in the beta but not all the customisation options. They mention how it's possible to do things like add a 5.45mm &amp;quot;conversion kit&amp;quot; to the AK to turn it into a 74. And an unmodified L86 is just a bog-standard L85. Should probably follow the Payday 2 guide of putting entries for every complete weapon you can turn each gun into.[[User:Temp89|Temp89]] ([[User talk:Temp89|talk]])&lt;br /&gt;
&lt;br /&gt;
== FN FAL/DSA 58  ==&lt;br /&gt;
&lt;br /&gt;
Noticed this in a screen&lt;br /&gt;
https://imgur.com/a/AtTaJ5u&lt;br /&gt;
&lt;br /&gt;
Not sure how to edit on here though, apologies...&lt;br /&gt;
:I get myself a FAL, and it's a classic one as opposed to the weird looking one in MW2! I'm happy. --[[User:PyramidHead|PyramidHead]] ([[User talk:PyramidHead|talk]]) 20:49, 2 August 2019 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Price's carbine ==&lt;br /&gt;
&lt;br /&gt;
So, as seen on the page, the Noveske with a VLTOR upper is the closest ID that I found over two weeks ago for the carbine held by Capt. Price in the game cover and other artwork. For anyone who would like to take a close look at the weapon and see if there's a better match or some noteworthy info, [http://i.jeuxactus.com/datas/jeux/c/a/call-of-duty-modern-warfare/xl/call-of-duty-modern-war-5cf00acc5610e.jpg here's] a very high resolution image of it, and [http://www.gamenite.de/wp-content/uploads/2019/05/CallOfDutyModernWarfare2019.jpg here's] a nearly full view of the weapon. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 10:43, 7 August 2019 (EDT)&lt;br /&gt;
&lt;br /&gt;
==Weapon Prediction==&lt;br /&gt;
Probably the MW Remastered weapons will be in the game. Their names and aestetyc don't match with the original COD. MW but match with the new one. PKM and FAL are already confirmed.So the &amp;quot;Prokolot&amp;quot;,&amp;quot;D-25S&amp;quot;,Saiga-12,Cheytac M200,&amp;quot;Fang 45&amp;quot; are on the table.--[[User:Dannyguns|Dannyguns]] ([[User talk:Dannyguns|talk]]) 03:28, 12 August 2019 (EDT)&lt;br /&gt;
:I doubt any of the fictional weapons will make it in. The SAIGA-12 and Cheytac M200 might, but not the Prokolot, D-25S or Fang-45.--[[User:Aidoru|Aidoru]] ([[User talk:Aidoru|talk]]) 09:25, 12 August 2019 (EDT)&lt;br /&gt;
::Yeah, I'd agree - I mean, the FAL that we've seen so far is pretty clearly just an ordinary FAL, not the weird hybrid AR-ish thingy from ''MWR'' that resembles a lot of things but isn't quite any of them. It seems to me like this game's arsenal will be more or less proprietary. [[User:Pyr0m4n14c|Pyr0m4n14c]] ([[User talk:Pyr0m4n14c|talk]]) 10:25, 12 August 2019 (EDT)&lt;br /&gt;
Those dumb fictional weapons? No. Just no. They shouldn't have been in MWR in the first place; that game started very well with improvements on realism regarding weapon models, etc., but the devs pretty much ruined it with those frankenguns. Thankfully this most likely ain't happening with the new MW, considering that this is Infinity Ward, and not Raven Software, [[Call of Duty Online|who was already known for creating frankenguns]]. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 16:09, 12 August 2019 (EDT)&lt;br /&gt;
&lt;br /&gt;
I doubt we'll see ''any'' reuse of weapons from previous CoDs - the work required for the new attachment system would probably make converting old models not worth it. --[[User:Tamarin88|Tamarin88]] ([[User talk:Tamarin88|talk]]) 14:43, 12 August 2019 (EDT)&lt;br /&gt;
&lt;br /&gt;
==Frankenguns==&lt;br /&gt;
Now with the new gun customization, it appears that they will crank up to 11 the frankengun-ism. I am wondering about the AK customization in particular. They widely advertised that it is possible to customize the default AK47 into an &amp;quot;AK74u&amp;quot; however, what it actually does is to outfit it with an AKS-74U's wooden handguard and a [https://www.k-var.com/flash-hider-cone-design-for-762x39-24x15mm-rh-threads-us-made 7.62 x 39mm krinkov muzzle]. Now, this is all good when we speak about a 7.62 x 39mm AK but the thing is that this same setup (AK47 base) can be outfitted with 5.45x39mm mags while retaining the base AK47 receiver. So the question is would it be possible to somehow achieve this in reality, like maybe put the internals of a 5.45x39mm AK into a 7.62 x 39mm receiver? Could this work mechanically because that is precisely what we got in the game?&lt;br /&gt;
&lt;br /&gt;
Also would there be any issue with attaching a 20&amp;quot; barrel to an Mk18 or M4A1 or whatever similarly to what can be done in game? Man, this new customization system is cool but it's gonna raise a lot of questions. Also, I think maybe we should split all of the submodification items from the main weapons into a separate section like what we've done with BFV's &amp;quot;cosmetic modifications&amp;quot; section because the way things are currently listed on the MW page is gonna cause a lot of confusion like &amp;quot;What? That ain't Mk18 no more, it's an M16 bruh... but why then it shoots in full auto huhh???&amp;quot; --[[User:Nanomat|Nanomat]] ([[User talk:Nanomat|talk]]) 19:06, 16 August 2019 (EDT)&lt;br /&gt;
:Regarding your first question about AKs, it'd essentially be a custom build, grafting (and probably hand-fitting) AKS-74U parts into an original AK-47 receiver. For the second, there shouldn't be any issues with attaching non-standard barrels to Mk18 uppers, as 18 uppers are the same thing as A4 uppers, just fitted with shorter barrels and handguards. And, for the final one, I'd figure that the way that we have it now is probably the best bet; the ''BFV'' system works because you're less customizing one gun into another (which is what you can do here) and more attaching parts from one variant of a gun to another - for example, you can put a Mk2 stock on a Mk1 Bren, but it's still a Mk1 Bren. This is the precedent for these sorts of customization issues elsewhere; for example, it's what was done for ''[[Payday 2]]''. Hope this helps. [[User:Pyr0m4n14c|Pyr0m4n14c]] ([[User talk:Pyr0m4n14c|talk]]) 21:04, 16 August 2019 (EDT)&lt;br /&gt;
::And regarding the M16, if you really want to avoid that full-auto/burst confusion, you could probably identify the section as a Colt Model 901/M16A3 (the full-auto counterpart of the flat top M16A4), but keep the current reference image due to the heat shield. But IMO it isn't really necessary to change it, considering that we're already saying that &amp;quot;it resembles&amp;quot; an M16A4, plus one of the weapon perks in-game do actually turn it into a 3-round burst weapon. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 15:45, 18 August 2019 (EDT)&lt;br /&gt;
:::I changed the Arsenal AR-SF section to AKS-74U as the game simply puts parts from the AKS-74U to the base AK47 receiver. Also, I think we should emphasize more on the fact that the parts from &amp;quot;secondary&amp;quot; weapons are attached to the &amp;quot;main&amp;quot; receiver. I was going to make the same to the M16A4 section but as far as I understand from the above reply, the MK18 and the M16A4 both use the same receiver, at least visually, in reality. However, the fact that the weapon (in game) by default fires in full auto means that the base receiver is the MK18 one. Now the technical impossibility in this case here comes from the 3-round burst perk you describe. If that is indeed the case then we end up with that particular receiver being able to switch between full auto/3 burst which as far as I know is not a feature of any AR receiver? --[[User:Nanomat|Nanomat]] ([[User talk:Nanomat|talk]]) 21:59, 19 August 2019 (EDT)&lt;br /&gt;
::::Nah, I reverted it, because it's better to show what the resulting model looks like, and the in-game weapon still has a milled receiver like the AR-SF, which is not the case for the AKS-74U. For the record, the combo of an AR-SF with Krinkov flash hider and wood handguard has indeed been done in some movies like [[District B13#Arsenal AR-SF|Banlieue 13]] and [[36th Precinct#Arsenal AR-SF|36 Quai des Orfèvres]]. Now regarding the burst perk, in fairness I just mentioned how the behavior of the in-game weapon will change to 3-round burst, and that it would potentially avoid the confusion between burst/auto that you mentioned at the end of your first comment. I don't think the burst perk changes the selector markings on the weapon model itself (unlike the normal attachments), plus I'm not sure whether the perk replaces the full-auto fire by 3-round burst or it adds a burst setting alongside the full-auto/semi-auto modes. Though in response to your last question, the safe/semi/burst/auto selector does exist on the &amp;quot;M4 Commando Enhanced&amp;quot; and the &amp;quot;M4 Carbine Enhanced&amp;quot; as discussed [[Talk:M16 rifle series#Colt Model 978|here]], but either way it's kinda irrelevant, since I'm pretty sure that this &amp;quot;burst&amp;quot; perk is available on many weapons in-game, not just the &amp;quot;M4A1&amp;quot;. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 05:06, 20 August 2019 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Public Beta ==&lt;br /&gt;
&lt;br /&gt;
So, a new promo trailer dropped. A couple of things were shown, namely a mine that kinda looks like a flattened TS-50 with an S-Mine sticking out of the top (I think this was already shown, but now we have a good view of it), and a PKM (thankfully enough; it'd be odd to have a PKM stock as an attachment without the gun it belongs to). More important, however, is what this trailer was ''for'': there's apparently going to be a PS4-exclusive public beta of the 2v2 mode this weekend. If any of you have a PS4 capture device, now's your time to shine. [[User:Pyr0m4n14c|Pyr0m4n14c]] ([[User talk:Pyr0m4n14c|talk]]) 22:49, 19 August 2019 (EDT)&lt;br /&gt;
:Shoot, the PS4 already has a built in screencap feature, so a specific device isn't even necessary. I'm planning on downloading it, I could definitely take some screencaps.-[[User:Aidoru|Aidoru]] ([[User talk:Aidoru|talk]]) 00:53, 20 August 2019 (EDT)&lt;br /&gt;
I just want to say that the animators at IW have really outdone themselves on this game. I love all the reload animations, the visual recoil is well done, and they even included animated fire selector switches that the player character will engage with his hand/thumb depending on the gun.--[[User:Aidoru|Aidoru]] ([[User talk:Aidoru|talk]]) 04:43, 25 August 2019 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Revolver ==&lt;br /&gt;
&lt;br /&gt;
I think the revolver is [[Taurus Model 689]] at least for me it looks like one&lt;br /&gt;
--[[User:Relb357|Relb357]] &lt;br /&gt;
September 8 2019&lt;br /&gt;
&lt;br /&gt;
== P320 ID ==&lt;br /&gt;
If it lacks features indicative of the M18 (manual safety, three rail slots instead of four), shouldn't we classify it as a P320 instead? [[User:Spartan198|Spartan198]] ([[User talk:Spartan198|talk]]) 23:13, 12 September 2019 (EDT)&lt;br /&gt;
:It has the M18's optic cut on the slide though, and the SIG-Sauer website mentions that non-manual safety M17 pistols are planned to be shipped (I'm not sure if it also applies to the M18 though). I suppose we could alternatively identify it as a P320 RX Compact with the ROMEO1 sight removed (assuming that it ''can'' easily be removed, which I have yet to check). --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 23:44, 12 September 2019 (EDT)&lt;br /&gt;
::They mention that the battery on the RX Compact's RDS can be changed without having to remove it, so I'm pretty sure it's removable. If it wasn't, that sentence would be nonsensical. I didn't know about them releasing M17s without manual safeties, though. [[User:Spartan198|Spartan198]] ([[User talk:Spartan198|talk]]) 06:10, 13 September 2019 (EDT)&lt;br /&gt;
:::Yep, plus I now checked a video; when Phil Strader talks about the RDS [http://youtu.be/HLs-qZMyL70?t=54 here], he says &amp;quot;if you don't feel like using it and you want to use regular iron sights&amp;quot;. [http://youtu.be/-ZGRJtFtaOA?t=3768 Here's] a view of the in-game gun if you're interested, but anyway it ultimately seems that the RX Compact identification is legit. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 09:16, 13 September 2019 (EDT)&lt;br /&gt;
::::By the way, I was partly wrong in my first comment. It's actually the P320-M17 (the commercial variant of the M17 MHS) that can be offered without a manual safety, not the M17 itself. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 13:49, 27 October 2019 (EDT)&lt;br /&gt;
&lt;br /&gt;
==About the &amp;quot;HDR&amp;quot;==&lt;br /&gt;
Carrying on from one of the early discussions regarding the unidentified sniper rifle, [http://media.playstation.com/is/image/SCEA/call-of-duty-modern-warfare-operator-enhnaced-edition-contents-image-block-01-ps4-us-01aug19?$native_t$ here's] a higher quality image of the operator pack that includes a slightly modified version of it. And now, here's an in-game view of the weapon:&lt;br /&gt;
[[File:MW19-HDR-2.jpg|thumb|none|600px]]&lt;br /&gt;
As for my two cents, it may or may not be something like a Zastava M12 Black Spear with some sort of custom chassis and magwell, and a different bolt assembly. But then again, it's just an assumption, I just... I don't know. In the meantime, it would be appreciated if someone provides an image showing a full view of the right side; it might help us identify it. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 09:48, 13 September 2019 (EDT)&lt;br /&gt;
:[https://youtu.be/kOlEnrEpL5o?t=482 Here is an overview]. BTW it appears to be another frankengun again as the handguard of the handguard (yeah...) appears to be the [https://www.venturesurplus.com/products/used-m203-upper-handguard-carbine-length/ carbine length M203 GL handguard].--[[User:Nanomat|Nanomat]] ([[User talk:Nanomat|talk]]) 14:21, 16 September 2019 (EDT)&lt;br /&gt;
::Damn, this thing has the problem of a whole lot of the guns in ''MGS5'' - it ''kinda'' looks like a lot of things, but doesn't exactly match any of them. It sorta looks like a Zastava, it sorta looks like a Victrix Corvus, it sorta looks like an upscaled Lobaev DVL-10... and yet, in spite of this, it doesn't seem to be any of them. [[User:Pyr0m4n14c|Pyr0m4n14c]] ([[User talk:Pyr0m4n14c|talk]]) 16:34, 16 September 2019 (EDT) P.S.: The more I unsuccessfully try to wrap my head around this thing, the more I worry that the same might be true of the .357. Granted, that thing does seem to just be a Taurus, but I fear that some may disagree.&lt;br /&gt;
:::Well, even though this might be the COD with most realistic depiction of guns, I managed to find that they deliberately gave them some subtle fictional details. For example look at [https://i.redd.it/cbxwmej5twd31.png MW's Harrier] and a [http://img.timeinc.net/time/2011/weapons/harrier.jpg real one]. Note that the real one has semi circular air intakes while the game's version has more squareish ones. Also compare the [http://www.imfdb.org/images/e/ea/DesertEagle50AE.jpg real Deagle] to the [https://youtu.be/kOlEnrEpL5o?t=505 game's version]. Note how the MW's Deagle has the pins above the trigger guard in the wrong place and also has more grooves on the slide than the real one. I think they are doing this on purpose. If somebody comes up with a lawsuit &amp;quot;Heyyy, u can't use our weapon in ur game!&amp;quot; and bla bla they can simply claim that the weapon they depict is not the same, it has differences, minor but still.--[[User:Nanomat|Nanomat]] ([[User talk:Nanomat|talk]]) 19:20, 16 September 2019 (EDT)&lt;br /&gt;
::::Infinity Ward seems to be doing these modifications in an inconsistent manner. You have a slightly fictionalized Desert Eagle with a made up name, but you also have the &amp;quot;M13&amp;quot; which is (as far as I can tell) pretty much an exact likeness of the MCX Virtus. Similiarly, they gave the MP7 its proper name, but they also gave it the same treatment as the Desert Eagle, with a fictional stock, handguard, charging handle, etc. In terms of Killstreaks, you have the notHarrier, notFrogfoot, the weird looking notPredator with an AEW rotodome alongside an accurately modelled Apache, Pave Low and A-10.--[[User:Aidoru|Aidoru]] ([[User talk:Aidoru|talk]]) 00:52, 17 September 2019 (EDT)&lt;br /&gt;
::::One of the developers on Reddit actually said that was the case regarding the L86. I doubt it's really necessary (most games get away with much more accurate guns, even today), but I imagine Activision's lawyers are especially antsy because CoD has had licensing deals in the past, and I presume they're thinking that the gun companies will be watching them for use after the deal expired.--[[User:Tamarin88|Tamarin88]] ([[User talk:Tamarin88|talk]]) 07:09, 17 September 2019 (EDT)&lt;br /&gt;
I think it's an Zastava M93 Black Arrow (which has the same caliber) with a completely custom chassis and furniture. The position of the pistol grip and magazine match the M93 pretty well too.--[[User:BaileyJIII|BaileyJIII]] ([[User talk:BaileyJIII|talk]]) 09:43, 20 September 2019 (EDT)&lt;br /&gt;
:Oh wow, I haven't logged into this site for years, I know you're happy to see me again. Anyway, I'm thinking that the reason that they are doing these minor cosmetic changes to make guns and especially vehicles look less realistic is because of fear of lawsuits. There was after all this (https://www.rockpapershotgun.com/2017/11/09/humvee-manufacturer-suing-activision-over-call-of-duty-vehicles/?utm_source=feedburner&amp;amp;utm_medium=feed&amp;amp;utm_campaign=Feed%3A+rockpapershotgun%2Fsteam+%28Rock%2C+Paper%2C+Shotgun%3A+Steam+RSS%29) (I forgot how to format links properly, sorry) case some years ago and I'm thinking Activison wants to avoid that happening again. This doesn't answer why some guns look more or less like their real counterpart though. Another reason could be political. Some might say that it's &amp;quot;problematic&amp;quot; or something to depict guns to realistically. Then again, I'm not sure about that.--[[User:AnActualAK47|AnActualAK47]] ([[User talk:AnActualAK47|talk]]) 15:15, 26 September 2019 (EDT)&lt;br /&gt;
::Yay you’re back, along with Modern Warfare! Been missing your great screenshot work my dude.--[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 15:33, 26 September 2019 (EDT)&lt;br /&gt;
:::Aaww, thank you! Sadly I won't be screenshotting this game at launch at least. I won't get it until I get a new PC, which will be some months from now. I am going to play it though. This is the first CoD game I've ever actually felt hyped for. Especially with the return of that MW3 style of survival mode (another reason for waiting due to that timed exclusivity) and those large maps with vehicles.--[[User:AnActualAK47|AnActualAK47]] ([[User talk:AnActualAK47|talk]]) 16:20, 26 September 2019 (EDT)&lt;br /&gt;
&lt;br /&gt;
==Red Dots mounted too low for ARs==&lt;br /&gt;
Even without any iron sights mounted, a red dot with a low mount is way too low to comfortable look through in some guns like the AR types, but that's how they have all the small red dots in this game and it's stupidly low [[User:Excalibur01|Excalibur01]] ([[User talk:Excalibur01|talk]]) 01:10, 11 October 2019 (EDT)&lt;br /&gt;
:Reminds me a little of Far Cry 5. That game had the same problem.--[[User:AnActualAK47|AnActualAK47]] ([[User talk:AnActualAK47|talk]]) 09:08, 11 October 2019 (EDT)&lt;br /&gt;
Are you referring to the Aimpoint looking one? I think both the MP5 and the HK433 do not have this problem, the HK we seen in the campaign trailer has Price holding it and it looked correctly setup, it's a pita to look at i know.&lt;br /&gt;
&lt;br /&gt;
EDIT: Actually just checked and it's incorrectly setup on the 141 too, dissapointed to see Russians still operating AK-47s instead of the more appropiate AK-74m or even the 12/15. Or even more bizarrelly; Blackhawks and Little Birds, saves the developers time on creating new models i guess...--[[User:Death Shadow20|Death Shadow20]] ([[User talk:Death Shadow20|talk]]) 13:32, 20 October 2019 (EDT)&lt;br /&gt;
:I kinda hoped for a Makarov or a Grach too, hope they add more pistols down the line. The M249 SAW is also rather conspicuously absent despite being in a lot of the promotional art.--[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 20:13, 26 October 2019 (EDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Well, the 57,181GB update for play even in SP, is a bit a low hit. But according to lore, seems like is not real Russian military but a rogue forces comprised by Russian grunts and mercenaries. That couuld explain the Blackhawks and Little Birds. Hoping for a Russian shotgun. Meanwhile need to wait 2 months for play the game 'cause the size!--[[User:Dannyguns|Dannyguns]] ([[User talk:Dannyguns|talk]]) 13:12, 27 October 2019 (EDT)&lt;br /&gt;
::But wouldn't they'd still be using equipment native to that part of the world? It's not like Blackhawks and Little Birds are sold like Toyotas all over the world. [[User:Excalibur01|Excalibur01]] ([[User talk:Excalibur01|talk]]) 21:56, 7 November 2019 (EST)&lt;br /&gt;
:::I just assume they got them from the same weapons dealer that sold the entire Russian Army on obscure rotary cylinder South African shotguns and Israeli bullpups.--[[User:Aidoru|Aidoru]] ([[User talk:Aidoru|talk]]) 02:02, 8 November 2019 (EST)&lt;br /&gt;
&lt;br /&gt;
== FAL PARA ==&lt;br /&gt;
&lt;br /&gt;
Due to customization options, you can make a FAL Para in MW. Does it deserve its own section then?&lt;br /&gt;
:Different MP5s and AKs and the like get their own sections because of attachment options to make them out of the base weapon, I don't see why it shouldn't apply for the FAL. [[User:Kadorhal|Kadorhal]] ([[User talk:Kadorhal|talk]]) 17:13, 1 November 2019 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Oden, bleyat ==&lt;br /&gt;
&lt;br /&gt;
You won't believe it, but Russian for &amp;quot;Odin&amp;quot; is actually &amp;quot;Odin&amp;quot;. So unless you consider this some sort of &amp;quot;padonag&amp;quot; lingo, where people intentionally make as many mistakes as possible, this is plain wrong. It's not like we Russians call Jesus differe- oh wait [[User:DJ von CAHEK|DJ_von_CAHEK]] ([[User talk:DJ von CAHEK|talk]]) 14:45, 2 November 2019 (EDT)&lt;br /&gt;
&lt;br /&gt;
I actually made fun of the in-game name during the beta, comparing it to the Japanese dish of the same name. --[[User:HashiriyaR32|HashiriyaR32]] ([[User talk:HashiriyaR32|talk]]) 20:35, 4 November 2019 (EST)&lt;br /&gt;
::I think you're thinking of Udon. That's Japanese noodles [[User:Excalibur01|Excalibur01]] ([[User talk:Excalibur01|talk]]) 21:57, 7 November 2019 (EST)&lt;br /&gt;
::: There is a Japanese dish called [https://en.wikipedia.org/wiki/Oden Oden]. --[[User:Wuzh|Wuzh]] ([[User talk:Wuzh|talk]]) 02:09, 8 November 2019 (EST)&lt;br /&gt;
&lt;br /&gt;
== AK74 variants ==&lt;br /&gt;
&lt;br /&gt;
So lets try to sort that out.. maybe&amp;lt;br&amp;gt;&lt;br /&gt;
First we got Farah's weapon. Judging from the stock it is most likely derived from either East German MPi-AKS74 or Romanian AIMS-74, however it is chambered in 7,62x39mm. Not available for player both in Campaign and Multiplayer.&amp;lt;br&amp;gt;&lt;br /&gt;
Second, in Single Player campaign a player could encounter and pick up some &amp;quot;AK-47&amp;quot; rifles with AK74-derived gas block and muzzle brake (or without the latter). These are Single player campaign-exclusive.&amp;lt;br&amp;gt;&lt;br /&gt;
As such I am very much inclined that &amp;quot;AKM&amp;quot; section be removed (weapon not present in-game actually) and to rework AK74 section.&amp;lt;br&amp;gt;&lt;br /&gt;
Would aprreciate input from other contributors before actually trying to fix the article... --[[User:RussianTrooper|RussianTrooper]] ([[User talk:RussianTrooper|talk]]) 07:30, 4 November 2019 (EST)&lt;br /&gt;
:Well, in the campaign you can actually find the 7.62mm AK combined with all the parts mentioned in the page (stamped receiver, ribbed cover, gas tube, handguard with palm swell. etc.). I guess this is enough for the AKM to actually warrant its own section. The only notable issue is that it has an AK-74's gas block and front sight block, but there's been some AKMs and similar AK derivatives modified with such parts ([[:File:WW2 AK-47 (1)-1-.jpg|this one]] from Wolf Warriors 2 is a good example). I think that an AKM modified with a 90 degree gas block is at least more plausible than (let's say) an AKM with an earlier AK-47 style gas block and gas tube.&lt;br /&gt;
:That said, I've been thinking that maybe we could simplify things, by mentioning the AK-74 before the AKM (considering that the former is more correctly modeled than the latter), and then say that the same AK-74 same setup is found loaded with 7.62x39mm ammunition, giving it an approximation of an AKM.&lt;br /&gt;
:--[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 09:35, 4 November 2019 (EST)&lt;br /&gt;
&lt;br /&gt;
The AK-47 section still seems quite messy. Maybe we could give a rundown of all the customization options in the leading AK-47 section, and detail all the configurations in subsections following it? --[[User:Wuzh|Wuzh]] ([[User talk:Wuzh|talk]]) 12:16, 5 November 2019 (EST)&lt;br /&gt;
&lt;br /&gt;
:I think the problem stems from the fact that currently we are trying to comply with IW's idea that changing several parts of a gun turns it into a completely different weapon. Is there in the game any AK receiver other than the milled AK47 receiver with the large cutout? Because I'm under the impression that all the AKs in the game use this basic milled receiver and only change handguards, barrels, stocks, magazine etc.&lt;br /&gt;
:Now, if that is the case I think we should simply list from which AK variant does a particular handguard or magazine come (simililar to the [[Battlefield_V#Cosmetic_Modifications|BFV cosmetic modification sections]]) instead of trying to make it fit a particular AK model as a whole. Let's take for instance the SAM7K example. In my opinion listing this particular model here is a bit of a stretch. In game we basically have the milled AK47 receiver complete with the sights which can be modified with krinkov muzzle and 5.45x39mm magazine. We should only add to this that while 7.62x39mm krinkov exists in reality, the 5.45x39mm magazine working with the 7.62x39mm milled receiver is not plausible.&lt;br /&gt;
:I generally think we should avoid phrases like &amp;quot;turning it into an&amp;quot; because fitting a milled AK47 receiver with furniture from AK74 models doesn't make it an actual AK74 specimen, it just makes it a frankengun. That's why I believe we should focus more on each furniture item separately rather than as a whole. --[[User:Nanomat|Nanomat]] ([[User talk:Nanomat|talk]]) 20:56, 6 November 2019 (EST)&lt;br /&gt;
::The &amp;quot;AK-12&amp;quot;in the single player does have a stamped receiver and not a milled one, FWIW.--[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 21:45, 6 November 2019 (EST)&lt;br /&gt;
:I clearly mentioned the presence of a stamped receiver in the AK-74 section (along with the other appropriate parts), and the other ones also have stamped receivers in singleplayer. Here are some videos, for reference: [http://youtu.be/4M0wAZ9x1Dc?t=232 AK-74], [http://youtu.be/rzr2G6bi3D4?t=4636 AKM], [http://youtu.be/yTnEIhE_8is?t=1339 AKS-74U], and [http://youtu.be/LeHWEMGCmd0?t=471 AKMSU] (which [http://youtu.be/BUdKTMt6en0?t=458 can] be found with a side folder). --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 03:50, 7 November 2019 (EST)&lt;br /&gt;
:::EDIT: The last one is actually an AKS-74U lookalike, not an AKMSU. The &amp;quot;AK-12&amp;quot; images recently provided on the main page have 5.45mm mags. I now made some more research, and if I'm not mistaken, all the AK-12s fitted with normal box magazines in the campaign are in 5.45mm, though the HUD icon is messing with us and shows them with 7.62mm magazines (not surprising at this point, considering that the icon also shows it with a milled receiver, which isn't the case). Nevertheless, the gun can be found with 75-round 7.62x39mm drum magazines (in both full-size and Krinkov length), so the AKMSU identification still stands. On another note, I have a question regarding the &amp;quot;Steel Curtain&amp;quot; blueprint in multiplayer: can it be modified with all the attachments of the normal AK-47? If yes, this would mean that the AKMSU and AKS-74U appearances can be achieved in multiplayer as well. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 09:54, 8 November 2019 (EST)&lt;br /&gt;
::::I believe armory kits can be modified as I've seen XRK M4s with different attachments. I'm trying to unlock the &amp;quot;Steel Curtain&amp;quot; but the assignment tracking is rather buggy and actually winning objective matches is a bit troublesome.--[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 11:09, 8 November 2019 (EST)&lt;br /&gt;
:::::The &amp;quot;winning 5 objective based matches&amp;quot; only works with SnD, and even then I've had my progress wiped after logging out. Whoever coded these mission challenge trackers really messed up.--[[User:Aidoru|Aidoru]] ([[User talk:Aidoru|talk]]) 12:34, 8 November 2019 (EST)&lt;br /&gt;
::So they actually bothered to model a stamped receiver. This means that we have two basic receivers to work with. I would suggest to split the AK section into two main weapons AK-47 and AK-74 and list the modifications as subsections. The reasoning is that we obviously have the AK47 in both single and multiplayer and the AK-74 in single player. &amp;quot;''This makes it resemble an AKM, though it still has the AK-74's peculiar front sight block and 90 degree gas block''&amp;quot; this fact leads me to the conclusion that the AK-74 was the main weapon they modeled and then they recycled it as a pseudo AKM. This also raises few questions. Are the AK74 and AKM stamped receivers absolutely the same in reality? Can an AKM work with AK74 gas block and front sight? If this is the case, then it can pass as an actual AKM fitted with those items. If that is not the case then it is IW recycling the AK74 into pseudo AKM. Also check out how they [https://youtu.be/yHgiRdx7ocg?t=93 midgetized the krinkov handguard] in order to make it fit with the non-krinkov sight. --[[User:Nanomat|Nanomat]] ([[User talk:Nanomat|talk]]) 18:55, 7 November 2019 (EST)&lt;br /&gt;
Speaking of the AK, specifically the &amp;quot;AK-12&amp;quot;. Is the handguard that variant is using one of those Midwest Industries M-Lok handguards?--[[User:AnActualAK47|AnActualAK47]] ([[User talk:AnActualAK47|talk]]) 12:52, 9 November 2019 (EST)&lt;/div&gt;</summary>
		<author><name>AnActualAK47</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Talk:Call_of_Duty:_Modern_Warfare_(2019)&amp;diff=1300432</id>
		<title>Talk:Call of Duty: Modern Warfare (2019)</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Talk:Call_of_Duty:_Modern_Warfare_(2019)&amp;diff=1300432"/>
		<updated>2019-10-11T13:08:50Z</updated>

		<summary type="html">&lt;p&gt;AnActualAK47: /* Red Dots mounted too low for ARs */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Looks like MagPul MS4 slings on those MCXs, so far the general design, animations, weapons/gear look great, i can only hope that the gameplay doesn't feel too arcadey and a bit more realistic (mix of both) then i would buy another CoD since the MW trilogy and WAW days.--[[User:Death Shadow20|Death Shadow20]] ([[User talk:Death Shadow20|talk]]) 08:26, 31 May 2019 (EDT)&lt;br /&gt;
&lt;br /&gt;
== B&amp;amp;T APC556 ==&lt;br /&gt;
&lt;br /&gt;
Hi guys,&lt;br /&gt;
&lt;br /&gt;
I think I got most weapons but this one here is rather difficult. If you look at its side while the soldier is moving the receiver looks very flat and the only weapons coming to my mind being so flat is the B&amp;amp;T APC556.&lt;br /&gt;
&lt;br /&gt;
What did you think? --[[User:Grasyl|Grasyl]] ([[User talk:Grasyl|talk]]) 09:02, 31 May 2019 (EDT)&lt;br /&gt;
&lt;br /&gt;
[[File:Rrt877 codmw2019 unknowen rifle 2.jpg|thumb|none|600px|APC556 held by an SAS Recon.]]&lt;br /&gt;
:Honestly, for firearms seen from such a distance/in small detail like this (it applies to a couple of weapons on the main page as well), it's better to wait for more content to come in future trailers instead of going ahead and speculating about literally every bit of weapon currently seen. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 09:55, 31 May 2019 (EDT)&lt;br /&gt;
&lt;br /&gt;
== One more rifle from promo-material ==&lt;br /&gt;
https://cdn.discordapp.com/attachments/529979003826601986/583658085827084310/3.jpg&lt;br /&gt;
Any thoughts? &lt;br /&gt;
--[[User:Iskorka416|Iskorka416]] ([[User talk:Iskorka416|talk]]) 09:33, 31 May 2019 (EDT)&lt;br /&gt;
:It's an HK433, just with an AAC Honey Badger-like stock. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 09:55, 31 May 2019 (EDT)&lt;br /&gt;
::Okay. This picture is from press-kit, provided for game journalists, but to avoid any troubles, the writer wouldn't share with all of pics. At least for now.--[[User:Iskorka416|Iskorka416]] ([[User talk:Iskorka416|talk]]) 10:10, 31 May 2019 (EDT)&lt;br /&gt;
:::[https://cdn.discordapp.com/attachments/529979003826601986/583658084254351380/5.jpg One more image ], better view on a M4&lt;br /&gt;
::::That Aimpoint is mounted way too low. [[User:Spartan198|Spartan198]] ([[User talk:Spartan198|talk]]) 21:13, 31 May 2019 (EDT)&lt;br /&gt;
Really not sure that’s an HK433. It looks integrally suppressed and the stock doesn’t match. Is it not some sort of SIG MCX variant? I thought it was a suppressed Rattler at first, but the magwell looks different  --[[User:Forrest1985|Forrest1985]] ([[User talk:Forrest1985|talk]]) 08:38, 1 June 2019 (EDT)&lt;br /&gt;
:Nah, looks nothing like an MCX. It is indeed an HK433, just a customized one. I get the feeling that we'll get &amp;quot;stock&amp;quot; customization option again, which could explain how they added that sliding stock on it (as well the MPi-KMS-72 style stock on the AK)... we'll see if it's the case when we got more details. Plus, note the shape of the receiver (especially behind and in front of the ejection port), the paddle magazine release and the reversible charging handle's location (above the handguard), all of which match the HK433 and not any variant of the MCX. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 10:35, 1 June 2019 (EDT)&lt;br /&gt;
::Also the cuts on the frontal side of the well mag are typical HK433. However, I think that the real HK433 can't be integrally suppressed nor accept telescoping stocks. Funny thing is that apparently even the devs know this so they attached the PDW stock to nothing or is it just me seeing things? --[[User:Nanomat|Nanomat]] ([[User talk:Nanomat|talk]]) 10:55, 1 June 2019 (EDT)&lt;br /&gt;
My bad on the MCX front, but in my defence I said some “sort of MCX”. Still, i’m not entirely convinced its a ‘433 either. The stock is probably custom, as per the above comment, but front end doesn’t quite match (unless it angle of the shot),  there’s no integral suppressed ‘433. The ejection port and lower receiver is a clear match though (on my second look). I dunno, guess we will have to wait and see. I quite like the ‘433 design so would be nice to see it. Personally hope they bring back the skins from MW:R or better yet, customisation similar to Wildlands --[[User:Forrest1985|Forrest1985]] ([[User talk:Forrest1985|talk]]) 12:27, 1 June 2019 (EDT)&lt;br /&gt;
&lt;br /&gt;
==Unknown bolt-action==&lt;br /&gt;
[https://i.redd.it/m0z9lqftxi131.jpg I don't know what this could be.]--[[User:Death Shadow20|Death Shadow20]] ([[User talk:Death Shadow20|talk]]) 15:15, 31 May 2019 (EDT)&lt;br /&gt;
:I've read somewhere that it might be the FN Ballista ala BO2 style, but I'm conflicted. Some details match but others like the stock are different. --[[User:Nanomat|Nanomat]] ([[User talk:Nanomat|talk]]) 16:45, 31 May 2019 (EDT)&lt;br /&gt;
::From the size, the proportions, and the flat, sloped upper receiver, I'm tempted to say that it's a [[PGM Hecate II]], though it doesn't seem to be a precise match. It seems like some of these guns might have customizable parts, though maybe I just have a hard time believing that the coat-hanger stock is gonna be standard and/or an attachment for the AK. [[User:Pyr0m4n14c|Pyr0m4n14c]] ([[User talk:Pyr0m4n14c|talk]]) 20:54, 31 May 2019 (EDT)&lt;br /&gt;
Looking at the receiver shape my thought was definitely something by PGM --[[User:Forrest1985|Forrest1985]] ([[User talk:Forrest1985|talk]]) 08:40, 1 June 2019 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Looks like Russian DVL-10 for me, but magwell is different and magazine looks too wide for .308 --[[User:Iskorka416|Iskorka416]] ([[User talk:Iskorka416|talk]]) 19:33, 16 June 2019 (EDT)&lt;br /&gt;
&lt;br /&gt;
I think its a Victrix Armament rifle, doesnt look 100%, but the closest I found -- [[User:Hijeffrey95|Hijeffrey95]] ([[User talk:Hijeffrey95|talk]]) 12:19, 27 June 2019&lt;br /&gt;
:I did also think of some anti-materiel rifles such as the Victrix Corvus, but yeah it doesn't exactly match it. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 05:37, 20 August 2019 (EDT)&lt;br /&gt;
&lt;br /&gt;
==2v2 Gameplay footage==&lt;br /&gt;
[https://www.youtube.com/watch?v=Bv5JqiEfxoQ Here.] --[[User:Tamarin88|Tamarin88]] ([[User talk:Tamarin88|talk]]) 17:11, 11 July 2019 (EDT)&lt;br /&gt;
:Some stuff worth noting - the P320 is called the &amp;quot;M19&amp;quot;, after its designation; the standard mag holds 10 rounds, and the 21-round extendo holds 15. The FAMAS fires in 3-round bursts, has aftermarket irons on top of its standard ones, and demonstrates a complete lack of understanding as to how decimal points work (.556 inches would make it an anti-materiel rifle, whereas .556 millimeters would be a literal gun for ants). The bolt-action sniper rifle is an [[Accuracy International AX50]], the 870 is an MCS that they're calling the &amp;quot;Model 680&amp;quot; for some reason, and the [[MG4]] is called an &amp;quot;M91&amp;quot; (probably implying a US military designation), with 75 round being the &amp;quot;Extended Mags&amp;quot; capacity, so the standard is probably 50. Shotguns are also either secondaries or primaries now, and among them is the &amp;quot;725&amp;quot; [[Over and Under Shotgun|over/under]]; the name implies a Browning Citori, though [[Call of Duty: Black Ops#Beretta Model 682|the series is no stranger to misnaming O/Us]]. There are 2 different kinds of stun grenade (an [[M84 stun grenade|M84]] and a [[Model 7290 flashbang grenade|M7290]]), though we didn't actually get to see what the normal frag grenades are. Oh, and the [[RPG-7]] has a new reload animation for the first time in ever, though I'm pretty sure that the rocket still doesn't have a booster charge. It also has a melee attack where you jab them with the rocket, even though an RPG-7 warhead's only safety system is a screw-in nose cap, so doing that would blow you straight to kingdom come. Anything else? [[User:Pyr0m4n14c|Pyr0m4n14c]] ([[User talk:Pyr0m4n14c|talk]]) 20:05, 11 July 2019 (EDT)&lt;br /&gt;
&lt;br /&gt;
::The MG appears to be MG5 not MG4. --[[User:Nanomat|Nanomat]] ([[User talk:Nanomat|talk]]) 20:13, 11 July 2019 (EDT)&lt;br /&gt;
:::Yeah, it's definitely an MG5. Also, that &amp;quot;M19&amp;quot; name is pretty much a goof lol; the P320 in reality is designed as M17 and M18, depending on the size. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 07:08, 14 July 2019 (EDT)&lt;br /&gt;
::::I quite like how they've done the animations for this one. Particularly the handguns, the way the screen shakes in conjuction with the jerkiness of the muzzle flip makes it seem like the player character is an actual human controlling recoil rather than a robot who can hold a perfect aim at all times.--[[User:Aidoru|Aidoru]] ([[User talk:Aidoru|talk]]) 03:19, 17 July 2019 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Modern Warfare 2011 ==&lt;br /&gt;
&lt;br /&gt;
I can’t help feel that the weapons list is well...dated!&lt;br /&gt;
&lt;br /&gt;
Famas...dropped by French for Hk416 because its outdated&lt;br /&gt;
&lt;br /&gt;
L86 rarely used by British Army and completely replaced as of April 2019&lt;br /&gt;
&lt;br /&gt;
AUG, Mp5, M14 really? &lt;br /&gt;
&lt;br /&gt;
Desert Eagle ffs come on!&lt;br /&gt;
&lt;br /&gt;
Even the M4A1 feels rehashed, afterall if were playing tier 1 Operators who use Mk18’s or C8’s (in SAS’ case) should the game not match the reality? &lt;br /&gt;
&lt;br /&gt;
--[[User:Forrest1985|Forrest1985]] ([[User talk:Forrest1985|talk]]) 05:20, 14 July 2019 (EDT)&lt;br /&gt;
:Just because an older gun has only been recently replaced by a newer gun does not mean all previous guns in a nations inventory magically disappear into the ether. Many nations still use the M4, AUG, MP5, and M14 as well. The Desert Eagle is a series staple, so I'm not surprised it makes another appearance. The game has plenty of new guns as well, such as the Sig MCX, the M17, the HK433, and so on, so far it seems to strike a decent balance between classic Call of Duty guns and up to date guns.--[[User:Aidoru|Aidoru]] ([[User talk:Aidoru|talk]]) 15:36, 14 July 2019 (EDT)&lt;br /&gt;
&lt;br /&gt;
;:There were quite a few FAMASs in the recent Bastille Day parade; the French haven’t fully rolled out HK416Fs overnight since officially adopting them.--[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 15:51, 14 July 2019 (EDT)&lt;br /&gt;
Very true but there are also older weapons that have never appeared in COD before that could have been used instead. I mean why have the L86 when an RPK74 which is more widespread and has seen more use than the L86. Every time COD wants a bullpup it goes AUG and Famas, why not L85A2, CR21 or any other multitude of bullpup choices. I’m just saying the choices seem very safe and “copy/paste” to me. --[[User:Forrest1985|Forrest1985]] ([[User talk:Forrest1985|talk]]) 16:02, 14 July 2019 (EDT)&lt;br /&gt;
:Huh? The AUG and the FAMAS didn't make a lot of appearances in the CoD universe (the only ''main'' games in which they appeared are MW2 and &amp;lt;small&amp;gt;*facepalm*&amp;lt;/small&amp;gt; Black Ops - unless you consider the &amp;quot;futurized&amp;quot; versions in BO3/BO4), and from what I've read the AUG is one of the most reliable bullpup weapons, so its appearance is legit. Also come on, the MP5 is one of the most popular submachine guns worldwide (if not ''the'' most popular), you certainly can't avoid putting it in the game. I definitely agree that the L86 is a dumb choice though, and we all know the issue with the Desert Eagle, although in the later case you could argue that it has become an iconic weapon in the MW series, so players will have fun again with it in multiplayer. The devs should have put a Mk 14 EBR as opposed to that &amp;quot;modernization&amp;quot; attempt of a normal M14. Other than that, I'm happy with the presence of weapons such as the P320, MCX VIRTUS, MG5, and '''especially''' the Remington 870 MCS, which should have been included in the MW series from the start (as opposed to those weird choices of Winchester 1200 and SPAS-12). I'm hoping they will add some firearms such as the Saiga 12, SIG MPX, HK417, SR-25, Glock 17, Mk 23 Mod 0, etc. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 17:02, 14 July 2019 (EDT)&lt;br /&gt;
Yeah my bad Its probably because both the Aug and Famas were rinsed in both MW2 and Blops. They could have at least picked the Thales F90 for a modern Aug and there are plenty of better choices than the Famas! The MP5 i have no issue with. It is still the premier CT SMG used worldwide and deserves it place. The MK14 would have been a better choice I agree, but I would have picked G28/417 or SR25 EC over it for a more modern touch. --[[User:Forrest1985|Forrest1985]] ([[User talk:Forrest1985|talk]]) 07:59, 20 July 2019 (EDT)&lt;br /&gt;
:In fairness, the AUG shown in-game is the 9mm SMG version (the Thales doesn't have such a counterpart), and it's not like there are many other choices of current-production bullpup SMGs besides the FN P90, IWI X95 9mm, and QCW-05 / CS/LS2. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 08:26, 20 July 2019 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Raw multiplayer footage ==&lt;br /&gt;
&lt;br /&gt;
Some new MP footage got released today. More of the same, but without the screaming streamers and featuring several new weapons. &lt;br /&gt;
&lt;br /&gt;
Watch it here: https://www.youtube.com/watch?v=rVnJvZjMNCs&lt;br /&gt;
&lt;br /&gt;
What I noticed right off the bat:&lt;br /&gt;
&lt;br /&gt;
-An AK-47 with an RPK style barrel. An attachment or visual customization of some sort, I think. Other than the barrel, the AK's layout was pretty typical.&lt;br /&gt;
&lt;br /&gt;
-Some kind of (integrally suppressed?) bolt-action sniper rifle that I cannot identify for the life of me.&lt;br /&gt;
&lt;br /&gt;
-A .357 magnum revolver, probably a Smith and Wesson. &lt;br /&gt;
&lt;br /&gt;
-A compact AR-15-style rifle.&lt;br /&gt;
&lt;br /&gt;
-An MG42-type machine gun, maybe supposed to be an MG3? It appears to have the MG34's Panzerlauf stock. &lt;br /&gt;
&lt;br /&gt;
-The SIG-Sauer MCX made an appearance. It's known as the &amp;quot;M13.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
-Some kind of bullpup assault rifle that I can't identify but vaguely looks like a QBZ-95.  &lt;br /&gt;
&lt;br /&gt;
--[[User:PyramidHead|PyramidHead]] ([[User talk:PyramidHead|talk]]) 18:10, 18 July 2019 (EDT)&lt;br /&gt;
&lt;br /&gt;
:It is an MG34, yeah in a modern game. And the AK is either type II or III. --[[User:Nanomat|Nanomat]] ([[User talk:Nanomat|talk]]) 19:11, 18 July 2019 (EDT)&lt;br /&gt;
&lt;br /&gt;
::The bullpup rifle was a [[ShAK-12]], interestingly enough, with some serious recoil along for the ride. It also holds 40 rounds in what appears to be a 20-round magazine. Oh, and don't forget the [[Marlin Model 1894]], which I'm guessing will be classified as a sniper rifle in-game. As for the MG34, it's not ''that'' far-fetched; some have turned up in combat zones in the Middle East, which is where I assume at least some of the campaign will be taking place. A fair bit less plausible is the 100-round capacity that they've blessed the 50-round belt drum with. [[User:Pyr0m4n14c|Pyr0m4n14c]] ([[User talk:Pyr0m4n14c|talk]]) 19:53, 18 July 2019 (EDT) P.S.: Speaking of capacity, I really don't get why they felt the need to give the [[SIG-Sauer P320|P320]] a 10-round default mag and a 15-round extended one; unless it's supposed to be in a different caliber, it should hold 15 in a standard mag, while the extendo looks like the full-size version's 21-rounder.&lt;br /&gt;
&lt;br /&gt;
:::As always, gameplay balancing I guess. --[[User:Nanomat|Nanomat]] ([[User talk:Nanomat|talk]]) 19:55, 18 July 2019 (EDT)&lt;br /&gt;
&lt;br /&gt;
::::Maybe the MG 34 is a “kit” for the MG5? It at least sounds better than the MG 42 in WWII, I’ll give it that.--[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 23:18, 18 July 2019 (EDT)&lt;br /&gt;
:::::I hope they don't bring back the &amp;quot;kit&amp;quot; system of firearm variation. Agreed on the audio being leagues better than previous CoDs, there's some nice impact to it now. CoD: WW2 made all their guns sound like someone flicking pebbles at a sheet of tin.--[[User:Aidoru|Aidoru]] ([[User talk:Aidoru|talk]]) 01:31, 19 July 2019 (EDT)&lt;br /&gt;
::::::Funny thing is that [[Talk:Battlefield 4#Revolver reloads|I mentioned]] two months ago the fact that I hadn't seen yet the &amp;quot;universal&amp;quot; revolver reloading technique in a video game, aaaaaaaaand it ended up in this game :D I'm fairly sure the Marlin isn't a Model 1894, but likely &amp;lt;s&amp;gt;a 336&amp;lt;/s&amp;gt; an 1895, given the trigger guard and the ejection port (the latter having been seen in an earlier video). Regarding the compact AR-style rifle, I'm pretty sure it's a shorter version of the already present MCX VIRTUS (we can exclude the Rattler, since the handguard looks longer than it). The 870 MCS wasn't pumped after a partial reload, which (likely, but I'm not holding my breath) means we will finally see different partial/empty reloads for shell-by-shell reloading shotguns (the only time it was done in a Call of Duty game is... get this, in the 13-year old CoD3). &amp;lt;s&amp;gt;Where I'm less impressed though, is the AK-47 part: while I can excuse its presence since there is also a more modern AK shown in the reveal trailer, the devs ''once again'' chose to slap a ribbed receiver cover on it.&amp;lt;/s&amp;gt; --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 08:06, 19 July 2019 (EDT)&lt;br /&gt;
:::::::EDIT: I checked again, and it appears that the receiver cover is appropriately smooth. I appreciate the recent edit, Aidoru. I previously didn't look ''very'' closely (and it was likely at lower quality), and some scratches on the cover made it seem like a ribbed one. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 16:29, 2 August 2019 (EDT)&lt;br /&gt;
::::::::Speaking of AK, if the Russian Federation armed forces show up in this game, I would faint if they used an AK-74 instead of an older AK model. At least give me an AK-12 or an AK-15. At the very least, I hope to see more modern Russian weapons instead of Russians running around with FAMASs, AUGs, FALs, and Strikers like in Modern Warfare 2 and 3. --[[User:PyramidHead|PyramidHead]] ([[User talk:PyramidHead|talk]]) 15:19, 19 July 2019 (EDT)&lt;br /&gt;
:::::::::Just make it the ''mass production'' AK-12 and/or -15 instead of the 2012 prototype that's getting into XM8 levels of overuse. [[User:Spartan198|Spartan198]] ([[User talk:Spartan198|talk]]) 19:17, 1 August 2019 (EDT)&lt;br /&gt;
Amen to that! I’m hoping they use AK74’s as well not the AKM every game seems to depict. AK15 would be preferable but given the rebels part take place in past, ‘74 would be better suited. Personally I would have had the AK74 and RPK in this game and included the AK12 and RPK16 as “skins” like MW:R. Do you think they will add the F2000 in as that has shown up on Syria in a few clips/photos --[[User:Forrest1985|Forrest1985]] ([[User talk:Forrest1985|talk]]) 08:06, 20 July 2019 (EDT)&lt;br /&gt;
&lt;br /&gt;
Well, new gameplay uploaded on InfinityWard's official youtube channel. A lot more focus on the MCX and 870 this time. I wonder what triggers the player characters usage of the thumb-over-bore grip, the length of barrel/type of grip, or maybe its a faction specific thing.--[[User:Aidoru|Aidoru]] ([[User talk:Aidoru|talk]]) 01:33, 13 August 2019 (EDT)&lt;br /&gt;
https://www.youtube.com/watch?v=cJ-fuJRgqUc&lt;br /&gt;
&lt;br /&gt;
== Mk 18 ID ==&lt;br /&gt;
Are we sure it's a Mod 1? Not a lot can be gleaned from the image, but it looks like it's just a Mod 0 with a PRI folding front sight block. [[User:Spartan198|Spartan198]] ([[User talk:Spartan198|talk]]) 13:53, 22 July 2019 (EDT)&lt;br /&gt;
:[http://youtu.be/CDeKijb1e7M?t=544 Here's] some gameplay footage of it, if it helps. But anyway, judging by the video linked below, the weapon has the front sight on the railed handguard by default, but customization options do include a folding front sight block and a traditional AR-15 front sight. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 14:24, 22 July 2019 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Customization teaser ==&lt;br /&gt;
&lt;br /&gt;
[https://twitter.com/callofduty/status/1153349005319032832 Looks pretty extensive.]--[[User:Tamarin88|Tamarin88]] ([[User talk:Tamarin88|talk]]) 14:04, 22 July 2019 (EDT)&lt;br /&gt;
:Ohhhh, I think I'm gonna enjoy this --[[User:PyramidHead|PyramidHead]] ([[User talk:PyramidHead|talk]]) 14:43, 22 July 2019 (EDT)&lt;br /&gt;
::Couldn't they add the M26 MASS as opposed to that outdated (and recycled) Masterkey? --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 18:00, 22 July 2019 (EDT)&lt;br /&gt;
:::Looks cool. I just hope they don't go overboard with the skins (no animated neon pink tigerstripes with diamonds please), or lock some of the customization options behind lootboxes/ridiculous grinds.--[[User:Aidoru|Aidoru]] ([[User talk:Aidoru|talk]]) 00:47, 23 July 2019 (EDT)&lt;br /&gt;
&lt;br /&gt;
== New Trailer ==&lt;br /&gt;
&lt;br /&gt;
The multiplayer reveal came out; [https://www.youtube.com/watch?v=J7Ivdq5E-fs here's a link.] Looks pretty interesting so far; I've got some things to point out, but what I don't have right now is time. Cheers, [[User:Pyr0m4n14c|Pyr0m4n14c]] ([[User talk:Pyr0m4n14c|talk]]) 13:59, 1 August 2019 (EDT)&lt;br /&gt;
: There's also a full live stream of gameplay going on right now, so someone should probably sift through that after it finishes. --[[User:Tamarin88|Tamarin88]] ([[User talk:Tamarin88|talk]]) 14:32, 1 August 2019 (EDT)&lt;br /&gt;
&lt;br /&gt;
==Revolver==&lt;br /&gt;
Looks like it could be a Smith and Wesson Model 586 with the barrel inletted for a scope mount. [[User:Black Irish Paddy|Black Irish Paddy]] ([[User talk:Black Irish Paddy|talk]]) 19:19, 1 August 2019 (EDT)&lt;br /&gt;
&lt;br /&gt;
== IGN Loadout montage video ==&lt;br /&gt;
&lt;br /&gt;
https://www.youtube.com/watch?v=iiKHyejWvzQ&lt;br /&gt;
&lt;br /&gt;
They go through all the guns available in the beta but not all the customisation options. They mention how it's possible to do things like add a 5.45mm &amp;quot;conversion kit&amp;quot; to the AK to turn it into a 74. And an unmodified L86 is just a bog-standard L85. Should probably follow the Payday 2 guide of putting entries for every complete weapon you can turn each gun into.[[User:Temp89|Temp89]] ([[User talk:Temp89|talk]])&lt;br /&gt;
&lt;br /&gt;
== FN FAL/DSA 58  ==&lt;br /&gt;
&lt;br /&gt;
Noticed this in a screen&lt;br /&gt;
https://imgur.com/a/AtTaJ5u&lt;br /&gt;
&lt;br /&gt;
Not sure how to edit on here though, apologies...&lt;br /&gt;
:I get myself a FAL, and it's a classic one as opposed to the weird looking one in MW2! I'm happy. --[[User:PyramidHead|PyramidHead]] ([[User talk:PyramidHead|talk]]) 20:49, 2 August 2019 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Price's carbine ==&lt;br /&gt;
&lt;br /&gt;
So, as seen on the page, the Noveske with a VLTOR upper is the closest ID that I found over two weeks ago for the carbine held by Capt. Price in the game cover and other artwork. For anyone who would like to take a close look at the weapon and see if there's a better match or some noteworthy info, [http://i.jeuxactus.com/datas/jeux/c/a/call-of-duty-modern-warfare/xl/call-of-duty-modern-war-5cf00acc5610e.jpg here's] a very high resolution image of it, and [http://www.gamenite.de/wp-content/uploads/2019/05/CallOfDutyModernWarfare2019.jpg here's] a nearly full view of the weapon. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 10:43, 7 August 2019 (EDT)&lt;br /&gt;
&lt;br /&gt;
==Weapon Prediction==&lt;br /&gt;
Probably the MW Remastered weapons will be in the game. Their names and aestetyc don't match with the original COD. MW but match with the new one. PKM and FAL are already confirmed.So the &amp;quot;Prokolot&amp;quot;,&amp;quot;D-25S&amp;quot;,Saiga-12,Cheytac M200,&amp;quot;Fang 45&amp;quot; are on the table.--[[User:Dannyguns|Dannyguns]] ([[User talk:Dannyguns|talk]]) 03:28, 12 August 2019 (EDT)&lt;br /&gt;
:I doubt any of the fictional weapons will make it in. The SAIGA-12 and Cheytac M200 might, but not the Prokolot, D-25S or Fang-45.--[[User:Aidoru|Aidoru]] ([[User talk:Aidoru|talk]]) 09:25, 12 August 2019 (EDT)&lt;br /&gt;
::Yeah, I'd agree - I mean, the FAL that we've seen so far is pretty clearly just an ordinary FAL, not the weird hybrid AR-ish thingy from ''MWR'' that resembles a lot of things but isn't quite any of them. It seems to me like this game's arsenal will be more or less proprietary. [[User:Pyr0m4n14c|Pyr0m4n14c]] ([[User talk:Pyr0m4n14c|talk]]) 10:25, 12 August 2019 (EDT)&lt;br /&gt;
Those dumb fictional weapons? No. Just no. They shouldn't have been in MWR in the first place; that game started very well with improvements on realism regarding weapon models, etc., but the devs pretty much ruined it with those frankenguns. Thankfully this most likely ain't happening with the new MW, considering that this is Infinity Ward, and not Raven Software, [[Call of Duty Online|who was already known for creating frankenguns]]. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 16:09, 12 August 2019 (EDT)&lt;br /&gt;
&lt;br /&gt;
I doubt we'll see ''any'' reuse of weapons from previous CoDs - the work required for the new attachment system would probably make converting old models not worth it. --[[User:Tamarin88|Tamarin88]] ([[User talk:Tamarin88|talk]]) 14:43, 12 August 2019 (EDT)&lt;br /&gt;
&lt;br /&gt;
==Frankenguns==&lt;br /&gt;
Now with the new gun customization, it appears that they will crank up to 11 the frankengun-ism. I am wondering about the AK customization in particular. They widely advertised that it is possible to customize the default AK47 into an &amp;quot;AK74u&amp;quot; however, what it actually does is to outfit it with an AKS-74U's wooden handguard and a [https://www.k-var.com/flash-hider-cone-design-for-762x39-24x15mm-rh-threads-us-made 7.62 x 39mm krinkov muzzle]. Now, this is all good when we speak about a 7.62 x 39mm AK but the thing is that this same setup (AK47 base) can be outfitted with 5.45x39mm mags while retaining the base AK47 receiver. So the question is would it be possible to somehow achieve this in reality, like maybe put the internals of a 5.45x39mm AK into a 7.62 x 39mm receiver? Could this work mechanically because that is precisely what we got in the game?&lt;br /&gt;
&lt;br /&gt;
Also would there be any issue with attaching a 20&amp;quot; barrel to an Mk18 or M4A1 or whatever similarly to what can be done in game? Man, this new customization system is cool but it's gonna raise a lot of questions. Also, I think maybe we should split all of the submodification items from the main weapons into a separate section like what we've done with BFV's &amp;quot;cosmetic modifications&amp;quot; section because the way things are currently listed on the MW page is gonna cause a lot of confusion like &amp;quot;What? That ain't Mk18 no more, it's an M16 bruh... but why then it shoots in full auto huhh???&amp;quot; --[[User:Nanomat|Nanomat]] ([[User talk:Nanomat|talk]]) 19:06, 16 August 2019 (EDT)&lt;br /&gt;
:Regarding your first question about AKs, it'd essentially be a custom build, grafting (and probably hand-fitting) AKS-74U parts into an original AK-47 receiver. For the second, there shouldn't be any issues with attaching non-standard barrels to Mk18 uppers, as 18 uppers are the same thing as A4 uppers, just fitted with shorter barrels and handguards. And, for the final one, I'd figure that the way that we have it now is probably the best bet; the ''BFV'' system works because you're less customizing one gun into another (which is what you can do here) and more attaching parts from one variant of a gun to another - for example, you can put a Mk2 stock on a Mk1 Bren, but it's still a Mk1 Bren. This is the precedent for these sorts of customization issues elsewhere; for example, it's what was done for ''[[Payday 2]]''. Hope this helps. [[User:Pyr0m4n14c|Pyr0m4n14c]] ([[User talk:Pyr0m4n14c|talk]]) 21:04, 16 August 2019 (EDT)&lt;br /&gt;
::And regarding the M16, if you really want to avoid that full-auto/burst confusion, you could probably identify the section as a Colt Model 901/M16A3 (the full-auto counterpart of the flat top M16A4), but keep the current reference image due to the heat shield. But IMO it isn't really necessary to change it, considering that we're already saying that &amp;quot;it resembles&amp;quot; an M16A4, plus one of the weapon perks in-game do actually turn it into a 3-round burst weapon. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 15:45, 18 August 2019 (EDT)&lt;br /&gt;
:::I changed the Arsenal AR-SF section to AKS-74U as the game simply puts parts from the AKS-74U to the base AK47 receiver. Also, I think we should emphasize more on the fact that the parts from &amp;quot;secondary&amp;quot; weapons are attached to the &amp;quot;main&amp;quot; receiver. I was going to make the same to the M16A4 section but as far as I understand from the above reply, the MK18 and the M16A4 both use the same receiver, at least visually, in reality. However, the fact that the weapon (in game) by default fires in full auto means that the base receiver is the MK18 one. Now the technical impossibility in this case here comes from the 3-round burst perk you describe. If that is indeed the case then we end up with that particular receiver being able to switch between full auto/3 burst which as far as I know is not a feature of any AR receiver? --[[User:Nanomat|Nanomat]] ([[User talk:Nanomat|talk]]) 21:59, 19 August 2019 (EDT)&lt;br /&gt;
::::Nah, I reverted it, because it's better to show what the resulting model looks like, and the in-game weapon still has a milled receiver like the AR-SF, which is not the case for the AKS-74U. For the record, the combo of an AR-SF with Krinkov flash hider and wood handguard has indeed been done in some movies like [[District B13#Arsenal AR-SF|Banlieue 13]] and [[36th Precinct#Arsenal AR-SF|36 Quai des Orfèvres]]. Now regarding the burst perk, in fairness I just mentioned how the behavior of the in-game weapon will change to 3-round burst, and that it would potentially avoid the confusion between burst/auto that you mentioned at the end of your first comment. I don't think the burst perk changes the selector markings on the weapon model itself (unlike the normal attachments), plus I'm not sure whether the perk replaces the full-auto fire by 3-round burst or it adds a burst setting alongside the full-auto/semi-auto modes. Though in response to your last question, the safe/semi/burst/auto selector does exist on the &amp;quot;M4 Commando Enhanced&amp;quot; and the &amp;quot;M4 Carbine Enhanced&amp;quot; as discussed [[Talk:M16 rifle series#Colt Model 978|here]], but either way it's kinda irrelevant, since I'm pretty sure that this &amp;quot;burst&amp;quot; perk is available on many weapons in-game, not just the &amp;quot;M4A1&amp;quot;. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 05:06, 20 August 2019 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Public Beta ==&lt;br /&gt;
&lt;br /&gt;
So, a new promo trailer dropped. A couple of things were shown, namely a mine that kinda looks like a flattened TS-50 with an S-Mine sticking out of the top (I think this was already shown, but now we have a good view of it), and a PKM (thankfully enough; it'd be odd to have a PKM stock as an attachment without the gun it belongs to). More important, however, is what this trailer was ''for'': there's apparently going to be a PS4-exclusive public beta of the 2v2 mode this weekend. If any of you have a PS4 capture device, now's your time to shine. [[User:Pyr0m4n14c|Pyr0m4n14c]] ([[User talk:Pyr0m4n14c|talk]]) 22:49, 19 August 2019 (EDT)&lt;br /&gt;
:Shoot, the PS4 already has a built in screencap feature, so a specific device isn't even necessary. I'm planning on downloading it, I could definitely take some screencaps.-[[User:Aidoru|Aidoru]] ([[User talk:Aidoru|talk]]) 00:53, 20 August 2019 (EDT)&lt;br /&gt;
I just want to say that the animators at IW have really outdone themselves on this game. I love all the reload animations, the visual recoil is well done, and they even included animated fire selector switches that the player character will engage with his hand/thumb depending on the gun.--[[User:Aidoru|Aidoru]] ([[User talk:Aidoru|talk]]) 04:43, 25 August 2019 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Revolver ==&lt;br /&gt;
&lt;br /&gt;
I think the revolver is [[Taurus Model 689]] at least for me it looks like one&lt;br /&gt;
--[[User:Relb357|Relb357]] &lt;br /&gt;
September 8 2019&lt;br /&gt;
&lt;br /&gt;
== P320 ID ==&lt;br /&gt;
If it lacks features indicative of the M18 (manual safety, three rail slots instead of four), shouldn't we classify it as a P320 instead? [[User:Spartan198|Spartan198]] ([[User talk:Spartan198|talk]]) 23:13, 12 September 2019 (EDT)&lt;br /&gt;
:It has the M18's optic cut on the slide though, and the SIG-Sauer website mentions that non-manual safety M17 pistols are planned to be shipped (I'm not sure if it also applies to the M18 though). I suppose we could alternatively identify it as a P320 RX Compact with the ROMEO1 sight removed (assuming that it ''can'' easily be removed, which I have yet to check). --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 23:44, 12 September 2019 (EDT)&lt;br /&gt;
::They mention that the battery on the RX Compact's RDS can be changed without having to remove it, so I'm pretty sure it's removable. If it wasn't, that sentence would be nonsensical. I didn't know about them releasing M17s without manual safeties, though. [[User:Spartan198|Spartan198]] ([[User talk:Spartan198|talk]]) 06:10, 13 September 2019 (EDT)&lt;br /&gt;
:::Yep, plus I now checked a video; when Phil Strader talks about the RDS [http://youtu.be/HLs-qZMyL70?t=54 here], he says &amp;quot;if you don't feel like using it and you want to use regular iron sights&amp;quot;. [http://youtu.be/-ZGRJtFtaOA?t=3768 Here's] a view of the in-game gun if you're interested, but anyway it ultimately seems that the RX Compact identification is legit. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 09:16, 13 September 2019 (EDT)&lt;br /&gt;
&lt;br /&gt;
==About the &amp;quot;HDR&amp;quot;==&lt;br /&gt;
Carrying on from one of the early discussions regarding the unidentified sniper rifle, [http://media.playstation.com/is/image/SCEA/call-of-duty-modern-warfare-operator-enhnaced-edition-contents-image-block-01-ps4-us-01aug19?$native_t$ here's] a higher quality image of the operator pack that includes a slightly modified version of it. And now, here's an in-game view of the weapon:&lt;br /&gt;
[[File:MW19-HDR-2.jpg|thumb|none|600px]]&lt;br /&gt;
As for my two cents, it may or may not be something like a Zastava M12 Black Spear with some sort of custom chassis and magwell, and a different bolt assembly. But then again, it's just an assumption, I just... I don't know. In the meantime, it would be appreciated if someone provides an image showing a full view of the right side; it might help us identify it. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 09:48, 13 September 2019 (EDT)&lt;br /&gt;
:[https://youtu.be/kOlEnrEpL5o?t=482 Here is an overview]. BTW it appears to be another frankengun again as the handguard of the handguard (yeah...) appears to be the [https://www.venturesurplus.com/products/used-m203-upper-handguard-carbine-length/ carbine length M203 GL handguard].--[[User:Nanomat|Nanomat]] ([[User talk:Nanomat|talk]]) 14:21, 16 September 2019 (EDT)&lt;br /&gt;
::Damn, this thing has the problem of a whole lot of the guns in ''MGS5'' - it ''kinda'' looks like a lot of things, but doesn't exactly match any of them. It sorta looks like a Zastava, it sorta looks like a Victrix Corvus, it sorta looks like an upscaled Lobaev DVL-10... and yet, in spite of this, it doesn't seem to be any of them. [[User:Pyr0m4n14c|Pyr0m4n14c]] ([[User talk:Pyr0m4n14c|talk]]) 16:34, 16 September 2019 (EDT) P.S.: The more I unsuccessfully try to wrap my head around this thing, the more I worry that the same might be true of the .357. Granted, that thing does seem to just be a Taurus, but I fear that some may disagree.&lt;br /&gt;
:::Well, even though this might be the COD with most realistic depiction of guns, I managed to find that they deliberately gave them some subtle fictional details. For example look at [https://i.redd.it/cbxwmej5twd31.png MW's Harrier] and a [http://img.timeinc.net/time/2011/weapons/harrier.jpg real one]. Note that the real one has semi circular air intakes while the game's version has more squareish ones. Also compare the [http://www.imfdb.org/images/e/ea/DesertEagle50AE.jpg real Deagle] to the [https://youtu.be/kOlEnrEpL5o?t=505 game's version]. Note how the MW's Deagle has the pins above the trigger guard in the wrong place and also has more grooves on the slide than the real one. I think they are doing this on purpose. If somebody comes up with a lawsuit &amp;quot;Heyyy, u can't use our weapon in ur game!&amp;quot; and bla bla they can simply claim that the weapon they depict is not the same, it has differences, minor but still.--[[User:Nanomat|Nanomat]] ([[User talk:Nanomat|talk]]) 19:20, 16 September 2019 (EDT)&lt;br /&gt;
::::Infinity Ward seems to be doing these modifications in an inconsistent manner. You have a slightly fictionalized Desert Eagle with a made up name, but you also have the &amp;quot;M13&amp;quot; which is (as far as I can tell) pretty much an exact likeness of the MCX Virtus. Similiarly, they gave the MP7 its proper name, but they also gave it the same treatment as the Desert Eagle, with a fictional stock, handguard, charging handle, etc. In terms of Killstreaks, you have the notHarrier, notFrogfoot, the weird looking notPredator with an AEW rotodome alongside an accurately modelled Apache, Pave Low and A-10.--[[User:Aidoru|Aidoru]] ([[User talk:Aidoru|talk]]) 00:52, 17 September 2019 (EDT)&lt;br /&gt;
::::One of the developers on Reddit actually said that was the case regarding the L86. I doubt it's really necessary (most games get away with much more accurate guns, even today), but I imagine Activision's lawyers are especially antsy because CoD has had licensing deals in the past, and I presume they're thinking that the gun companies will be watching them for use after the deal expired.--[[User:Tamarin88|Tamarin88]] ([[User talk:Tamarin88|talk]]) 07:09, 17 September 2019 (EDT)&lt;br /&gt;
I think it's an Zastava M93 Black Arrow (which has the same caliber) with a completely custom chassis and furniture. The position of the pistol grip and magazine match the M93 pretty well too.--[[User:BaileyJIII|BaileyJIII]] ([[User talk:BaileyJIII|talk]]) 09:43, 20 September 2019 (EDT)&lt;br /&gt;
:Oh wow, I haven't logged into this site for years, I know you're happy to see me again. Anyway, I'm thinking that the reason that they are doing these minor cosmetic changes to make guns and especially vehicles look less realistic is because of fear of lawsuits. There was after all this (https://www.rockpapershotgun.com/2017/11/09/humvee-manufacturer-suing-activision-over-call-of-duty-vehicles/?utm_source=feedburner&amp;amp;utm_medium=feed&amp;amp;utm_campaign=Feed%3A+rockpapershotgun%2Fsteam+%28Rock%2C+Paper%2C+Shotgun%3A+Steam+RSS%29) (I forgot how to format links properly, sorry) case some years ago and I'm thinking Activison wants to avoid that happening again. This doesn't answer why some guns look more or less like their real counterpart though. Another reason could be political. Some might say that it's &amp;quot;problematic&amp;quot; or something to depict guns to realistically. Then again, I'm not sure about that.--[[User:AnActualAK47|AnActualAK47]] ([[User talk:AnActualAK47|talk]]) 15:15, 26 September 2019 (EDT)&lt;br /&gt;
::Yay you’re back, along with Modern Warfare! Been missing your great screenshot work my dude.--[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 15:33, 26 September 2019 (EDT)&lt;br /&gt;
:::Aaww, thank you! Sadly I won't be screenshotting this game at launch at least. I won't get it until I get a new PC, which will be some months from now. I am going to play it though. This is the first CoD game I've ever actually felt hyped for. Especially with the return of that MW3 style of survival mode (another reason for waiting due to that timed exclusivity) and those large maps with vehicles.--[[User:AnActualAK47|AnActualAK47]] ([[User talk:AnActualAK47|talk]]) 16:20, 26 September 2019 (EDT)&lt;br /&gt;
&lt;br /&gt;
==Red Dots mounted too low for ARs==&lt;br /&gt;
Even without any iron sights mounted, a red dot with a low mount is way too low to comfortable look through in some guns like the AR types, but that's how they have all the small red dots in this game and it's stupidly low [[User:Excalibur01|Excalibur01]] ([[User talk:Excalibur01|talk]]) 01:10, 11 October 2019 (EDT)&lt;br /&gt;
:Reminds me a little of Far Cry 5. That game had the same problem.--[[User:AnActualAK47|AnActualAK47]] ([[User talk:AnActualAK47|talk]]) 09:08, 11 October 2019 (EDT)&lt;/div&gt;</summary>
		<author><name>AnActualAK47</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Call_of_Duty:_Modern_Warfare_(2019)&amp;diff=1297075</id>
		<title>Call of Duty: Modern Warfare (2019)</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Call_of_Duty:_Modern_Warfare_(2019)&amp;diff=1297075"/>
		<updated>2019-09-27T22:38:37Z</updated>

		<summary type="html">&lt;p&gt;AnActualAK47: /* MPi-KMS-72 */ some good ol' pedantry&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Upcoming}}&lt;br /&gt;
[[File:MW19-Cover.jpg|thumb|right|300px|''Call of Duty: Modern Warfare'' (2019)]]&lt;br /&gt;
&lt;br /&gt;
'''''Call of Duty: Modern Warfare''''' is an upcoming first-person shooter developed by Infinity Ward and published by Activision, released in 2019, and the sixteenth main series installment in the ''Call of Duty'' series. ''Modern Warfare'' is a soft reboot of the original ''Modern Warfare'' trilogy (''[[Call of Duty 4: Modern Warfare]]'', ''[[Call of Duty: Modern Warfare 2]]'' and ''[[Call of Duty: Modern Warfare 3]]''), featuring a similar modern-day setting, a new version of classic MW character Captain Price (portrayed by [[Barry Sloane]] rather than Billy Murray), and similar classic ''Call of Duty'' gameplay, while telling a completely new story.&lt;br /&gt;
&lt;br /&gt;
{{VG Title|Call of Duty: Modern Warfare}}&lt;br /&gt;
&lt;br /&gt;
__TOC__&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Overview=&lt;br /&gt;
''Modern Warfare'' features a more extensive system of weapon customization than earlier ''Call of Duty'' games, with possibilities of customizing a weapon's furniture and even caliber in addition to magazines and attachments. This page will cover the default forms of in-game weapons as they relate to real life weapons, and the real life weapons that a weapon can be customized to match in its subsections.&lt;br /&gt;
&lt;br /&gt;
''Modern Warfare'' features a more expansive set of weapon animations than most other titles in the series, with different reloading animations when equipped with the reload hastening perk Sleight of Hand, the addition of reload animations when aiming down sights, animated fire mode switching, and a different sprint animation for Super Sprint.&lt;br /&gt;
&lt;br /&gt;
For what are apparently legal reasons, a lot of weapons and equipment featured in ''Modern Warfare'' have minor cosmetic differences compared to their real life counterparts, while still sharing the general shape and appearance to the real life weapons and equipment. An example of this quirk would be the Harrier jet used in the &amp;quot;VTOL Jet&amp;quot; killstreak having square air intakes instead of round air intakes.&lt;br /&gt;
&lt;br /&gt;
=Handguns=&lt;br /&gt;
==Desert Eagle Mark XIX==&lt;br /&gt;
The [[Desert Eagle Mark XIX]] appears as the &amp;quot;.50 GS&amp;quot;. It is portrayed with the pins above the trigger guard in the wrong place and also has more grooves on the slide than the real Desert Eagle. It was explicitly said to be the .50 ''AE'' version in the alpha, but this was replaced in the beta with generic &amp;quot;.50 pistol&amp;quot; rounds. Its markings proclaim it to be manufactured by &amp;quot;Forge Tag Manufacturing&amp;quot;.&lt;br /&gt;
[[File:DesertEagle50AE.jpg|thumb|350px|none|Magnum Research Desert Eagle Mark XIX with brushed chrome finish - .50 AE]]&lt;br /&gt;
[[File:COD MWAlpha DesertEagle.jpg|thumb|600px|none|A player character holds a Desert Eagle Mark XIX.]]&lt;br /&gt;
&lt;br /&gt;
==Glock 21==&lt;br /&gt;
The [[Glock 21]] appears in-game as the &amp;quot;X16&amp;quot;. It has a tan frame, and the slide has the appropriate &amp;quot;.45 Auto&amp;quot; markings, though the Glock logo has been replaced by that of the fictitious &amp;quot;XRC Texas&amp;quot;.&lt;br /&gt;
[[File:Glock21.jpg|thumb|none|350px|Glock 21 (3rd Generation) - .45 ACP]]&lt;br /&gt;
&lt;br /&gt;
==Kimber Custom TLE/RL II==&lt;br /&gt;
The [[Kimber Custom TLE II|Kimber Custom TLE/RL II]] is featured in-game as the &amp;quot;1911&amp;quot;, and is fitted with traditional [[M1911A1]] style grips. A modified version looking similar to an STI Tactical (but with an [[STI Costa Comp Carry]] style rectangular cutout on the slide) is seen in promotional material for some of the special editions of the game.&lt;br /&gt;
[[File:RLII.jpg|thumb|none|350px|Kimber Custom TLE/RL II - .45 ACP]]&lt;br /&gt;
[[File:STI Tac.jpg|thumb|none|350px|STI Tactical - 9x19mm / .40 S&amp;amp;W / .45 ACP]]&lt;br /&gt;
&lt;br /&gt;
==SIG-Sauer P320 RX Compact==&lt;br /&gt;
The [[SIG-Sauer P320|SIG-Sauer P320 RX Compact]], identified by the optic cut on the slide, appears under the fictional designation &amp;quot;M19&amp;quot;. It has an FDE finish, and the slide is slightly longer than that of the real weapon, being intermediate between the compact and the full size model. The proprietary reflex sight is removed by default, but the weapon can optionally be fitted with various optics and other attachments.&lt;br /&gt;
[[File:P320 RX Compact.jpg|thumb|none|350px|SIG-Sauer P320 RX Compact with proprietary ROMEO1 sight - 9x19mm]]&lt;br /&gt;
[[File:MW19-P320-1.jpg|thumb|none|600px|Officer Kyle Gerrick firing a P320 at a terrorist in London.]]&lt;br /&gt;
&lt;br /&gt;
==Unidentified Revolver==&lt;br /&gt;
A revolver known simply as the &amp;quot;.357&amp;quot; appears in the game. Customization options include short-range scopes and different lengths of barrel.&lt;br /&gt;
[[File:MW19-Revolver-1.jpg|thumb|none|600px|This specific one is modified with a longer barrel.]]&lt;br /&gt;
&lt;br /&gt;
=Submachine Guns=&lt;br /&gt;
==FN P90 TR==&lt;br /&gt;
The [[FN P90 TR]] is available in the game.&lt;br /&gt;
[[File:FN P90 Triple Rail (TR).jpg|thumb|none|400px|FN P90 TR (Triple Rail) with optics removed - 5.7x28mm]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MP5A3==&lt;br /&gt;
The [[Heckler &amp;amp; Koch MP5A3]] appears simply as the &amp;quot;MP5&amp;quot;. It is fitted with a top rail and an unusable flashlight, and has a Navy trigger group. When equipped with the &amp;quot;no stock&amp;quot; attachment, the stock becomes collapsed.&lt;br /&gt;
&lt;br /&gt;
Interestingly, the reloading process always involves opening and closing the bolt, even if the old magazine wasn't empty. This is appropriate due to the fact that loading a full magazine into a real MP5 can be difficult when the bolt is closed. The difference between the empty and non-empty reloading animations is that the former has the old magazine thrown away and the bolt closed with a classic slap, while during the latter the player character swaps the magazines while holding them together and thumbs the bolt into battery while still holding the old magazine.&lt;br /&gt;
[[File:Hk-mp5n.jpg|thumb|none|400px|Heckler &amp;amp; Koch MP5A3 with Navy trigger group and threaded muzzle - 9x19mm]]&lt;br /&gt;
[[File:MW19-MP5-1.jpg|thumb|none|600px|An SAS operative wielding an MP5A3 fitted with a KAC QDSS NT-4 suppressor, micro red dot, and weaponlight.]]&lt;br /&gt;
[[File:COD MWAlpha MP5.jpg|thumb|none|600px|A multiplayer character holds an MP5A3 with Surefire 628LMF-B handguard and a red dot sight attached to a low profile rail system.]]&lt;br /&gt;
&lt;br /&gt;
===Heckler &amp;amp; Koch MP5A2===&lt;br /&gt;
The &amp;quot;solid body stock&amp;quot; attachment gives the MP5A3 a fixed stock, turning it into an [[MP5A2]].&lt;br /&gt;
[[File:H&amp;amp;KMP5-N.jpg|thumb|none|450px|Heckler &amp;amp; Koch MP5A2 with Navy trigger group - 9x19mm]]&lt;br /&gt;
&lt;br /&gt;
===Heckler &amp;amp; Koch MP5SD3===&lt;br /&gt;
The MP5A3 can also be fitted with an integrally suppressed barrel, effectively turning it into an [[MP5SD3]].&lt;br /&gt;
[[File:MP5SD3.jpg|thumb|none|450px|Heckler &amp;amp; Koch MP5SD3 - 9x19mm Parabellum]]&lt;br /&gt;
&lt;br /&gt;
===Heckler &amp;amp; Koch MP5SD2===&lt;br /&gt;
Combining the aforementioned solid stock and integral suppressor modifications turns the MP5A3 into an [[Heckler &amp;amp; Koch MP5SD|MP5SD2]].&lt;br /&gt;
[[File:MP5SD5.jpg|thumb|none|450px|Heckler &amp;amp; Koch MP5SD2 - 9x19mm Parabellum]]&lt;br /&gt;
&lt;br /&gt;
===Heckler &amp;amp; Koch MP5/10===&lt;br /&gt;
The MP5 can be converted to fire 10mm Auto ammunition, turning it into an [[Heckler &amp;amp; Koch MP5/10|MP5/10]].&lt;br /&gt;
[[File:MP5-10-retractable.jpg|thumb|none|409px|Heckler &amp;amp; Koch MP5/10 with 3-round burst trigger group and retractable stock - 10mm Auto]]&lt;br /&gt;
[[File:Heckler and Koch MP510.jpg|thumb|none|450px|Heckler &amp;amp; Koch MP5/10 with 2-round burst trigger group and sound suppressor - 10mm Auto]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MP7A2==&lt;br /&gt;
A black [[Heckler &amp;amp; Koch MP7|Heckler &amp;amp; Koch MP7A2]] appears as the &amp;quot;MP7&amp;quot;. As seen with the iron sights, charging handle, shape of the rear of the receiver, and side folding stock, it is modeled a bit differently than the regular MP7 design. &lt;br /&gt;
[[File:MP7A2.jpg‎‎ |thumb|none|400px|Heckler &amp;amp; Koch MP7A2 - 4.6x30mm]]&lt;br /&gt;
[[File:COD MWAlpha MP7.jpg|thumb|none|600px|The player character wields an MP7A2 outfitted with an EOtech EXPS2 sight and aftermarket stock adapter]]&lt;br /&gt;
&lt;br /&gt;
==IMI Uzi==&lt;br /&gt;
The [[Uzi#Uzi|Uzi]] is featured in the game.&lt;br /&gt;
[[File:Uzi-1.jpg|thumb|none|450px|IMI Uzi with buttstock extended - 9x19mm]]&lt;br /&gt;
[[File:MW19-Uzi-1.jpg|thumb|none|600px|The Uzi on the far left.]]&lt;br /&gt;
&lt;br /&gt;
==Izhmash PP-19 Bizon-2==&lt;br /&gt;
The [[Izhmash PP-19 Bizon#PP-19 Bizon-2|PP-19 Bizon-2]] is featured in multiplayer.&lt;br /&gt;
[[Image:Izhmashpp19bizon.jpg|thumb|none|450px|PP-19 Bizon-2 with side-folding stock - 9x18mm Makarov]]&lt;br /&gt;
&lt;br /&gt;
==Steyr AUG A3 9mm XS==&lt;br /&gt;
The [[Steyr AUG A3 9mm XS]] appears simply as the &amp;quot;AUG&amp;quot;. One of the multiple customization options is the &amp;quot;long barrel&amp;quot;, which gives it an [[Steyr AUG HBAR|AUG HBAR]] style barrel.&lt;br /&gt;
[[File:AUG A3 9mm XS.jpg|thumb|none|400px|Steyr AUG A3 9mm XS with RIS foregrip - 9x19mm]]&lt;br /&gt;
[[File:COD MWAlpha AUG.jpg|thumb|none|600px|The player character holds an AUG A3 9mm XS with a long barrel and EOtech EXPS2 sight. Note the properly modeled safety switch in the fire position. Despite the AUG using a progressive trigger system, the game erroneously uses the safety as a fire selector switch.]]&lt;br /&gt;
&lt;br /&gt;
===Steyr AUG A3===&lt;br /&gt;
The weapon can be modified to use 5.56x45mm ammunition; coupled with the &amp;quot;heavy duty barrel&amp;quot; attachment, this essentially turns it into an [[Steyr AUG A3|AUG A3]] assault rifle.&lt;br /&gt;
[[File:SteyrAUGA3.jpg|thumb|none|450px|Steyr AUG A3 with optics removed and 16-inch barrel - 5.56x45mm NATO]]&lt;br /&gt;
&lt;br /&gt;
=Shotguns=&lt;br /&gt;
==Fostech Origin-12==&lt;br /&gt;
The [[Fostech Origin-12]] is featured in the game.&lt;br /&gt;
[[File:Origin-12-short.jpg|thumb|none|450px|Fostech Origin-12 with short barrel - 12 gauge]]&lt;br /&gt;
[[File:MW19-Origin12-1.jpg|thumb|none|600px]]&lt;br /&gt;
[[File:MW19-Origin12-2.jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
==Knight's Armament Masterkey==&lt;br /&gt;
A [[Knight's Armament Masterkey]] was seen attached to the &amp;quot;M4A1&amp;quot; in a customization teaser.&lt;br /&gt;
[[File:Masterkey02.jpg|thumb|none|400px|Knight's Armament Masterkey - 12 gauge]]&lt;br /&gt;
&lt;br /&gt;
==Over and Under Shotgun==&lt;br /&gt;
A 12 gauge [[Over and Under Shotgun]] (possibly a Browning Citori 725, given the in-game name &amp;quot;725&amp;quot;) is available in the game.&lt;br /&gt;
[[File:Browning Citori 12 Gauge.jpg|thumb|none|450px|Browning Citori - 12 gauge]]&lt;br /&gt;
[[File:COD MWAlpha OU.jpg|thumb|none|600px|A player character wields a &amp;quot;725&amp;quot; shotgun outfitted with a magnified scope and adjustable stock.]]&lt;br /&gt;
[[File:MW2019 725 hammer.jpg|thumb|none|600px|A promotional image of the &amp;quot;Hammer&amp;quot; pre-customized variant of the &amp;quot;725&amp;quot;, given as a bonus to beta participants. It is customized with a pistol grip, angled foregrip, holographic sight, and suppressed short barrels.]]&lt;br /&gt;
&lt;br /&gt;
==Remington 870 MCS==&lt;br /&gt;
The [[Remington 870 MCS]] appears, referred to as the &amp;quot;Model 680&amp;quot;. A modified version is seen in promotional material for some of the special editions of the game.&lt;br /&gt;
&lt;br /&gt;
In contrast to shell-by-shell loading shotguns from previous games, the reloading process finally involves pumping the handle only when the weapon was empty. This is the first game in the series since ''[[Call of Duty 3]]'' to correctly depict this procedure.&lt;br /&gt;
[[File:Rem870mcs 14.jpg|thumb|none|450px|Remington 870 MCS Entry - 12 gauge]]&lt;br /&gt;
[[File:COD MWAlpha Rem870.jpg|thumb|none|600px|The player character holds a Remington 870 MCS modified with a different pumping handle, a Magpul ACS stock and an AR stock adapter.]]&lt;br /&gt;
&lt;br /&gt;
==Standard Manufacturing DP-12==&lt;br /&gt;
The [[Standard Manufacturing DP-12]] appears as the &amp;quot;R9-0 Shotgun&amp;quot;.&lt;br /&gt;
[[File:SM DP-12 FD Earth.jpg|thumb|none|450px|Standard Manufacturing DP-12 (FDE) - 12 gauge]]&lt;br /&gt;
&lt;br /&gt;
=Rifles &amp;amp; Carbines=&lt;br /&gt;
==AK-47==&lt;br /&gt;
The [[AK-47]] appears, modeled with a proper milled dust cover. Customization options include a 45-round extended magazine and a 75-round drum mag; the &amp;quot;lightweight stock&amp;quot; attachment gives it an [[AKS-74]]'s folding stock, the &amp;quot;heavy stock&amp;quot; a [[PKM]]-style stock, and the &amp;quot;long barrel&amp;quot; an [[RPK]]-style barrel and bipod. The weapon can also be modified to use 5.45x39mm ammunition, giving it an AK-74's magazine. In this configuration, it is referred to as &amp;quot;AKS-74u&amp;quot;; weirdly enough, this is the case even if it isn't modified to Krinkov length as mentioned below.&lt;br /&gt;
[[File:TypeIII AK47.jpg|thumb|none|450px|AK-47 - 7.62x39mm]]&lt;br /&gt;
[[File:MW19-AK47-1.jpg|thumb|none|600px|The AK-47 equipped with what appears to be a Matrix Aluminum Duckbill Flash Hider.]]&lt;br /&gt;
&lt;br /&gt;
===Arsenal AR-SF===&lt;br /&gt;
The AK-47 can be customized to resemble a Bulgarian [[Arsenal AR-SF]] with a Krinkov flash hider and wood furniture, though it retains the standard AK leaf sight as opposed to receiving an AR-SF's flip-up rear sight. When paired with the 5.45x39mm modification, the aforementioned &amp;quot;AKS-74u&amp;quot; identification, becomes more or less validated, although it's still not an exact match given the milled receiver.&lt;br /&gt;
[[File:7,62ar-sf.jpg|thumb|none|400px|Arsenal AR-SF - 7.62x39mm]]&lt;br /&gt;
[[File:AKSU-Krinkov.jpg|thumb|none|400px|AKS-74U, for comparison - 5.45x39mm]]&lt;br /&gt;
[[File:MW19-Krinkov-1.jpg|thumb|none|600px|The carbine in the multiplayer reveal trailer. Here it is equipped with the &amp;quot;no stock&amp;quot; attachment, which replaces the buttstock with what seems to be an unused stock adapter.]]&lt;br /&gt;
&lt;br /&gt;
==ASh-12.7==&lt;br /&gt;
The [[ASh-12.7]] prototype appears as the &amp;quot;Oden&amp;quot; (Russian for Odin, the king of the Norse pantheon of gods).&lt;br /&gt;
[[File:ASh-12 flattop.jpg|thumb|none|420px|ASh-12.7 prototype with flat top and suppressor - 12.7x55mm]]&lt;br /&gt;
[[File:ASh-12.jpg|thumb|none|420px|ASh-12.7 prototype - 12.7x55mm]]&lt;br /&gt;
[[File:COD MWAlpha Ash12.jpg|thumb|none|600px|The player character holds an ASh-12.7 rifle equipped with a magnified optic, Magpul AFG2 and a large suppressor.]]&lt;br /&gt;
&lt;br /&gt;
==FAMAS F1==&lt;br /&gt;
The FAMAS F1 is featured in both single player and multiplayer. Amusingly, it was referred to as &amp;quot;FR .556&amp;quot; in early gameplay footage, but this was later changed to a more convincing &amp;quot;FR 5.56&amp;quot;. It is fitted with an Advanced Armament Blackout Muzzle Brake and also has MFI Sig MAD sights attached to rails mounted on the carrying handle (despite the original sights' presence); somewhat strangely, it also seems to have the barrel and gas block of a [[Remington ACR]], despite the FAMAS not even being gas-operated.&lt;br /&gt;
[[File:Famas.jpg|thumb|none|450px|FAMAS F1 - 5.56x45mm NATO]]&lt;br /&gt;
[[File:Rem ACR.jpg|thumb|none|450px|Remington ACR with 14.5&amp;quot; barrel, 5-sided handguard, and fixed stock - 5.56x45mm NATO]]&lt;br /&gt;
[[File:COD MWAlpha FAMAS.jpg|thumb|none|600px|A player character wields a FAMAS F1 equipped with an optic on the carry handle mounted rail]]&lt;br /&gt;
[[File:MW19-FAMAS-1.jpg|thumb|none|600px|A FAMAS F1 being used by a terrorist at Piccadilly Circus in the reveal trailer.]]&lt;br /&gt;
&lt;br /&gt;
==FN FAL==&lt;br /&gt;
The [[FN FAL]] is available in-game.&lt;br /&gt;
[[File:FN FAL 50 00.jpg|thumb|none|450px|FN FAL 50.00 - 7.62x51mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==FN SCAR-H==&lt;br /&gt;
The [[SCAR-H]] is available in-game. Despite it being fully-automatic (as well as having a visible full-auto selector switch), it is referred to as the civilian semi-automatic SCAR 17S. It is also seen in the &amp;quot;Poster&amp;quot; calling card in multiplayer.&lt;br /&gt;
[[File:FN SCAR-H STD.jpg|thumb|none|450px|Third Generation FN SCAR-H STD - 7.62x51mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch HK433==&lt;br /&gt;
The [[Heckler &amp;amp; Koch HK433]] appears as the &amp;quot;Kilo 141&amp;quot;. The in-game model is marked with &amp;quot;Tempus Armaments&amp;quot;, a fictional arms manufacturer. &amp;quot;Kal. 5.56mm&amp;quot; is also inscribed on the rifle, which correctly reflects the German caliber markings of the real weapon.&lt;br /&gt;
[[File:HK433.jpg|thumb|none|450px|Heckler &amp;amp; Koch HK433 - 5.56x45mm NATO]]&lt;br /&gt;
[[File:MW19-PriceRifle-1.jpg|thumb|none|600px|Price with his suppressed HK433 modified with what appears to be a hybrid between Magpul ACS stock and KRISS Defiance stock. And a set of L-3 GPNVG-18 panoramic night-vision goggles somehow attached to his boonie hat without it falling off.]]&lt;br /&gt;
&lt;br /&gt;
==Karabiner 98k==&lt;br /&gt;
The [[Karabiner 98k]] is available in-game, somehow classed as a marksman rifle. It is described as being chambered in &amp;quot;7.62 Mauser&amp;quot;: although this was likely a typo, the 7.62mm caliber can incidentally make sense since Karabiner 98k rifles converted to 7.62x51mm do exist. The usage of the Kar98k in a modern context is likely inspired by its real life usage in the Syrian Civil War and the War in Donbass.&lt;br /&gt;
[[File:Karabiner-98K.jpg|thumb|none|450px|Karabiner 98k - 7.92x57mm Mauser]]&lt;br /&gt;
&lt;br /&gt;
==M14==&lt;br /&gt;
The [[M14]] appears as a designated marksman rifle. It is referred to as the &amp;quot;EBR-14&amp;quot; as of the beta, even though it was correctly called &amp;quot;M14&amp;quot; during the alpha. Like in ''[[Call of Duty 4: Modern Warfare]]'', it has a shorter 18&amp;quot; barrel.&lt;br /&gt;
[[File:M14Rifle.jpg|thumb|none|450px|M14 rifle - 7.62x51mm NATO]]&lt;br /&gt;
[[File:COD MWAlpha M14.jpg|thumb|none|600px|The player character wields an M14 equipped with a Magpul AFG2 and magnified optic.]]&lt;br /&gt;
&lt;br /&gt;
==Marlin Model 1895==&lt;br /&gt;
The [[Marlin Model 1895]] appears as the &amp;quot;MK2 Carbine&amp;quot;, under the marksman rifles class.&lt;br /&gt;
[[File:Marlin Model 1895SBL.jpg|thumb|none|450px|Marlin Model 1895SBL - .45-70]]&lt;br /&gt;
[[File:COD MWAlpha MarlinLeverAction.jpg|thumb|none|600px|A player character holds a Marlin Model 1895 equipped with a red dot sight.]]&lt;br /&gt;
[[File:MW19-Marlin-1.jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
==Mk 18 Mod 1==&lt;br /&gt;
The [[Mk 18 Mod 1]] appears, inaccurately referred to as the longer-barreled &amp;quot;[[M4A1]]&amp;quot;; the handguard length matches that of the real Mk 18 Mod 1, and the barrel is slightly longer than it, but is still closer to it rather than an M4A1. It is equipped with a Daniel Defense Mk 18 railed handguard, Knight's Armament Company Micro sights, windowed Magpul PMAG and an aftermarket charging handle latch.&lt;br /&gt;
&lt;br /&gt;
It has various customization options, including optics, barrel lengths, and stocks, along with the ability to mount an [[LMT M203]] grenade launcher. It can also be converted to use .458 SOCOM ammunition. The &amp;quot;no stock&amp;quot; attachment replaces the collapsible stock with an AR pistol receiver extension.&lt;br /&gt;
[[File:MK18MOD1.jpg|thumb|none|400px|Mk 18 Mod 1 with Crane stock, Daniel Defense MK18 RIS II rail system, and folding sights - 5.56x45mm NATO]]&lt;br /&gt;
[[File:Mw2019-teaserm4.jpg|thumb|none|600px|An &amp;quot;M4A1&amp;quot; equipped with the &amp;quot;Long Barrel&amp;quot; and &amp;quot;Hybrid Scope&amp;quot; attachments in a multiplayer teaser.]]&lt;br /&gt;
&lt;br /&gt;
===Mk 18 Mod 0===&lt;br /&gt;
The &amp;quot;short barrel&amp;quot; attachment turns the weapon into a [[Mk 18 Mod 0]], albeit with a (self-explanatory) slightly shorter barrel.&lt;br /&gt;
[[File:Mk18.jpg|thumb|none|400px|Mk 18 Mod 0 with LMT rear sight, Crane stock, and RIS foregrip - 5.56x45mm NATO]]&lt;br /&gt;
[[File:Codmw2019 carabine.jpeg|thumb|none|600px|A Mk 18 Mod 0 with a PRI folding front sight in the hands of an US soldier patrolling a Middle Eastern city.]]&lt;br /&gt;
&lt;br /&gt;
===M16A4===&lt;br /&gt;
The combination of the &amp;quot;heavy duty barrel&amp;quot; with the &amp;quot;heavy stock&amp;quot; makes the weapon resemble an [[M16A4]] fitted with a heat shield. However, the barrel is shown with an M203 groove, like an M4 carbine.&lt;br /&gt;
[[File:M16A4M203.jpg|thumb|none|450px|M16A4 (5.56x45mm) with M203 40mm grenade launcher]]&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;XRK M4&amp;quot;===&lt;br /&gt;
The &amp;quot;XRK M4&amp;quot; is a modification for the Mk 18, available in the XRK Weapons Pack for those who purchase the game digitally. It consists of a receiver based on Radian Weapons receiver with minor elements from Noveske N4 (though the left side of the upper resembles Mega Arms MATEN or Cross Machine Tools upper plus grooves from JP Enterprises CTR-02), a fictional quad rail handguard loosely based on CMMG handguards, magazine based on Magpul PMAG, stock based on Magpul ACS, laser pointer inspired by AN/PEQ-15 and an angled foregrip based on Magpul AFG. It also has a fictional extended bolt catch release lever which is a hybrid between Phase 5 Extended Bolt Release V2 and Parker Mountain Machine Oversized Bolt Catch Paddle.&lt;br /&gt;
[[File:Radian 10.5 SBR.jpg|thumb|none|400px|Radian Model 1 SBR - .223 Wylde chamber (.223 Remington and 5.56x45mm compatible)]]&lt;br /&gt;
[[File:MW19-XRK-M4-1.jpg|thumb|none|600px|The &amp;quot;XRK M4&amp;quot; along with an &amp;quot;XRK .357&amp;quot;. The right-side bolt release on the rifle is placed so far back that it would be awkward to use.]]&lt;br /&gt;
[[File:MW19-XRK-M4-2.jpg|thumb|none|600px|A character about to flip the safety switch. Note the five grooves on the upper which correspond to JP Enterprises PSC-12, however, the placement on the left side is similar to JP Enterprises CTR-02. Also note the Noveske N4 details.]]&lt;br /&gt;
&lt;br /&gt;
==MPi-KMS-72==&lt;br /&gt;
What appears to be a German [[MPi-KMS-72]] modified with an [[AK-74]] type gas block, front sight block and flash hider is used by Farah Karim as her weapon of choice in the campaign. It has a wooden hanguard with palm swell like the early MPi-KM models (and like the AK-74), along with a tape wrapped around the barrel/muzzle brake assembly and on the magazine.&lt;br /&gt;
[[File:East German Mpi-KMS with sling and side-folding stock.jpg|thumb|none|450px|MPi-KMS-72 - 7.62x39mm]]&lt;br /&gt;
[[File:AK-74 NTW 12 92.jpg|thumb|none|450px|AK-74 - 5.45x39mm, for comparison.]]&lt;br /&gt;
[[File:MW19-AK-2.jpg|thumb|none|600px|Farah with her rifle.]]&lt;br /&gt;
[[File:MW19-AK-1.jpg|thumb|none|600px|Farah manages to fire her AK in the air with the safety on.]]&lt;br /&gt;
&lt;br /&gt;
==SIG-Sauer MCX VIRTUS SBR==&lt;br /&gt;
The [[SIG-Sauer MCX#SIG-Sauer MCX VIRTUS|SIG-Sauer MCX VIRTUS SBR]] appears as the &amp;quot;M13&amp;quot;. It can be fitted with an integral suppressor that looks similar to that of the SUR300, a permanently suppressed MCX upper receiver chambered in .300 Blackout.&lt;br /&gt;
[[File:MCX VIRTUS SBR 11.jpg|thumb|none|450px|SIG-Sauer MCX VIRTUS SBR - 5.56x45mm NATO]]&lt;br /&gt;
[[File:MW19-MCX-1.jpg|thumb|none|600px|SAS operatives wielding suppressed MCX VIRTUS SBRs with EOTech XPS sights during a ''[[Zero Dark Thirty]]'' style raid.]]&lt;br /&gt;
[[File:COD MWAlpha MCXVirtus.jpg|thumb|none|600px|The player character holds an MCX VIRTUS modified with a long barrel, suppressor, red dot optic, Magpul ACS stock, and foregrip.]]&lt;br /&gt;
&lt;br /&gt;
=Sniper Rifles=&lt;br /&gt;
==Accuracy International AX50==&lt;br /&gt;
The [[Accuracy International AX50]] is featured.&lt;br /&gt;
[[File:AX50.jpg|thumb|none|450px|Accuracy International AX50 - .50 BMG]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;HDR&amp;quot;==&lt;br /&gt;
The &amp;quot;HDR&amp;quot; is a 12.7x108mm bolt-action sniper rifle of apparently fictional design.&lt;br /&gt;
[[File:MW19-HDR-1.jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
==SVD Dragunov==&lt;br /&gt;
The [[SVD Dragunov]] appears.&lt;br /&gt;
[[File:SVD Rifle.jpg|thumb|none|450px|SVD Dragunov - 7.62x54mm R]]&lt;br /&gt;
&lt;br /&gt;
=Machine Guns=&lt;br /&gt;
==Handheld Dillon Aero M134 Minigun==&lt;br /&gt;
A man-portable [[Dillon Aero M134 Minigun]] appears as the Juggernaut's primary weapon.&lt;br /&gt;
[[File:Minigun.jpg|thumb|none|450px|Dillon Aero M134 with flash suppressor - 7.62x51mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MG5==&lt;br /&gt;
The [[Heckler &amp;amp; Koch MG5]] appears as the &amp;quot;M91&amp;quot;.&lt;br /&gt;
[[File:MG5-FDE.jpg|thumb|none|450px|Heckler &amp;amp; Koch MG5, FDE version - 7.62x51mm NATO]]&lt;br /&gt;
[[File:COD MWAlpha MG5.jpg|thumb|none|600px|The player character in a Gunfight match holds an MG5.]]&lt;br /&gt;
&lt;br /&gt;
==L86A1==&lt;br /&gt;
The [[L86A1]] is featured in the game. It was referred to as the newer L86A2 during the alpha, but the name was later changed to &amp;quot;SA87&amp;quot;; intentional or not, this name sounds rather similar to the SAR-87, an experimental assault rifle from Sterling Armaments, despite the SAR not having anything in common with the L86 other than being British and derived from the [[AR-18]]. Other than that, while it does have the proper L86 barrel length and stock cutout for a folding shoulder support, it has some features of the [[L85]] assault rifle variant, namely the longer handguard (here fitted with top, bottom and right-mounted rails) and the lack of a rear vertical grip. The bipod is an optional attachment for this weapon.&lt;br /&gt;
[[File:SA80-L86A1.jpg|thumb|none|450px|L86A1 with SUSAT scope - 5.56x45mm NATO]]&lt;br /&gt;
[[File:Mwl86.jpg|thumb|none|600px|The L86A1 as seen in the multiplayer reveal trailer]]&lt;br /&gt;
&lt;br /&gt;
===L85A1===&lt;br /&gt;
The L86 can be fitted with a short barrel; coupled with the aforementioned L85 features that are already present, this essentially turns it into an [[L85A1]] assault rifle, albeit with a slightly shorter barrel.&lt;br /&gt;
[[File:Sa80-l85a1.jpg|thumb|none|400px|L85A1 - 5.56x45mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==MG34==&lt;br /&gt;
The [[MG34]] appears in the game. The usage of the MG34 in a modern context is likely inspired by its real life usage in the Syrian Civil War.&lt;br /&gt;
[[File:Mg-34man-portable.jpg|thumb|none|450px|MG34 with Gurtrommel 34 50-round belt drum - 7.92x57mm Mauser]]&lt;br /&gt;
&lt;br /&gt;
==PKM==&lt;br /&gt;
The [[PKM]] is available in-game.&lt;br /&gt;
[[File:PKM-mg.jpg|thumb|none|450px|PKM with classic (most commonly seen) version of the flash hider - 7.62x54mm R]]&lt;br /&gt;
&lt;br /&gt;
=Launchers=&lt;br /&gt;
==Carl Gustaf M4==&lt;br /&gt;
The [[Carl Gustaf M4]] appears as the &amp;quot;Strela-P&amp;quot; (despite it being unrelated to the actual [[SA-7 Grail|Strela]] MANPADS series), and is incorrectly depicted as both direct-fire and lock-on; while programmable rounds are planned for the M4 variant, none currently exist.&lt;br /&gt;
[[File:CarlG-M4.jpg|thumb|none|450px|Carl Gustaf M4 - 84x246mm R]]&lt;br /&gt;
&lt;br /&gt;
==FGM-148 Javelin==&lt;br /&gt;
The [[FGM-148 Javelin]] appears as the &amp;quot;JOKR&amp;quot;.&lt;br /&gt;
[[File:Javalin.jpg|thumb|none|400px|FGM-148 Javelin Block 0 with original M98A1 CLU and original BCU (the current production BCU has a mesh heat shield rather than a solid one) - 127mm]]&lt;br /&gt;
[[File:MW19-Javelin-1.jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
==GP-25==&lt;br /&gt;
The [[GP-25]] can be mounted on the [[AK-47]].&lt;br /&gt;
[[File:Gp-25 1.jpg|thumb|none|350px|GP-25 - 40mm]]&lt;br /&gt;
&lt;br /&gt;
==LMT M203==&lt;br /&gt;
The [[LMT M203]] grenade launcher can be attached to non-AK rifles.&lt;br /&gt;
[[File:LMT M203 9inch.jpg|thumb|none|350px|LMT M203 2003 L2B - 40x46mm]]&lt;br /&gt;
[[File:MW19-M203-1.jpg|thumb|none|600px|Reloading an LMT M203 mounted on an &amp;quot;M4A1&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==RPG-7==&lt;br /&gt;
The [[RPG-7]] is featured.&lt;br /&gt;
[[File:Rpg-7-1-.jpg|thumb|none|450px|RPG-7 - 40mm]]&lt;br /&gt;
&lt;br /&gt;
==SA-25==&lt;br /&gt;
The Russian 9K333 Verba, known by the NATO name [[SA-25]], appears in the game as the &amp;quot;PILA&amp;quot;. Despite it being a MANPADS in reality, it is depicted as having the ability to direct-fire as well as lock on to aircraft and ground vehicles in-game.&lt;br /&gt;
[[File:9K333 Verba.jpg|thumb|none|450px|SA-25 (9K333 Verba) - 72mm]]&lt;br /&gt;
&lt;br /&gt;
=Explosives=&lt;br /&gt;
==Model 7290 Flashbang Grenade==&lt;br /&gt;
The &amp;quot;Flash Grenade&amp;quot; in multiplayer is a [[Model 7290 flashbang grenade]].&lt;br /&gt;
[[File:Model 7290.jpg|thumb|none|140px|Model 7290 flashbang grenade]]&lt;br /&gt;
&lt;br /&gt;
==Mk.V CN Gas Grenade==&lt;br /&gt;
A somewhat fictionalized depiction of the American [[Mk.V CN Gas Grenade]] appears in multiplayer as the &amp;quot;Gas Grenade&amp;quot;.&lt;br /&gt;
[[File:GasGrenadeMk.jpg|thumb|none|150px|Mk.V CN Gas Grenade.]]&lt;br /&gt;
&lt;br /&gt;
==M18 Smoke Grenade==&lt;br /&gt;
The [[M18 smoke grenade|M18 Smoke Grenade]] appears in multiplayer as the &amp;quot;Smoke Grenade&amp;quot;. It is also seen being carried by SAS operatives in the reveal trailer.&lt;br /&gt;
[[File:M18red.jpg|thumb|none|150px|M18 smoke grenade]]&lt;br /&gt;
&lt;br /&gt;
==M67 Hand Grenade==&lt;br /&gt;
The [[M67 Hand Grenade]] is featured.&lt;br /&gt;
[[File:M67.jpg|thumb|none|200px|M67 Grenade.]]&lt;br /&gt;
&lt;br /&gt;
==M18A1 Claymore==&lt;br /&gt;
The [[M18A1 Claymore]] is featured.&lt;br /&gt;
[[File:M18a1 07.jpg|thumb|none|300px|M18A1 Claymore anti-personnel mine]]&lt;br /&gt;
&lt;br /&gt;
==M84 Stun Grenade==&lt;br /&gt;
A somewhat fictionalized depiction of the [[M84 stun grenade]] is featured in multiplayer as the &amp;quot;Stun Grenade&amp;quot;.&lt;br /&gt;
[[File:M84-Flash-Bang-Grenade.jpg|thumb|none|150px|M84 stun grenade]]&lt;br /&gt;
&lt;br /&gt;
==Hybrid Bouncing Mine==&lt;br /&gt;
The Italian VS-1.6 mine appears in multiplayer as the &amp;quot;proximity mine&amp;quot;. Bizarrely, its bottom is depicted as the upside and is shown with prongs similar to the Valmara 69 mine. The &amp;quot;proximity mine&amp;quot; designation is also inaccurate, furthermore the VS-1.6 is an anti-tank mine in reality but functions as a bouncing anti-personnel mine in game.&lt;br /&gt;
&lt;br /&gt;
=Emplaced/Mounted Weapons=&lt;br /&gt;
==Browning M2HB==&lt;br /&gt;
The [[Browning M2HB]] appears.&lt;br /&gt;
[[File:BrowningM2 plain.jpg|thumb|none|450px|Browning M2HB - .50 BMG]]&lt;br /&gt;
&lt;br /&gt;
==General Electric GAU-8/A Avenger==&lt;br /&gt;
The &amp;quot;Precision Airstrike&amp;quot; Killstreak in multiplayer allows the player to call in two A-10 Thunderbolt II ground attack planes to strafe the enemy with their [[General Electric GAU-8/A Avenger]] rotary cannons.&lt;br /&gt;
[[File:GAU-8 Avenger contrast.jpg‎|thumb|none|400px|General Electric GAU-8/A Avenger - 30x173mm]]&lt;br /&gt;
&lt;br /&gt;
==General Dynamics M197 Vulcan==&lt;br /&gt;
The [[M197 Vulcan]] is seen attached to the Harrier jumpjet in the Multiplayer Beta Trailer Weekend 2 continuing the Modern Warfare 2 tradition of inappropriately outfitting Harriers with swivelling gun turrets.&lt;br /&gt;
[[File:M197Gatling.jpg|thumb|none|350px|General Dynamics M197 Vulcan - 20mm]]&lt;br /&gt;
&lt;br /&gt;
==Gryazev-Shipunov GSh-30-2==&lt;br /&gt;
A fictional jet heavily inspired by the Sukhoi Su-25 &amp;quot;Frogfoot&amp;quot; is seen in the trailer, dropping cluster bombs on a scene resembling &amp;quot;the Highway of Death&amp;quot; from the 1991 Gulf War. It is similiarly used in multiplayer as the delivery system for the &amp;quot;White Phosphorus&amp;quot; killstreak. The muzzle ends of its [[Gryazev-Shipunov GSh-30-2]] cannons be seen mounted in the nose cone.&lt;br /&gt;
[[File:GSh-30-2.jpg|thumb|none|400px|Gryazev-Shipunov GSh-30-2 30mm automatic cannon - 30x165mm]]&lt;br /&gt;
&lt;br /&gt;
==Hell Cannon==&lt;br /&gt;
The Hell Cannon, an improvised mortar created and used during the Syrian Civil War appears as a prop in multiplayer maps.&lt;br /&gt;
&lt;br /&gt;
==Mk 47 Mod 0==&lt;br /&gt;
The [[Mk 47 Mod 0 Grenade Launcher|Mk 47 Mod 0]] automatic grenade launcher is seen attached to an unmanned ground drone, in a similar fashion to the one seen in the ''[[Call of Duty: Modern Warfare 3|MW3]]'' mission &amp;quot;Persona Non Grata&amp;quot; (albeit without an accompanying [[GAU-17/A]]).&lt;br /&gt;
[[File:Mk47-1.jpg|thumb|none|450px|Mk 47 Mod 0 - 40x53mm]]&lt;br /&gt;
&lt;br /&gt;
==UB-32 Rocket Pod==&lt;br /&gt;
The UB-32 Rocket Pod is attached to the Sukhoi Su-25 &amp;quot;Frogfoot&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
==B-8M Rocket Pod==&lt;br /&gt;
The B-8M Rocket Pod is attached to the Sukhoi Su-25 &amp;quot;Frogfoot&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
=Promotional Artwork/Calling Cards Exclusive=&lt;br /&gt;
==M4A1 Carbine==&lt;br /&gt;
[[M4A1]] carbines are seen in promotional artwork.&lt;br /&gt;
[[File:ColtM4.jpg|thumb|none|450px|M4A1 - 5.56x45mm NATO]]&lt;br /&gt;
[[File:M4 MW2019.jpeg|thumb|none|601px|An operator holding an M4A1; some versions of this artwork (including the Dark Edition's cover art) are flipped.]]&lt;br /&gt;
&lt;br /&gt;
==Noveske Shorty Switchblock==&lt;br /&gt;
What appears to be a [[Noveske Rifleworks rifle series|Noveske Shorty Switchblock]] equipped with a VLTOR upper receiver is seen in some promotional artwork.&lt;br /&gt;
[[File:Noveske Shorty Switchblock.jpg|thumb|none|400px|Noveske Shorty Switchblock - 5.56x45mm NATO]]&lt;br /&gt;
[[File:Codmw2019 rifle4.jpeg|thumb|none|600px|An artwork of Captain Price holding the carbine, shown at the end of the relveal trailer.]]&lt;br /&gt;
&lt;br /&gt;
==M249 SAW==&lt;br /&gt;
An [[M249]] with a vertical foregrip and a custom stock is seen in the &amp;quot;Sending Love&amp;quot; calling card.&lt;br /&gt;
[[File:New Model M249.jpg|thumb|none|450px|FNH USA M249 SAW - 5.56x45mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==Mk 46 Mod 0==&lt;br /&gt;
The [[Mk 46 Mod 0]] is seen in promotional artwork.&lt;br /&gt;
[[File:Mk 46 Mod 0.jpg|thumb|none|400px|Mk 46 Mod 0 - 5.56x45mm NATO]]&lt;br /&gt;
[[File:Pillar2.jpg|thumb|none|450px|A US soldier holding a Mk 46 Mod 0 on the left.]]&lt;br /&gt;
&lt;br /&gt;
{{Call of Duty Series}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Video Game]]&lt;br /&gt;
[[Category:First-Person Shooter]]&lt;br /&gt;
[[Category:Action]]&lt;br /&gt;
[[Category:War]]&lt;/div&gt;</summary>
		<author><name>AnActualAK47</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Call_of_Duty:_Modern_Warfare_(2019)&amp;diff=1297074</id>
		<title>Call of Duty: Modern Warfare (2019)</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Call_of_Duty:_Modern_Warfare_(2019)&amp;diff=1297074"/>
		<updated>2019-09-27T22:37:42Z</updated>

		<summary type="html">&lt;p&gt;AnActualAK47: /* &amp;quot;XRK M4&amp;quot; */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Upcoming}}&lt;br /&gt;
[[File:MW19-Cover.jpg|thumb|right|300px|''Call of Duty: Modern Warfare'' (2019)]]&lt;br /&gt;
&lt;br /&gt;
'''''Call of Duty: Modern Warfare''''' is an upcoming first-person shooter developed by Infinity Ward and published by Activision, released in 2019, and the sixteenth main series installment in the ''Call of Duty'' series. ''Modern Warfare'' is a soft reboot of the original ''Modern Warfare'' trilogy (''[[Call of Duty 4: Modern Warfare]]'', ''[[Call of Duty: Modern Warfare 2]]'' and ''[[Call of Duty: Modern Warfare 3]]''), featuring a similar modern-day setting, a new version of classic MW character Captain Price (portrayed by [[Barry Sloane]] rather than Billy Murray), and similar classic ''Call of Duty'' gameplay, while telling a completely new story.&lt;br /&gt;
&lt;br /&gt;
{{VG Title|Call of Duty: Modern Warfare}}&lt;br /&gt;
&lt;br /&gt;
__TOC__&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Overview=&lt;br /&gt;
''Modern Warfare'' features a more extensive system of weapon customization than earlier ''Call of Duty'' games, with possibilities of customizing a weapon's furniture and even caliber in addition to magazines and attachments. This page will cover the default forms of in-game weapons as they relate to real life weapons, and the real life weapons that a weapon can be customized to match in its subsections.&lt;br /&gt;
&lt;br /&gt;
''Modern Warfare'' features a more expansive set of weapon animations than most other titles in the series, with different reloading animations when equipped with the reload hastening perk Sleight of Hand, the addition of reload animations when aiming down sights, animated fire mode switching, and a different sprint animation for Super Sprint.&lt;br /&gt;
&lt;br /&gt;
For what are apparently legal reasons, a lot of weapons and equipment featured in ''Modern Warfare'' have minor cosmetic differences compared to their real life counterparts, while still sharing the general shape and appearance to the real life weapons and equipment. An example of this quirk would be the Harrier jet used in the &amp;quot;VTOL Jet&amp;quot; killstreak having square air intakes instead of round air intakes.&lt;br /&gt;
&lt;br /&gt;
=Handguns=&lt;br /&gt;
==Desert Eagle Mark XIX==&lt;br /&gt;
The [[Desert Eagle Mark XIX]] appears as the &amp;quot;.50 GS&amp;quot;. It is portrayed with the pins above the trigger guard in the wrong place and also has more grooves on the slide than the real Desert Eagle. It was explicitly said to be the .50 ''AE'' version in the alpha, but this was replaced in the beta with generic &amp;quot;.50 pistol&amp;quot; rounds. Its markings proclaim it to be manufactured by &amp;quot;Forge Tag Manufacturing&amp;quot;.&lt;br /&gt;
[[File:DesertEagle50AE.jpg|thumb|350px|none|Magnum Research Desert Eagle Mark XIX with brushed chrome finish - .50 AE]]&lt;br /&gt;
[[File:COD MWAlpha DesertEagle.jpg|thumb|600px|none|A player character holds a Desert Eagle Mark XIX.]]&lt;br /&gt;
&lt;br /&gt;
==Glock 21==&lt;br /&gt;
The [[Glock 21]] appears in-game as the &amp;quot;X16&amp;quot;. It has a tan frame, and the slide has the appropriate &amp;quot;.45 Auto&amp;quot; markings, though the Glock logo has been replaced by that of the fictitious &amp;quot;XRC Texas&amp;quot;.&lt;br /&gt;
[[File:Glock21.jpg|thumb|none|350px|Glock 21 (3rd Generation) - .45 ACP]]&lt;br /&gt;
&lt;br /&gt;
==Kimber Custom TLE/RL II==&lt;br /&gt;
The [[Kimber Custom TLE II|Kimber Custom TLE/RL II]] is featured in-game as the &amp;quot;1911&amp;quot;, and is fitted with traditional [[M1911A1]] style grips. A modified version looking similar to an STI Tactical (but with an [[STI Costa Comp Carry]] style rectangular cutout on the slide) is seen in promotional material for some of the special editions of the game.&lt;br /&gt;
[[File:RLII.jpg|thumb|none|350px|Kimber Custom TLE/RL II - .45 ACP]]&lt;br /&gt;
[[File:STI Tac.jpg|thumb|none|350px|STI Tactical - 9x19mm / .40 S&amp;amp;W / .45 ACP]]&lt;br /&gt;
&lt;br /&gt;
==SIG-Sauer P320 RX Compact==&lt;br /&gt;
The [[SIG-Sauer P320|SIG-Sauer P320 RX Compact]], identified by the optic cut on the slide, appears under the fictional designation &amp;quot;M19&amp;quot;. It has an FDE finish, and the slide is slightly longer than that of the real weapon, being intermediate between the compact and the full size model. The proprietary reflex sight is removed by default, but the weapon can optionally be fitted with various optics and other attachments.&lt;br /&gt;
[[File:P320 RX Compact.jpg|thumb|none|350px|SIG-Sauer P320 RX Compact with proprietary ROMEO1 sight - 9x19mm]]&lt;br /&gt;
[[File:MW19-P320-1.jpg|thumb|none|600px|Officer Kyle Gerrick firing a P320 at a terrorist in London.]]&lt;br /&gt;
&lt;br /&gt;
==Unidentified Revolver==&lt;br /&gt;
A revolver known simply as the &amp;quot;.357&amp;quot; appears in the game. Customization options include short-range scopes and different lengths of barrel.&lt;br /&gt;
[[File:MW19-Revolver-1.jpg|thumb|none|600px|This specific one is modified with a longer barrel.]]&lt;br /&gt;
&lt;br /&gt;
=Submachine Guns=&lt;br /&gt;
==FN P90 TR==&lt;br /&gt;
The [[FN P90 TR]] is available in the game.&lt;br /&gt;
[[File:FN P90 Triple Rail (TR).jpg|thumb|none|400px|FN P90 TR (Triple Rail) with optics removed - 5.7x28mm]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MP5A3==&lt;br /&gt;
The [[Heckler &amp;amp; Koch MP5A3]] appears simply as the &amp;quot;MP5&amp;quot;. It is fitted with a top rail and an unusable flashlight, and has a Navy trigger group. When equipped with the &amp;quot;no stock&amp;quot; attachment, the stock becomes collapsed.&lt;br /&gt;
&lt;br /&gt;
Interestingly, the reloading process always involves opening and closing the bolt, even if the old magazine wasn't empty. This is appropriate due to the fact that loading a full magazine into a real MP5 can be difficult when the bolt is closed. The difference between the empty and non-empty reloading animations is that the former has the old magazine thrown away and the bolt closed with a classic slap, while during the latter the player character swaps the magazines while holding them together and thumbs the bolt into battery while still holding the old magazine.&lt;br /&gt;
[[File:Hk-mp5n.jpg|thumb|none|400px|Heckler &amp;amp; Koch MP5A3 with Navy trigger group and threaded muzzle - 9x19mm]]&lt;br /&gt;
[[File:MW19-MP5-1.jpg|thumb|none|600px|An SAS operative wielding an MP5A3 fitted with a KAC QDSS NT-4 suppressor, micro red dot, and weaponlight.]]&lt;br /&gt;
[[File:COD MWAlpha MP5.jpg|thumb|none|600px|A multiplayer character holds an MP5A3 with Surefire 628LMF-B handguard and a red dot sight attached to a low profile rail system.]]&lt;br /&gt;
&lt;br /&gt;
===Heckler &amp;amp; Koch MP5A2===&lt;br /&gt;
The &amp;quot;solid body stock&amp;quot; attachment gives the MP5A3 a fixed stock, turning it into an [[MP5A2]].&lt;br /&gt;
[[File:H&amp;amp;KMP5-N.jpg|thumb|none|450px|Heckler &amp;amp; Koch MP5A2 with Navy trigger group - 9x19mm]]&lt;br /&gt;
&lt;br /&gt;
===Heckler &amp;amp; Koch MP5SD3===&lt;br /&gt;
The MP5A3 can also be fitted with an integrally suppressed barrel, effectively turning it into an [[MP5SD3]].&lt;br /&gt;
[[File:MP5SD3.jpg|thumb|none|450px|Heckler &amp;amp; Koch MP5SD3 - 9x19mm Parabellum]]&lt;br /&gt;
&lt;br /&gt;
===Heckler &amp;amp; Koch MP5SD2===&lt;br /&gt;
Combining the aforementioned solid stock and integral suppressor modifications turns the MP5A3 into an [[Heckler &amp;amp; Koch MP5SD|MP5SD2]].&lt;br /&gt;
[[File:MP5SD5.jpg|thumb|none|450px|Heckler &amp;amp; Koch MP5SD2 - 9x19mm Parabellum]]&lt;br /&gt;
&lt;br /&gt;
===Heckler &amp;amp; Koch MP5/10===&lt;br /&gt;
The MP5 can be converted to fire 10mm Auto ammunition, turning it into an [[Heckler &amp;amp; Koch MP5/10|MP5/10]].&lt;br /&gt;
[[File:MP5-10-retractable.jpg|thumb|none|409px|Heckler &amp;amp; Koch MP5/10 with 3-round burst trigger group and retractable stock - 10mm Auto]]&lt;br /&gt;
[[File:Heckler and Koch MP510.jpg|thumb|none|450px|Heckler &amp;amp; Koch MP5/10 with 2-round burst trigger group and sound suppressor - 10mm Auto]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MP7A2==&lt;br /&gt;
A black [[Heckler &amp;amp; Koch MP7|Heckler &amp;amp; Koch MP7A2]] appears as the &amp;quot;MP7&amp;quot;. As seen with the iron sights, charging handle, shape of the rear of the receiver, and side folding stock, it is modeled a bit differently than the regular MP7 design. &lt;br /&gt;
[[File:MP7A2.jpg‎‎ |thumb|none|400px|Heckler &amp;amp; Koch MP7A2 - 4.6x30mm]]&lt;br /&gt;
[[File:COD MWAlpha MP7.jpg|thumb|none|600px|The player character wields an MP7A2 outfitted with an EOtech EXPS2 sight and aftermarket stock adapter]]&lt;br /&gt;
&lt;br /&gt;
==IMI Uzi==&lt;br /&gt;
The [[Uzi#Uzi|Uzi]] is featured in the game.&lt;br /&gt;
[[File:Uzi-1.jpg|thumb|none|450px|IMI Uzi with buttstock extended - 9x19mm]]&lt;br /&gt;
[[File:MW19-Uzi-1.jpg|thumb|none|600px|The Uzi on the far left.]]&lt;br /&gt;
&lt;br /&gt;
==Izhmash PP-19 Bizon-2==&lt;br /&gt;
The [[Izhmash PP-19 Bizon#PP-19 Bizon-2|PP-19 Bizon-2]] is featured in multiplayer.&lt;br /&gt;
[[Image:Izhmashpp19bizon.jpg|thumb|none|450px|PP-19 Bizon-2 with side-folding stock - 9x18mm Makarov]]&lt;br /&gt;
&lt;br /&gt;
==Steyr AUG A3 9mm XS==&lt;br /&gt;
The [[Steyr AUG A3 9mm XS]] appears simply as the &amp;quot;AUG&amp;quot;. One of the multiple customization options is the &amp;quot;long barrel&amp;quot;, which gives it an [[Steyr AUG HBAR|AUG HBAR]] style barrel.&lt;br /&gt;
[[File:AUG A3 9mm XS.jpg|thumb|none|400px|Steyr AUG A3 9mm XS with RIS foregrip - 9x19mm]]&lt;br /&gt;
[[File:COD MWAlpha AUG.jpg|thumb|none|600px|The player character holds an AUG A3 9mm XS with a long barrel and EOtech EXPS2 sight. Note the properly modeled safety switch in the fire position. Despite the AUG using a progressive trigger system, the game erroneously uses the safety as a fire selector switch.]]&lt;br /&gt;
&lt;br /&gt;
===Steyr AUG A3===&lt;br /&gt;
The weapon can be modified to use 5.56x45mm ammunition; coupled with the &amp;quot;heavy duty barrel&amp;quot; attachment, this essentially turns it into an [[Steyr AUG A3|AUG A3]] assault rifle.&lt;br /&gt;
[[File:SteyrAUGA3.jpg|thumb|none|450px|Steyr AUG A3 with optics removed and 16-inch barrel - 5.56x45mm NATO]]&lt;br /&gt;
&lt;br /&gt;
=Shotguns=&lt;br /&gt;
==Fostech Origin-12==&lt;br /&gt;
The [[Fostech Origin-12]] is featured in the game.&lt;br /&gt;
[[File:Origin-12-short.jpg|thumb|none|450px|Fostech Origin-12 with short barrel - 12 gauge]]&lt;br /&gt;
[[File:MW19-Origin12-1.jpg|thumb|none|600px]]&lt;br /&gt;
[[File:MW19-Origin12-2.jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
==Knight's Armament Masterkey==&lt;br /&gt;
A [[Knight's Armament Masterkey]] was seen attached to the &amp;quot;M4A1&amp;quot; in a customization teaser.&lt;br /&gt;
[[File:Masterkey02.jpg|thumb|none|400px|Knight's Armament Masterkey - 12 gauge]]&lt;br /&gt;
&lt;br /&gt;
==Over and Under Shotgun==&lt;br /&gt;
A 12 gauge [[Over and Under Shotgun]] (possibly a Browning Citori 725, given the in-game name &amp;quot;725&amp;quot;) is available in the game.&lt;br /&gt;
[[File:Browning Citori 12 Gauge.jpg|thumb|none|450px|Browning Citori - 12 gauge]]&lt;br /&gt;
[[File:COD MWAlpha OU.jpg|thumb|none|600px|A player character wields a &amp;quot;725&amp;quot; shotgun outfitted with a magnified scope and adjustable stock.]]&lt;br /&gt;
[[File:MW2019 725 hammer.jpg|thumb|none|600px|A promotional image of the &amp;quot;Hammer&amp;quot; pre-customized variant of the &amp;quot;725&amp;quot;, given as a bonus to beta participants. It is customized with a pistol grip, angled foregrip, holographic sight, and suppressed short barrels.]]&lt;br /&gt;
&lt;br /&gt;
==Remington 870 MCS==&lt;br /&gt;
The [[Remington 870 MCS]] appears, referred to as the &amp;quot;Model 680&amp;quot;. A modified version is seen in promotional material for some of the special editions of the game.&lt;br /&gt;
&lt;br /&gt;
In contrast to shell-by-shell loading shotguns from previous games, the reloading process finally involves pumping the handle only when the weapon was empty. This is the first game in the series since ''[[Call of Duty 3]]'' to correctly depict this procedure.&lt;br /&gt;
[[File:Rem870mcs 14.jpg|thumb|none|450px|Remington 870 MCS Entry - 12 gauge]]&lt;br /&gt;
[[File:COD MWAlpha Rem870.jpg|thumb|none|600px|The player character holds a Remington 870 MCS modified with a different pumping handle, a Magpul ACS stock and an AR stock adapter.]]&lt;br /&gt;
&lt;br /&gt;
==Standard Manufacturing DP-12==&lt;br /&gt;
The [[Standard Manufacturing DP-12]] appears as the &amp;quot;R9-0 Shotgun&amp;quot;.&lt;br /&gt;
[[File:SM DP-12 FD Earth.jpg|thumb|none|450px|Standard Manufacturing DP-12 (FDE) - 12 gauge]]&lt;br /&gt;
&lt;br /&gt;
=Rifles &amp;amp; Carbines=&lt;br /&gt;
==AK-47==&lt;br /&gt;
The [[AK-47]] appears, modeled with a proper milled dust cover. Customization options include a 45-round extended magazine and a 75-round drum mag; the &amp;quot;lightweight stock&amp;quot; attachment gives it an [[AKS-74]]'s folding stock, the &amp;quot;heavy stock&amp;quot; a [[PKM]]-style stock, and the &amp;quot;long barrel&amp;quot; an [[RPK]]-style barrel and bipod. The weapon can also be modified to use 5.45x39mm ammunition, giving it an AK-74's magazine. In this configuration, it is referred to as &amp;quot;AKS-74u&amp;quot;; weirdly enough, this is the case even if it isn't modified to Krinkov length as mentioned below.&lt;br /&gt;
[[File:TypeIII AK47.jpg|thumb|none|450px|AK-47 - 7.62x39mm]]&lt;br /&gt;
[[File:MW19-AK47-1.jpg|thumb|none|600px|The AK-47 equipped with what appears to be a Matrix Aluminum Duckbill Flash Hider.]]&lt;br /&gt;
&lt;br /&gt;
===Arsenal AR-SF===&lt;br /&gt;
The AK-47 can be customized to resemble a Bulgarian [[Arsenal AR-SF]] with a Krinkov flash hider and wood furniture, though it retains the standard AK leaf sight as opposed to receiving an AR-SF's flip-up rear sight. When paired with the 5.45x39mm modification, the aforementioned &amp;quot;AKS-74u&amp;quot; identification, becomes more or less validated, although it's still not an exact match given the milled receiver.&lt;br /&gt;
[[File:7,62ar-sf.jpg|thumb|none|400px|Arsenal AR-SF - 7.62x39mm]]&lt;br /&gt;
[[File:AKSU-Krinkov.jpg|thumb|none|400px|AKS-74U, for comparison - 5.45x39mm]]&lt;br /&gt;
[[File:MW19-Krinkov-1.jpg|thumb|none|600px|The carbine in the multiplayer reveal trailer. Here it is equipped with the &amp;quot;no stock&amp;quot; attachment, which replaces the buttstock with what seems to be an unused stock adapter.]]&lt;br /&gt;
&lt;br /&gt;
==ASh-12.7==&lt;br /&gt;
The [[ASh-12.7]] prototype appears as the &amp;quot;Oden&amp;quot; (Russian for Odin, the king of the Norse pantheon of gods).&lt;br /&gt;
[[File:ASh-12 flattop.jpg|thumb|none|420px|ASh-12.7 prototype with flat top and suppressor - 12.7x55mm]]&lt;br /&gt;
[[File:ASh-12.jpg|thumb|none|420px|ASh-12.7 prototype - 12.7x55mm]]&lt;br /&gt;
[[File:COD MWAlpha Ash12.jpg|thumb|none|600px|The player character holds an ASh-12.7 rifle equipped with a magnified optic, Magpul AFG2 and a large suppressor.]]&lt;br /&gt;
&lt;br /&gt;
==FAMAS F1==&lt;br /&gt;
The FAMAS F1 is featured in both single player and multiplayer. Amusingly, it was referred to as &amp;quot;FR .556&amp;quot; in early gameplay footage, but this was later changed to a more convincing &amp;quot;FR 5.56&amp;quot;. It is fitted with an Advanced Armament Blackout Muzzle Brake and also has MFI Sig MAD sights attached to rails mounted on the carrying handle (despite the original sights' presence); somewhat strangely, it also seems to have the barrel and gas block of a [[Remington ACR]], despite the FAMAS not even being gas-operated.&lt;br /&gt;
[[File:Famas.jpg|thumb|none|450px|FAMAS F1 - 5.56x45mm NATO]]&lt;br /&gt;
[[File:Rem ACR.jpg|thumb|none|450px|Remington ACR with 14.5&amp;quot; barrel, 5-sided handguard, and fixed stock - 5.56x45mm NATO]]&lt;br /&gt;
[[File:COD MWAlpha FAMAS.jpg|thumb|none|600px|A player character wields a FAMAS F1 equipped with an optic on the carry handle mounted rail]]&lt;br /&gt;
[[File:MW19-FAMAS-1.jpg|thumb|none|600px|A FAMAS F1 being used by a terrorist at Piccadilly Circus in the reveal trailer.]]&lt;br /&gt;
&lt;br /&gt;
==FN FAL==&lt;br /&gt;
The [[FN FAL]] is available in-game.&lt;br /&gt;
[[File:FN FAL 50 00.jpg|thumb|none|450px|FN FAL 50.00 - 7.62x51mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==FN SCAR-H==&lt;br /&gt;
The [[SCAR-H]] is available in-game. Despite it being fully-automatic (as well as having a visible full-auto selector switch), it is referred to as the civilian semi-automatic SCAR 17S. It is also seen in the &amp;quot;Poster&amp;quot; calling card in multiplayer.&lt;br /&gt;
[[File:FN SCAR-H STD.jpg|thumb|none|450px|Third Generation FN SCAR-H STD - 7.62x51mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch HK433==&lt;br /&gt;
The [[Heckler &amp;amp; Koch HK433]] appears as the &amp;quot;Kilo 141&amp;quot;. The in-game model is marked with &amp;quot;Tempus Armaments&amp;quot;, a fictional arms manufacturer. &amp;quot;Kal. 5.56mm&amp;quot; is also inscribed on the rifle, which correctly reflects the German caliber markings of the real weapon.&lt;br /&gt;
[[File:HK433.jpg|thumb|none|450px|Heckler &amp;amp; Koch HK433 - 5.56x45mm NATO]]&lt;br /&gt;
[[File:MW19-PriceRifle-1.jpg|thumb|none|600px|Price with his suppressed HK433 modified with what appears to be a hybrid between Magpul ACS stock and KRISS Defiance stock. And a set of L-3 GPNVG-18 panoramic night-vision goggles somehow attached to his boonie hat without it falling off.]]&lt;br /&gt;
&lt;br /&gt;
==Karabiner 98k==&lt;br /&gt;
The [[Karabiner 98k]] is available in-game, somehow classed as a marksman rifle. It is described as being chambered in &amp;quot;7.62 Mauser&amp;quot;: although this was likely a typo, the 7.62mm caliber can incidentally make sense since Karabiner 98k rifles converted to 7.62x51mm do exist. The usage of the Kar98k in a modern context is likely inspired by its real life usage in the Syrian Civil War and the War in Donbass.&lt;br /&gt;
[[File:Karabiner-98K.jpg|thumb|none|450px|Karabiner 98k - 7.92x57mm Mauser]]&lt;br /&gt;
&lt;br /&gt;
==M14==&lt;br /&gt;
The [[M14]] appears as a designated marksman rifle. It is referred to as the &amp;quot;EBR-14&amp;quot; as of the beta, even though it was correctly called &amp;quot;M14&amp;quot; during the alpha. Like in ''[[Call of Duty 4: Modern Warfare]]'', it has a shorter 18&amp;quot; barrel.&lt;br /&gt;
[[File:M14Rifle.jpg|thumb|none|450px|M14 rifle - 7.62x51mm NATO]]&lt;br /&gt;
[[File:COD MWAlpha M14.jpg|thumb|none|600px|The player character wields an M14 equipped with a Magpul AFG2 and magnified optic.]]&lt;br /&gt;
&lt;br /&gt;
==Marlin Model 1895==&lt;br /&gt;
The [[Marlin Model 1895]] appears as the &amp;quot;MK2 Carbine&amp;quot;, under the marksman rifles class.&lt;br /&gt;
[[File:Marlin Model 1895SBL.jpg|thumb|none|450px|Marlin Model 1895SBL - .45-70]]&lt;br /&gt;
[[File:COD MWAlpha MarlinLeverAction.jpg|thumb|none|600px|A player character holds a Marlin Model 1895 equipped with a red dot sight.]]&lt;br /&gt;
[[File:MW19-Marlin-1.jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
==Mk 18 Mod 1==&lt;br /&gt;
The [[Mk 18 Mod 1]] appears, inaccurately referred to as the longer-barreled &amp;quot;[[M4A1]]&amp;quot;; the handguard length matches that of the real Mk 18 Mod 1, and the barrel is slightly longer than it, but is still closer to it rather than an M4A1. It is equipped with a Daniel Defense Mk 18 railed handguard, Knight's Armament Company Micro sights, windowed Magpul PMAG and an aftermarket charging handle latch.&lt;br /&gt;
&lt;br /&gt;
It has various customization options, including optics, barrel lengths, and stocks, along with the ability to mount an [[LMT M203]] grenade launcher. It can also be converted to use .458 SOCOM ammunition. The &amp;quot;no stock&amp;quot; attachment replaces the collapsible stock with an AR pistol receiver extension.&lt;br /&gt;
[[File:MK18MOD1.jpg|thumb|none|400px|Mk 18 Mod 1 with Crane stock, Daniel Defense MK18 RIS II rail system, and folding sights - 5.56x45mm NATO]]&lt;br /&gt;
[[File:Mw2019-teaserm4.jpg|thumb|none|600px|An &amp;quot;M4A1&amp;quot; equipped with the &amp;quot;Long Barrel&amp;quot; and &amp;quot;Hybrid Scope&amp;quot; attachments in a multiplayer teaser.]]&lt;br /&gt;
&lt;br /&gt;
===Mk 18 Mod 0===&lt;br /&gt;
The &amp;quot;short barrel&amp;quot; attachment turns the weapon into a [[Mk 18 Mod 0]], albeit with a (self-explanatory) slightly shorter barrel.&lt;br /&gt;
[[File:Mk18.jpg|thumb|none|400px|Mk 18 Mod 0 with LMT rear sight, Crane stock, and RIS foregrip - 5.56x45mm NATO]]&lt;br /&gt;
[[File:Codmw2019 carabine.jpeg|thumb|none|600px|A Mk 18 Mod 0 with a PRI folding front sight in the hands of an US soldier patrolling a Middle Eastern city.]]&lt;br /&gt;
&lt;br /&gt;
===M16A4===&lt;br /&gt;
The combination of the &amp;quot;heavy duty barrel&amp;quot; with the &amp;quot;heavy stock&amp;quot; makes the weapon resemble an [[M16A4]] fitted with a heat shield. However, the barrel is shown with an M203 groove, like an M4 carbine.&lt;br /&gt;
[[File:M16A4M203.jpg|thumb|none|450px|M16A4 (5.56x45mm) with M203 40mm grenade launcher]]&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;XRK M4&amp;quot;===&lt;br /&gt;
The &amp;quot;XRK M4&amp;quot; is a modification for the Mk 18, available in the XRK Weapons Pack for those who purchase the game digitally. It consists of a receiver based on Radian Weapons receiver with minor elements from Noveske N4 (though the left side of the upper resembles Mega Arms MATEN or Cross Machine Tools upper plus grooves from JP Enterprises CTR-02), a fictional quad rail handguard loosely based on CMMG handguards, magazine based on Magpul PMAG, stock based on Magpul ACS, laser pointer inspired by AN/PEQ-15 and an angled foregrip based on Magpul AFG. It also has a fictional extended bolt catch release lever which is a hybrid between Phase 5 Extended Bolt Release V2 and Parker Mountain Machine Oversized Bolt Catch Paddle.&lt;br /&gt;
[[File:Radian 10.5 SBR.jpg|thumb|none|400px|Radian Model 1 SBR - .223 Wylde chamber (.223 Remington and 5.56x45mm compatible)]]&lt;br /&gt;
[[File:MW19-XRK-M4-1.jpg|thumb|none|600px|The &amp;quot;XRK M4&amp;quot; along with an &amp;quot;XRK .357&amp;quot;. The right-side bolt release on the rifle is placed so far back that it would be awkward to use.]]&lt;br /&gt;
[[File:MW19-XRK-M4-2.jpg|thumb|none|600px|A character about to flip the safety switch. Note the five grooves on the upper which correspond to JP Enterprises PSC-12, however, the placement on the left side is similar to JP Enterprises CTR-02. Also note the Noveske N4 details.]]&lt;br /&gt;
&lt;br /&gt;
==MPi-KMS-72==&lt;br /&gt;
What appears to be a German [[MPi-KMS-72]] modified with an [[AK-74]] type gas block, front sight block and flash hider is used by Farah Karim as her weapon of choice in the campaign. It has a wooden hanguard with palm swell like the early MPi-KM models (and like the AK-74), along with a tape wrapped around the barrel/muzzle brake assembly and on the magazine.&lt;br /&gt;
[[File:East German Mpi-KMS with sling and side-folding stock.jpg|thumb|none|450px|MPi-KMS-72 - 7.62x39mm]]&lt;br /&gt;
[[File:AK-74 NTW 12 92.jpg|thumb|none|450px|AK-74 - 5.45x39mm, for comparison.]]&lt;br /&gt;
[[File:MW19-AK-2.jpg|thumb|none|600px|Farah with her rifle.]]&lt;br /&gt;
[[File:MW19-AK-1.jpg|thumb|none|600px|Farah fires her AK in the air.]]&lt;br /&gt;
&lt;br /&gt;
==SIG-Sauer MCX VIRTUS SBR==&lt;br /&gt;
The [[SIG-Sauer MCX#SIG-Sauer MCX VIRTUS|SIG-Sauer MCX VIRTUS SBR]] appears as the &amp;quot;M13&amp;quot;. It can be fitted with an integral suppressor that looks similar to that of the SUR300, a permanently suppressed MCX upper receiver chambered in .300 Blackout.&lt;br /&gt;
[[File:MCX VIRTUS SBR 11.jpg|thumb|none|450px|SIG-Sauer MCX VIRTUS SBR - 5.56x45mm NATO]]&lt;br /&gt;
[[File:MW19-MCX-1.jpg|thumb|none|600px|SAS operatives wielding suppressed MCX VIRTUS SBRs with EOTech XPS sights during a ''[[Zero Dark Thirty]]'' style raid.]]&lt;br /&gt;
[[File:COD MWAlpha MCXVirtus.jpg|thumb|none|600px|The player character holds an MCX VIRTUS modified with a long barrel, suppressor, red dot optic, Magpul ACS stock, and foregrip.]]&lt;br /&gt;
&lt;br /&gt;
=Sniper Rifles=&lt;br /&gt;
==Accuracy International AX50==&lt;br /&gt;
The [[Accuracy International AX50]] is featured.&lt;br /&gt;
[[File:AX50.jpg|thumb|none|450px|Accuracy International AX50 - .50 BMG]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;HDR&amp;quot;==&lt;br /&gt;
The &amp;quot;HDR&amp;quot; is a 12.7x108mm bolt-action sniper rifle of apparently fictional design.&lt;br /&gt;
[[File:MW19-HDR-1.jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
==SVD Dragunov==&lt;br /&gt;
The [[SVD Dragunov]] appears.&lt;br /&gt;
[[File:SVD Rifle.jpg|thumb|none|450px|SVD Dragunov - 7.62x54mm R]]&lt;br /&gt;
&lt;br /&gt;
=Machine Guns=&lt;br /&gt;
==Handheld Dillon Aero M134 Minigun==&lt;br /&gt;
A man-portable [[Dillon Aero M134 Minigun]] appears as the Juggernaut's primary weapon.&lt;br /&gt;
[[File:Minigun.jpg|thumb|none|450px|Dillon Aero M134 with flash suppressor - 7.62x51mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MG5==&lt;br /&gt;
The [[Heckler &amp;amp; Koch MG5]] appears as the &amp;quot;M91&amp;quot;.&lt;br /&gt;
[[File:MG5-FDE.jpg|thumb|none|450px|Heckler &amp;amp; Koch MG5, FDE version - 7.62x51mm NATO]]&lt;br /&gt;
[[File:COD MWAlpha MG5.jpg|thumb|none|600px|The player character in a Gunfight match holds an MG5.]]&lt;br /&gt;
&lt;br /&gt;
==L86A1==&lt;br /&gt;
The [[L86A1]] is featured in the game. It was referred to as the newer L86A2 during the alpha, but the name was later changed to &amp;quot;SA87&amp;quot;; intentional or not, this name sounds rather similar to the SAR-87, an experimental assault rifle from Sterling Armaments, despite the SAR not having anything in common with the L86 other than being British and derived from the [[AR-18]]. Other than that, while it does have the proper L86 barrel length and stock cutout for a folding shoulder support, it has some features of the [[L85]] assault rifle variant, namely the longer handguard (here fitted with top, bottom and right-mounted rails) and the lack of a rear vertical grip. The bipod is an optional attachment for this weapon.&lt;br /&gt;
[[File:SA80-L86A1.jpg|thumb|none|450px|L86A1 with SUSAT scope - 5.56x45mm NATO]]&lt;br /&gt;
[[File:Mwl86.jpg|thumb|none|600px|The L86A1 as seen in the multiplayer reveal trailer]]&lt;br /&gt;
&lt;br /&gt;
===L85A1===&lt;br /&gt;
The L86 can be fitted with a short barrel; coupled with the aforementioned L85 features that are already present, this essentially turns it into an [[L85A1]] assault rifle, albeit with a slightly shorter barrel.&lt;br /&gt;
[[File:Sa80-l85a1.jpg|thumb|none|400px|L85A1 - 5.56x45mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==MG34==&lt;br /&gt;
The [[MG34]] appears in the game. The usage of the MG34 in a modern context is likely inspired by its real life usage in the Syrian Civil War.&lt;br /&gt;
[[File:Mg-34man-portable.jpg|thumb|none|450px|MG34 with Gurtrommel 34 50-round belt drum - 7.92x57mm Mauser]]&lt;br /&gt;
&lt;br /&gt;
==PKM==&lt;br /&gt;
The [[PKM]] is available in-game.&lt;br /&gt;
[[File:PKM-mg.jpg|thumb|none|450px|PKM with classic (most commonly seen) version of the flash hider - 7.62x54mm R]]&lt;br /&gt;
&lt;br /&gt;
=Launchers=&lt;br /&gt;
==Carl Gustaf M4==&lt;br /&gt;
The [[Carl Gustaf M4]] appears as the &amp;quot;Strela-P&amp;quot; (despite it being unrelated to the actual [[SA-7 Grail|Strela]] MANPADS series), and is incorrectly depicted as both direct-fire and lock-on; while programmable rounds are planned for the M4 variant, none currently exist.&lt;br /&gt;
[[File:CarlG-M4.jpg|thumb|none|450px|Carl Gustaf M4 - 84x246mm R]]&lt;br /&gt;
&lt;br /&gt;
==FGM-148 Javelin==&lt;br /&gt;
The [[FGM-148 Javelin]] appears as the &amp;quot;JOKR&amp;quot;.&lt;br /&gt;
[[File:Javalin.jpg|thumb|none|400px|FGM-148 Javelin Block 0 with original M98A1 CLU and original BCU (the current production BCU has a mesh heat shield rather than a solid one) - 127mm]]&lt;br /&gt;
[[File:MW19-Javelin-1.jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
==GP-25==&lt;br /&gt;
The [[GP-25]] can be mounted on the [[AK-47]].&lt;br /&gt;
[[File:Gp-25 1.jpg|thumb|none|350px|GP-25 - 40mm]]&lt;br /&gt;
&lt;br /&gt;
==LMT M203==&lt;br /&gt;
The [[LMT M203]] grenade launcher can be attached to non-AK rifles.&lt;br /&gt;
[[File:LMT M203 9inch.jpg|thumb|none|350px|LMT M203 2003 L2B - 40x46mm]]&lt;br /&gt;
[[File:MW19-M203-1.jpg|thumb|none|600px|Reloading an LMT M203 mounted on an &amp;quot;M4A1&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==RPG-7==&lt;br /&gt;
The [[RPG-7]] is featured.&lt;br /&gt;
[[File:Rpg-7-1-.jpg|thumb|none|450px|RPG-7 - 40mm]]&lt;br /&gt;
&lt;br /&gt;
==SA-25==&lt;br /&gt;
The Russian 9K333 Verba, known by the NATO name [[SA-25]], appears in the game as the &amp;quot;PILA&amp;quot;. Despite it being a MANPADS in reality, it is depicted as having the ability to direct-fire as well as lock on to aircraft and ground vehicles in-game.&lt;br /&gt;
[[File:9K333 Verba.jpg|thumb|none|450px|SA-25 (9K333 Verba) - 72mm]]&lt;br /&gt;
&lt;br /&gt;
=Explosives=&lt;br /&gt;
==Model 7290 Flashbang Grenade==&lt;br /&gt;
The &amp;quot;Flash Grenade&amp;quot; in multiplayer is a [[Model 7290 flashbang grenade]].&lt;br /&gt;
[[File:Model 7290.jpg|thumb|none|140px|Model 7290 flashbang grenade]]&lt;br /&gt;
&lt;br /&gt;
==Mk.V CN Gas Grenade==&lt;br /&gt;
A somewhat fictionalized depiction of the American [[Mk.V CN Gas Grenade]] appears in multiplayer as the &amp;quot;Gas Grenade&amp;quot;.&lt;br /&gt;
[[File:GasGrenadeMk.jpg|thumb|none|150px|Mk.V CN Gas Grenade.]]&lt;br /&gt;
&lt;br /&gt;
==M18 Smoke Grenade==&lt;br /&gt;
The [[M18 smoke grenade|M18 Smoke Grenade]] appears in multiplayer as the &amp;quot;Smoke Grenade&amp;quot;. It is also seen being carried by SAS operatives in the reveal trailer.&lt;br /&gt;
[[File:M18red.jpg|thumb|none|150px|M18 smoke grenade]]&lt;br /&gt;
&lt;br /&gt;
==M67 Hand Grenade==&lt;br /&gt;
The [[M67 Hand Grenade]] is featured.&lt;br /&gt;
[[File:M67.jpg|thumb|none|200px|M67 Grenade.]]&lt;br /&gt;
&lt;br /&gt;
==M18A1 Claymore==&lt;br /&gt;
The [[M18A1 Claymore]] is featured.&lt;br /&gt;
[[File:M18a1 07.jpg|thumb|none|300px|M18A1 Claymore anti-personnel mine]]&lt;br /&gt;
&lt;br /&gt;
==M84 Stun Grenade==&lt;br /&gt;
A somewhat fictionalized depiction of the [[M84 stun grenade]] is featured in multiplayer as the &amp;quot;Stun Grenade&amp;quot;.&lt;br /&gt;
[[File:M84-Flash-Bang-Grenade.jpg|thumb|none|150px|M84 stun grenade]]&lt;br /&gt;
&lt;br /&gt;
==Hybrid Bouncing Mine==&lt;br /&gt;
The Italian VS-1.6 mine appears in multiplayer as the &amp;quot;proximity mine&amp;quot;. Bizarrely, its bottom is depicted as the upside and is shown with prongs similar to the Valmara 69 mine. The &amp;quot;proximity mine&amp;quot; designation is also inaccurate, furthermore the VS-1.6 is an anti-tank mine in reality but functions as a bouncing anti-personnel mine in game.&lt;br /&gt;
&lt;br /&gt;
=Emplaced/Mounted Weapons=&lt;br /&gt;
==Browning M2HB==&lt;br /&gt;
The [[Browning M2HB]] appears.&lt;br /&gt;
[[File:BrowningM2 plain.jpg|thumb|none|450px|Browning M2HB - .50 BMG]]&lt;br /&gt;
&lt;br /&gt;
==General Electric GAU-8/A Avenger==&lt;br /&gt;
The &amp;quot;Precision Airstrike&amp;quot; Killstreak in multiplayer allows the player to call in two A-10 Thunderbolt II ground attack planes to strafe the enemy with their [[General Electric GAU-8/A Avenger]] rotary cannons.&lt;br /&gt;
[[File:GAU-8 Avenger contrast.jpg‎|thumb|none|400px|General Electric GAU-8/A Avenger - 30x173mm]]&lt;br /&gt;
&lt;br /&gt;
==General Dynamics M197 Vulcan==&lt;br /&gt;
The [[M197 Vulcan]] is seen attached to the Harrier jumpjet in the Multiplayer Beta Trailer Weekend 2 continuing the Modern Warfare 2 tradition of inappropriately outfitting Harriers with swivelling gun turrets.&lt;br /&gt;
[[File:M197Gatling.jpg|thumb|none|350px|General Dynamics M197 Vulcan - 20mm]]&lt;br /&gt;
&lt;br /&gt;
==Gryazev-Shipunov GSh-30-2==&lt;br /&gt;
A fictional jet heavily inspired by the Sukhoi Su-25 &amp;quot;Frogfoot&amp;quot; is seen in the trailer, dropping cluster bombs on a scene resembling &amp;quot;the Highway of Death&amp;quot; from the 1991 Gulf War. It is similiarly used in multiplayer as the delivery system for the &amp;quot;White Phosphorus&amp;quot; killstreak. The muzzle ends of its [[Gryazev-Shipunov GSh-30-2]] cannons be seen mounted in the nose cone.&lt;br /&gt;
[[File:GSh-30-2.jpg|thumb|none|400px|Gryazev-Shipunov GSh-30-2 30mm automatic cannon - 30x165mm]]&lt;br /&gt;
&lt;br /&gt;
==Hell Cannon==&lt;br /&gt;
The Hell Cannon, an improvised mortar created and used during the Syrian Civil War appears as a prop in multiplayer maps.&lt;br /&gt;
&lt;br /&gt;
==Mk 47 Mod 0==&lt;br /&gt;
The [[Mk 47 Mod 0 Grenade Launcher|Mk 47 Mod 0]] automatic grenade launcher is seen attached to an unmanned ground drone, in a similar fashion to the one seen in the ''[[Call of Duty: Modern Warfare 3|MW3]]'' mission &amp;quot;Persona Non Grata&amp;quot; (albeit without an accompanying [[GAU-17/A]]).&lt;br /&gt;
[[File:Mk47-1.jpg|thumb|none|450px|Mk 47 Mod 0 - 40x53mm]]&lt;br /&gt;
&lt;br /&gt;
==UB-32 Rocket Pod==&lt;br /&gt;
The UB-32 Rocket Pod is attached to the Sukhoi Su-25 &amp;quot;Frogfoot&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
==B-8M Rocket Pod==&lt;br /&gt;
The B-8M Rocket Pod is attached to the Sukhoi Su-25 &amp;quot;Frogfoot&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
=Promotional Artwork/Calling Cards Exclusive=&lt;br /&gt;
==M4A1 Carbine==&lt;br /&gt;
[[M4A1]] carbines are seen in promotional artwork.&lt;br /&gt;
[[File:ColtM4.jpg|thumb|none|450px|M4A1 - 5.56x45mm NATO]]&lt;br /&gt;
[[File:M4 MW2019.jpeg|thumb|none|601px|An operator holding an M4A1; some versions of this artwork (including the Dark Edition's cover art) are flipped.]]&lt;br /&gt;
&lt;br /&gt;
==Noveske Shorty Switchblock==&lt;br /&gt;
What appears to be a [[Noveske Rifleworks rifle series|Noveske Shorty Switchblock]] equipped with a VLTOR upper receiver is seen in some promotional artwork.&lt;br /&gt;
[[File:Noveske Shorty Switchblock.jpg|thumb|none|400px|Noveske Shorty Switchblock - 5.56x45mm NATO]]&lt;br /&gt;
[[File:Codmw2019 rifle4.jpeg|thumb|none|600px|An artwork of Captain Price holding the carbine, shown at the end of the relveal trailer.]]&lt;br /&gt;
&lt;br /&gt;
==M249 SAW==&lt;br /&gt;
An [[M249]] with a vertical foregrip and a custom stock is seen in the &amp;quot;Sending Love&amp;quot; calling card.&lt;br /&gt;
[[File:New Model M249.jpg|thumb|none|450px|FNH USA M249 SAW - 5.56x45mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==Mk 46 Mod 0==&lt;br /&gt;
The [[Mk 46 Mod 0]] is seen in promotional artwork.&lt;br /&gt;
[[File:Mk 46 Mod 0.jpg|thumb|none|400px|Mk 46 Mod 0 - 5.56x45mm NATO]]&lt;br /&gt;
[[File:Pillar2.jpg|thumb|none|450px|A US soldier holding a Mk 46 Mod 0 on the left.]]&lt;br /&gt;
&lt;br /&gt;
{{Call of Duty Series}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Video Game]]&lt;br /&gt;
[[Category:First-Person Shooter]]&lt;br /&gt;
[[Category:Action]]&lt;br /&gt;
[[Category:War]]&lt;/div&gt;</summary>
		<author><name>AnActualAK47</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Call_of_Duty:_Modern_Warfare_(2019)&amp;diff=1297073</id>
		<title>Call of Duty: Modern Warfare (2019)</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Call_of_Duty:_Modern_Warfare_(2019)&amp;diff=1297073"/>
		<updated>2019-09-27T22:37:18Z</updated>

		<summary type="html">&lt;p&gt;AnActualAK47: /* &amp;quot;XRK M4&amp;quot; */ idunno about you but that ambi bolt release looks weirdly placed&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Upcoming}}&lt;br /&gt;
[[File:MW19-Cover.jpg|thumb|right|300px|''Call of Duty: Modern Warfare'' (2019)]]&lt;br /&gt;
&lt;br /&gt;
'''''Call of Duty: Modern Warfare''''' is an upcoming first-person shooter developed by Infinity Ward and published by Activision, released in 2019, and the sixteenth main series installment in the ''Call of Duty'' series. ''Modern Warfare'' is a soft reboot of the original ''Modern Warfare'' trilogy (''[[Call of Duty 4: Modern Warfare]]'', ''[[Call of Duty: Modern Warfare 2]]'' and ''[[Call of Duty: Modern Warfare 3]]''), featuring a similar modern-day setting, a new version of classic MW character Captain Price (portrayed by [[Barry Sloane]] rather than Billy Murray), and similar classic ''Call of Duty'' gameplay, while telling a completely new story.&lt;br /&gt;
&lt;br /&gt;
{{VG Title|Call of Duty: Modern Warfare}}&lt;br /&gt;
&lt;br /&gt;
__TOC__&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Overview=&lt;br /&gt;
''Modern Warfare'' features a more extensive system of weapon customization than earlier ''Call of Duty'' games, with possibilities of customizing a weapon's furniture and even caliber in addition to magazines and attachments. This page will cover the default forms of in-game weapons as they relate to real life weapons, and the real life weapons that a weapon can be customized to match in its subsections.&lt;br /&gt;
&lt;br /&gt;
''Modern Warfare'' features a more expansive set of weapon animations than most other titles in the series, with different reloading animations when equipped with the reload hastening perk Sleight of Hand, the addition of reload animations when aiming down sights, animated fire mode switching, and a different sprint animation for Super Sprint.&lt;br /&gt;
&lt;br /&gt;
For what are apparently legal reasons, a lot of weapons and equipment featured in ''Modern Warfare'' have minor cosmetic differences compared to their real life counterparts, while still sharing the general shape and appearance to the real life weapons and equipment. An example of this quirk would be the Harrier jet used in the &amp;quot;VTOL Jet&amp;quot; killstreak having square air intakes instead of round air intakes.&lt;br /&gt;
&lt;br /&gt;
=Handguns=&lt;br /&gt;
==Desert Eagle Mark XIX==&lt;br /&gt;
The [[Desert Eagle Mark XIX]] appears as the &amp;quot;.50 GS&amp;quot;. It is portrayed with the pins above the trigger guard in the wrong place and also has more grooves on the slide than the real Desert Eagle. It was explicitly said to be the .50 ''AE'' version in the alpha, but this was replaced in the beta with generic &amp;quot;.50 pistol&amp;quot; rounds. Its markings proclaim it to be manufactured by &amp;quot;Forge Tag Manufacturing&amp;quot;.&lt;br /&gt;
[[File:DesertEagle50AE.jpg|thumb|350px|none|Magnum Research Desert Eagle Mark XIX with brushed chrome finish - .50 AE]]&lt;br /&gt;
[[File:COD MWAlpha DesertEagle.jpg|thumb|600px|none|A player character holds a Desert Eagle Mark XIX.]]&lt;br /&gt;
&lt;br /&gt;
==Glock 21==&lt;br /&gt;
The [[Glock 21]] appears in-game as the &amp;quot;X16&amp;quot;. It has a tan frame, and the slide has the appropriate &amp;quot;.45 Auto&amp;quot; markings, though the Glock logo has been replaced by that of the fictitious &amp;quot;XRC Texas&amp;quot;.&lt;br /&gt;
[[File:Glock21.jpg|thumb|none|350px|Glock 21 (3rd Generation) - .45 ACP]]&lt;br /&gt;
&lt;br /&gt;
==Kimber Custom TLE/RL II==&lt;br /&gt;
The [[Kimber Custom TLE II|Kimber Custom TLE/RL II]] is featured in-game as the &amp;quot;1911&amp;quot;, and is fitted with traditional [[M1911A1]] style grips. A modified version looking similar to an STI Tactical (but with an [[STI Costa Comp Carry]] style rectangular cutout on the slide) is seen in promotional material for some of the special editions of the game.&lt;br /&gt;
[[File:RLII.jpg|thumb|none|350px|Kimber Custom TLE/RL II - .45 ACP]]&lt;br /&gt;
[[File:STI Tac.jpg|thumb|none|350px|STI Tactical - 9x19mm / .40 S&amp;amp;W / .45 ACP]]&lt;br /&gt;
&lt;br /&gt;
==SIG-Sauer P320 RX Compact==&lt;br /&gt;
The [[SIG-Sauer P320|SIG-Sauer P320 RX Compact]], identified by the optic cut on the slide, appears under the fictional designation &amp;quot;M19&amp;quot;. It has an FDE finish, and the slide is slightly longer than that of the real weapon, being intermediate between the compact and the full size model. The proprietary reflex sight is removed by default, but the weapon can optionally be fitted with various optics and other attachments.&lt;br /&gt;
[[File:P320 RX Compact.jpg|thumb|none|350px|SIG-Sauer P320 RX Compact with proprietary ROMEO1 sight - 9x19mm]]&lt;br /&gt;
[[File:MW19-P320-1.jpg|thumb|none|600px|Officer Kyle Gerrick firing a P320 at a terrorist in London.]]&lt;br /&gt;
&lt;br /&gt;
==Unidentified Revolver==&lt;br /&gt;
A revolver known simply as the &amp;quot;.357&amp;quot; appears in the game. Customization options include short-range scopes and different lengths of barrel.&lt;br /&gt;
[[File:MW19-Revolver-1.jpg|thumb|none|600px|This specific one is modified with a longer barrel.]]&lt;br /&gt;
&lt;br /&gt;
=Submachine Guns=&lt;br /&gt;
==FN P90 TR==&lt;br /&gt;
The [[FN P90 TR]] is available in the game.&lt;br /&gt;
[[File:FN P90 Triple Rail (TR).jpg|thumb|none|400px|FN P90 TR (Triple Rail) with optics removed - 5.7x28mm]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MP5A3==&lt;br /&gt;
The [[Heckler &amp;amp; Koch MP5A3]] appears simply as the &amp;quot;MP5&amp;quot;. It is fitted with a top rail and an unusable flashlight, and has a Navy trigger group. When equipped with the &amp;quot;no stock&amp;quot; attachment, the stock becomes collapsed.&lt;br /&gt;
&lt;br /&gt;
Interestingly, the reloading process always involves opening and closing the bolt, even if the old magazine wasn't empty. This is appropriate due to the fact that loading a full magazine into a real MP5 can be difficult when the bolt is closed. The difference between the empty and non-empty reloading animations is that the former has the old magazine thrown away and the bolt closed with a classic slap, while during the latter the player character swaps the magazines while holding them together and thumbs the bolt into battery while still holding the old magazine.&lt;br /&gt;
[[File:Hk-mp5n.jpg|thumb|none|400px|Heckler &amp;amp; Koch MP5A3 with Navy trigger group and threaded muzzle - 9x19mm]]&lt;br /&gt;
[[File:MW19-MP5-1.jpg|thumb|none|600px|An SAS operative wielding an MP5A3 fitted with a KAC QDSS NT-4 suppressor, micro red dot, and weaponlight.]]&lt;br /&gt;
[[File:COD MWAlpha MP5.jpg|thumb|none|600px|A multiplayer character holds an MP5A3 with Surefire 628LMF-B handguard and a red dot sight attached to a low profile rail system.]]&lt;br /&gt;
&lt;br /&gt;
===Heckler &amp;amp; Koch MP5A2===&lt;br /&gt;
The &amp;quot;solid body stock&amp;quot; attachment gives the MP5A3 a fixed stock, turning it into an [[MP5A2]].&lt;br /&gt;
[[File:H&amp;amp;KMP5-N.jpg|thumb|none|450px|Heckler &amp;amp; Koch MP5A2 with Navy trigger group - 9x19mm]]&lt;br /&gt;
&lt;br /&gt;
===Heckler &amp;amp; Koch MP5SD3===&lt;br /&gt;
The MP5A3 can also be fitted with an integrally suppressed barrel, effectively turning it into an [[MP5SD3]].&lt;br /&gt;
[[File:MP5SD3.jpg|thumb|none|450px|Heckler &amp;amp; Koch MP5SD3 - 9x19mm Parabellum]]&lt;br /&gt;
&lt;br /&gt;
===Heckler &amp;amp; Koch MP5SD2===&lt;br /&gt;
Combining the aforementioned solid stock and integral suppressor modifications turns the MP5A3 into an [[Heckler &amp;amp; Koch MP5SD|MP5SD2]].&lt;br /&gt;
[[File:MP5SD5.jpg|thumb|none|450px|Heckler &amp;amp; Koch MP5SD2 - 9x19mm Parabellum]]&lt;br /&gt;
&lt;br /&gt;
===Heckler &amp;amp; Koch MP5/10===&lt;br /&gt;
The MP5 can be converted to fire 10mm Auto ammunition, turning it into an [[Heckler &amp;amp; Koch MP5/10|MP5/10]].&lt;br /&gt;
[[File:MP5-10-retractable.jpg|thumb|none|409px|Heckler &amp;amp; Koch MP5/10 with 3-round burst trigger group and retractable stock - 10mm Auto]]&lt;br /&gt;
[[File:Heckler and Koch MP510.jpg|thumb|none|450px|Heckler &amp;amp; Koch MP5/10 with 2-round burst trigger group and sound suppressor - 10mm Auto]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MP7A2==&lt;br /&gt;
A black [[Heckler &amp;amp; Koch MP7|Heckler &amp;amp; Koch MP7A2]] appears as the &amp;quot;MP7&amp;quot;. As seen with the iron sights, charging handle, shape of the rear of the receiver, and side folding stock, it is modeled a bit differently than the regular MP7 design. &lt;br /&gt;
[[File:MP7A2.jpg‎‎ |thumb|none|400px|Heckler &amp;amp; Koch MP7A2 - 4.6x30mm]]&lt;br /&gt;
[[File:COD MWAlpha MP7.jpg|thumb|none|600px|The player character wields an MP7A2 outfitted with an EOtech EXPS2 sight and aftermarket stock adapter]]&lt;br /&gt;
&lt;br /&gt;
==IMI Uzi==&lt;br /&gt;
The [[Uzi#Uzi|Uzi]] is featured in the game.&lt;br /&gt;
[[File:Uzi-1.jpg|thumb|none|450px|IMI Uzi with buttstock extended - 9x19mm]]&lt;br /&gt;
[[File:MW19-Uzi-1.jpg|thumb|none|600px|The Uzi on the far left.]]&lt;br /&gt;
&lt;br /&gt;
==Izhmash PP-19 Bizon-2==&lt;br /&gt;
The [[Izhmash PP-19 Bizon#PP-19 Bizon-2|PP-19 Bizon-2]] is featured in multiplayer.&lt;br /&gt;
[[Image:Izhmashpp19bizon.jpg|thumb|none|450px|PP-19 Bizon-2 with side-folding stock - 9x18mm Makarov]]&lt;br /&gt;
&lt;br /&gt;
==Steyr AUG A3 9mm XS==&lt;br /&gt;
The [[Steyr AUG A3 9mm XS]] appears simply as the &amp;quot;AUG&amp;quot;. One of the multiple customization options is the &amp;quot;long barrel&amp;quot;, which gives it an [[Steyr AUG HBAR|AUG HBAR]] style barrel.&lt;br /&gt;
[[File:AUG A3 9mm XS.jpg|thumb|none|400px|Steyr AUG A3 9mm XS with RIS foregrip - 9x19mm]]&lt;br /&gt;
[[File:COD MWAlpha AUG.jpg|thumb|none|600px|The player character holds an AUG A3 9mm XS with a long barrel and EOtech EXPS2 sight. Note the properly modeled safety switch in the fire position. Despite the AUG using a progressive trigger system, the game erroneously uses the safety as a fire selector switch.]]&lt;br /&gt;
&lt;br /&gt;
===Steyr AUG A3===&lt;br /&gt;
The weapon can be modified to use 5.56x45mm ammunition; coupled with the &amp;quot;heavy duty barrel&amp;quot; attachment, this essentially turns it into an [[Steyr AUG A3|AUG A3]] assault rifle.&lt;br /&gt;
[[File:SteyrAUGA3.jpg|thumb|none|450px|Steyr AUG A3 with optics removed and 16-inch barrel - 5.56x45mm NATO]]&lt;br /&gt;
&lt;br /&gt;
=Shotguns=&lt;br /&gt;
==Fostech Origin-12==&lt;br /&gt;
The [[Fostech Origin-12]] is featured in the game.&lt;br /&gt;
[[File:Origin-12-short.jpg|thumb|none|450px|Fostech Origin-12 with short barrel - 12 gauge]]&lt;br /&gt;
[[File:MW19-Origin12-1.jpg|thumb|none|600px]]&lt;br /&gt;
[[File:MW19-Origin12-2.jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
==Knight's Armament Masterkey==&lt;br /&gt;
A [[Knight's Armament Masterkey]] was seen attached to the &amp;quot;M4A1&amp;quot; in a customization teaser.&lt;br /&gt;
[[File:Masterkey02.jpg|thumb|none|400px|Knight's Armament Masterkey - 12 gauge]]&lt;br /&gt;
&lt;br /&gt;
==Over and Under Shotgun==&lt;br /&gt;
A 12 gauge [[Over and Under Shotgun]] (possibly a Browning Citori 725, given the in-game name &amp;quot;725&amp;quot;) is available in the game.&lt;br /&gt;
[[File:Browning Citori 12 Gauge.jpg|thumb|none|450px|Browning Citori - 12 gauge]]&lt;br /&gt;
[[File:COD MWAlpha OU.jpg|thumb|none|600px|A player character wields a &amp;quot;725&amp;quot; shotgun outfitted with a magnified scope and adjustable stock.]]&lt;br /&gt;
[[File:MW2019 725 hammer.jpg|thumb|none|600px|A promotional image of the &amp;quot;Hammer&amp;quot; pre-customized variant of the &amp;quot;725&amp;quot;, given as a bonus to beta participants. It is customized with a pistol grip, angled foregrip, holographic sight, and suppressed short barrels.]]&lt;br /&gt;
&lt;br /&gt;
==Remington 870 MCS==&lt;br /&gt;
The [[Remington 870 MCS]] appears, referred to as the &amp;quot;Model 680&amp;quot;. A modified version is seen in promotional material for some of the special editions of the game.&lt;br /&gt;
&lt;br /&gt;
In contrast to shell-by-shell loading shotguns from previous games, the reloading process finally involves pumping the handle only when the weapon was empty. This is the first game in the series since ''[[Call of Duty 3]]'' to correctly depict this procedure.&lt;br /&gt;
[[File:Rem870mcs 14.jpg|thumb|none|450px|Remington 870 MCS Entry - 12 gauge]]&lt;br /&gt;
[[File:COD MWAlpha Rem870.jpg|thumb|none|600px|The player character holds a Remington 870 MCS modified with a different pumping handle, a Magpul ACS stock and an AR stock adapter.]]&lt;br /&gt;
&lt;br /&gt;
==Standard Manufacturing DP-12==&lt;br /&gt;
The [[Standard Manufacturing DP-12]] appears as the &amp;quot;R9-0 Shotgun&amp;quot;.&lt;br /&gt;
[[File:SM DP-12 FD Earth.jpg|thumb|none|450px|Standard Manufacturing DP-12 (FDE) - 12 gauge]]&lt;br /&gt;
&lt;br /&gt;
=Rifles &amp;amp; Carbines=&lt;br /&gt;
==AK-47==&lt;br /&gt;
The [[AK-47]] appears, modeled with a proper milled dust cover. Customization options include a 45-round extended magazine and a 75-round drum mag; the &amp;quot;lightweight stock&amp;quot; attachment gives it an [[AKS-74]]'s folding stock, the &amp;quot;heavy stock&amp;quot; a [[PKM]]-style stock, and the &amp;quot;long barrel&amp;quot; an [[RPK]]-style barrel and bipod. The weapon can also be modified to use 5.45x39mm ammunition, giving it an AK-74's magazine. In this configuration, it is referred to as &amp;quot;AKS-74u&amp;quot;; weirdly enough, this is the case even if it isn't modified to Krinkov length as mentioned below.&lt;br /&gt;
[[File:TypeIII AK47.jpg|thumb|none|450px|AK-47 - 7.62x39mm]]&lt;br /&gt;
[[File:MW19-AK47-1.jpg|thumb|none|600px|The AK-47 equipped with what appears to be a Matrix Aluminum Duckbill Flash Hider.]]&lt;br /&gt;
&lt;br /&gt;
===Arsenal AR-SF===&lt;br /&gt;
The AK-47 can be customized to resemble a Bulgarian [[Arsenal AR-SF]] with a Krinkov flash hider and wood furniture, though it retains the standard AK leaf sight as opposed to receiving an AR-SF's flip-up rear sight. When paired with the 5.45x39mm modification, the aforementioned &amp;quot;AKS-74u&amp;quot; identification, becomes more or less validated, although it's still not an exact match given the milled receiver.&lt;br /&gt;
[[File:7,62ar-sf.jpg|thumb|none|400px|Arsenal AR-SF - 7.62x39mm]]&lt;br /&gt;
[[File:AKSU-Krinkov.jpg|thumb|none|400px|AKS-74U, for comparison - 5.45x39mm]]&lt;br /&gt;
[[File:MW19-Krinkov-1.jpg|thumb|none|600px|The carbine in the multiplayer reveal trailer. Here it is equipped with the &amp;quot;no stock&amp;quot; attachment, which replaces the buttstock with what seems to be an unused stock adapter.]]&lt;br /&gt;
&lt;br /&gt;
==ASh-12.7==&lt;br /&gt;
The [[ASh-12.7]] prototype appears as the &amp;quot;Oden&amp;quot; (Russian for Odin, the king of the Norse pantheon of gods).&lt;br /&gt;
[[File:ASh-12 flattop.jpg|thumb|none|420px|ASh-12.7 prototype with flat top and suppressor - 12.7x55mm]]&lt;br /&gt;
[[File:ASh-12.jpg|thumb|none|420px|ASh-12.7 prototype - 12.7x55mm]]&lt;br /&gt;
[[File:COD MWAlpha Ash12.jpg|thumb|none|600px|The player character holds an ASh-12.7 rifle equipped with a magnified optic, Magpul AFG2 and a large suppressor.]]&lt;br /&gt;
&lt;br /&gt;
==FAMAS F1==&lt;br /&gt;
The FAMAS F1 is featured in both single player and multiplayer. Amusingly, it was referred to as &amp;quot;FR .556&amp;quot; in early gameplay footage, but this was later changed to a more convincing &amp;quot;FR 5.56&amp;quot;. It is fitted with an Advanced Armament Blackout Muzzle Brake and also has MFI Sig MAD sights attached to rails mounted on the carrying handle (despite the original sights' presence); somewhat strangely, it also seems to have the barrel and gas block of a [[Remington ACR]], despite the FAMAS not even being gas-operated.&lt;br /&gt;
[[File:Famas.jpg|thumb|none|450px|FAMAS F1 - 5.56x45mm NATO]]&lt;br /&gt;
[[File:Rem ACR.jpg|thumb|none|450px|Remington ACR with 14.5&amp;quot; barrel, 5-sided handguard, and fixed stock - 5.56x45mm NATO]]&lt;br /&gt;
[[File:COD MWAlpha FAMAS.jpg|thumb|none|600px|A player character wields a FAMAS F1 equipped with an optic on the carry handle mounted rail]]&lt;br /&gt;
[[File:MW19-FAMAS-1.jpg|thumb|none|600px|A FAMAS F1 being used by a terrorist at Piccadilly Circus in the reveal trailer.]]&lt;br /&gt;
&lt;br /&gt;
==FN FAL==&lt;br /&gt;
The [[FN FAL]] is available in-game.&lt;br /&gt;
[[File:FN FAL 50 00.jpg|thumb|none|450px|FN FAL 50.00 - 7.62x51mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==FN SCAR-H==&lt;br /&gt;
The [[SCAR-H]] is available in-game. Despite it being fully-automatic (as well as having a visible full-auto selector switch), it is referred to as the civilian semi-automatic SCAR 17S. It is also seen in the &amp;quot;Poster&amp;quot; calling card in multiplayer.&lt;br /&gt;
[[File:FN SCAR-H STD.jpg|thumb|none|450px|Third Generation FN SCAR-H STD - 7.62x51mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch HK433==&lt;br /&gt;
The [[Heckler &amp;amp; Koch HK433]] appears as the &amp;quot;Kilo 141&amp;quot;. The in-game model is marked with &amp;quot;Tempus Armaments&amp;quot;, a fictional arms manufacturer. &amp;quot;Kal. 5.56mm&amp;quot; is also inscribed on the rifle, which correctly reflects the German caliber markings of the real weapon.&lt;br /&gt;
[[File:HK433.jpg|thumb|none|450px|Heckler &amp;amp; Koch HK433 - 5.56x45mm NATO]]&lt;br /&gt;
[[File:MW19-PriceRifle-1.jpg|thumb|none|600px|Price with his suppressed HK433 modified with what appears to be a hybrid between Magpul ACS stock and KRISS Defiance stock. And a set of L-3 GPNVG-18 panoramic night-vision goggles somehow attached to his boonie hat without it falling off.]]&lt;br /&gt;
&lt;br /&gt;
==Karabiner 98k==&lt;br /&gt;
The [[Karabiner 98k]] is available in-game, somehow classed as a marksman rifle. It is described as being chambered in &amp;quot;7.62 Mauser&amp;quot;: although this was likely a typo, the 7.62mm caliber can incidentally make sense since Karabiner 98k rifles converted to 7.62x51mm do exist. The usage of the Kar98k in a modern context is likely inspired by its real life usage in the Syrian Civil War and the War in Donbass.&lt;br /&gt;
[[File:Karabiner-98K.jpg|thumb|none|450px|Karabiner 98k - 7.92x57mm Mauser]]&lt;br /&gt;
&lt;br /&gt;
==M14==&lt;br /&gt;
The [[M14]] appears as a designated marksman rifle. It is referred to as the &amp;quot;EBR-14&amp;quot; as of the beta, even though it was correctly called &amp;quot;M14&amp;quot; during the alpha. Like in ''[[Call of Duty 4: Modern Warfare]]'', it has a shorter 18&amp;quot; barrel.&lt;br /&gt;
[[File:M14Rifle.jpg|thumb|none|450px|M14 rifle - 7.62x51mm NATO]]&lt;br /&gt;
[[File:COD MWAlpha M14.jpg|thumb|none|600px|The player character wields an M14 equipped with a Magpul AFG2 and magnified optic.]]&lt;br /&gt;
&lt;br /&gt;
==Marlin Model 1895==&lt;br /&gt;
The [[Marlin Model 1895]] appears as the &amp;quot;MK2 Carbine&amp;quot;, under the marksman rifles class.&lt;br /&gt;
[[File:Marlin Model 1895SBL.jpg|thumb|none|450px|Marlin Model 1895SBL - .45-70]]&lt;br /&gt;
[[File:COD MWAlpha MarlinLeverAction.jpg|thumb|none|600px|A player character holds a Marlin Model 1895 equipped with a red dot sight.]]&lt;br /&gt;
[[File:MW19-Marlin-1.jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
==Mk 18 Mod 1==&lt;br /&gt;
The [[Mk 18 Mod 1]] appears, inaccurately referred to as the longer-barreled &amp;quot;[[M4A1]]&amp;quot;; the handguard length matches that of the real Mk 18 Mod 1, and the barrel is slightly longer than it, but is still closer to it rather than an M4A1. It is equipped with a Daniel Defense Mk 18 railed handguard, Knight's Armament Company Micro sights, windowed Magpul PMAG and an aftermarket charging handle latch.&lt;br /&gt;
&lt;br /&gt;
It has various customization options, including optics, barrel lengths, and stocks, along with the ability to mount an [[LMT M203]] grenade launcher. It can also be converted to use .458 SOCOM ammunition. The &amp;quot;no stock&amp;quot; attachment replaces the collapsible stock with an AR pistol receiver extension.&lt;br /&gt;
[[File:MK18MOD1.jpg|thumb|none|400px|Mk 18 Mod 1 with Crane stock, Daniel Defense MK18 RIS II rail system, and folding sights - 5.56x45mm NATO]]&lt;br /&gt;
[[File:Mw2019-teaserm4.jpg|thumb|none|600px|An &amp;quot;M4A1&amp;quot; equipped with the &amp;quot;Long Barrel&amp;quot; and &amp;quot;Hybrid Scope&amp;quot; attachments in a multiplayer teaser.]]&lt;br /&gt;
&lt;br /&gt;
===Mk 18 Mod 0===&lt;br /&gt;
The &amp;quot;short barrel&amp;quot; attachment turns the weapon into a [[Mk 18 Mod 0]], albeit with a (self-explanatory) slightly shorter barrel.&lt;br /&gt;
[[File:Mk18.jpg|thumb|none|400px|Mk 18 Mod 0 with LMT rear sight, Crane stock, and RIS foregrip - 5.56x45mm NATO]]&lt;br /&gt;
[[File:Codmw2019 carabine.jpeg|thumb|none|600px|A Mk 18 Mod 0 with a PRI folding front sight in the hands of an US soldier patrolling a Middle Eastern city.]]&lt;br /&gt;
&lt;br /&gt;
===M16A4===&lt;br /&gt;
The combination of the &amp;quot;heavy duty barrel&amp;quot; with the &amp;quot;heavy stock&amp;quot; makes the weapon resemble an [[M16A4]] fitted with a heat shield. However, the barrel is shown with an M203 groove, like an M4 carbine.&lt;br /&gt;
[[File:M16A4M203.jpg|thumb|none|450px|M16A4 (5.56x45mm) with M203 40mm grenade launcher]]&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;XRK M4&amp;quot;===&lt;br /&gt;
The &amp;quot;XRK M4&amp;quot; is a modification for the Mk 18, available in the XRK Weapons Pack for those who purchase the game digitally. It consists of a receiver based on Radian Weapons receiver with minor elements from Noveske N4 (though the left side of the upper resembles Mega Arms MATEN or Cross Machine Tools upper plus grooves from JP Enterprises CTR-02), a fictional quad rail handguard loosely based on CMMG handguards, magazine based on Magpul PMAG, stock based on Magpul ACS, laser pointer inspired by AN/PEQ-15 and an angled foregrip based on Magpul AFG. It also has a fictional extended bolt catch release lever which is a hybrid between Phase 5 Extended Bolt Release V2 and Parker Mountain Machine Oversized Bolt Catch Paddle.&lt;br /&gt;
[[File:Radian 10.5 SBR.jpg|thumb|none|400px|Radian Model 1 SBR - .223 Wylde chamber (.223 Remington and 5.56x45mm compatible)]]&lt;br /&gt;
[[File:MW19-XRK-M4-1.jpg|thumb|none|600px|The &amp;quot;XRK M4&amp;quot; along with an &amp;quot;XRK .357&amp;quot;. The right-side bolt release on the rifle is placed so far back that it would be awkward for use.]]&lt;br /&gt;
[[File:MW19-XRK-M4-2.jpg|thumb|none|600px|A character about to flip the safety switch. Note the five grooves on the upper which correspond to JP Enterprises PSC-12, however, the placement on the left side is similar to JP Enterprises CTR-02. Also note the Noveske N4 details.]]&lt;br /&gt;
&lt;br /&gt;
==MPi-KMS-72==&lt;br /&gt;
What appears to be a German [[MPi-KMS-72]] modified with an [[AK-74]] type gas block, front sight block and flash hider is used by Farah Karim as her weapon of choice in the campaign. It has a wooden hanguard with palm swell like the early MPi-KM models (and like the AK-74), along with a tape wrapped around the barrel/muzzle brake assembly and on the magazine.&lt;br /&gt;
[[File:East German Mpi-KMS with sling and side-folding stock.jpg|thumb|none|450px|MPi-KMS-72 - 7.62x39mm]]&lt;br /&gt;
[[File:AK-74 NTW 12 92.jpg|thumb|none|450px|AK-74 - 5.45x39mm, for comparison.]]&lt;br /&gt;
[[File:MW19-AK-2.jpg|thumb|none|600px|Farah with her rifle.]]&lt;br /&gt;
[[File:MW19-AK-1.jpg|thumb|none|600px|Farah fires her AK in the air.]]&lt;br /&gt;
&lt;br /&gt;
==SIG-Sauer MCX VIRTUS SBR==&lt;br /&gt;
The [[SIG-Sauer MCX#SIG-Sauer MCX VIRTUS|SIG-Sauer MCX VIRTUS SBR]] appears as the &amp;quot;M13&amp;quot;. It can be fitted with an integral suppressor that looks similar to that of the SUR300, a permanently suppressed MCX upper receiver chambered in .300 Blackout.&lt;br /&gt;
[[File:MCX VIRTUS SBR 11.jpg|thumb|none|450px|SIG-Sauer MCX VIRTUS SBR - 5.56x45mm NATO]]&lt;br /&gt;
[[File:MW19-MCX-1.jpg|thumb|none|600px|SAS operatives wielding suppressed MCX VIRTUS SBRs with EOTech XPS sights during a ''[[Zero Dark Thirty]]'' style raid.]]&lt;br /&gt;
[[File:COD MWAlpha MCXVirtus.jpg|thumb|none|600px|The player character holds an MCX VIRTUS modified with a long barrel, suppressor, red dot optic, Magpul ACS stock, and foregrip.]]&lt;br /&gt;
&lt;br /&gt;
=Sniper Rifles=&lt;br /&gt;
==Accuracy International AX50==&lt;br /&gt;
The [[Accuracy International AX50]] is featured.&lt;br /&gt;
[[File:AX50.jpg|thumb|none|450px|Accuracy International AX50 - .50 BMG]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;HDR&amp;quot;==&lt;br /&gt;
The &amp;quot;HDR&amp;quot; is a 12.7x108mm bolt-action sniper rifle of apparently fictional design.&lt;br /&gt;
[[File:MW19-HDR-1.jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
==SVD Dragunov==&lt;br /&gt;
The [[SVD Dragunov]] appears.&lt;br /&gt;
[[File:SVD Rifle.jpg|thumb|none|450px|SVD Dragunov - 7.62x54mm R]]&lt;br /&gt;
&lt;br /&gt;
=Machine Guns=&lt;br /&gt;
==Handheld Dillon Aero M134 Minigun==&lt;br /&gt;
A man-portable [[Dillon Aero M134 Minigun]] appears as the Juggernaut's primary weapon.&lt;br /&gt;
[[File:Minigun.jpg|thumb|none|450px|Dillon Aero M134 with flash suppressor - 7.62x51mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MG5==&lt;br /&gt;
The [[Heckler &amp;amp; Koch MG5]] appears as the &amp;quot;M91&amp;quot;.&lt;br /&gt;
[[File:MG5-FDE.jpg|thumb|none|450px|Heckler &amp;amp; Koch MG5, FDE version - 7.62x51mm NATO]]&lt;br /&gt;
[[File:COD MWAlpha MG5.jpg|thumb|none|600px|The player character in a Gunfight match holds an MG5.]]&lt;br /&gt;
&lt;br /&gt;
==L86A1==&lt;br /&gt;
The [[L86A1]] is featured in the game. It was referred to as the newer L86A2 during the alpha, but the name was later changed to &amp;quot;SA87&amp;quot;; intentional or not, this name sounds rather similar to the SAR-87, an experimental assault rifle from Sterling Armaments, despite the SAR not having anything in common with the L86 other than being British and derived from the [[AR-18]]. Other than that, while it does have the proper L86 barrel length and stock cutout for a folding shoulder support, it has some features of the [[L85]] assault rifle variant, namely the longer handguard (here fitted with top, bottom and right-mounted rails) and the lack of a rear vertical grip. The bipod is an optional attachment for this weapon.&lt;br /&gt;
[[File:SA80-L86A1.jpg|thumb|none|450px|L86A1 with SUSAT scope - 5.56x45mm NATO]]&lt;br /&gt;
[[File:Mwl86.jpg|thumb|none|600px|The L86A1 as seen in the multiplayer reveal trailer]]&lt;br /&gt;
&lt;br /&gt;
===L85A1===&lt;br /&gt;
The L86 can be fitted with a short barrel; coupled with the aforementioned L85 features that are already present, this essentially turns it into an [[L85A1]] assault rifle, albeit with a slightly shorter barrel.&lt;br /&gt;
[[File:Sa80-l85a1.jpg|thumb|none|400px|L85A1 - 5.56x45mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==MG34==&lt;br /&gt;
The [[MG34]] appears in the game. The usage of the MG34 in a modern context is likely inspired by its real life usage in the Syrian Civil War.&lt;br /&gt;
[[File:Mg-34man-portable.jpg|thumb|none|450px|MG34 with Gurtrommel 34 50-round belt drum - 7.92x57mm Mauser]]&lt;br /&gt;
&lt;br /&gt;
==PKM==&lt;br /&gt;
The [[PKM]] is available in-game.&lt;br /&gt;
[[File:PKM-mg.jpg|thumb|none|450px|PKM with classic (most commonly seen) version of the flash hider - 7.62x54mm R]]&lt;br /&gt;
&lt;br /&gt;
=Launchers=&lt;br /&gt;
==Carl Gustaf M4==&lt;br /&gt;
The [[Carl Gustaf M4]] appears as the &amp;quot;Strela-P&amp;quot; (despite it being unrelated to the actual [[SA-7 Grail|Strela]] MANPADS series), and is incorrectly depicted as both direct-fire and lock-on; while programmable rounds are planned for the M4 variant, none currently exist.&lt;br /&gt;
[[File:CarlG-M4.jpg|thumb|none|450px|Carl Gustaf M4 - 84x246mm R]]&lt;br /&gt;
&lt;br /&gt;
==FGM-148 Javelin==&lt;br /&gt;
The [[FGM-148 Javelin]] appears as the &amp;quot;JOKR&amp;quot;.&lt;br /&gt;
[[File:Javalin.jpg|thumb|none|400px|FGM-148 Javelin Block 0 with original M98A1 CLU and original BCU (the current production BCU has a mesh heat shield rather than a solid one) - 127mm]]&lt;br /&gt;
[[File:MW19-Javelin-1.jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
==GP-25==&lt;br /&gt;
The [[GP-25]] can be mounted on the [[AK-47]].&lt;br /&gt;
[[File:Gp-25 1.jpg|thumb|none|350px|GP-25 - 40mm]]&lt;br /&gt;
&lt;br /&gt;
==LMT M203==&lt;br /&gt;
The [[LMT M203]] grenade launcher can be attached to non-AK rifles.&lt;br /&gt;
[[File:LMT M203 9inch.jpg|thumb|none|350px|LMT M203 2003 L2B - 40x46mm]]&lt;br /&gt;
[[File:MW19-M203-1.jpg|thumb|none|600px|Reloading an LMT M203 mounted on an &amp;quot;M4A1&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==RPG-7==&lt;br /&gt;
The [[RPG-7]] is featured.&lt;br /&gt;
[[File:Rpg-7-1-.jpg|thumb|none|450px|RPG-7 - 40mm]]&lt;br /&gt;
&lt;br /&gt;
==SA-25==&lt;br /&gt;
The Russian 9K333 Verba, known by the NATO name [[SA-25]], appears in the game as the &amp;quot;PILA&amp;quot;. Despite it being a MANPADS in reality, it is depicted as having the ability to direct-fire as well as lock on to aircraft and ground vehicles in-game.&lt;br /&gt;
[[File:9K333 Verba.jpg|thumb|none|450px|SA-25 (9K333 Verba) - 72mm]]&lt;br /&gt;
&lt;br /&gt;
=Explosives=&lt;br /&gt;
==Model 7290 Flashbang Grenade==&lt;br /&gt;
The &amp;quot;Flash Grenade&amp;quot; in multiplayer is a [[Model 7290 flashbang grenade]].&lt;br /&gt;
[[File:Model 7290.jpg|thumb|none|140px|Model 7290 flashbang grenade]]&lt;br /&gt;
&lt;br /&gt;
==Mk.V CN Gas Grenade==&lt;br /&gt;
A somewhat fictionalized depiction of the American [[Mk.V CN Gas Grenade]] appears in multiplayer as the &amp;quot;Gas Grenade&amp;quot;.&lt;br /&gt;
[[File:GasGrenadeMk.jpg|thumb|none|150px|Mk.V CN Gas Grenade.]]&lt;br /&gt;
&lt;br /&gt;
==M18 Smoke Grenade==&lt;br /&gt;
The [[M18 smoke grenade|M18 Smoke Grenade]] appears in multiplayer as the &amp;quot;Smoke Grenade&amp;quot;. It is also seen being carried by SAS operatives in the reveal trailer.&lt;br /&gt;
[[File:M18red.jpg|thumb|none|150px|M18 smoke grenade]]&lt;br /&gt;
&lt;br /&gt;
==M67 Hand Grenade==&lt;br /&gt;
The [[M67 Hand Grenade]] is featured.&lt;br /&gt;
[[File:M67.jpg|thumb|none|200px|M67 Grenade.]]&lt;br /&gt;
&lt;br /&gt;
==M18A1 Claymore==&lt;br /&gt;
The [[M18A1 Claymore]] is featured.&lt;br /&gt;
[[File:M18a1 07.jpg|thumb|none|300px|M18A1 Claymore anti-personnel mine]]&lt;br /&gt;
&lt;br /&gt;
==M84 Stun Grenade==&lt;br /&gt;
A somewhat fictionalized depiction of the [[M84 stun grenade]] is featured in multiplayer as the &amp;quot;Stun Grenade&amp;quot;.&lt;br /&gt;
[[File:M84-Flash-Bang-Grenade.jpg|thumb|none|150px|M84 stun grenade]]&lt;br /&gt;
&lt;br /&gt;
==Hybrid Bouncing Mine==&lt;br /&gt;
The Italian VS-1.6 mine appears in multiplayer as the &amp;quot;proximity mine&amp;quot;. Bizarrely, its bottom is depicted as the upside and is shown with prongs similar to the Valmara 69 mine. The &amp;quot;proximity mine&amp;quot; designation is also inaccurate, furthermore the VS-1.6 is an anti-tank mine in reality but functions as a bouncing anti-personnel mine in game.&lt;br /&gt;
&lt;br /&gt;
=Emplaced/Mounted Weapons=&lt;br /&gt;
==Browning M2HB==&lt;br /&gt;
The [[Browning M2HB]] appears.&lt;br /&gt;
[[File:BrowningM2 plain.jpg|thumb|none|450px|Browning M2HB - .50 BMG]]&lt;br /&gt;
&lt;br /&gt;
==General Electric GAU-8/A Avenger==&lt;br /&gt;
The &amp;quot;Precision Airstrike&amp;quot; Killstreak in multiplayer allows the player to call in two A-10 Thunderbolt II ground attack planes to strafe the enemy with their [[General Electric GAU-8/A Avenger]] rotary cannons.&lt;br /&gt;
[[File:GAU-8 Avenger contrast.jpg‎|thumb|none|400px|General Electric GAU-8/A Avenger - 30x173mm]]&lt;br /&gt;
&lt;br /&gt;
==General Dynamics M197 Vulcan==&lt;br /&gt;
The [[M197 Vulcan]] is seen attached to the Harrier jumpjet in the Multiplayer Beta Trailer Weekend 2 continuing the Modern Warfare 2 tradition of inappropriately outfitting Harriers with swivelling gun turrets.&lt;br /&gt;
[[File:M197Gatling.jpg|thumb|none|350px|General Dynamics M197 Vulcan - 20mm]]&lt;br /&gt;
&lt;br /&gt;
==Gryazev-Shipunov GSh-30-2==&lt;br /&gt;
A fictional jet heavily inspired by the Sukhoi Su-25 &amp;quot;Frogfoot&amp;quot; is seen in the trailer, dropping cluster bombs on a scene resembling &amp;quot;the Highway of Death&amp;quot; from the 1991 Gulf War. It is similiarly used in multiplayer as the delivery system for the &amp;quot;White Phosphorus&amp;quot; killstreak. The muzzle ends of its [[Gryazev-Shipunov GSh-30-2]] cannons be seen mounted in the nose cone.&lt;br /&gt;
[[File:GSh-30-2.jpg|thumb|none|400px|Gryazev-Shipunov GSh-30-2 30mm automatic cannon - 30x165mm]]&lt;br /&gt;
&lt;br /&gt;
==Hell Cannon==&lt;br /&gt;
The Hell Cannon, an improvised mortar created and used during the Syrian Civil War appears as a prop in multiplayer maps.&lt;br /&gt;
&lt;br /&gt;
==Mk 47 Mod 0==&lt;br /&gt;
The [[Mk 47 Mod 0 Grenade Launcher|Mk 47 Mod 0]] automatic grenade launcher is seen attached to an unmanned ground drone, in a similar fashion to the one seen in the ''[[Call of Duty: Modern Warfare 3|MW3]]'' mission &amp;quot;Persona Non Grata&amp;quot; (albeit without an accompanying [[GAU-17/A]]).&lt;br /&gt;
[[File:Mk47-1.jpg|thumb|none|450px|Mk 47 Mod 0 - 40x53mm]]&lt;br /&gt;
&lt;br /&gt;
==UB-32 Rocket Pod==&lt;br /&gt;
The UB-32 Rocket Pod is attached to the Sukhoi Su-25 &amp;quot;Frogfoot&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
==B-8M Rocket Pod==&lt;br /&gt;
The B-8M Rocket Pod is attached to the Sukhoi Su-25 &amp;quot;Frogfoot&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
=Promotional Artwork/Calling Cards Exclusive=&lt;br /&gt;
==M4A1 Carbine==&lt;br /&gt;
[[M4A1]] carbines are seen in promotional artwork.&lt;br /&gt;
[[File:ColtM4.jpg|thumb|none|450px|M4A1 - 5.56x45mm NATO]]&lt;br /&gt;
[[File:M4 MW2019.jpeg|thumb|none|601px|An operator holding an M4A1; some versions of this artwork (including the Dark Edition's cover art) are flipped.]]&lt;br /&gt;
&lt;br /&gt;
==Noveske Shorty Switchblock==&lt;br /&gt;
What appears to be a [[Noveske Rifleworks rifle series|Noveske Shorty Switchblock]] equipped with a VLTOR upper receiver is seen in some promotional artwork.&lt;br /&gt;
[[File:Noveske Shorty Switchblock.jpg|thumb|none|400px|Noveske Shorty Switchblock - 5.56x45mm NATO]]&lt;br /&gt;
[[File:Codmw2019 rifle4.jpeg|thumb|none|600px|An artwork of Captain Price holding the carbine, shown at the end of the relveal trailer.]]&lt;br /&gt;
&lt;br /&gt;
==M249 SAW==&lt;br /&gt;
An [[M249]] with a vertical foregrip and a custom stock is seen in the &amp;quot;Sending Love&amp;quot; calling card.&lt;br /&gt;
[[File:New Model M249.jpg|thumb|none|450px|FNH USA M249 SAW - 5.56x45mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==Mk 46 Mod 0==&lt;br /&gt;
The [[Mk 46 Mod 0]] is seen in promotional artwork.&lt;br /&gt;
[[File:Mk 46 Mod 0.jpg|thumb|none|400px|Mk 46 Mod 0 - 5.56x45mm NATO]]&lt;br /&gt;
[[File:Pillar2.jpg|thumb|none|450px|A US soldier holding a Mk 46 Mod 0 on the left.]]&lt;br /&gt;
&lt;br /&gt;
{{Call of Duty Series}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Video Game]]&lt;br /&gt;
[[Category:First-Person Shooter]]&lt;br /&gt;
[[Category:Action]]&lt;br /&gt;
[[Category:War]]&lt;/div&gt;</summary>
		<author><name>AnActualAK47</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Talk:Call_of_Duty:_Modern_Warfare_(2019)&amp;diff=1296767</id>
		<title>Talk:Call of Duty: Modern Warfare (2019)</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Talk:Call_of_Duty:_Modern_Warfare_(2019)&amp;diff=1296767"/>
		<updated>2019-09-26T20:20:54Z</updated>

		<summary type="html">&lt;p&gt;AnActualAK47: /* About the &amp;quot;HDR&amp;quot; */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Looks like MagPul MS4 slings on those MCXs, so far the general design, animations, weapons/gear look great, i can only hope that the gameplay doesn't feel too arcadey and a bit more realistic (mix of both) then i would buy another CoD since the MW trilogy and WAW days.--[[User:Death Shadow20|Death Shadow20]] ([[User talk:Death Shadow20|talk]]) 08:26, 31 May 2019 (EDT)&lt;br /&gt;
&lt;br /&gt;
== B&amp;amp;T APC556 ==&lt;br /&gt;
&lt;br /&gt;
Hi guys,&lt;br /&gt;
&lt;br /&gt;
I think I got most weapons but this one here is rather difficult. If you look at its side while the soldier is moving the receiver looks very flat and the only weapons coming to my mind being so flat is the B&amp;amp;T APC556.&lt;br /&gt;
&lt;br /&gt;
What did you think? --[[User:Grasyl|Grasyl]] ([[User talk:Grasyl|talk]]) 09:02, 31 May 2019 (EDT)&lt;br /&gt;
&lt;br /&gt;
[[File:Rrt877 codmw2019 unknowen rifle 2.jpg|thumb|none|600px|APC556 held by an SAS Recon.]]&lt;br /&gt;
:Honestly, for firearms seen from such a distance/in small detail like this (it applies to a couple of weapons on the main page as well), it's better to wait for more content to come in future trailers instead of going ahead and speculating about literally every bit of weapon currently seen. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 09:55, 31 May 2019 (EDT)&lt;br /&gt;
&lt;br /&gt;
== One more rifle from promo-material ==&lt;br /&gt;
https://cdn.discordapp.com/attachments/529979003826601986/583658085827084310/3.jpg&lt;br /&gt;
Any thoughts? &lt;br /&gt;
--[[User:Iskorka416|Iskorka416]] ([[User talk:Iskorka416|talk]]) 09:33, 31 May 2019 (EDT)&lt;br /&gt;
:It's an HK433, just with an AAC Honey Badger-like stock. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 09:55, 31 May 2019 (EDT)&lt;br /&gt;
::Okay. This picture is from press-kit, provided for game journalists, but to avoid any troubles, the writer wouldn't share with all of pics. At least for now.--[[User:Iskorka416|Iskorka416]] ([[User talk:Iskorka416|talk]]) 10:10, 31 May 2019 (EDT)&lt;br /&gt;
:::[https://cdn.discordapp.com/attachments/529979003826601986/583658084254351380/5.jpg One more image ], better view on a M4&lt;br /&gt;
::::That Aimpoint is mounted way too low. [[User:Spartan198|Spartan198]] ([[User talk:Spartan198|talk]]) 21:13, 31 May 2019 (EDT)&lt;br /&gt;
Really not sure that’s an HK433. It looks integrally suppressed and the stock doesn’t match. Is it not some sort of SIG MCX variant? I thought it was a suppressed Rattler at first, but the magwell looks different  --[[User:Forrest1985|Forrest1985]] ([[User talk:Forrest1985|talk]]) 08:38, 1 June 2019 (EDT)&lt;br /&gt;
:Nah, looks nothing like an MCX. It is indeed an HK433, just a customized one. I get the feeling that we'll get &amp;quot;stock&amp;quot; customization option again, which could explain how they added that sliding stock on it (as well the MPi-KMS-72 style stock on the AK)... we'll see if it's the case when we got more details. Plus, note the shape of the receiver (especially behind and in front of the ejection port), the paddle magazine release and the reversible charging handle's location (above the handguard), all of which match the HK433 and not any variant of the MCX. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 10:35, 1 June 2019 (EDT)&lt;br /&gt;
::Also the cuts on the frontal side of the well mag are typical HK433. However, I think that the real HK433 can't be integrally suppressed nor accept telescoping stocks. Funny thing is that apparently even the devs know this so they attached the PDW stock to nothing or is it just me seeing things? --[[User:Nanomat|Nanomat]] ([[User talk:Nanomat|talk]]) 10:55, 1 June 2019 (EDT)&lt;br /&gt;
My bad on the MCX front, but in my defence I said some “sort of MCX”. Still, i’m not entirely convinced its a ‘433 either. The stock is probably custom, as per the above comment, but front end doesn’t quite match (unless it angle of the shot),  there’s no integral suppressed ‘433. The ejection port and lower receiver is a clear match though (on my second look). I dunno, guess we will have to wait and see. I quite like the ‘433 design so would be nice to see it. Personally hope they bring back the skins from MW:R or better yet, customisation similar to Wildlands --[[User:Forrest1985|Forrest1985]] ([[User talk:Forrest1985|talk]]) 12:27, 1 June 2019 (EDT)&lt;br /&gt;
&lt;br /&gt;
==Unknown bolt-action==&lt;br /&gt;
[https://i.redd.it/m0z9lqftxi131.jpg I don't know what this could be.]--[[User:Death Shadow20|Death Shadow20]] ([[User talk:Death Shadow20|talk]]) 15:15, 31 May 2019 (EDT)&lt;br /&gt;
:I've read somewhere that it might be the FN Ballista ala BO2 style, but I'm conflicted. Some details match but others like the stock are different. --[[User:Nanomat|Nanomat]] ([[User talk:Nanomat|talk]]) 16:45, 31 May 2019 (EDT)&lt;br /&gt;
::From the size, the proportions, and the flat, sloped upper receiver, I'm tempted to say that it's a [[PGM Hecate II]], though it doesn't seem to be a precise match. It seems like some of these guns might have customizable parts, though maybe I just have a hard time believing that the coat-hanger stock is gonna be standard and/or an attachment for the AK. [[User:Pyr0m4n14c|Pyr0m4n14c]] ([[User talk:Pyr0m4n14c|talk]]) 20:54, 31 May 2019 (EDT)&lt;br /&gt;
Looking at the receiver shape my thought was definitely something by PGM --[[User:Forrest1985|Forrest1985]] ([[User talk:Forrest1985|talk]]) 08:40, 1 June 2019 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Looks like Russian DVL-10 for me, but magwell is different and magazine looks too wide for .308 --[[User:Iskorka416|Iskorka416]] ([[User talk:Iskorka416|talk]]) 19:33, 16 June 2019 (EDT)&lt;br /&gt;
&lt;br /&gt;
I think its a Victrix Armament rifle, doesnt look 100%, but the closest I found -- [[User:Hijeffrey95|Hijeffrey95]] ([[User talk:Hijeffrey95|talk]]) 12:19, 27 June 2019&lt;br /&gt;
:I did also think of some anti-materiel rifles such as the Victrix Corvus, but yeah it doesn't exactly match it. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 05:37, 20 August 2019 (EDT)&lt;br /&gt;
&lt;br /&gt;
==2v2 Gameplay footage==&lt;br /&gt;
[https://www.youtube.com/watch?v=Bv5JqiEfxoQ Here.] --[[User:Tamarin88|Tamarin88]] ([[User talk:Tamarin88|talk]]) 17:11, 11 July 2019 (EDT)&lt;br /&gt;
:Some stuff worth noting - the P320 is called the &amp;quot;M19&amp;quot;, after its designation; the standard mag holds 10 rounds, and the 21-round extendo holds 15. The FAMAS fires in 3-round bursts, has aftermarket irons on top of its standard ones, and demonstrates a complete lack of understanding as to how decimal points work (.556 inches would make it an anti-materiel rifle, whereas .556 millimeters would be a literal gun for ants). The bolt-action sniper rifle is an [[Accuracy International AX50]], the 870 is an MCS that they're calling the &amp;quot;Model 680&amp;quot; for some reason, and the [[MG4]] is called an &amp;quot;M91&amp;quot; (probably implying a US military designation), with 75 round being the &amp;quot;Extended Mags&amp;quot; capacity, so the standard is probably 50. Shotguns are also either secondaries or primaries now, and among them is the &amp;quot;725&amp;quot; [[Over and Under Shotgun|over/under]]; the name implies a Browning Citori, though [[Call of Duty: Black Ops#Beretta Model 682|the series is no stranger to misnaming O/Us]]. There are 2 different kinds of stun grenade (an [[M84 stun grenade|M84]] and a [[Model 7290 flashbang grenade|M7290]]), though we didn't actually get to see what the normal frag grenades are. Oh, and the [[RPG-7]] has a new reload animation for the first time in ever, though I'm pretty sure that the rocket still doesn't have a booster charge. It also has a melee attack where you jab them with the rocket, even though an RPG-7 warhead's only safety system is a screw-in nose cap, so doing that would blow you straight to kingdom come. Anything else? [[User:Pyr0m4n14c|Pyr0m4n14c]] ([[User talk:Pyr0m4n14c|talk]]) 20:05, 11 July 2019 (EDT)&lt;br /&gt;
&lt;br /&gt;
::The MG appears to be MG5 not MG4. --[[User:Nanomat|Nanomat]] ([[User talk:Nanomat|talk]]) 20:13, 11 July 2019 (EDT)&lt;br /&gt;
:::Yeah, it's definitely an MG5. Also, that &amp;quot;M19&amp;quot; name is pretty much a goof lol; the P320 in reality is designed as M17 and M18, depending on the size. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 07:08, 14 July 2019 (EDT)&lt;br /&gt;
::::I quite like how they've done the animations for this one. Particularly the handguns, the way the screen shakes in conjuction with the jerkiness of the muzzle flip makes it seem like the player character is an actual human controlling recoil rather than a robot who can hold a perfect aim at all times.--[[User:Aidoru|Aidoru]] ([[User talk:Aidoru|talk]]) 03:19, 17 July 2019 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Modern Warfare 2011 ==&lt;br /&gt;
&lt;br /&gt;
I can’t help feel that the weapons list is well...dated!&lt;br /&gt;
&lt;br /&gt;
Famas...dropped by French for Hk416 because its outdated&lt;br /&gt;
&lt;br /&gt;
L86 rarely used by British Army and completely replaced as of April 2019&lt;br /&gt;
&lt;br /&gt;
AUG, Mp5, M14 really? &lt;br /&gt;
&lt;br /&gt;
Desert Eagle ffs come on!&lt;br /&gt;
&lt;br /&gt;
Even the M4A1 feels rehashed, afterall if were playing tier 1 Operators who use Mk18’s or C8’s (in SAS’ case) should the game not match the reality? &lt;br /&gt;
&lt;br /&gt;
--[[User:Forrest1985|Forrest1985]] ([[User talk:Forrest1985|talk]]) 05:20, 14 July 2019 (EDT)&lt;br /&gt;
:Just because an older gun has only been recently replaced by a newer gun does not mean all previous guns in a nations inventory magically disappear into the ether. Many nations still use the M4, AUG, MP5, and M14 as well. The Desert Eagle is a series staple, so I'm not surprised it makes another appearance. The game has plenty of new guns as well, such as the Sig MCX, the M17, the HK433, and so on, so far it seems to strike a decent balance between classic Call of Duty guns and up to date guns.--[[User:Aidoru|Aidoru]] ([[User talk:Aidoru|talk]]) 15:36, 14 July 2019 (EDT)&lt;br /&gt;
&lt;br /&gt;
;:There were quite a few FAMASs in the recent Bastille Day parade; the French haven’t fully rolled out HK416Fs overnight since officially adopting them.--[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 15:51, 14 July 2019 (EDT)&lt;br /&gt;
Very true but there are also older weapons that have never appeared in COD before that could have been used instead. I mean why have the L86 when an RPK74 which is more widespread and has seen more use than the L86. Every time COD wants a bullpup it goes AUG and Famas, why not L85A2, CR21 or any other multitude of bullpup choices. I’m just saying the choices seem very safe and “copy/paste” to me. --[[User:Forrest1985|Forrest1985]] ([[User talk:Forrest1985|talk]]) 16:02, 14 July 2019 (EDT)&lt;br /&gt;
:Huh? The AUG and the FAMAS didn't make a lot of appearances in the CoD universe (the only ''main'' games in which they appeared are MW2 and &amp;lt;small&amp;gt;*facepalm*&amp;lt;/small&amp;gt; Black Ops - unless you consider the &amp;quot;futurized&amp;quot; versions in BO3/BO4), and from what I've read the AUG is one of the most reliable bullpup weapons, so its appearance is legit. Also come on, the MP5 is one of the most popular submachine guns worldwide (if not ''the'' most popular), you certainly can't avoid putting it in the game. I definitely agree that the L86 is a dumb choice though, and we all know the issue with the Desert Eagle, although in the later case you could argue that it has become an iconic weapon in the MW series, so players will have fun again with it in multiplayer. The devs should have put a Mk 14 EBR as opposed to that &amp;quot;modernization&amp;quot; attempt of a normal M14. Other than that, I'm happy with the presence of weapons such as the P320, MCX VIRTUS, MG5, and '''especially''' the Remington 870 MCS, which should have been included in the MW series from the start (as opposed to those weird choices of Winchester 1200 and SPAS-12). I'm hoping they will add some firearms such as the Saiga 12, SIG MPX, HK417, SR-25, Glock 17, Mk 23 Mod 0, etc. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 17:02, 14 July 2019 (EDT)&lt;br /&gt;
Yeah my bad Its probably because both the Aug and Famas were rinsed in both MW2 and Blops. They could have at least picked the Thales F90 for a modern Aug and there are plenty of better choices than the Famas! The MP5 i have no issue with. It is still the premier CT SMG used worldwide and deserves it place. The MK14 would have been a better choice I agree, but I would have picked G28/417 or SR25 EC over it for a more modern touch. --[[User:Forrest1985|Forrest1985]] ([[User talk:Forrest1985|talk]]) 07:59, 20 July 2019 (EDT)&lt;br /&gt;
:In fairness, the AUG shown in-game is the 9mm SMG version (the Thales doesn't have such a counterpart), and it's not like there are many other choices of current-production bullpup SMGs besides the FN P90, IWI X95 9mm, and QCW-05 / CS/LS2. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 08:26, 20 July 2019 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Raw multiplayer footage ==&lt;br /&gt;
&lt;br /&gt;
Some new MP footage got released today. More of the same, but without the screaming streamers and featuring several new weapons. &lt;br /&gt;
&lt;br /&gt;
Watch it here: https://www.youtube.com/watch?v=rVnJvZjMNCs&lt;br /&gt;
&lt;br /&gt;
What I noticed right off the bat:&lt;br /&gt;
&lt;br /&gt;
-An AK-47 with an RPK style barrel. An attachment or visual customization of some sort, I think. Other than the barrel, the AK's layout was pretty typical.&lt;br /&gt;
&lt;br /&gt;
-Some kind of (integrally suppressed?) bolt-action sniper rifle that I cannot identify for the life of me.&lt;br /&gt;
&lt;br /&gt;
-A .357 magnum revolver, probably a Smith and Wesson. &lt;br /&gt;
&lt;br /&gt;
-A compact AR-15-style rifle.&lt;br /&gt;
&lt;br /&gt;
-An MG42-type machine gun, maybe supposed to be an MG3? It appears to have the MG34's Panzerlauf stock. &lt;br /&gt;
&lt;br /&gt;
-The SIG-Sauer MCX made an appearance. It's known as the &amp;quot;M13.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
-Some kind of bullpup assault rifle that I can't identify but vaguely looks like a QBZ-95.  &lt;br /&gt;
&lt;br /&gt;
--[[User:PyramidHead|PyramidHead]] ([[User talk:PyramidHead|talk]]) 18:10, 18 July 2019 (EDT)&lt;br /&gt;
&lt;br /&gt;
:It is an MG34, yeah in a modern game. And the AK is either type II or III. --[[User:Nanomat|Nanomat]] ([[User talk:Nanomat|talk]]) 19:11, 18 July 2019 (EDT)&lt;br /&gt;
&lt;br /&gt;
::The bullpup rifle was a [[ShAK-12]], interestingly enough, with some serious recoil along for the ride. It also holds 40 rounds in what appears to be a 20-round magazine. Oh, and don't forget the [[Marlin Model 1894]], which I'm guessing will be classified as a sniper rifle in-game. As for the MG34, it's not ''that'' far-fetched; some have turned up in combat zones in the Middle East, which is where I assume at least some of the campaign will be taking place. A fair bit less plausible is the 100-round capacity that they've blessed the 50-round belt drum with. [[User:Pyr0m4n14c|Pyr0m4n14c]] ([[User talk:Pyr0m4n14c|talk]]) 19:53, 18 July 2019 (EDT) P.S.: Speaking of capacity, I really don't get why they felt the need to give the [[SIG-Sauer P320|P320]] a 10-round default mag and a 15-round extended one; unless it's supposed to be in a different caliber, it should hold 15 in a standard mag, while the extendo looks like the full-size version's 21-rounder.&lt;br /&gt;
&lt;br /&gt;
:::As always, gameplay balancing I guess. --[[User:Nanomat|Nanomat]] ([[User talk:Nanomat|talk]]) 19:55, 18 July 2019 (EDT)&lt;br /&gt;
&lt;br /&gt;
::::Maybe the MG 34 is a “kit” for the MG5? It at least sounds better than the MG 42 in WWII, I’ll give it that.--[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 23:18, 18 July 2019 (EDT)&lt;br /&gt;
:::::I hope they don't bring back the &amp;quot;kit&amp;quot; system of firearm variation. Agreed on the audio being leagues better than previous CoDs, there's some nice impact to it now. CoD: WW2 made all their guns sound like someone flicking pebbles at a sheet of tin.--[[User:Aidoru|Aidoru]] ([[User talk:Aidoru|talk]]) 01:31, 19 July 2019 (EDT)&lt;br /&gt;
::::::Funny thing is that [[Talk:Battlefield 4#Revolver reloads|I mentioned]] two months ago the fact that I hadn't seen yet the &amp;quot;universal&amp;quot; revolver reloading technique in a video game, aaaaaaaaand it ended up in this game :D I'm fairly sure the Marlin isn't a Model 1894, but likely &amp;lt;s&amp;gt;a 336&amp;lt;/s&amp;gt; an 1895, given the trigger guard and the ejection port (the latter having been seen in an earlier video). Regarding the compact AR-style rifle, I'm pretty sure it's a shorter version of the already present MCX VIRTUS (we can exclude the Rattler, since the handguard looks longer than it). The 870 MCS wasn't pumped after a partial reload, which (likely, but I'm not holding my breath) means we will finally see different partial/empty reloads for shell-by-shell reloading shotguns (the only time it was done in a Call of Duty game is... get this, in the 13-year old CoD3). &amp;lt;s&amp;gt;Where I'm less impressed though, is the AK-47 part: while I can excuse its presence since there is also a more modern AK shown in the reveal trailer, the devs ''once again'' chose to slap a ribbed receiver cover on it.&amp;lt;/s&amp;gt; --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 08:06, 19 July 2019 (EDT)&lt;br /&gt;
:::::::EDIT: I checked again, and it appears that the receiver cover is appropriately smooth. I appreciate the recent edit, Aidoru. I previously didn't look ''very'' closely (and it was likely at lower quality), and some scratches on the cover made it seem like a ribbed one. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 16:29, 2 August 2019 (EDT)&lt;br /&gt;
::::::::Speaking of AK, if the Russian Federation armed forces show up in this game, I would faint if they used an AK-74 instead of an older AK model. At least give me an AK-12 or an AK-15. At the very least, I hope to see more modern Russian weapons instead of Russians running around with FAMASs, AUGs, FALs, and Strikers like in Modern Warfare 2 and 3. --[[User:PyramidHead|PyramidHead]] ([[User talk:PyramidHead|talk]]) 15:19, 19 July 2019 (EDT)&lt;br /&gt;
:::::::::Just make it the ''mass production'' AK-12 and/or -15 instead of the 2012 prototype that's getting into XM8 levels of overuse. [[User:Spartan198|Spartan198]] ([[User talk:Spartan198|talk]]) 19:17, 1 August 2019 (EDT)&lt;br /&gt;
Amen to that! I’m hoping they use AK74’s as well not the AKM every game seems to depict. AK15 would be preferable but given the rebels part take place in past, ‘74 would be better suited. Personally I would have had the AK74 and RPK in this game and included the AK12 and RPK16 as “skins” like MW:R. Do you think they will add the F2000 in as that has shown up on Syria in a few clips/photos --[[User:Forrest1985|Forrest1985]] ([[User talk:Forrest1985|talk]]) 08:06, 20 July 2019 (EDT)&lt;br /&gt;
&lt;br /&gt;
Well, new gameplay uploaded on InfinityWard's official youtube channel. A lot more focus on the MCX and 870 this time. I wonder what triggers the player characters usage of the thumb-over-bore grip, the length of barrel/type of grip, or maybe its a faction specific thing.--[[User:Aidoru|Aidoru]] ([[User talk:Aidoru|talk]]) 01:33, 13 August 2019 (EDT)&lt;br /&gt;
https://www.youtube.com/watch?v=cJ-fuJRgqUc&lt;br /&gt;
&lt;br /&gt;
== Mk 18 ID ==&lt;br /&gt;
Are we sure it's a Mod 1? Not a lot can be gleaned from the image, but it looks like it's just a Mod 0 with a PRI folding front sight block. [[User:Spartan198|Spartan198]] ([[User talk:Spartan198|talk]]) 13:53, 22 July 2019 (EDT)&lt;br /&gt;
:[http://youtu.be/CDeKijb1e7M?t=544 Here's] some gameplay footage of it, if it helps. But anyway, judging by the video linked below, the weapon has the front sight on the railed handguard by default, but customization options do include a folding front sight block and a traditional AR-15 front sight. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 14:24, 22 July 2019 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Customization teaser ==&lt;br /&gt;
&lt;br /&gt;
[https://twitter.com/callofduty/status/1153349005319032832 Looks pretty extensive.]--[[User:Tamarin88|Tamarin88]] ([[User talk:Tamarin88|talk]]) 14:04, 22 July 2019 (EDT)&lt;br /&gt;
:Ohhhh, I think I'm gonna enjoy this --[[User:PyramidHead|PyramidHead]] ([[User talk:PyramidHead|talk]]) 14:43, 22 July 2019 (EDT)&lt;br /&gt;
::Couldn't they add the M26 MASS as opposed to that outdated (and recycled) Masterkey? --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 18:00, 22 July 2019 (EDT)&lt;br /&gt;
:::Looks cool. I just hope they don't go overboard with the skins (no animated neon pink tigerstripes with diamonds please), or lock some of the customization options behind lootboxes/ridiculous grinds.--[[User:Aidoru|Aidoru]] ([[User talk:Aidoru|talk]]) 00:47, 23 July 2019 (EDT)&lt;br /&gt;
&lt;br /&gt;
== New Trailer ==&lt;br /&gt;
&lt;br /&gt;
The multiplayer reveal came out; [https://www.youtube.com/watch?v=J7Ivdq5E-fs here's a link.] Looks pretty interesting so far; I've got some things to point out, but what I don't have right now is time. Cheers, [[User:Pyr0m4n14c|Pyr0m4n14c]] ([[User talk:Pyr0m4n14c|talk]]) 13:59, 1 August 2019 (EDT)&lt;br /&gt;
: There's also a full live stream of gameplay going on right now, so someone should probably sift through that after it finishes. --[[User:Tamarin88|Tamarin88]] ([[User talk:Tamarin88|talk]]) 14:32, 1 August 2019 (EDT)&lt;br /&gt;
&lt;br /&gt;
==Revolver==&lt;br /&gt;
Looks like it could be a Smith and Wesson Model 586 with the barrel inletted for a scope mount. [[User:Black Irish Paddy|Black Irish Paddy]] ([[User talk:Black Irish Paddy|talk]]) 19:19, 1 August 2019 (EDT)&lt;br /&gt;
&lt;br /&gt;
== IGN Loadout montage video ==&lt;br /&gt;
&lt;br /&gt;
https://www.youtube.com/watch?v=iiKHyejWvzQ&lt;br /&gt;
&lt;br /&gt;
They go through all the guns available in the beta but not all the customisation options. They mention how it's possible to do things like add a 5.45mm &amp;quot;conversion kit&amp;quot; to the AK to turn it into a 74. And an unmodified L86 is just a bog-standard L85. Should probably follow the Payday 2 guide of putting entries for every complete weapon you can turn each gun into.[[User:Temp89|Temp89]] ([[User talk:Temp89|talk]])&lt;br /&gt;
&lt;br /&gt;
== FN FAL/DSA 58  ==&lt;br /&gt;
&lt;br /&gt;
Noticed this in a screen&lt;br /&gt;
https://imgur.com/a/AtTaJ5u&lt;br /&gt;
&lt;br /&gt;
Not sure how to edit on here though, apologies...&lt;br /&gt;
:I get myself a FAL, and it's a classic one as opposed to the weird looking one in MW2! I'm happy. --[[User:PyramidHead|PyramidHead]] ([[User talk:PyramidHead|talk]]) 20:49, 2 August 2019 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Price's carbine ==&lt;br /&gt;
&lt;br /&gt;
So, as seen on the page, the Noveske with a VLTOR upper is the closest ID that I found over two weeks ago for the carbine held by Capt. Price in the game cover and other artwork. For anyone who would like to take a close look at the weapon and see if there's a better match or some noteworthy info, [http://i.jeuxactus.com/datas/jeux/c/a/call-of-duty-modern-warfare/xl/call-of-duty-modern-war-5cf00acc5610e.jpg here's] a very high resolution image of it, and [http://www.gamenite.de/wp-content/uploads/2019/05/CallOfDutyModernWarfare2019.jpg here's] a nearly full view of the weapon. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 10:43, 7 August 2019 (EDT)&lt;br /&gt;
&lt;br /&gt;
==Weapon Prediction==&lt;br /&gt;
Probably the MW Remastered weapons will be in the game. Their names and aestetyc don't match with the original COD. MW but match with the new one. PKM and FAL are already confirmed.So the &amp;quot;Prokolot&amp;quot;,&amp;quot;D-25S&amp;quot;,Saiga-12,Cheytac M200,&amp;quot;Fang 45&amp;quot; are on the table.--[[User:Dannyguns|Dannyguns]] ([[User talk:Dannyguns|talk]]) 03:28, 12 August 2019 (EDT)&lt;br /&gt;
:I doubt any of the fictional weapons will make it in. The SAIGA-12 and Cheytac M200 might, but not the Prokolot, D-25S or Fang-45.--[[User:Aidoru|Aidoru]] ([[User talk:Aidoru|talk]]) 09:25, 12 August 2019 (EDT)&lt;br /&gt;
::Yeah, I'd agree - I mean, the FAL that we've seen so far is pretty clearly just an ordinary FAL, not the weird hybrid AR-ish thingy from ''MWR'' that resembles a lot of things but isn't quite any of them. It seems to me like this game's arsenal will be more or less proprietary. [[User:Pyr0m4n14c|Pyr0m4n14c]] ([[User talk:Pyr0m4n14c|talk]]) 10:25, 12 August 2019 (EDT)&lt;br /&gt;
Those dumb fictional weapons? No. Just no. They shouldn't have been in MWR in the first place; that game started very well with improvements on realism regarding weapon models, etc., but the devs pretty much ruined it with those frankenguns. Thankfully this most likely ain't happening with the new MW, considering that this is Infinity Ward, and not Raven Software, [[Call of Duty Online|who was already known for creating frankenguns]]. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 16:09, 12 August 2019 (EDT)&lt;br /&gt;
&lt;br /&gt;
I doubt we'll see ''any'' reuse of weapons from previous CoDs - the work required for the new attachment system would probably make converting old models not worth it. --[[User:Tamarin88|Tamarin88]] ([[User talk:Tamarin88|talk]]) 14:43, 12 August 2019 (EDT)&lt;br /&gt;
&lt;br /&gt;
==Frankenguns==&lt;br /&gt;
Now with the new gun customization, it appears that they will crank up to 11 the frankengun-ism. I am wondering about the AK customization in particular. They widely advertised that it is possible to customize the default AK47 into an &amp;quot;AK74u&amp;quot; however, what it actually does is to outfit it with an AKS-74U's wooden handguard and a [https://www.k-var.com/flash-hider-cone-design-for-762x39-24x15mm-rh-threads-us-made 7.62 x 39mm krinkov muzzle]. Now, this is all good when we speak about a 7.62 x 39mm AK but the thing is that this same setup (AK47 base) can be outfitted with 5.45x39mm mags while retaining the base AK47 receiver. So the question is would it be possible to somehow achieve this in reality, like maybe put the internals of a 5.45x39mm AK into a 7.62 x 39mm receiver? Could this work mechanically because that is precisely what we got in the game?&lt;br /&gt;
&lt;br /&gt;
Also would there be any issue with attaching a 20&amp;quot; barrel to an Mk18 or M4A1 or whatever similarly to what can be done in game? Man, this new customization system is cool but it's gonna raise a lot of questions. Also, I think maybe we should split all of the submodification items from the main weapons into a separate section like what we've done with BFV's &amp;quot;cosmetic modifications&amp;quot; section because the way things are currently listed on the MW page is gonna cause a lot of confusion like &amp;quot;What? That ain't Mk18 no more, it's an M16 bruh... but why then it shoots in full auto huhh???&amp;quot; --[[User:Nanomat|Nanomat]] ([[User talk:Nanomat|talk]]) 19:06, 16 August 2019 (EDT)&lt;br /&gt;
:Regarding your first question about AKs, it'd essentially be a custom build, grafting (and probably hand-fitting) AKS-74U parts into an original AK-47 receiver. For the second, there shouldn't be any issues with attaching non-standard barrels to Mk18 uppers, as 18 uppers are the same thing as A4 uppers, just fitted with shorter barrels and handguards. And, for the final one, I'd figure that the way that we have it now is probably the best bet; the ''BFV'' system works because you're less customizing one gun into another (which is what you can do here) and more attaching parts from one variant of a gun to another - for example, you can put a Mk2 stock on a Mk1 Bren, but it's still a Mk1 Bren. This is the precedent for these sorts of customization issues elsewhere; for example, it's what was done for ''[[Payday 2]]''. Hope this helps. [[User:Pyr0m4n14c|Pyr0m4n14c]] ([[User talk:Pyr0m4n14c|talk]]) 21:04, 16 August 2019 (EDT)&lt;br /&gt;
::And regarding the M16, if you really want to avoid that full-auto/burst confusion, you could probably identify the section as a Colt Model 901/M16A3 (the full-auto counterpart of the flat top M16A4), but keep the current reference image due to the heat shield. But IMO it isn't really necessary to change it, considering that we're already saying that &amp;quot;it resembles&amp;quot; an M16A4, plus one of the weapon perks in-game do actually turn it into a 3-round burst weapon. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 15:45, 18 August 2019 (EDT)&lt;br /&gt;
:::I changed the Arsenal AR-SF section to AKS-74U as the game simply puts parts from the AKS-74U to the base AK47 receiver. Also, I think we should emphasize more on the fact that the parts from &amp;quot;secondary&amp;quot; weapons are attached to the &amp;quot;main&amp;quot; receiver. I was going to make the same to the M16A4 section but as far as I understand from the above reply, the MK18 and the M16A4 both use the same receiver, at least visually, in reality. However, the fact that the weapon (in game) by default fires in full auto means that the base receiver is the MK18 one. Now the technical impossibility in this case here comes from the 3-round burst perk you describe. If that is indeed the case then we end up with that particular receiver being able to switch between full auto/3 burst which as far as I know is not a feature of any AR receiver? --[[User:Nanomat|Nanomat]] ([[User talk:Nanomat|talk]]) 21:59, 19 August 2019 (EDT)&lt;br /&gt;
::::Nah, I reverted it, because it's better to show what the resulting model looks like, and the in-game weapon still has a milled receiver like the AR-SF, which is not the case for the AKS-74U. For the record, the combo of an AR-SF with Krinkov flash hider and wood handguard has indeed been done in some movies like [[District B13#Arsenal AR-SF|Banlieue 13]] and [[36th Precinct#Arsenal AR-SF|36 Quai des Orfèvres]]. Now regarding the burst perk, in fairness I just mentioned how the behavior of the in-game weapon will change to 3-round burst, and that it would potentially avoid the confusion between burst/auto that you mentioned at the end of your first comment. I don't think the burst perk changes the selector markings on the weapon model itself (unlike the normal attachments), plus I'm not sure whether the perk replaces the full-auto fire by 3-round burst or it adds a burst setting alongside the full-auto/semi-auto modes. Though in response to your last question, the safe/semi/burst/auto selector does exist on the &amp;quot;M4 Commando Enhanced&amp;quot; and the &amp;quot;M4 Carbine Enhanced&amp;quot; as discussed [[Talk:M16 rifle series#Colt Model 978|here]], but either way it's kinda irrelevant, since I'm pretty sure that this &amp;quot;burst&amp;quot; perk is available on many weapons in-game, not just the &amp;quot;M4A1&amp;quot;. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 05:06, 20 August 2019 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Public Beta ==&lt;br /&gt;
&lt;br /&gt;
So, a new promo trailer dropped. A couple of things were shown, namely a mine that kinda looks like a flattened TS-50 with an S-Mine sticking out of the top (I think this was already shown, but now we have a good view of it), and a PKM (thankfully enough; it'd be odd to have a PKM stock as an attachment without the gun it belongs to). More important, however, is what this trailer was ''for'': there's apparently going to be a PS4-exclusive public beta of the 2v2 mode this weekend. If any of you have a PS4 capture device, now's your time to shine. [[User:Pyr0m4n14c|Pyr0m4n14c]] ([[User talk:Pyr0m4n14c|talk]]) 22:49, 19 August 2019 (EDT)&lt;br /&gt;
:Shoot, the PS4 already has a built in screencap feature, so a specific device isn't even necessary. I'm planning on downloading it, I could definitely take some screencaps.-[[User:Aidoru|Aidoru]] ([[User talk:Aidoru|talk]]) 00:53, 20 August 2019 (EDT)&lt;br /&gt;
I just want to say that the animators at IW have really outdone themselves on this game. I love all the reload animations, the visual recoil is well done, and they even included animated fire selector switches that the player character will engage with his hand/thumb depending on the gun.--[[User:Aidoru|Aidoru]] ([[User talk:Aidoru|talk]]) 04:43, 25 August 2019 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Revolver ==&lt;br /&gt;
&lt;br /&gt;
I think the revolver is [[Taurus Model 689]] at least for me it looks like one&lt;br /&gt;
--[[User:Relb357|Relb357]] &lt;br /&gt;
September 8 2019&lt;br /&gt;
&lt;br /&gt;
== P320 ID ==&lt;br /&gt;
If it lacks features indicative of the M18 (manual safety, three rail slots instead of four), shouldn't we classify it as a P320 instead? [[User:Spartan198|Spartan198]] ([[User talk:Spartan198|talk]]) 23:13, 12 September 2019 (EDT)&lt;br /&gt;
:It has the M18's optic cut on the slide though, and the SIG-Sauer website mentions that non-manual safety M17 pistols are planned to be shipped (I'm not sure if it also applies to the M18 though). I suppose we could alternatively identify it as a P320 RX Compact with the ROMEO1 sight removed (assuming that it ''can'' easily be removed, which I have yet to check). --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 23:44, 12 September 2019 (EDT)&lt;br /&gt;
::They mention that the battery on the RX Compact's RDS can be changed without having to remove it, so I'm pretty sure it's removable. If it wasn't, that sentence would be nonsensical. I didn't know about them releasing M17s without manual safeties, though. [[User:Spartan198|Spartan198]] ([[User talk:Spartan198|talk]]) 06:10, 13 September 2019 (EDT)&lt;br /&gt;
:::Yep, plus I now checked a video; when Phil Strader talks about the RDS [http://youtu.be/HLs-qZMyL70?t=54 here], he says &amp;quot;if you don't feel like using it and you want to use regular iron sights&amp;quot;. [http://youtu.be/-ZGRJtFtaOA?t=3768 Here's] a view of the in-game gun if you're interested, but anyway it ultimately seems that the RX Compact identification is legit. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 09:16, 13 September 2019 (EDT)&lt;br /&gt;
&lt;br /&gt;
==About the &amp;quot;HDR&amp;quot;==&lt;br /&gt;
Carrying on from one of the early discussions regarding the unidentified sniper rifle, [http://media.playstation.com/is/image/SCEA/call-of-duty-modern-warfare-operator-enhnaced-edition-contents-image-block-01-ps4-us-01aug19?$native_t$ here's] a higher quality image of the operator pack that includes a slightly modified version of it. And now, here's an in-game view of the weapon:&lt;br /&gt;
[[File:MW19-HDR-2.jpg|thumb|none|600px]]&lt;br /&gt;
As for my two cents, it may or may not be something like a Zastava M12 Black Spear with some sort of custom chassis and magwell, and a different bolt assembly. But then again, it's just an assumption, I just... I don't know. In the meantime, it would be appreciated if someone provides an image showing a full view of the right side; it might help us identify it. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 09:48, 13 September 2019 (EDT)&lt;br /&gt;
:[https://youtu.be/kOlEnrEpL5o?t=482 Here is an overview]. BTW it appears to be another frankengun again as the handguard of the handguard (yeah...) appears to be the [https://www.venturesurplus.com/products/used-m203-upper-handguard-carbine-length/ carbine length M203 GL handguard].--[[User:Nanomat|Nanomat]] ([[User talk:Nanomat|talk]]) 14:21, 16 September 2019 (EDT)&lt;br /&gt;
::Damn, this thing has the problem of a whole lot of the guns in ''MGS5'' - it ''kinda'' looks like a lot of things, but doesn't exactly match any of them. It sorta looks like a Zastava, it sorta looks like a Victrix Corvus, it sorta looks like an upscaled Lobaev DVL-10... and yet, in spite of this, it doesn't seem to be any of them. [[User:Pyr0m4n14c|Pyr0m4n14c]] ([[User talk:Pyr0m4n14c|talk]]) 16:34, 16 September 2019 (EDT) P.S.: The more I unsuccessfully try to wrap my head around this thing, the more I worry that the same might be true of the .357. Granted, that thing does seem to just be a Taurus, but I fear that some may disagree.&lt;br /&gt;
:::Well, even though this might be the COD with most realistic depiction of guns, I managed to find that they deliberately gave them some subtle fictional details. For example look at [https://i.redd.it/cbxwmej5twd31.png MW's Harrier] and a [http://img.timeinc.net/time/2011/weapons/harrier.jpg real one]. Note that the real one has semi circular air intakes while the game's version has more squareish ones. Also compare the [http://www.imfdb.org/images/e/ea/DesertEagle50AE.jpg real Deagle] to the [https://youtu.be/kOlEnrEpL5o?t=505 game's version]. Note how the MW's Deagle has the pins above the trigger guard in the wrong place and also has more grooves on the slide than the real one. I think they are doing this on purpose. If somebody comes up with a lawsuit &amp;quot;Heyyy, u can't use our weapon in ur game!&amp;quot; and bla bla they can simply claim that the weapon they depict is not the same, it has differences, minor but still.--[[User:Nanomat|Nanomat]] ([[User talk:Nanomat|talk]]) 19:20, 16 September 2019 (EDT)&lt;br /&gt;
::::Infinity Ward seems to be doing these modifications in an inconsistent manner. You have a slightly fictionalized Desert Eagle with a made up name, but you also have the &amp;quot;M13&amp;quot; which is (as far as I can tell) pretty much an exact likeness of the MCX Virtus. Similiarly, they gave the MP7 its proper name, but they also gave it the same treatment as the Desert Eagle, with a fictional stock, handguard, charging handle, etc. In terms of Killstreaks, you have the notHarrier, notFrogfoot, the weird looking notPredator with an AEW rotodome alongside an accurately modelled Apache, Pave Low and A-10.--[[User:Aidoru|Aidoru]] ([[User talk:Aidoru|talk]]) 00:52, 17 September 2019 (EDT)&lt;br /&gt;
::::One of the developers on Reddit actually said that was the case regarding the L86. I doubt it's really necessary (most games get away with much more accurate guns, even today), but I imagine Activision's lawyers are especially antsy because CoD has had licensing deals in the past, and I presume they're thinking that the gun companies will be watching them for use after the deal expired.--[[User:Tamarin88|Tamarin88]] ([[User talk:Tamarin88|talk]]) 07:09, 17 September 2019 (EDT)&lt;br /&gt;
I think it's an Zastava M93 Black Arrow (which has the same caliber) with a completely custom chassis and furniture. The position of the pistol grip and magazine match the M93 pretty well too.--[[User:BaileyJIII|BaileyJIII]] ([[User talk:BaileyJIII|talk]]) 09:43, 20 September 2019 (EDT)&lt;br /&gt;
:Oh wow, I haven't logged into this site for years, I know you're happy to see me again. Anyway, I'm thinking that the reason that they are doing these minor cosmetic changes to make guns and especially vehicles look less realistic is because of fear of lawsuits. There was after all this (https://www.rockpapershotgun.com/2017/11/09/humvee-manufacturer-suing-activision-over-call-of-duty-vehicles/?utm_source=feedburner&amp;amp;utm_medium=feed&amp;amp;utm_campaign=Feed%3A+rockpapershotgun%2Fsteam+%28Rock%2C+Paper%2C+Shotgun%3A+Steam+RSS%29) (I forgot how to format links properly, sorry) case some years ago and I'm thinking Activison wants to avoid that happening again. This doesn't answer why some guns look more or less like their real counterpart though. Another reason could be political. Some might say that it's &amp;quot;problematic&amp;quot; or something to depict guns to realistically. Then again, I'm not sure about that.--[[User:AnActualAK47|AnActualAK47]] ([[User talk:AnActualAK47|talk]]) 15:15, 26 September 2019 (EDT)&lt;br /&gt;
::Yay you’re back, along with Modern Warfare! Been missing your great screenshot work my dude.--[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 15:33, 26 September 2019 (EDT)&lt;br /&gt;
:::Aaww, thank you! Sadly I won't be screenshotting this game at launch at least. I won't get it until I get a new PC, which will be some months from now. I am going to play it though. This is the first CoD game I've ever actually felt hyped for. Especially with the return of that MW3 style of survival mode (another reason for waiting due to that timed exclusivity) and those large maps with vehicles.--[[User:AnActualAK47|AnActualAK47]] ([[User talk:AnActualAK47|talk]]) 16:20, 26 September 2019 (EDT)&lt;/div&gt;</summary>
		<author><name>AnActualAK47</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Talk:Call_of_Duty:_Modern_Warfare_(2019)&amp;diff=1296756</id>
		<title>Talk:Call of Duty: Modern Warfare (2019)</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Talk:Call_of_Duty:_Modern_Warfare_(2019)&amp;diff=1296756"/>
		<updated>2019-09-26T19:16:42Z</updated>

		<summary type="html">&lt;p&gt;AnActualAK47: /* About the &amp;quot;HDR&amp;quot; */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Looks like MagPul MS4 slings on those MCXs, so far the general design, animations, weapons/gear look great, i can only hope that the gameplay doesn't feel too arcadey and a bit more realistic (mix of both) then i would buy another CoD since the MW trilogy and WAW days.--[[User:Death Shadow20|Death Shadow20]] ([[User talk:Death Shadow20|talk]]) 08:26, 31 May 2019 (EDT)&lt;br /&gt;
&lt;br /&gt;
== B&amp;amp;T APC556 ==&lt;br /&gt;
&lt;br /&gt;
Hi guys,&lt;br /&gt;
&lt;br /&gt;
I think I got most weapons but this one here is rather difficult. If you look at its side while the soldier is moving the receiver looks very flat and the only weapons coming to my mind being so flat is the B&amp;amp;T APC556.&lt;br /&gt;
&lt;br /&gt;
What did you think? --[[User:Grasyl|Grasyl]] ([[User talk:Grasyl|talk]]) 09:02, 31 May 2019 (EDT)&lt;br /&gt;
&lt;br /&gt;
[[File:Rrt877 codmw2019 unknowen rifle 2.jpg|thumb|none|600px|APC556 held by an SAS Recon.]]&lt;br /&gt;
:Honestly, for firearms seen from such a distance/in small detail like this (it applies to a couple of weapons on the main page as well), it's better to wait for more content to come in future trailers instead of going ahead and speculating about literally every bit of weapon currently seen. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 09:55, 31 May 2019 (EDT)&lt;br /&gt;
&lt;br /&gt;
== One more rifle from promo-material ==&lt;br /&gt;
https://cdn.discordapp.com/attachments/529979003826601986/583658085827084310/3.jpg&lt;br /&gt;
Any thoughts? &lt;br /&gt;
--[[User:Iskorka416|Iskorka416]] ([[User talk:Iskorka416|talk]]) 09:33, 31 May 2019 (EDT)&lt;br /&gt;
:It's an HK433, just with an AAC Honey Badger-like stock. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 09:55, 31 May 2019 (EDT)&lt;br /&gt;
::Okay. This picture is from press-kit, provided for game journalists, but to avoid any troubles, the writer wouldn't share with all of pics. At least for now.--[[User:Iskorka416|Iskorka416]] ([[User talk:Iskorka416|talk]]) 10:10, 31 May 2019 (EDT)&lt;br /&gt;
:::[https://cdn.discordapp.com/attachments/529979003826601986/583658084254351380/5.jpg One more image ], better view on a M4&lt;br /&gt;
::::That Aimpoint is mounted way too low. [[User:Spartan198|Spartan198]] ([[User talk:Spartan198|talk]]) 21:13, 31 May 2019 (EDT)&lt;br /&gt;
Really not sure that’s an HK433. It looks integrally suppressed and the stock doesn’t match. Is it not some sort of SIG MCX variant? I thought it was a suppressed Rattler at first, but the magwell looks different  --[[User:Forrest1985|Forrest1985]] ([[User talk:Forrest1985|talk]]) 08:38, 1 June 2019 (EDT)&lt;br /&gt;
:Nah, looks nothing like an MCX. It is indeed an HK433, just a customized one. I get the feeling that we'll get &amp;quot;stock&amp;quot; customization option again, which could explain how they added that sliding stock on it (as well the MPi-KMS-72 style stock on the AK)... we'll see if it's the case when we got more details. Plus, note the shape of the receiver (especially behind and in front of the ejection port), the paddle magazine release and the reversible charging handle's location (above the handguard), all of which match the HK433 and not any variant of the MCX. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 10:35, 1 June 2019 (EDT)&lt;br /&gt;
::Also the cuts on the frontal side of the well mag are typical HK433. However, I think that the real HK433 can't be integrally suppressed nor accept telescoping stocks. Funny thing is that apparently even the devs know this so they attached the PDW stock to nothing or is it just me seeing things? --[[User:Nanomat|Nanomat]] ([[User talk:Nanomat|talk]]) 10:55, 1 June 2019 (EDT)&lt;br /&gt;
My bad on the MCX front, but in my defence I said some “sort of MCX”. Still, i’m not entirely convinced its a ‘433 either. The stock is probably custom, as per the above comment, but front end doesn’t quite match (unless it angle of the shot),  there’s no integral suppressed ‘433. The ejection port and lower receiver is a clear match though (on my second look). I dunno, guess we will have to wait and see. I quite like the ‘433 design so would be nice to see it. Personally hope they bring back the skins from MW:R or better yet, customisation similar to Wildlands --[[User:Forrest1985|Forrest1985]] ([[User talk:Forrest1985|talk]]) 12:27, 1 June 2019 (EDT)&lt;br /&gt;
&lt;br /&gt;
==Unknown bolt-action==&lt;br /&gt;
[https://i.redd.it/m0z9lqftxi131.jpg I don't know what this could be.]--[[User:Death Shadow20|Death Shadow20]] ([[User talk:Death Shadow20|talk]]) 15:15, 31 May 2019 (EDT)&lt;br /&gt;
:I've read somewhere that it might be the FN Ballista ala BO2 style, but I'm conflicted. Some details match but others like the stock are different. --[[User:Nanomat|Nanomat]] ([[User talk:Nanomat|talk]]) 16:45, 31 May 2019 (EDT)&lt;br /&gt;
::From the size, the proportions, and the flat, sloped upper receiver, I'm tempted to say that it's a [[PGM Hecate II]], though it doesn't seem to be a precise match. It seems like some of these guns might have customizable parts, though maybe I just have a hard time believing that the coat-hanger stock is gonna be standard and/or an attachment for the AK. [[User:Pyr0m4n14c|Pyr0m4n14c]] ([[User talk:Pyr0m4n14c|talk]]) 20:54, 31 May 2019 (EDT)&lt;br /&gt;
Looking at the receiver shape my thought was definitely something by PGM --[[User:Forrest1985|Forrest1985]] ([[User talk:Forrest1985|talk]]) 08:40, 1 June 2019 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Looks like Russian DVL-10 for me, but magwell is different and magazine looks too wide for .308 --[[User:Iskorka416|Iskorka416]] ([[User talk:Iskorka416|talk]]) 19:33, 16 June 2019 (EDT)&lt;br /&gt;
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I think its a Victrix Armament rifle, doesnt look 100%, but the closest I found -- [[User:Hijeffrey95|Hijeffrey95]] ([[User talk:Hijeffrey95|talk]]) 12:19, 27 June 2019&lt;br /&gt;
:I did also think of some anti-materiel rifles such as the Victrix Corvus, but yeah it doesn't exactly match it. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 05:37, 20 August 2019 (EDT)&lt;br /&gt;
&lt;br /&gt;
==2v2 Gameplay footage==&lt;br /&gt;
[https://www.youtube.com/watch?v=Bv5JqiEfxoQ Here.] --[[User:Tamarin88|Tamarin88]] ([[User talk:Tamarin88|talk]]) 17:11, 11 July 2019 (EDT)&lt;br /&gt;
:Some stuff worth noting - the P320 is called the &amp;quot;M19&amp;quot;, after its designation; the standard mag holds 10 rounds, and the 21-round extendo holds 15. The FAMAS fires in 3-round bursts, has aftermarket irons on top of its standard ones, and demonstrates a complete lack of understanding as to how decimal points work (.556 inches would make it an anti-materiel rifle, whereas .556 millimeters would be a literal gun for ants). The bolt-action sniper rifle is an [[Accuracy International AX50]], the 870 is an MCS that they're calling the &amp;quot;Model 680&amp;quot; for some reason, and the [[MG4]] is called an &amp;quot;M91&amp;quot; (probably implying a US military designation), with 75 round being the &amp;quot;Extended Mags&amp;quot; capacity, so the standard is probably 50. Shotguns are also either secondaries or primaries now, and among them is the &amp;quot;725&amp;quot; [[Over and Under Shotgun|over/under]]; the name implies a Browning Citori, though [[Call of Duty: Black Ops#Beretta Model 682|the series is no stranger to misnaming O/Us]]. There are 2 different kinds of stun grenade (an [[M84 stun grenade|M84]] and a [[Model 7290 flashbang grenade|M7290]]), though we didn't actually get to see what the normal frag grenades are. Oh, and the [[RPG-7]] has a new reload animation for the first time in ever, though I'm pretty sure that the rocket still doesn't have a booster charge. It also has a melee attack where you jab them with the rocket, even though an RPG-7 warhead's only safety system is a screw-in nose cap, so doing that would blow you straight to kingdom come. Anything else? [[User:Pyr0m4n14c|Pyr0m4n14c]] ([[User talk:Pyr0m4n14c|talk]]) 20:05, 11 July 2019 (EDT)&lt;br /&gt;
&lt;br /&gt;
::The MG appears to be MG5 not MG4. --[[User:Nanomat|Nanomat]] ([[User talk:Nanomat|talk]]) 20:13, 11 July 2019 (EDT)&lt;br /&gt;
:::Yeah, it's definitely an MG5. Also, that &amp;quot;M19&amp;quot; name is pretty much a goof lol; the P320 in reality is designed as M17 and M18, depending on the size. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 07:08, 14 July 2019 (EDT)&lt;br /&gt;
::::I quite like how they've done the animations for this one. Particularly the handguns, the way the screen shakes in conjuction with the jerkiness of the muzzle flip makes it seem like the player character is an actual human controlling recoil rather than a robot who can hold a perfect aim at all times.--[[User:Aidoru|Aidoru]] ([[User talk:Aidoru|talk]]) 03:19, 17 July 2019 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Modern Warfare 2011 ==&lt;br /&gt;
&lt;br /&gt;
I can’t help feel that the weapons list is well...dated!&lt;br /&gt;
&lt;br /&gt;
Famas...dropped by French for Hk416 because its outdated&lt;br /&gt;
&lt;br /&gt;
L86 rarely used by British Army and completely replaced as of April 2019&lt;br /&gt;
&lt;br /&gt;
AUG, Mp5, M14 really? &lt;br /&gt;
&lt;br /&gt;
Desert Eagle ffs come on!&lt;br /&gt;
&lt;br /&gt;
Even the M4A1 feels rehashed, afterall if were playing tier 1 Operators who use Mk18’s or C8’s (in SAS’ case) should the game not match the reality? &lt;br /&gt;
&lt;br /&gt;
--[[User:Forrest1985|Forrest1985]] ([[User talk:Forrest1985|talk]]) 05:20, 14 July 2019 (EDT)&lt;br /&gt;
:Just because an older gun has only been recently replaced by a newer gun does not mean all previous guns in a nations inventory magically disappear into the ether. Many nations still use the M4, AUG, MP5, and M14 as well. The Desert Eagle is a series staple, so I'm not surprised it makes another appearance. The game has plenty of new guns as well, such as the Sig MCX, the M17, the HK433, and so on, so far it seems to strike a decent balance between classic Call of Duty guns and up to date guns.--[[User:Aidoru|Aidoru]] ([[User talk:Aidoru|talk]]) 15:36, 14 July 2019 (EDT)&lt;br /&gt;
&lt;br /&gt;
;:There were quite a few FAMASs in the recent Bastille Day parade; the French haven’t fully rolled out HK416Fs overnight since officially adopting them.--[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 15:51, 14 July 2019 (EDT)&lt;br /&gt;
Very true but there are also older weapons that have never appeared in COD before that could have been used instead. I mean why have the L86 when an RPK74 which is more widespread and has seen more use than the L86. Every time COD wants a bullpup it goes AUG and Famas, why not L85A2, CR21 or any other multitude of bullpup choices. I’m just saying the choices seem very safe and “copy/paste” to me. --[[User:Forrest1985|Forrest1985]] ([[User talk:Forrest1985|talk]]) 16:02, 14 July 2019 (EDT)&lt;br /&gt;
:Huh? The AUG and the FAMAS didn't make a lot of appearances in the CoD universe (the only ''main'' games in which they appeared are MW2 and &amp;lt;small&amp;gt;*facepalm*&amp;lt;/small&amp;gt; Black Ops - unless you consider the &amp;quot;futurized&amp;quot; versions in BO3/BO4), and from what I've read the AUG is one of the most reliable bullpup weapons, so its appearance is legit. Also come on, the MP5 is one of the most popular submachine guns worldwide (if not ''the'' most popular), you certainly can't avoid putting it in the game. I definitely agree that the L86 is a dumb choice though, and we all know the issue with the Desert Eagle, although in the later case you could argue that it has become an iconic weapon in the MW series, so players will have fun again with it in multiplayer. The devs should have put a Mk 14 EBR as opposed to that &amp;quot;modernization&amp;quot; attempt of a normal M14. Other than that, I'm happy with the presence of weapons such as the P320, MCX VIRTUS, MG5, and '''especially''' the Remington 870 MCS, which should have been included in the MW series from the start (as opposed to those weird choices of Winchester 1200 and SPAS-12). I'm hoping they will add some firearms such as the Saiga 12, SIG MPX, HK417, SR-25, Glock 17, Mk 23 Mod 0, etc. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 17:02, 14 July 2019 (EDT)&lt;br /&gt;
Yeah my bad Its probably because both the Aug and Famas were rinsed in both MW2 and Blops. They could have at least picked the Thales F90 for a modern Aug and there are plenty of better choices than the Famas! The MP5 i have no issue with. It is still the premier CT SMG used worldwide and deserves it place. The MK14 would have been a better choice I agree, but I would have picked G28/417 or SR25 EC over it for a more modern touch. --[[User:Forrest1985|Forrest1985]] ([[User talk:Forrest1985|talk]]) 07:59, 20 July 2019 (EDT)&lt;br /&gt;
:In fairness, the AUG shown in-game is the 9mm SMG version (the Thales doesn't have such a counterpart), and it's not like there are many other choices of current-production bullpup SMGs besides the FN P90, IWI X95 9mm, and QCW-05 / CS/LS2. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 08:26, 20 July 2019 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Raw multiplayer footage ==&lt;br /&gt;
&lt;br /&gt;
Some new MP footage got released today. More of the same, but without the screaming streamers and featuring several new weapons. &lt;br /&gt;
&lt;br /&gt;
Watch it here: https://www.youtube.com/watch?v=rVnJvZjMNCs&lt;br /&gt;
&lt;br /&gt;
What I noticed right off the bat:&lt;br /&gt;
&lt;br /&gt;
-An AK-47 with an RPK style barrel. An attachment or visual customization of some sort, I think. Other than the barrel, the AK's layout was pretty typical.&lt;br /&gt;
&lt;br /&gt;
-Some kind of (integrally suppressed?) bolt-action sniper rifle that I cannot identify for the life of me.&lt;br /&gt;
&lt;br /&gt;
-A .357 magnum revolver, probably a Smith and Wesson. &lt;br /&gt;
&lt;br /&gt;
-A compact AR-15-style rifle.&lt;br /&gt;
&lt;br /&gt;
-An MG42-type machine gun, maybe supposed to be an MG3? It appears to have the MG34's Panzerlauf stock. &lt;br /&gt;
&lt;br /&gt;
-The SIG-Sauer MCX made an appearance. It's known as the &amp;quot;M13.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
-Some kind of bullpup assault rifle that I can't identify but vaguely looks like a QBZ-95.  &lt;br /&gt;
&lt;br /&gt;
--[[User:PyramidHead|PyramidHead]] ([[User talk:PyramidHead|talk]]) 18:10, 18 July 2019 (EDT)&lt;br /&gt;
&lt;br /&gt;
:It is an MG34, yeah in a modern game. And the AK is either type II or III. --[[User:Nanomat|Nanomat]] ([[User talk:Nanomat|talk]]) 19:11, 18 July 2019 (EDT)&lt;br /&gt;
&lt;br /&gt;
::The bullpup rifle was a [[ShAK-12]], interestingly enough, with some serious recoil along for the ride. It also holds 40 rounds in what appears to be a 20-round magazine. Oh, and don't forget the [[Marlin Model 1894]], which I'm guessing will be classified as a sniper rifle in-game. As for the MG34, it's not ''that'' far-fetched; some have turned up in combat zones in the Middle East, which is where I assume at least some of the campaign will be taking place. A fair bit less plausible is the 100-round capacity that they've blessed the 50-round belt drum with. [[User:Pyr0m4n14c|Pyr0m4n14c]] ([[User talk:Pyr0m4n14c|talk]]) 19:53, 18 July 2019 (EDT) P.S.: Speaking of capacity, I really don't get why they felt the need to give the [[SIG-Sauer P320|P320]] a 10-round default mag and a 15-round extended one; unless it's supposed to be in a different caliber, it should hold 15 in a standard mag, while the extendo looks like the full-size version's 21-rounder.&lt;br /&gt;
&lt;br /&gt;
:::As always, gameplay balancing I guess. --[[User:Nanomat|Nanomat]] ([[User talk:Nanomat|talk]]) 19:55, 18 July 2019 (EDT)&lt;br /&gt;
&lt;br /&gt;
::::Maybe the MG 34 is a “kit” for the MG5? It at least sounds better than the MG 42 in WWII, I’ll give it that.--[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 23:18, 18 July 2019 (EDT)&lt;br /&gt;
:::::I hope they don't bring back the &amp;quot;kit&amp;quot; system of firearm variation. Agreed on the audio being leagues better than previous CoDs, there's some nice impact to it now. CoD: WW2 made all their guns sound like someone flicking pebbles at a sheet of tin.--[[User:Aidoru|Aidoru]] ([[User talk:Aidoru|talk]]) 01:31, 19 July 2019 (EDT)&lt;br /&gt;
::::::Funny thing is that [[Talk:Battlefield 4#Revolver reloads|I mentioned]] two months ago the fact that I hadn't seen yet the &amp;quot;universal&amp;quot; revolver reloading technique in a video game, aaaaaaaaand it ended up in this game :D I'm fairly sure the Marlin isn't a Model 1894, but likely &amp;lt;s&amp;gt;a 336&amp;lt;/s&amp;gt; an 1895, given the trigger guard and the ejection port (the latter having been seen in an earlier video). Regarding the compact AR-style rifle, I'm pretty sure it's a shorter version of the already present MCX VIRTUS (we can exclude the Rattler, since the handguard looks longer than it). The 870 MCS wasn't pumped after a partial reload, which (likely, but I'm not holding my breath) means we will finally see different partial/empty reloads for shell-by-shell reloading shotguns (the only time it was done in a Call of Duty game is... get this, in the 13-year old CoD3). &amp;lt;s&amp;gt;Where I'm less impressed though, is the AK-47 part: while I can excuse its presence since there is also a more modern AK shown in the reveal trailer, the devs ''once again'' chose to slap a ribbed receiver cover on it.&amp;lt;/s&amp;gt; --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 08:06, 19 July 2019 (EDT)&lt;br /&gt;
:::::::EDIT: I checked again, and it appears that the receiver cover is appropriately smooth. I appreciate the recent edit, Aidoru. I previously didn't look ''very'' closely (and it was likely at lower quality), and some scratches on the cover made it seem like a ribbed one. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 16:29, 2 August 2019 (EDT)&lt;br /&gt;
::::::::Speaking of AK, if the Russian Federation armed forces show up in this game, I would faint if they used an AK-74 instead of an older AK model. At least give me an AK-12 or an AK-15. At the very least, I hope to see more modern Russian weapons instead of Russians running around with FAMASs, AUGs, FALs, and Strikers like in Modern Warfare 2 and 3. --[[User:PyramidHead|PyramidHead]] ([[User talk:PyramidHead|talk]]) 15:19, 19 July 2019 (EDT)&lt;br /&gt;
:::::::::Just make it the ''mass production'' AK-12 and/or -15 instead of the 2012 prototype that's getting into XM8 levels of overuse. [[User:Spartan198|Spartan198]] ([[User talk:Spartan198|talk]]) 19:17, 1 August 2019 (EDT)&lt;br /&gt;
Amen to that! I’m hoping they use AK74’s as well not the AKM every game seems to depict. AK15 would be preferable but given the rebels part take place in past, ‘74 would be better suited. Personally I would have had the AK74 and RPK in this game and included the AK12 and RPK16 as “skins” like MW:R. Do you think they will add the F2000 in as that has shown up on Syria in a few clips/photos --[[User:Forrest1985|Forrest1985]] ([[User talk:Forrest1985|talk]]) 08:06, 20 July 2019 (EDT)&lt;br /&gt;
&lt;br /&gt;
Well, new gameplay uploaded on InfinityWard's official youtube channel. A lot more focus on the MCX and 870 this time. I wonder what triggers the player characters usage of the thumb-over-bore grip, the length of barrel/type of grip, or maybe its a faction specific thing.--[[User:Aidoru|Aidoru]] ([[User talk:Aidoru|talk]]) 01:33, 13 August 2019 (EDT)&lt;br /&gt;
https://www.youtube.com/watch?v=cJ-fuJRgqUc&lt;br /&gt;
&lt;br /&gt;
== Mk 18 ID ==&lt;br /&gt;
Are we sure it's a Mod 1? Not a lot can be gleaned from the image, but it looks like it's just a Mod 0 with a PRI folding front sight block. [[User:Spartan198|Spartan198]] ([[User talk:Spartan198|talk]]) 13:53, 22 July 2019 (EDT)&lt;br /&gt;
:[http://youtu.be/CDeKijb1e7M?t=544 Here's] some gameplay footage of it, if it helps. But anyway, judging by the video linked below, the weapon has the front sight on the railed handguard by default, but customization options do include a folding front sight block and a traditional AR-15 front sight. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 14:24, 22 July 2019 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Customization teaser ==&lt;br /&gt;
&lt;br /&gt;
[https://twitter.com/callofduty/status/1153349005319032832 Looks pretty extensive.]--[[User:Tamarin88|Tamarin88]] ([[User talk:Tamarin88|talk]]) 14:04, 22 July 2019 (EDT)&lt;br /&gt;
:Ohhhh, I think I'm gonna enjoy this --[[User:PyramidHead|PyramidHead]] ([[User talk:PyramidHead|talk]]) 14:43, 22 July 2019 (EDT)&lt;br /&gt;
::Couldn't they add the M26 MASS as opposed to that outdated (and recycled) Masterkey? --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 18:00, 22 July 2019 (EDT)&lt;br /&gt;
:::Looks cool. I just hope they don't go overboard with the skins (no animated neon pink tigerstripes with diamonds please), or lock some of the customization options behind lootboxes/ridiculous grinds.--[[User:Aidoru|Aidoru]] ([[User talk:Aidoru|talk]]) 00:47, 23 July 2019 (EDT)&lt;br /&gt;
&lt;br /&gt;
== New Trailer ==&lt;br /&gt;
&lt;br /&gt;
The multiplayer reveal came out; [https://www.youtube.com/watch?v=J7Ivdq5E-fs here's a link.] Looks pretty interesting so far; I've got some things to point out, but what I don't have right now is time. Cheers, [[User:Pyr0m4n14c|Pyr0m4n14c]] ([[User talk:Pyr0m4n14c|talk]]) 13:59, 1 August 2019 (EDT)&lt;br /&gt;
: There's also a full live stream of gameplay going on right now, so someone should probably sift through that after it finishes. --[[User:Tamarin88|Tamarin88]] ([[User talk:Tamarin88|talk]]) 14:32, 1 August 2019 (EDT)&lt;br /&gt;
&lt;br /&gt;
==Revolver==&lt;br /&gt;
Looks like it could be a Smith and Wesson Model 586 with the barrel inletted for a scope mount. [[User:Black Irish Paddy|Black Irish Paddy]] ([[User talk:Black Irish Paddy|talk]]) 19:19, 1 August 2019 (EDT)&lt;br /&gt;
&lt;br /&gt;
== IGN Loadout montage video ==&lt;br /&gt;
&lt;br /&gt;
https://www.youtube.com/watch?v=iiKHyejWvzQ&lt;br /&gt;
&lt;br /&gt;
They go through all the guns available in the beta but not all the customisation options. They mention how it's possible to do things like add a 5.45mm &amp;quot;conversion kit&amp;quot; to the AK to turn it into a 74. And an unmodified L86 is just a bog-standard L85. Should probably follow the Payday 2 guide of putting entries for every complete weapon you can turn each gun into.[[User:Temp89|Temp89]] ([[User talk:Temp89|talk]])&lt;br /&gt;
&lt;br /&gt;
== FN FAL/DSA 58  ==&lt;br /&gt;
&lt;br /&gt;
Noticed this in a screen&lt;br /&gt;
https://imgur.com/a/AtTaJ5u&lt;br /&gt;
&lt;br /&gt;
Not sure how to edit on here though, apologies...&lt;br /&gt;
:I get myself a FAL, and it's a classic one as opposed to the weird looking one in MW2! I'm happy. --[[User:PyramidHead|PyramidHead]] ([[User talk:PyramidHead|talk]]) 20:49, 2 August 2019 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Price's carbine ==&lt;br /&gt;
&lt;br /&gt;
So, as seen on the page, the Noveske with a VLTOR upper is the closest ID that I found over two weeks ago for the carbine held by Capt. Price in the game cover and other artwork. For anyone who would like to take a close look at the weapon and see if there's a better match or some noteworthy info, [http://i.jeuxactus.com/datas/jeux/c/a/call-of-duty-modern-warfare/xl/call-of-duty-modern-war-5cf00acc5610e.jpg here's] a very high resolution image of it, and [http://www.gamenite.de/wp-content/uploads/2019/05/CallOfDutyModernWarfare2019.jpg here's] a nearly full view of the weapon. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 10:43, 7 August 2019 (EDT)&lt;br /&gt;
&lt;br /&gt;
==Weapon Prediction==&lt;br /&gt;
Probably the MW Remastered weapons will be in the game. Their names and aestetyc don't match with the original COD. MW but match with the new one. PKM and FAL are already confirmed.So the &amp;quot;Prokolot&amp;quot;,&amp;quot;D-25S&amp;quot;,Saiga-12,Cheytac M200,&amp;quot;Fang 45&amp;quot; are on the table.--[[User:Dannyguns|Dannyguns]] ([[User talk:Dannyguns|talk]]) 03:28, 12 August 2019 (EDT)&lt;br /&gt;
:I doubt any of the fictional weapons will make it in. The SAIGA-12 and Cheytac M200 might, but not the Prokolot, D-25S or Fang-45.--[[User:Aidoru|Aidoru]] ([[User talk:Aidoru|talk]]) 09:25, 12 August 2019 (EDT)&lt;br /&gt;
::Yeah, I'd agree - I mean, the FAL that we've seen so far is pretty clearly just an ordinary FAL, not the weird hybrid AR-ish thingy from ''MWR'' that resembles a lot of things but isn't quite any of them. It seems to me like this game's arsenal will be more or less proprietary. [[User:Pyr0m4n14c|Pyr0m4n14c]] ([[User talk:Pyr0m4n14c|talk]]) 10:25, 12 August 2019 (EDT)&lt;br /&gt;
Those dumb fictional weapons? No. Just no. They shouldn't have been in MWR in the first place; that game started very well with improvements on realism regarding weapon models, etc., but the devs pretty much ruined it with those frankenguns. Thankfully this most likely ain't happening with the new MW, considering that this is Infinity Ward, and not Raven Software, [[Call of Duty Online|who was already known for creating frankenguns]]. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 16:09, 12 August 2019 (EDT)&lt;br /&gt;
&lt;br /&gt;
I doubt we'll see ''any'' reuse of weapons from previous CoDs - the work required for the new attachment system would probably make converting old models not worth it. --[[User:Tamarin88|Tamarin88]] ([[User talk:Tamarin88|talk]]) 14:43, 12 August 2019 (EDT)&lt;br /&gt;
&lt;br /&gt;
==Frankenguns==&lt;br /&gt;
Now with the new gun customization, it appears that they will crank up to 11 the frankengun-ism. I am wondering about the AK customization in particular. They widely advertised that it is possible to customize the default AK47 into an &amp;quot;AK74u&amp;quot; however, what it actually does is to outfit it with an AKS-74U's wooden handguard and a [https://www.k-var.com/flash-hider-cone-design-for-762x39-24x15mm-rh-threads-us-made 7.62 x 39mm krinkov muzzle]. Now, this is all good when we speak about a 7.62 x 39mm AK but the thing is that this same setup (AK47 base) can be outfitted with 5.45x39mm mags while retaining the base AK47 receiver. So the question is would it be possible to somehow achieve this in reality, like maybe put the internals of a 5.45x39mm AK into a 7.62 x 39mm receiver? Could this work mechanically because that is precisely what we got in the game?&lt;br /&gt;
&lt;br /&gt;
Also would there be any issue with attaching a 20&amp;quot; barrel to an Mk18 or M4A1 or whatever similarly to what can be done in game? Man, this new customization system is cool but it's gonna raise a lot of questions. Also, I think maybe we should split all of the submodification items from the main weapons into a separate section like what we've done with BFV's &amp;quot;cosmetic modifications&amp;quot; section because the way things are currently listed on the MW page is gonna cause a lot of confusion like &amp;quot;What? That ain't Mk18 no more, it's an M16 bruh... but why then it shoots in full auto huhh???&amp;quot; --[[User:Nanomat|Nanomat]] ([[User talk:Nanomat|talk]]) 19:06, 16 August 2019 (EDT)&lt;br /&gt;
:Regarding your first question about AKs, it'd essentially be a custom build, grafting (and probably hand-fitting) AKS-74U parts into an original AK-47 receiver. For the second, there shouldn't be any issues with attaching non-standard barrels to Mk18 uppers, as 18 uppers are the same thing as A4 uppers, just fitted with shorter barrels and handguards. And, for the final one, I'd figure that the way that we have it now is probably the best bet; the ''BFV'' system works because you're less customizing one gun into another (which is what you can do here) and more attaching parts from one variant of a gun to another - for example, you can put a Mk2 stock on a Mk1 Bren, but it's still a Mk1 Bren. This is the precedent for these sorts of customization issues elsewhere; for example, it's what was done for ''[[Payday 2]]''. Hope this helps. [[User:Pyr0m4n14c|Pyr0m4n14c]] ([[User talk:Pyr0m4n14c|talk]]) 21:04, 16 August 2019 (EDT)&lt;br /&gt;
::And regarding the M16, if you really want to avoid that full-auto/burst confusion, you could probably identify the section as a Colt Model 901/M16A3 (the full-auto counterpart of the flat top M16A4), but keep the current reference image due to the heat shield. But IMO it isn't really necessary to change it, considering that we're already saying that &amp;quot;it resembles&amp;quot; an M16A4, plus one of the weapon perks in-game do actually turn it into a 3-round burst weapon. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 15:45, 18 August 2019 (EDT)&lt;br /&gt;
:::I changed the Arsenal AR-SF section to AKS-74U as the game simply puts parts from the AKS-74U to the base AK47 receiver. Also, I think we should emphasize more on the fact that the parts from &amp;quot;secondary&amp;quot; weapons are attached to the &amp;quot;main&amp;quot; receiver. I was going to make the same to the M16A4 section but as far as I understand from the above reply, the MK18 and the M16A4 both use the same receiver, at least visually, in reality. However, the fact that the weapon (in game) by default fires in full auto means that the base receiver is the MK18 one. Now the technical impossibility in this case here comes from the 3-round burst perk you describe. If that is indeed the case then we end up with that particular receiver being able to switch between full auto/3 burst which as far as I know is not a feature of any AR receiver? --[[User:Nanomat|Nanomat]] ([[User talk:Nanomat|talk]]) 21:59, 19 August 2019 (EDT)&lt;br /&gt;
::::Nah, I reverted it, because it's better to show what the resulting model looks like, and the in-game weapon still has a milled receiver like the AR-SF, which is not the case for the AKS-74U. For the record, the combo of an AR-SF with Krinkov flash hider and wood handguard has indeed been done in some movies like [[District B13#Arsenal AR-SF|Banlieue 13]] and [[36th Precinct#Arsenal AR-SF|36 Quai des Orfèvres]]. Now regarding the burst perk, in fairness I just mentioned how the behavior of the in-game weapon will change to 3-round burst, and that it would potentially avoid the confusion between burst/auto that you mentioned at the end of your first comment. I don't think the burst perk changes the selector markings on the weapon model itself (unlike the normal attachments), plus I'm not sure whether the perk replaces the full-auto fire by 3-round burst or it adds a burst setting alongside the full-auto/semi-auto modes. Though in response to your last question, the safe/semi/burst/auto selector does exist on the &amp;quot;M4 Commando Enhanced&amp;quot; and the &amp;quot;M4 Carbine Enhanced&amp;quot; as discussed [[Talk:M16 rifle series#Colt Model 978|here]], but either way it's kinda irrelevant, since I'm pretty sure that this &amp;quot;burst&amp;quot; perk is available on many weapons in-game, not just the &amp;quot;M4A1&amp;quot;. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 05:06, 20 August 2019 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Public Beta ==&lt;br /&gt;
&lt;br /&gt;
So, a new promo trailer dropped. A couple of things were shown, namely a mine that kinda looks like a flattened TS-50 with an S-Mine sticking out of the top (I think this was already shown, but now we have a good view of it), and a PKM (thankfully enough; it'd be odd to have a PKM stock as an attachment without the gun it belongs to). More important, however, is what this trailer was ''for'': there's apparently going to be a PS4-exclusive public beta of the 2v2 mode this weekend. If any of you have a PS4 capture device, now's your time to shine. [[User:Pyr0m4n14c|Pyr0m4n14c]] ([[User talk:Pyr0m4n14c|talk]]) 22:49, 19 August 2019 (EDT)&lt;br /&gt;
:Shoot, the PS4 already has a built in screencap feature, so a specific device isn't even necessary. I'm planning on downloading it, I could definitely take some screencaps.-[[User:Aidoru|Aidoru]] ([[User talk:Aidoru|talk]]) 00:53, 20 August 2019 (EDT)&lt;br /&gt;
I just want to say that the animators at IW have really outdone themselves on this game. I love all the reload animations, the visual recoil is well done, and they even included animated fire selector switches that the player character will engage with his hand/thumb depending on the gun.--[[User:Aidoru|Aidoru]] ([[User talk:Aidoru|talk]]) 04:43, 25 August 2019 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Revolver ==&lt;br /&gt;
&lt;br /&gt;
I think the revolver is [[Taurus Model 689]] at least for me it looks like one&lt;br /&gt;
--[[User:Relb357|Relb357]] &lt;br /&gt;
September 8 2019&lt;br /&gt;
&lt;br /&gt;
== P320 ID ==&lt;br /&gt;
If it lacks features indicative of the M18 (manual safety, three rail slots instead of four), shouldn't we classify it as a P320 instead? [[User:Spartan198|Spartan198]] ([[User talk:Spartan198|talk]]) 23:13, 12 September 2019 (EDT)&lt;br /&gt;
:It has the M18's optic cut on the slide though, and the SIG-Sauer website mentions that non-manual safety M17 pistols are planned to be shipped (I'm not sure if it also applies to the M18 though). I suppose we could alternatively identify it as a P320 RX Compact with the ROMEO1 sight removed (assuming that it ''can'' easily be removed, which I have yet to check). --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 23:44, 12 September 2019 (EDT)&lt;br /&gt;
::They mention that the battery on the RX Compact's RDS can be changed without having to remove it, so I'm pretty sure it's removable. If it wasn't, that sentence would be nonsensical. I didn't know about them releasing M17s without manual safeties, though. [[User:Spartan198|Spartan198]] ([[User talk:Spartan198|talk]]) 06:10, 13 September 2019 (EDT)&lt;br /&gt;
:::Yep, plus I now checked a video; when Phil Strader talks about the RDS [http://youtu.be/HLs-qZMyL70?t=54 here], he says &amp;quot;if you don't feel like using it and you want to use regular iron sights&amp;quot;. [http://youtu.be/-ZGRJtFtaOA?t=3768 Here's] a view of the in-game gun if you're interested, but anyway it ultimately seems that the RX Compact identification is legit. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 09:16, 13 September 2019 (EDT)&lt;br /&gt;
&lt;br /&gt;
==About the &amp;quot;HDR&amp;quot;==&lt;br /&gt;
Carrying on from one of the early discussions regarding the unidentified sniper rifle, [http://media.playstation.com/is/image/SCEA/call-of-duty-modern-warfare-operator-enhnaced-edition-contents-image-block-01-ps4-us-01aug19?$native_t$ here's] a higher quality image of the operator pack that includes a slightly modified version of it. And now, here's an in-game view of the weapon:&lt;br /&gt;
[[File:MW19-HDR-2.jpg|thumb|none|600px]]&lt;br /&gt;
As for my two cents, it may or may not be something like a Zastava M12 Black Spear with some sort of custom chassis and magwell, and a different bolt assembly. But then again, it's just an assumption, I just... I don't know. In the meantime, it would be appreciated if someone provides an image showing a full view of the right side; it might help us identify it. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 09:48, 13 September 2019 (EDT)&lt;br /&gt;
:[https://youtu.be/kOlEnrEpL5o?t=482 Here is an overview]. BTW it appears to be another frankengun again as the handguard of the handguard (yeah...) appears to be the [https://www.venturesurplus.com/products/used-m203-upper-handguard-carbine-length/ carbine length M203 GL handguard].--[[User:Nanomat|Nanomat]] ([[User talk:Nanomat|talk]]) 14:21, 16 September 2019 (EDT)&lt;br /&gt;
::Damn, this thing has the problem of a whole lot of the guns in ''MGS5'' - it ''kinda'' looks like a lot of things, but doesn't exactly match any of them. It sorta looks like a Zastava, it sorta looks like a Victrix Corvus, it sorta looks like an upscaled Lobaev DVL-10... and yet, in spite of this, it doesn't seem to be any of them. [[User:Pyr0m4n14c|Pyr0m4n14c]] ([[User talk:Pyr0m4n14c|talk]]) 16:34, 16 September 2019 (EDT) P.S.: The more I unsuccessfully try to wrap my head around this thing, the more I worry that the same might be true of the .357. Granted, that thing does seem to just be a Taurus, but I fear that some may disagree.&lt;br /&gt;
:::Well, even though this might be the COD with most realistic depiction of guns, I managed to find that they deliberately gave them some subtle fictional details. For example look at [https://i.redd.it/cbxwmej5twd31.png MW's Harrier] and a [http://img.timeinc.net/time/2011/weapons/harrier.jpg real one]. Note that the real one has semi circular air intakes while the game's version has more squareish ones. Also compare the [http://www.imfdb.org/images/e/ea/DesertEagle50AE.jpg real Deagle] to the [https://youtu.be/kOlEnrEpL5o?t=505 game's version]. Note how the MW's Deagle has the pins above the trigger guard in the wrong place and also has more grooves on the slide than the real one. I think they are doing this on purpose. If somebody comes up with a lawsuit &amp;quot;Heyyy, u can't use our weapon in ur game!&amp;quot; and bla bla they can simply claim that the weapon they depict is not the same, it has differences, minor but still.--[[User:Nanomat|Nanomat]] ([[User talk:Nanomat|talk]]) 19:20, 16 September 2019 (EDT)&lt;br /&gt;
::::Infinity Ward seems to be doing these modifications in an inconsistent manner. You have a slightly fictionalized Desert Eagle with a made up name, but you also have the &amp;quot;M13&amp;quot; which is (as far as I can tell) pretty much an exact likeness of the MCX Virtus. Similiarly, they gave the MP7 its proper name, but they also gave it the same treatment as the Desert Eagle, with a fictional stock, handguard, charging handle, etc. In terms of Killstreaks, you have the notHarrier, notFrogfoot, the weird looking notPredator with an AEW rotodome alongside an accurately modelled Apache, Pave Low and A-10.--[[User:Aidoru|Aidoru]] ([[User talk:Aidoru|talk]]) 00:52, 17 September 2019 (EDT)&lt;br /&gt;
::::One of the developers on Reddit actually said that was the case regarding the L86. I doubt it's really necessary (most games get away with much more accurate guns, even today), but I imagine Activision's lawyers are especially antsy because CoD has had licensing deals in the past, and I presume they're thinking that the gun companies will be watching them for use after the deal expired.--[[User:Tamarin88|Tamarin88]] ([[User talk:Tamarin88|talk]]) 07:09, 17 September 2019 (EDT)&lt;br /&gt;
I think it's an Zastava M93 Black Arrow (which has the same caliber) with a completely custom chassis and furniture. The position of the pistol grip and magazine match the M93 pretty well too.--[[User:BaileyJIII|BaileyJIII]] ([[User talk:BaileyJIII|talk]]) 09:43, 20 September 2019 (EDT)&lt;br /&gt;
:Oh wow, I haven't logged into this site for years, I know you're happy to see me again. Anyway, I'm thinking that the reason that they are doing these minor cosmetic changes to make guns and especially vehicles look less realistic is because of fear of lawsuits. There was after all this (https://www.rockpapershotgun.com/2017/11/09/humvee-manufacturer-suing-activision-over-call-of-duty-vehicles/?utm_source=feedburner&amp;amp;utm_medium=feed&amp;amp;utm_campaign=Feed%3A+rockpapershotgun%2Fsteam+%28Rock%2C+Paper%2C+Shotgun%3A+Steam+RSS%29) (I forgot how to format links properly, sorry) case some years ago and I'm thinking Activison wants to avoid that happening again. This doesn't answer why some guns look more or less like their real counterpart though. Another reason could be political. Some might say that it's &amp;quot;problematic&amp;quot; or something to depict guns to realistically. Then again, I'm not sure about that.--[[User:AnActualAK47|AnActualAK47]] ([[User talk:AnActualAK47|talk]]) 15:15, 26 September 2019 (EDT)&lt;/div&gt;</summary>
		<author><name>AnActualAK47</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Talk:Call_of_Duty:_Modern_Warfare_(2019)&amp;diff=1296755</id>
		<title>Talk:Call of Duty: Modern Warfare (2019)</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Talk:Call_of_Duty:_Modern_Warfare_(2019)&amp;diff=1296755"/>
		<updated>2019-09-26T19:15:47Z</updated>

		<summary type="html">&lt;p&gt;AnActualAK47: /* About the &amp;quot;HDR&amp;quot; */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Looks like MagPul MS4 slings on those MCXs, so far the general design, animations, weapons/gear look great, i can only hope that the gameplay doesn't feel too arcadey and a bit more realistic (mix of both) then i would buy another CoD since the MW trilogy and WAW days.--[[User:Death Shadow20|Death Shadow20]] ([[User talk:Death Shadow20|talk]]) 08:26, 31 May 2019 (EDT)&lt;br /&gt;
&lt;br /&gt;
== B&amp;amp;T APC556 ==&lt;br /&gt;
&lt;br /&gt;
Hi guys,&lt;br /&gt;
&lt;br /&gt;
I think I got most weapons but this one here is rather difficult. If you look at its side while the soldier is moving the receiver looks very flat and the only weapons coming to my mind being so flat is the B&amp;amp;T APC556.&lt;br /&gt;
&lt;br /&gt;
What did you think? --[[User:Grasyl|Grasyl]] ([[User talk:Grasyl|talk]]) 09:02, 31 May 2019 (EDT)&lt;br /&gt;
&lt;br /&gt;
[[File:Rrt877 codmw2019 unknowen rifle 2.jpg|thumb|none|600px|APC556 held by an SAS Recon.]]&lt;br /&gt;
:Honestly, for firearms seen from such a distance/in small detail like this (it applies to a couple of weapons on the main page as well), it's better to wait for more content to come in future trailers instead of going ahead and speculating about literally every bit of weapon currently seen. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 09:55, 31 May 2019 (EDT)&lt;br /&gt;
&lt;br /&gt;
== One more rifle from promo-material ==&lt;br /&gt;
https://cdn.discordapp.com/attachments/529979003826601986/583658085827084310/3.jpg&lt;br /&gt;
Any thoughts? &lt;br /&gt;
--[[User:Iskorka416|Iskorka416]] ([[User talk:Iskorka416|talk]]) 09:33, 31 May 2019 (EDT)&lt;br /&gt;
:It's an HK433, just with an AAC Honey Badger-like stock. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 09:55, 31 May 2019 (EDT)&lt;br /&gt;
::Okay. This picture is from press-kit, provided for game journalists, but to avoid any troubles, the writer wouldn't share with all of pics. At least for now.--[[User:Iskorka416|Iskorka416]] ([[User talk:Iskorka416|talk]]) 10:10, 31 May 2019 (EDT)&lt;br /&gt;
:::[https://cdn.discordapp.com/attachments/529979003826601986/583658084254351380/5.jpg One more image ], better view on a M4&lt;br /&gt;
::::That Aimpoint is mounted way too low. [[User:Spartan198|Spartan198]] ([[User talk:Spartan198|talk]]) 21:13, 31 May 2019 (EDT)&lt;br /&gt;
Really not sure that’s an HK433. It looks integrally suppressed and the stock doesn’t match. Is it not some sort of SIG MCX variant? I thought it was a suppressed Rattler at first, but the magwell looks different  --[[User:Forrest1985|Forrest1985]] ([[User talk:Forrest1985|talk]]) 08:38, 1 June 2019 (EDT)&lt;br /&gt;
:Nah, looks nothing like an MCX. It is indeed an HK433, just a customized one. I get the feeling that we'll get &amp;quot;stock&amp;quot; customization option again, which could explain how they added that sliding stock on it (as well the MPi-KMS-72 style stock on the AK)... we'll see if it's the case when we got more details. Plus, note the shape of the receiver (especially behind and in front of the ejection port), the paddle magazine release and the reversible charging handle's location (above the handguard), all of which match the HK433 and not any variant of the MCX. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 10:35, 1 June 2019 (EDT)&lt;br /&gt;
::Also the cuts on the frontal side of the well mag are typical HK433. However, I think that the real HK433 can't be integrally suppressed nor accept telescoping stocks. Funny thing is that apparently even the devs know this so they attached the PDW stock to nothing or is it just me seeing things? --[[User:Nanomat|Nanomat]] ([[User talk:Nanomat|talk]]) 10:55, 1 June 2019 (EDT)&lt;br /&gt;
My bad on the MCX front, but in my defence I said some “sort of MCX”. Still, i’m not entirely convinced its a ‘433 either. The stock is probably custom, as per the above comment, but front end doesn’t quite match (unless it angle of the shot),  there’s no integral suppressed ‘433. The ejection port and lower receiver is a clear match though (on my second look). I dunno, guess we will have to wait and see. I quite like the ‘433 design so would be nice to see it. Personally hope they bring back the skins from MW:R or better yet, customisation similar to Wildlands --[[User:Forrest1985|Forrest1985]] ([[User talk:Forrest1985|talk]]) 12:27, 1 June 2019 (EDT)&lt;br /&gt;
&lt;br /&gt;
==Unknown bolt-action==&lt;br /&gt;
[https://i.redd.it/m0z9lqftxi131.jpg I don't know what this could be.]--[[User:Death Shadow20|Death Shadow20]] ([[User talk:Death Shadow20|talk]]) 15:15, 31 May 2019 (EDT)&lt;br /&gt;
:I've read somewhere that it might be the FN Ballista ala BO2 style, but I'm conflicted. Some details match but others like the stock are different. --[[User:Nanomat|Nanomat]] ([[User talk:Nanomat|talk]]) 16:45, 31 May 2019 (EDT)&lt;br /&gt;
::From the size, the proportions, and the flat, sloped upper receiver, I'm tempted to say that it's a [[PGM Hecate II]], though it doesn't seem to be a precise match. It seems like some of these guns might have customizable parts, though maybe I just have a hard time believing that the coat-hanger stock is gonna be standard and/or an attachment for the AK. [[User:Pyr0m4n14c|Pyr0m4n14c]] ([[User talk:Pyr0m4n14c|talk]]) 20:54, 31 May 2019 (EDT)&lt;br /&gt;
Looking at the receiver shape my thought was definitely something by PGM --[[User:Forrest1985|Forrest1985]] ([[User talk:Forrest1985|talk]]) 08:40, 1 June 2019 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Looks like Russian DVL-10 for me, but magwell is different and magazine looks too wide for .308 --[[User:Iskorka416|Iskorka416]] ([[User talk:Iskorka416|talk]]) 19:33, 16 June 2019 (EDT)&lt;br /&gt;
&lt;br /&gt;
I think its a Victrix Armament rifle, doesnt look 100%, but the closest I found -- [[User:Hijeffrey95|Hijeffrey95]] ([[User talk:Hijeffrey95|talk]]) 12:19, 27 June 2019&lt;br /&gt;
:I did also think of some anti-materiel rifles such as the Victrix Corvus, but yeah it doesn't exactly match it. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 05:37, 20 August 2019 (EDT)&lt;br /&gt;
&lt;br /&gt;
==2v2 Gameplay footage==&lt;br /&gt;
[https://www.youtube.com/watch?v=Bv5JqiEfxoQ Here.] --[[User:Tamarin88|Tamarin88]] ([[User talk:Tamarin88|talk]]) 17:11, 11 July 2019 (EDT)&lt;br /&gt;
:Some stuff worth noting - the P320 is called the &amp;quot;M19&amp;quot;, after its designation; the standard mag holds 10 rounds, and the 21-round extendo holds 15. The FAMAS fires in 3-round bursts, has aftermarket irons on top of its standard ones, and demonstrates a complete lack of understanding as to how decimal points work (.556 inches would make it an anti-materiel rifle, whereas .556 millimeters would be a literal gun for ants). The bolt-action sniper rifle is an [[Accuracy International AX50]], the 870 is an MCS that they're calling the &amp;quot;Model 680&amp;quot; for some reason, and the [[MG4]] is called an &amp;quot;M91&amp;quot; (probably implying a US military designation), with 75 round being the &amp;quot;Extended Mags&amp;quot; capacity, so the standard is probably 50. Shotguns are also either secondaries or primaries now, and among them is the &amp;quot;725&amp;quot; [[Over and Under Shotgun|over/under]]; the name implies a Browning Citori, though [[Call of Duty: Black Ops#Beretta Model 682|the series is no stranger to misnaming O/Us]]. There are 2 different kinds of stun grenade (an [[M84 stun grenade|M84]] and a [[Model 7290 flashbang grenade|M7290]]), though we didn't actually get to see what the normal frag grenades are. Oh, and the [[RPG-7]] has a new reload animation for the first time in ever, though I'm pretty sure that the rocket still doesn't have a booster charge. It also has a melee attack where you jab them with the rocket, even though an RPG-7 warhead's only safety system is a screw-in nose cap, so doing that would blow you straight to kingdom come. Anything else? [[User:Pyr0m4n14c|Pyr0m4n14c]] ([[User talk:Pyr0m4n14c|talk]]) 20:05, 11 July 2019 (EDT)&lt;br /&gt;
&lt;br /&gt;
::The MG appears to be MG5 not MG4. --[[User:Nanomat|Nanomat]] ([[User talk:Nanomat|talk]]) 20:13, 11 July 2019 (EDT)&lt;br /&gt;
:::Yeah, it's definitely an MG5. Also, that &amp;quot;M19&amp;quot; name is pretty much a goof lol; the P320 in reality is designed as M17 and M18, depending on the size. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 07:08, 14 July 2019 (EDT)&lt;br /&gt;
::::I quite like how they've done the animations for this one. Particularly the handguns, the way the screen shakes in conjuction with the jerkiness of the muzzle flip makes it seem like the player character is an actual human controlling recoil rather than a robot who can hold a perfect aim at all times.--[[User:Aidoru|Aidoru]] ([[User talk:Aidoru|talk]]) 03:19, 17 July 2019 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Modern Warfare 2011 ==&lt;br /&gt;
&lt;br /&gt;
I can’t help feel that the weapons list is well...dated!&lt;br /&gt;
&lt;br /&gt;
Famas...dropped by French for Hk416 because its outdated&lt;br /&gt;
&lt;br /&gt;
L86 rarely used by British Army and completely replaced as of April 2019&lt;br /&gt;
&lt;br /&gt;
AUG, Mp5, M14 really? &lt;br /&gt;
&lt;br /&gt;
Desert Eagle ffs come on!&lt;br /&gt;
&lt;br /&gt;
Even the M4A1 feels rehashed, afterall if were playing tier 1 Operators who use Mk18’s or C8’s (in SAS’ case) should the game not match the reality? &lt;br /&gt;
&lt;br /&gt;
--[[User:Forrest1985|Forrest1985]] ([[User talk:Forrest1985|talk]]) 05:20, 14 July 2019 (EDT)&lt;br /&gt;
:Just because an older gun has only been recently replaced by a newer gun does not mean all previous guns in a nations inventory magically disappear into the ether. Many nations still use the M4, AUG, MP5, and M14 as well. The Desert Eagle is a series staple, so I'm not surprised it makes another appearance. The game has plenty of new guns as well, such as the Sig MCX, the M17, the HK433, and so on, so far it seems to strike a decent balance between classic Call of Duty guns and up to date guns.--[[User:Aidoru|Aidoru]] ([[User talk:Aidoru|talk]]) 15:36, 14 July 2019 (EDT)&lt;br /&gt;
&lt;br /&gt;
;:There were quite a few FAMASs in the recent Bastille Day parade; the French haven’t fully rolled out HK416Fs overnight since officially adopting them.--[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 15:51, 14 July 2019 (EDT)&lt;br /&gt;
Very true but there are also older weapons that have never appeared in COD before that could have been used instead. I mean why have the L86 when an RPK74 which is more widespread and has seen more use than the L86. Every time COD wants a bullpup it goes AUG and Famas, why not L85A2, CR21 or any other multitude of bullpup choices. I’m just saying the choices seem very safe and “copy/paste” to me. --[[User:Forrest1985|Forrest1985]] ([[User talk:Forrest1985|talk]]) 16:02, 14 July 2019 (EDT)&lt;br /&gt;
:Huh? The AUG and the FAMAS didn't make a lot of appearances in the CoD universe (the only ''main'' games in which they appeared are MW2 and &amp;lt;small&amp;gt;*facepalm*&amp;lt;/small&amp;gt; Black Ops - unless you consider the &amp;quot;futurized&amp;quot; versions in BO3/BO4), and from what I've read the AUG is one of the most reliable bullpup weapons, so its appearance is legit. Also come on, the MP5 is one of the most popular submachine guns worldwide (if not ''the'' most popular), you certainly can't avoid putting it in the game. I definitely agree that the L86 is a dumb choice though, and we all know the issue with the Desert Eagle, although in the later case you could argue that it has become an iconic weapon in the MW series, so players will have fun again with it in multiplayer. The devs should have put a Mk 14 EBR as opposed to that &amp;quot;modernization&amp;quot; attempt of a normal M14. Other than that, I'm happy with the presence of weapons such as the P320, MCX VIRTUS, MG5, and '''especially''' the Remington 870 MCS, which should have been included in the MW series from the start (as opposed to those weird choices of Winchester 1200 and SPAS-12). I'm hoping they will add some firearms such as the Saiga 12, SIG MPX, HK417, SR-25, Glock 17, Mk 23 Mod 0, etc. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 17:02, 14 July 2019 (EDT)&lt;br /&gt;
Yeah my bad Its probably because both the Aug and Famas were rinsed in both MW2 and Blops. They could have at least picked the Thales F90 for a modern Aug and there are plenty of better choices than the Famas! The MP5 i have no issue with. It is still the premier CT SMG used worldwide and deserves it place. The MK14 would have been a better choice I agree, but I would have picked G28/417 or SR25 EC over it for a more modern touch. --[[User:Forrest1985|Forrest1985]] ([[User talk:Forrest1985|talk]]) 07:59, 20 July 2019 (EDT)&lt;br /&gt;
:In fairness, the AUG shown in-game is the 9mm SMG version (the Thales doesn't have such a counterpart), and it's not like there are many other choices of current-production bullpup SMGs besides the FN P90, IWI X95 9mm, and QCW-05 / CS/LS2. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 08:26, 20 July 2019 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Raw multiplayer footage ==&lt;br /&gt;
&lt;br /&gt;
Some new MP footage got released today. More of the same, but without the screaming streamers and featuring several new weapons. &lt;br /&gt;
&lt;br /&gt;
Watch it here: https://www.youtube.com/watch?v=rVnJvZjMNCs&lt;br /&gt;
&lt;br /&gt;
What I noticed right off the bat:&lt;br /&gt;
&lt;br /&gt;
-An AK-47 with an RPK style barrel. An attachment or visual customization of some sort, I think. Other than the barrel, the AK's layout was pretty typical.&lt;br /&gt;
&lt;br /&gt;
-Some kind of (integrally suppressed?) bolt-action sniper rifle that I cannot identify for the life of me.&lt;br /&gt;
&lt;br /&gt;
-A .357 magnum revolver, probably a Smith and Wesson. &lt;br /&gt;
&lt;br /&gt;
-A compact AR-15-style rifle.&lt;br /&gt;
&lt;br /&gt;
-An MG42-type machine gun, maybe supposed to be an MG3? It appears to have the MG34's Panzerlauf stock. &lt;br /&gt;
&lt;br /&gt;
-The SIG-Sauer MCX made an appearance. It's known as the &amp;quot;M13.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
-Some kind of bullpup assault rifle that I can't identify but vaguely looks like a QBZ-95.  &lt;br /&gt;
&lt;br /&gt;
--[[User:PyramidHead|PyramidHead]] ([[User talk:PyramidHead|talk]]) 18:10, 18 July 2019 (EDT)&lt;br /&gt;
&lt;br /&gt;
:It is an MG34, yeah in a modern game. And the AK is either type II or III. --[[User:Nanomat|Nanomat]] ([[User talk:Nanomat|talk]]) 19:11, 18 July 2019 (EDT)&lt;br /&gt;
&lt;br /&gt;
::The bullpup rifle was a [[ShAK-12]], interestingly enough, with some serious recoil along for the ride. It also holds 40 rounds in what appears to be a 20-round magazine. Oh, and don't forget the [[Marlin Model 1894]], which I'm guessing will be classified as a sniper rifle in-game. As for the MG34, it's not ''that'' far-fetched; some have turned up in combat zones in the Middle East, which is where I assume at least some of the campaign will be taking place. A fair bit less plausible is the 100-round capacity that they've blessed the 50-round belt drum with. [[User:Pyr0m4n14c|Pyr0m4n14c]] ([[User talk:Pyr0m4n14c|talk]]) 19:53, 18 July 2019 (EDT) P.S.: Speaking of capacity, I really don't get why they felt the need to give the [[SIG-Sauer P320|P320]] a 10-round default mag and a 15-round extended one; unless it's supposed to be in a different caliber, it should hold 15 in a standard mag, while the extendo looks like the full-size version's 21-rounder.&lt;br /&gt;
&lt;br /&gt;
:::As always, gameplay balancing I guess. --[[User:Nanomat|Nanomat]] ([[User talk:Nanomat|talk]]) 19:55, 18 July 2019 (EDT)&lt;br /&gt;
&lt;br /&gt;
::::Maybe the MG 34 is a “kit” for the MG5? It at least sounds better than the MG 42 in WWII, I’ll give it that.--[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 23:18, 18 July 2019 (EDT)&lt;br /&gt;
:::::I hope they don't bring back the &amp;quot;kit&amp;quot; system of firearm variation. Agreed on the audio being leagues better than previous CoDs, there's some nice impact to it now. CoD: WW2 made all their guns sound like someone flicking pebbles at a sheet of tin.--[[User:Aidoru|Aidoru]] ([[User talk:Aidoru|talk]]) 01:31, 19 July 2019 (EDT)&lt;br /&gt;
::::::Funny thing is that [[Talk:Battlefield 4#Revolver reloads|I mentioned]] two months ago the fact that I hadn't seen yet the &amp;quot;universal&amp;quot; revolver reloading technique in a video game, aaaaaaaaand it ended up in this game :D I'm fairly sure the Marlin isn't a Model 1894, but likely &amp;lt;s&amp;gt;a 336&amp;lt;/s&amp;gt; an 1895, given the trigger guard and the ejection port (the latter having been seen in an earlier video). Regarding the compact AR-style rifle, I'm pretty sure it's a shorter version of the already present MCX VIRTUS (we can exclude the Rattler, since the handguard looks longer than it). The 870 MCS wasn't pumped after a partial reload, which (likely, but I'm not holding my breath) means we will finally see different partial/empty reloads for shell-by-shell reloading shotguns (the only time it was done in a Call of Duty game is... get this, in the 13-year old CoD3). &amp;lt;s&amp;gt;Where I'm less impressed though, is the AK-47 part: while I can excuse its presence since there is also a more modern AK shown in the reveal trailer, the devs ''once again'' chose to slap a ribbed receiver cover on it.&amp;lt;/s&amp;gt; --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 08:06, 19 July 2019 (EDT)&lt;br /&gt;
:::::::EDIT: I checked again, and it appears that the receiver cover is appropriately smooth. I appreciate the recent edit, Aidoru. I previously didn't look ''very'' closely (and it was likely at lower quality), and some scratches on the cover made it seem like a ribbed one. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 16:29, 2 August 2019 (EDT)&lt;br /&gt;
::::::::Speaking of AK, if the Russian Federation armed forces show up in this game, I would faint if they used an AK-74 instead of an older AK model. At least give me an AK-12 or an AK-15. At the very least, I hope to see more modern Russian weapons instead of Russians running around with FAMASs, AUGs, FALs, and Strikers like in Modern Warfare 2 and 3. --[[User:PyramidHead|PyramidHead]] ([[User talk:PyramidHead|talk]]) 15:19, 19 July 2019 (EDT)&lt;br /&gt;
:::::::::Just make it the ''mass production'' AK-12 and/or -15 instead of the 2012 prototype that's getting into XM8 levels of overuse. [[User:Spartan198|Spartan198]] ([[User talk:Spartan198|talk]]) 19:17, 1 August 2019 (EDT)&lt;br /&gt;
Amen to that! I’m hoping they use AK74’s as well not the AKM every game seems to depict. AK15 would be preferable but given the rebels part take place in past, ‘74 would be better suited. Personally I would have had the AK74 and RPK in this game and included the AK12 and RPK16 as “skins” like MW:R. Do you think they will add the F2000 in as that has shown up on Syria in a few clips/photos --[[User:Forrest1985|Forrest1985]] ([[User talk:Forrest1985|talk]]) 08:06, 20 July 2019 (EDT)&lt;br /&gt;
&lt;br /&gt;
Well, new gameplay uploaded on InfinityWard's official youtube channel. A lot more focus on the MCX and 870 this time. I wonder what triggers the player characters usage of the thumb-over-bore grip, the length of barrel/type of grip, or maybe its a faction specific thing.--[[User:Aidoru|Aidoru]] ([[User talk:Aidoru|talk]]) 01:33, 13 August 2019 (EDT)&lt;br /&gt;
https://www.youtube.com/watch?v=cJ-fuJRgqUc&lt;br /&gt;
&lt;br /&gt;
== Mk 18 ID ==&lt;br /&gt;
Are we sure it's a Mod 1? Not a lot can be gleaned from the image, but it looks like it's just a Mod 0 with a PRI folding front sight block. [[User:Spartan198|Spartan198]] ([[User talk:Spartan198|talk]]) 13:53, 22 July 2019 (EDT)&lt;br /&gt;
:[http://youtu.be/CDeKijb1e7M?t=544 Here's] some gameplay footage of it, if it helps. But anyway, judging by the video linked below, the weapon has the front sight on the railed handguard by default, but customization options do include a folding front sight block and a traditional AR-15 front sight. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 14:24, 22 July 2019 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Customization teaser ==&lt;br /&gt;
&lt;br /&gt;
[https://twitter.com/callofduty/status/1153349005319032832 Looks pretty extensive.]--[[User:Tamarin88|Tamarin88]] ([[User talk:Tamarin88|talk]]) 14:04, 22 July 2019 (EDT)&lt;br /&gt;
:Ohhhh, I think I'm gonna enjoy this --[[User:PyramidHead|PyramidHead]] ([[User talk:PyramidHead|talk]]) 14:43, 22 July 2019 (EDT)&lt;br /&gt;
::Couldn't they add the M26 MASS as opposed to that outdated (and recycled) Masterkey? --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 18:00, 22 July 2019 (EDT)&lt;br /&gt;
:::Looks cool. I just hope they don't go overboard with the skins (no animated neon pink tigerstripes with diamonds please), or lock some of the customization options behind lootboxes/ridiculous grinds.--[[User:Aidoru|Aidoru]] ([[User talk:Aidoru|talk]]) 00:47, 23 July 2019 (EDT)&lt;br /&gt;
&lt;br /&gt;
== New Trailer ==&lt;br /&gt;
&lt;br /&gt;
The multiplayer reveal came out; [https://www.youtube.com/watch?v=J7Ivdq5E-fs here's a link.] Looks pretty interesting so far; I've got some things to point out, but what I don't have right now is time. Cheers, [[User:Pyr0m4n14c|Pyr0m4n14c]] ([[User talk:Pyr0m4n14c|talk]]) 13:59, 1 August 2019 (EDT)&lt;br /&gt;
: There's also a full live stream of gameplay going on right now, so someone should probably sift through that after it finishes. --[[User:Tamarin88|Tamarin88]] ([[User talk:Tamarin88|talk]]) 14:32, 1 August 2019 (EDT)&lt;br /&gt;
&lt;br /&gt;
==Revolver==&lt;br /&gt;
Looks like it could be a Smith and Wesson Model 586 with the barrel inletted for a scope mount. [[User:Black Irish Paddy|Black Irish Paddy]] ([[User talk:Black Irish Paddy|talk]]) 19:19, 1 August 2019 (EDT)&lt;br /&gt;
&lt;br /&gt;
== IGN Loadout montage video ==&lt;br /&gt;
&lt;br /&gt;
https://www.youtube.com/watch?v=iiKHyejWvzQ&lt;br /&gt;
&lt;br /&gt;
They go through all the guns available in the beta but not all the customisation options. They mention how it's possible to do things like add a 5.45mm &amp;quot;conversion kit&amp;quot; to the AK to turn it into a 74. And an unmodified L86 is just a bog-standard L85. Should probably follow the Payday 2 guide of putting entries for every complete weapon you can turn each gun into.[[User:Temp89|Temp89]] ([[User talk:Temp89|talk]])&lt;br /&gt;
&lt;br /&gt;
== FN FAL/DSA 58  ==&lt;br /&gt;
&lt;br /&gt;
Noticed this in a screen&lt;br /&gt;
https://imgur.com/a/AtTaJ5u&lt;br /&gt;
&lt;br /&gt;
Not sure how to edit on here though, apologies...&lt;br /&gt;
:I get myself a FAL, and it's a classic one as opposed to the weird looking one in MW2! I'm happy. --[[User:PyramidHead|PyramidHead]] ([[User talk:PyramidHead|talk]]) 20:49, 2 August 2019 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Price's carbine ==&lt;br /&gt;
&lt;br /&gt;
So, as seen on the page, the Noveske with a VLTOR upper is the closest ID that I found over two weeks ago for the carbine held by Capt. Price in the game cover and other artwork. For anyone who would like to take a close look at the weapon and see if there's a better match or some noteworthy info, [http://i.jeuxactus.com/datas/jeux/c/a/call-of-duty-modern-warfare/xl/call-of-duty-modern-war-5cf00acc5610e.jpg here's] a very high resolution image of it, and [http://www.gamenite.de/wp-content/uploads/2019/05/CallOfDutyModernWarfare2019.jpg here's] a nearly full view of the weapon. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 10:43, 7 August 2019 (EDT)&lt;br /&gt;
&lt;br /&gt;
==Weapon Prediction==&lt;br /&gt;
Probably the MW Remastered weapons will be in the game. Their names and aestetyc don't match with the original COD. MW but match with the new one. PKM and FAL are already confirmed.So the &amp;quot;Prokolot&amp;quot;,&amp;quot;D-25S&amp;quot;,Saiga-12,Cheytac M200,&amp;quot;Fang 45&amp;quot; are on the table.--[[User:Dannyguns|Dannyguns]] ([[User talk:Dannyguns|talk]]) 03:28, 12 August 2019 (EDT)&lt;br /&gt;
:I doubt any of the fictional weapons will make it in. The SAIGA-12 and Cheytac M200 might, but not the Prokolot, D-25S or Fang-45.--[[User:Aidoru|Aidoru]] ([[User talk:Aidoru|talk]]) 09:25, 12 August 2019 (EDT)&lt;br /&gt;
::Yeah, I'd agree - I mean, the FAL that we've seen so far is pretty clearly just an ordinary FAL, not the weird hybrid AR-ish thingy from ''MWR'' that resembles a lot of things but isn't quite any of them. It seems to me like this game's arsenal will be more or less proprietary. [[User:Pyr0m4n14c|Pyr0m4n14c]] ([[User talk:Pyr0m4n14c|talk]]) 10:25, 12 August 2019 (EDT)&lt;br /&gt;
Those dumb fictional weapons? No. Just no. They shouldn't have been in MWR in the first place; that game started very well with improvements on realism regarding weapon models, etc., but the devs pretty much ruined it with those frankenguns. Thankfully this most likely ain't happening with the new MW, considering that this is Infinity Ward, and not Raven Software, [[Call of Duty Online|who was already known for creating frankenguns]]. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 16:09, 12 August 2019 (EDT)&lt;br /&gt;
&lt;br /&gt;
I doubt we'll see ''any'' reuse of weapons from previous CoDs - the work required for the new attachment system would probably make converting old models not worth it. --[[User:Tamarin88|Tamarin88]] ([[User talk:Tamarin88|talk]]) 14:43, 12 August 2019 (EDT)&lt;br /&gt;
&lt;br /&gt;
==Frankenguns==&lt;br /&gt;
Now with the new gun customization, it appears that they will crank up to 11 the frankengun-ism. I am wondering about the AK customization in particular. They widely advertised that it is possible to customize the default AK47 into an &amp;quot;AK74u&amp;quot; however, what it actually does is to outfit it with an AKS-74U's wooden handguard and a [https://www.k-var.com/flash-hider-cone-design-for-762x39-24x15mm-rh-threads-us-made 7.62 x 39mm krinkov muzzle]. Now, this is all good when we speak about a 7.62 x 39mm AK but the thing is that this same setup (AK47 base) can be outfitted with 5.45x39mm mags while retaining the base AK47 receiver. So the question is would it be possible to somehow achieve this in reality, like maybe put the internals of a 5.45x39mm AK into a 7.62 x 39mm receiver? Could this work mechanically because that is precisely what we got in the game?&lt;br /&gt;
&lt;br /&gt;
Also would there be any issue with attaching a 20&amp;quot; barrel to an Mk18 or M4A1 or whatever similarly to what can be done in game? Man, this new customization system is cool but it's gonna raise a lot of questions. Also, I think maybe we should split all of the submodification items from the main weapons into a separate section like what we've done with BFV's &amp;quot;cosmetic modifications&amp;quot; section because the way things are currently listed on the MW page is gonna cause a lot of confusion like &amp;quot;What? That ain't Mk18 no more, it's an M16 bruh... but why then it shoots in full auto huhh???&amp;quot; --[[User:Nanomat|Nanomat]] ([[User talk:Nanomat|talk]]) 19:06, 16 August 2019 (EDT)&lt;br /&gt;
:Regarding your first question about AKs, it'd essentially be a custom build, grafting (and probably hand-fitting) AKS-74U parts into an original AK-47 receiver. For the second, there shouldn't be any issues with attaching non-standard barrels to Mk18 uppers, as 18 uppers are the same thing as A4 uppers, just fitted with shorter barrels and handguards. And, for the final one, I'd figure that the way that we have it now is probably the best bet; the ''BFV'' system works because you're less customizing one gun into another (which is what you can do here) and more attaching parts from one variant of a gun to another - for example, you can put a Mk2 stock on a Mk1 Bren, but it's still a Mk1 Bren. This is the precedent for these sorts of customization issues elsewhere; for example, it's what was done for ''[[Payday 2]]''. Hope this helps. [[User:Pyr0m4n14c|Pyr0m4n14c]] ([[User talk:Pyr0m4n14c|talk]]) 21:04, 16 August 2019 (EDT)&lt;br /&gt;
::And regarding the M16, if you really want to avoid that full-auto/burst confusion, you could probably identify the section as a Colt Model 901/M16A3 (the full-auto counterpart of the flat top M16A4), but keep the current reference image due to the heat shield. But IMO it isn't really necessary to change it, considering that we're already saying that &amp;quot;it resembles&amp;quot; an M16A4, plus one of the weapon perks in-game do actually turn it into a 3-round burst weapon. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 15:45, 18 August 2019 (EDT)&lt;br /&gt;
:::I changed the Arsenal AR-SF section to AKS-74U as the game simply puts parts from the AKS-74U to the base AK47 receiver. Also, I think we should emphasize more on the fact that the parts from &amp;quot;secondary&amp;quot; weapons are attached to the &amp;quot;main&amp;quot; receiver. I was going to make the same to the M16A4 section but as far as I understand from the above reply, the MK18 and the M16A4 both use the same receiver, at least visually, in reality. However, the fact that the weapon (in game) by default fires in full auto means that the base receiver is the MK18 one. Now the technical impossibility in this case here comes from the 3-round burst perk you describe. If that is indeed the case then we end up with that particular receiver being able to switch between full auto/3 burst which as far as I know is not a feature of any AR receiver? --[[User:Nanomat|Nanomat]] ([[User talk:Nanomat|talk]]) 21:59, 19 August 2019 (EDT)&lt;br /&gt;
::::Nah, I reverted it, because it's better to show what the resulting model looks like, and the in-game weapon still has a milled receiver like the AR-SF, which is not the case for the AKS-74U. For the record, the combo of an AR-SF with Krinkov flash hider and wood handguard has indeed been done in some movies like [[District B13#Arsenal AR-SF|Banlieue 13]] and [[36th Precinct#Arsenal AR-SF|36 Quai des Orfèvres]]. Now regarding the burst perk, in fairness I just mentioned how the behavior of the in-game weapon will change to 3-round burst, and that it would potentially avoid the confusion between burst/auto that you mentioned at the end of your first comment. I don't think the burst perk changes the selector markings on the weapon model itself (unlike the normal attachments), plus I'm not sure whether the perk replaces the full-auto fire by 3-round burst or it adds a burst setting alongside the full-auto/semi-auto modes. Though in response to your last question, the safe/semi/burst/auto selector does exist on the &amp;quot;M4 Commando Enhanced&amp;quot; and the &amp;quot;M4 Carbine Enhanced&amp;quot; as discussed [[Talk:M16 rifle series#Colt Model 978|here]], but either way it's kinda irrelevant, since I'm pretty sure that this &amp;quot;burst&amp;quot; perk is available on many weapons in-game, not just the &amp;quot;M4A1&amp;quot;. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 05:06, 20 August 2019 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Public Beta ==&lt;br /&gt;
&lt;br /&gt;
So, a new promo trailer dropped. A couple of things were shown, namely a mine that kinda looks like a flattened TS-50 with an S-Mine sticking out of the top (I think this was already shown, but now we have a good view of it), and a PKM (thankfully enough; it'd be odd to have a PKM stock as an attachment without the gun it belongs to). More important, however, is what this trailer was ''for'': there's apparently going to be a PS4-exclusive public beta of the 2v2 mode this weekend. If any of you have a PS4 capture device, now's your time to shine. [[User:Pyr0m4n14c|Pyr0m4n14c]] ([[User talk:Pyr0m4n14c|talk]]) 22:49, 19 August 2019 (EDT)&lt;br /&gt;
:Shoot, the PS4 already has a built in screencap feature, so a specific device isn't even necessary. I'm planning on downloading it, I could definitely take some screencaps.-[[User:Aidoru|Aidoru]] ([[User talk:Aidoru|talk]]) 00:53, 20 August 2019 (EDT)&lt;br /&gt;
I just want to say that the animators at IW have really outdone themselves on this game. I love all the reload animations, the visual recoil is well done, and they even included animated fire selector switches that the player character will engage with his hand/thumb depending on the gun.--[[User:Aidoru|Aidoru]] ([[User talk:Aidoru|talk]]) 04:43, 25 August 2019 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Revolver ==&lt;br /&gt;
&lt;br /&gt;
I think the revolver is [[Taurus Model 689]] at least for me it looks like one&lt;br /&gt;
--[[User:Relb357|Relb357]] &lt;br /&gt;
September 8 2019&lt;br /&gt;
&lt;br /&gt;
== P320 ID ==&lt;br /&gt;
If it lacks features indicative of the M18 (manual safety, three rail slots instead of four), shouldn't we classify it as a P320 instead? [[User:Spartan198|Spartan198]] ([[User talk:Spartan198|talk]]) 23:13, 12 September 2019 (EDT)&lt;br /&gt;
:It has the M18's optic cut on the slide though, and the SIG-Sauer website mentions that non-manual safety M17 pistols are planned to be shipped (I'm not sure if it also applies to the M18 though). I suppose we could alternatively identify it as a P320 RX Compact with the ROMEO1 sight removed (assuming that it ''can'' easily be removed, which I have yet to check). --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 23:44, 12 September 2019 (EDT)&lt;br /&gt;
::They mention that the battery on the RX Compact's RDS can be changed without having to remove it, so I'm pretty sure it's removable. If it wasn't, that sentence would be nonsensical. I didn't know about them releasing M17s without manual safeties, though. [[User:Spartan198|Spartan198]] ([[User talk:Spartan198|talk]]) 06:10, 13 September 2019 (EDT)&lt;br /&gt;
:::Yep, plus I now checked a video; when Phil Strader talks about the RDS [http://youtu.be/HLs-qZMyL70?t=54 here], he says &amp;quot;if you don't feel like using it and you want to use regular iron sights&amp;quot;. [http://youtu.be/-ZGRJtFtaOA?t=3768 Here's] a view of the in-game gun if you're interested, but anyway it ultimately seems that the RX Compact identification is legit. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 09:16, 13 September 2019 (EDT)&lt;br /&gt;
&lt;br /&gt;
==About the &amp;quot;HDR&amp;quot;==&lt;br /&gt;
Carrying on from one of the early discussions regarding the unidentified sniper rifle, [http://media.playstation.com/is/image/SCEA/call-of-duty-modern-warfare-operator-enhnaced-edition-contents-image-block-01-ps4-us-01aug19?$native_t$ here's] a higher quality image of the operator pack that includes a slightly modified version of it. And now, here's an in-game view of the weapon:&lt;br /&gt;
[[File:MW19-HDR-2.jpg|thumb|none|600px]]&lt;br /&gt;
As for my two cents, it may or may not be something like a Zastava M12 Black Spear with some sort of custom chassis and magwell, and a different bolt assembly. But then again, it's just an assumption, I just... I don't know. In the meantime, it would be appreciated if someone provides an image showing a full view of the right side; it might help us identify it. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 09:48, 13 September 2019 (EDT)&lt;br /&gt;
:[https://youtu.be/kOlEnrEpL5o?t=482 Here is an overview]. BTW it appears to be another frankengun again as the handguard of the handguard (yeah...) appears to be the [https://www.venturesurplus.com/products/used-m203-upper-handguard-carbine-length/ carbine length M203 GL handguard].--[[User:Nanomat|Nanomat]] ([[User talk:Nanomat|talk]]) 14:21, 16 September 2019 (EDT)&lt;br /&gt;
::Damn, this thing has the problem of a whole lot of the guns in ''MGS5'' - it ''kinda'' looks like a lot of things, but doesn't exactly match any of them. It sorta looks like a Zastava, it sorta looks like a Victrix Corvus, it sorta looks like an upscaled Lobaev DVL-10... and yet, in spite of this, it doesn't seem to be any of them. [[User:Pyr0m4n14c|Pyr0m4n14c]] ([[User talk:Pyr0m4n14c|talk]]) 16:34, 16 September 2019 (EDT) P.S.: The more I unsuccessfully try to wrap my head around this thing, the more I worry that the same might be true of the .357. Granted, that thing does seem to just be a Taurus, but I fear that some may disagree.&lt;br /&gt;
:::Well, even though this might be the COD with most realistic depiction of guns, I managed to find that they deliberately gave them some subtle fictional details. For example look at [https://i.redd.it/cbxwmej5twd31.png MW's Harrier] and a [http://img.timeinc.net/time/2011/weapons/harrier.jpg real one]. Note that the real one has semi circular air intakes while the game's version has more squareish ones. Also compare the [http://www.imfdb.org/images/e/ea/DesertEagle50AE.jpg real Deagle] to the [https://youtu.be/kOlEnrEpL5o?t=505 game's version]. Note how the MW's Deagle has the pins above the trigger guard in the wrong place and also has more grooves on the slide than the real one. I think they are doing this on purpose. If somebody comes up with a lawsuit &amp;quot;Heyyy, u can't use our weapon in ur game!&amp;quot; and bla bla they can simply claim that the weapon they depict is not the same, it has differences, minor but still.--[[User:Nanomat|Nanomat]] ([[User talk:Nanomat|talk]]) 19:20, 16 September 2019 (EDT)&lt;br /&gt;
::::Infinity Ward seems to be doing these modifications in an inconsistent manner. You have a slightly fictionalized Desert Eagle with a made up name, but you also have the &amp;quot;M13&amp;quot; which is (as far as I can tell) pretty much an exact likeness of the MCX Virtus. Similiarly, they gave the MP7 its proper name, but they also gave it the same treatment as the Desert Eagle, with a fictional stock, handguard, charging handle, etc. In terms of Killstreaks, you have the notHarrier, notFrogfoot, the weird looking notPredator with an AEW rotodome alongside an accurately modelled Apache, Pave Low and A-10.--[[User:Aidoru|Aidoru]] ([[User talk:Aidoru|talk]]) 00:52, 17 September 2019 (EDT)&lt;br /&gt;
::::One of the developers on Reddit actually said that was the case regarding the L86. I doubt it's really necessary (most games get away with much more accurate guns, even today), but I imagine Activision's lawyers are especially antsy because CoD has had licensing deals in the past, and I presume they're thinking that the gun companies will be watching them for use after the deal expired.--[[User:Tamarin88|Tamarin88]] ([[User talk:Tamarin88|talk]]) 07:09, 17 September 2019 (EDT)&lt;br /&gt;
I think it's an Zastava M93 Black Arrow (which has the same caliber) with a completely custom chassis and furniture. The position of the pistol grip and magazine match the M93 pretty well too.--[[User:BaileyJIII|BaileyJIII]] ([[User talk:BaileyJIII|talk]]) 09:43, 20 September 2019 (EDT)&lt;br /&gt;
:Oh wow, I haven't logged into this site for years, I know you're happy to see me again. Anyway, I'm thinking that the reason that they are doing these minor cosmetic changes to make guns and especially vehicles look less realistic is because of fear of lawsuits. There was after all this (https://www.rockpapershotgun.com/2017/11/09/humvee-manufacturer-suing-activision-over-call-of-duty-vehicles/?utm_source=feedburner&amp;amp;utm_medium=feed&amp;amp;utm_campaign=Feed%3A+rockpapershotgun%2Fsteam+%28Rock%2C+Paper%2C+Shotgun%3A+Steam+RSS%29) (I forgot how to format links properly, sorry) case some years ago and I'm thinking Activison wants to avoid that happening again. This doesn't answer why some guns look more or less like their real counterpart though. I'm thinking that *maybe* it has to do with political reasons. Some might say that it's &amp;quot;problematic&amp;quot; or something to depict guns to realistically. Then again, I'm not sure about that.--[[User:AnActualAK47|AnActualAK47]] ([[User talk:AnActualAK47|talk]]) 15:15, 26 September 2019 (EDT)&lt;/div&gt;</summary>
		<author><name>AnActualAK47</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Talk:Ghost_Recon_Wildlands&amp;diff=1107151</id>
		<title>Talk:Ghost Recon Wildlands</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Talk:Ghost_Recon_Wildlands&amp;diff=1107151"/>
		<updated>2017-05-18T23:25:44Z</updated>

		<summary type="html">&lt;p&gt;AnActualAK47: /* The game is a mess when it comes to weapons */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== M4 again, finally? ==&lt;br /&gt;
I really hope it makes the final cut and doesn't get replaced by some other &amp;quot;better&amp;quot; AR variant or removed altogether. [[User:Spartan198|Spartan198]] ([[User talk:Spartan198|talk]]) 22:17, 17 June 2015 (EDT)&lt;br /&gt;
:Agreed. I heard that while trying to secure weapons for Rainbow Six Vegas they had a falling out with Colt or some such and that's why Ubisoft games haven't featured the M4, or any Colt for that matter, since. They got around it in Far Cry by using a Kimber for the 1911, but with this and The Division is seems like they have made an agreement and M4's are making a triumphant return. What other weapons are you hoping to see? Personally I'm hoping for a SIG Sauer Pistol, ideally the P226, and the Beretta PX4 Storm. --[[User:RedRobinAlpha|RedRobinAlpha]] ([[User talk:RedRobinAlpha|talk]]) 14:22, 18 June 2015 (GMT)&lt;br /&gt;
::Pretty much just the usuals: SCAR-H (as an actual battle rifle instead of a &amp;quot;PDR&amp;quot;) and SSR, MK14 EBR, a Glock of any kind except the 18 (my pick would be a 21, because me love .45 long time), M4 Super 90, M45A1 CQBP, HK45, M16A4, MP7A2, and such. A P226 and Px4 would be fine with me, though I'd rather have a P220 Combat or P227 instead of a P226. I know it might sound boring, but I prefer the weapons to be relevant to the setting and forces involved in the plot, rather than a random list of high-tech or novelty guns that most bad guys would never get their hands on. I would personally prefer the M4 to be the newer [http://www.dogfightink.com/M203USSOCOM.jpg Block II] configuration, which has yet to appear in ''any'' game AFAIK, but I'll take what I can get on that front. I wouldn't mind seeing the HK417 return from Future Soldier and the G28, MK46 (I have a feeling that the &amp;quot;MK46&amp;quot; on the page is actually a MK48), MG4, and MG5/HK121 would make good additions. As a Splinter Cell fan, I'd also like to see the Five-seveN and SC4000 from Blacklist, though I don't expect to. Most of all, I just want FS' Gunsmith feature to return no matter what guns are in the game. [[User:Spartan198|Spartan198]] ([[User talk:Spartan198|talk]]) 11:14, 18 June 2015 (EDT)&lt;br /&gt;
&lt;br /&gt;
They should add some Bolivian-made guns too.&lt;br /&gt;
&lt;br /&gt;
:::Yeah the gunsmith feature was pretty huge in the last one I can't see them leaving it out of this one, I'm also hoping that no matter what weapons are in the game it's not limited to like 2 or 3 in each class, I wanna be able to play this with friends who have completely different weapons/setups each time, not everyone using the M4 or AK, just with a different scope, for me personally I want a large range of Pistols and Assault rifles, and for one of my friend who is a sniper nut I want him to be able to choose from a whole load of rifles dependent on the mission at hand. (Although personally I'm super pumped about the M40A5) --[[User:RedRobinAlpha|RedRobinAlpha]] ([[User talk:RedRobinAlpha|talk]]) 16:48, 18 June 2015 (GMT)&lt;br /&gt;
&lt;br /&gt;
Speaking of M4, I found this in a development blog on the game's website.&lt;br /&gt;
[[File:GRW M4.jpg|thumb|none|600px|Alpha-build Ghost operative armed with an M4A1.]]&lt;br /&gt;
Can we use it on the main page? [[User:Spartan198|Spartan198]] ([[User talk:Spartan198|talk]]) 22:28, 2 December 2015 (EST)&lt;br /&gt;
&lt;br /&gt;
== Pic of Ghosts == &lt;br /&gt;
&lt;br /&gt;
On the official Ghost Recon website there's this image as a background. I noticed a couple of things. &lt;br /&gt;
&lt;br /&gt;
[[File:Ghost_Family2.jpg]]&lt;br /&gt;
&lt;br /&gt;
The Cowboy-looking Ghost in the red shirt was shown in the trailer with his ballcap facing forward and there's a wrapped pistol grip showing in his thigh holster. A - I'm hoping for some kind of customization for player characters and B - from the shape of the pistol grip could that be some kind of SIG? P220 or P226?&lt;br /&gt;
&lt;br /&gt;
The third Ghost has something weird that looks like it's just forward of the holo sight on his ACR/M203. Also his backpack has a callsign tape that reads FACE. Again with the customization, maybe you give your Ghost a callsign and it appears on gear? Also the suppressed pistol this Ghost has appears to have ergonomic contouring on the front of the grip, ie the HK P30 or HK45.&lt;br /&gt;
&lt;br /&gt;
The Ghost on the far right has a suppressed KAC PDW over his right shoulder. &lt;br /&gt;
&lt;br /&gt;
All I have. If anyone wants to integrate this into the rest of the article be my guest. I admittedly suck at it. --[[User:DeltaOne|DeltaOne]] ([[User talk:DeltaOne|talk]]) 05:50, 10 August 2015 (EDT)&lt;br /&gt;
&lt;br /&gt;
:I'd say the Ghost on the far left has Remington MSR (as in Future Soldier), and the red shirted guy's machine gun could be KAC LMG (&amp;quot;Stoner 96&amp;quot; in FS). Also I think that the AKM on the page is just a standard 47, judging by the lack of AKM muzzle brake and shape of the front sight, but do correct me if I'm wrong. --[[User:CnC Fin|CnC Fin]] ([[User talk:CnC Fin|talk]]) 06:59, 10 August 2015 (EDT)&lt;br /&gt;
::The thing on the third Ghost's rifle looks like a EOTech M40GL optic.--[[User:Aidoru|Aidoru]] ([[User talk:Aidoru|talk]]) 12:32, 10 August 2015 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Spoop Recon: Cocain land ==&lt;br /&gt;
&lt;br /&gt;
Here's a new [https://www.youtube.com/watch?v=uqoX0WSE-SE trailer] fresh from the fake voice over factory.&lt;br /&gt;
&lt;br /&gt;
Guns i saw: M9 (could just be an 92 who knows) Remington MSR and ACR. KAC PDW and Stoner. Some AK variant. An FNP. Some other guns that i can't remember. &lt;br /&gt;
&lt;br /&gt;
Ubisoft's press conferences always make me cringe my eyes out. Super edgy saying fuck, we know.--[[User:AnActualAK47|AnActualAK47]] ([[User talk:AnActualAK47|talk]]) 16:33, 13 June 2016 (EDT)&lt;br /&gt;
&lt;br /&gt;
== New Trailers ==&lt;br /&gt;
There are a couple of new trailers on the website. Among the guns were an ornate gold-plated 1911, Minigun, and M249E2. Unfortunately PRT SCRN doesn't seem to work on my new computer, so I can't cap anything.&lt;br /&gt;
&lt;br /&gt;
https://www.youtube.com/watch?v=BhopQUFkvy8&lt;br /&gt;
https://www.youtube.com/watch?v=7ys7VVZvTjs&lt;br /&gt;
[[User:Spartan198|Spartan198]] ([[User talk:Spartan198|talk]]) 06:29, 23 June 2016 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Unknown AR-15 ==&lt;br /&gt;
So I finally figured out how PRT SCRN works on this computer and got to work capping the above trailers. The Cartel Cinematic trailer shows a Cartel member with an AR-15 that isn't the M4 already on the page.&lt;br /&gt;
&lt;br /&gt;
[[File:GRW-AR15.jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
I'm thinking maybe a MK18 Mod 1, but it's hard to make out for sure. It's definitely some kind of SBR, though. [[User:Spartan198|Spartan198]] ([[User talk:Spartan198|talk]]) 02:31, 21 September 2016 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Singleplayer trailer ==&lt;br /&gt;
&lt;br /&gt;
Just watched the latest single player. I couldn't pick out anything new apart from the return of the P416 that appeared in Far Cry 3/4 and GR:FS as the &amp;quot;Goblin&amp;quot;. The only other weapons i could pick out were the SR25, an AK and the M4A1, when a pick up icon appears after a patrolling guard is dispatched. Will re-watch it later to see if i missed anything as it nearly 30mins long.--[[User:Forrest1985|Forrest1985]] ([[User talk:Forrest1985|talk]]) 15:35, 21 January 2017 (EST)&lt;br /&gt;
So after using the explosive drone, the player in the trailer accesses a weapon crate. This lists the L85a2, ACR, AK47, AK12, MK48, MP5, Stoner LMG, SR25, P416. Two of the AI squad are also shown using the ACR.  Interesting to note the AK47 appears in &amp;quot;his&amp;quot; and &amp;quot;hers&amp;quot; variations. The players sidearm is briefly listed as an &amp;quot;M9&amp;quot;. --[[User:Forrest1985|Forrest1985]] ([[User talk:Forrest1985|talk]]) 15:46, 21 January 2017 (EST)&lt;br /&gt;
:There was an icon for a PKS-07 scope-equipped Dragunov (a la Battlefield 3) at the end screen, too. SR25 looks like the ECC model.--[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 16:05, 21 January 2017 (EST)&lt;br /&gt;
Yeah pretty sure when the player switches from the P416 to the SR25 it does say &amp;quot;SR25 ECC&amp;quot;. --[[User:Forrest1985|Forrest1985]] ([[User talk:Forrest1985|talk]]) 16:12, 21 January 2017 (EST)&lt;br /&gt;
:Can you give a link to that trailer, or at least a trailer name to search for? I'd definitely like to watch it. On a side note, I know it's probably too late into development (the game's most likely gone gold by now with only minor polishing and bug fixing left to do), but it'd be nice to have the new [http://www.thefirearmblog.com/blog/2017/01/18/hk-shows-off-m110a1-csass-compact-sniper-rifle-mg4-mg5-shot-17/ M110A1 CSASS] in the game instead of the SR-25. I mean, I like the SR-25 and I'm not complaining about it, but still. [[User:Spartan198|Spartan198]] ([[User talk:Spartan198|talk]]) 19:08, 21 January 2017 (EST)&lt;br /&gt;
They show off a bunch of weapons here&lt;br /&gt;
&lt;br /&gt;
https://www.youtube.com/watch?v=iPomOeNtWLw&amp;amp;t=3m45s&lt;br /&gt;
&lt;br /&gt;
Sig MPX shown [[User:Temp89|Temp89]] ([[User talk:Temp89|talk]])&lt;br /&gt;
 &lt;br /&gt;
Try this link [https://youtu.be/AgkU63lizCs here] skip to about 16:14 to see the weapon crate with the weapons i listed above. Temp89's trailer above shows MPX and Spas12. I will also find the E3 trailer i saw as the masked sniper had an M40A5 and later used MSR. I'm happy anyway, AK47, AK12 and a proper M4! --[[User:Forrest1985|Forrest1985]] ([[User talk:Forrest1985|talk]]) 08:27, 22 January 2017 (EST)&lt;br /&gt;
: Yet more trailers&lt;br /&gt;
:https://www.youtube.com/watch?v=722kzzrOCiU&lt;br /&gt;
P90 TR&lt;br /&gt;
&lt;br /&gt;
MP5&lt;br /&gt;
&lt;br /&gt;
Saiga-12&lt;br /&gt;
&lt;br /&gt;
HK MG5&lt;br /&gt;
&lt;br /&gt;
Serbu super-shorty&lt;br /&gt;
&lt;br /&gt;
Stoner&lt;br /&gt;
&lt;br /&gt;
Famas G2&lt;br /&gt;
&lt;br /&gt;
DTA Stealth Recon Scout &lt;br /&gt;
&lt;br /&gt;
M40A5[[User:Temp89|Temp89]] ([[User talk:Temp89|talk]])&lt;br /&gt;
&lt;br /&gt;
Cheers for that! Missed the MK14 though dude. Trying to get a link but IGN has ANOTHER new trailer about 10mins long. The player has the P416 and what looks like an MP5SD? The sicarios are armed with Skorpion machine pistols and a Cobray/MAC type SMG (sorry unable to identify from pick up icon alone). Video is [https://youtu.be/tVI3VGiT7lI here] --[[User:Forrest1985|Forrest1985]] ([[User talk:Forrest1985|talk]]) 13:42, 25 January 2017 (EST)&lt;br /&gt;
&lt;br /&gt;
I can't wait for this game. I am a bit disappointed with the design of the stealth Black Hawk, though; I'd rather it look more like the ones in [[Zero Dark Thirty]], whereas these look like normal Black Hawks with the stealth tail boom and rotor hub on it. [[User:Spartan198|Spartan198]] ([[User talk:Spartan198|talk]]) 19:53, 25 January 2017 (EST)&lt;br /&gt;
:I remember seeing an AH-1 Cobra in an earlier trailer too, hope that still makes the final cut. What I don't like is that the reload animations appear to always have the weapon charged, it looks like +1 in the chamber from Rainbow 6 Siege got forgotten :(--[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 20:16, 25 January 2017 (EST)&lt;br /&gt;
&lt;br /&gt;
Me again. New video on character customisation and gunsmith from fellow brit &amp;quot;westie&amp;quot; is up. Skip to 3:15 where weapon menu shows MG121, Saiga 12 and an M1891. Is this last weapon the mosin in Archangel style stock? Anyway good video all round (minus Westie's slightly patronising tone). Video is [https://youtu.be/884zYeuHIDc found here]. Sorry i do not know how to upload screen caps on iPhone.--[[User:Forrest1985|Forrest1985]] ([[User talk:Forrest1985|talk]]) 13:03, 27 January 2017 (EST)&lt;br /&gt;
:https://www.youtube.com/watch?v=IsLTv8AZn3w&lt;br /&gt;
P45T&lt;br /&gt;
&lt;br /&gt;
M1911&lt;br /&gt;
&lt;br /&gt;
5.7 USG&lt;br /&gt;
&lt;br /&gt;
P12&lt;br /&gt;
&lt;br /&gt;
P227&lt;br /&gt;
&lt;br /&gt;
Beretta M9&lt;br /&gt;
&lt;br /&gt;
Desert Eagle&lt;br /&gt;
&lt;br /&gt;
Serbu&lt;br /&gt;
&lt;br /&gt;
Spas 12&lt;br /&gt;
&lt;br /&gt;
Saiga-12&lt;br /&gt;
&lt;br /&gt;
Mac-11&lt;br /&gt;
&lt;br /&gt;
Vz 61&lt;br /&gt;
&lt;br /&gt;
PP19&lt;br /&gt;
&lt;br /&gt;
MP5 MLI&lt;br /&gt;
&lt;br /&gt;
Kriss Vector&lt;br /&gt;
&lt;br /&gt;
P90 TR&lt;br /&gt;
&lt;br /&gt;
MP7&lt;br /&gt;
&lt;br /&gt;
C1 Stirling&lt;br /&gt;
&lt;br /&gt;
KAC-PDW&lt;br /&gt;
&lt;br /&gt;
PP-19-01 Vityaz-SN&lt;br /&gt;
&lt;br /&gt;
MPX&lt;br /&gt;
&lt;br /&gt;
POF PSG&lt;br /&gt;
&lt;br /&gt;
Famas G2&lt;br /&gt;
&lt;br /&gt;
M4A1 SOPMOD&lt;br /&gt;
&lt;br /&gt;
P416&lt;br /&gt;
&lt;br /&gt;
SIG556xi&lt;br /&gt;
&lt;br /&gt;
AK12&lt;br /&gt;
&lt;br /&gt;
SR3M&lt;br /&gt;
&lt;br /&gt;
SCAR-H&lt;br /&gt;
&lt;br /&gt;
AUG A3&lt;br /&gt;
&lt;br /&gt;
CZ 805 A2&lt;br /&gt;
&lt;br /&gt;
L85A2&lt;br /&gt;
&lt;br /&gt;
Remington R5 RGP&lt;br /&gt;
&lt;br /&gt;
Stoner A1&lt;br /&gt;
&lt;br /&gt;
MG121&lt;br /&gt;
&lt;br /&gt;
M249&lt;br /&gt;
&lt;br /&gt;
Mk48&lt;br /&gt;
&lt;br /&gt;
Type 95&lt;br /&gt;
&lt;br /&gt;
6P41 Pecheneg&lt;br /&gt;
&lt;br /&gt;
M40A5&lt;br /&gt;
&lt;br /&gt;
HTI&lt;br /&gt;
&lt;br /&gt;
SVD&lt;br /&gt;
&lt;br /&gt;
Mk14&lt;br /&gt;
&lt;br /&gt;
Mosin–Nagant M1891&lt;br /&gt;
&lt;br /&gt;
SR-25&lt;br /&gt;
&lt;br /&gt;
G28&lt;br /&gt;
&lt;br /&gt;
SRSA1&lt;br /&gt;
&lt;br /&gt;
L115A3&lt;br /&gt;
&lt;br /&gt;
MSR&lt;br /&gt;
&lt;br /&gt;
Lotta R6:Siege weapons. Still not all of them as they don't scroll down.[[User:Temp89|Temp89]] ([[User talk:Temp89|talk]])&lt;br /&gt;
:I also saw the Remington ACR (and a bunch of 5.11 gear) on a promotional screenshot.--[[User:AnActualAK47|AnActualAK47]] ([[User talk:AnActualAK47|talk]]) 09:59, 29 January 2017 (EST)&lt;br /&gt;
&lt;br /&gt;
== POF P416 ==&lt;br /&gt;
&lt;br /&gt;
The P416 is also seen in [https://www.youtube.com/watch?v=OAP0ZMhx-tI one of the more recent gameplay trailers]. Ubisoft seems to have an interest in this rifle, as it's now been featured in Far Cry 3, ''both'' Watch Dogs games, and now GR:W.&lt;br /&gt;
:It's been mentioned in the posts above. I'm sure POF licensed it to Ubisoft, it's been in all of their shooters since Ghost Recon Future Soldier (and it's also in Far Cry 4, The Division, and heck, even Rainbow 6: Siege has it in the boot up screen.)--[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 23:50, 29 January 2017 (EST)&lt;br /&gt;
::And yet, after being featured in all those games, the one in Wildlands has the selector on semi despite it shooting in auto.--[[User:AnActualAK47|AnActualAK47]] ([[User talk:AnActualAK47|talk]]) 01:37, 30 January 2017 (EST)&lt;br /&gt;
:::I intend to put semi-auto triggers in all the assault rifles like I did in Future Soldier anyway, so that isn't much of a bother to me. lol [[User:Spartan198|Spartan198]] ([[User talk:Spartan198|talk]]) 17:44, 30 January 2017 (EST)&lt;br /&gt;
::::I believe I've seen a fire selector mechanic in the gameplay vids, but don't quote me on that.--[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 20:09, 30 January 2017 (EST)&lt;br /&gt;
Yeah the &amp;quot;trigger&amp;quot; option from GR:FS is back acting as a fire selector. Ubisoft do seem to love this weapon! --[[User:Forrest1985|Forrest1985]] ([[User talk:Forrest1985|talk]]) 16:25, 31 January 2017 (EST)&lt;br /&gt;
&lt;br /&gt;
== Why don't the Clancy games these days show an M16 anymore ==&lt;br /&gt;
Many foreign armies and non-combat US units still carry the M16A2 and we still have the M16A4, where it's would have been natural for these modern shooters. But why these Clancy games won't show at least the A4 model in this game, Siege and The Division, they shown older weapons like the FAL, why can't the M16? [[User:Dangerman1973|Dangerman1973]] ([[User talk:Dangerman1973|talk]]) 17:38, 1 March 2017 (EST)&lt;br /&gt;
&lt;br /&gt;
:It will be good, to see since Bolivian Army have issue them.Alongside other guns.--[[User:Dannyguns|Dannyguns]] ([[User talk:Dannyguns|talk]]) 02:20, 2 March 2017 (EST)&lt;br /&gt;
I wish that they'd use the A4. All my favourites are in the game already: P226(well, P227, although the Combat TB is the coolest), and the L115A3. If a game has the M16A4 in it, rest assured it will be my go-to weapon. Preferably with a TA31, PEQ-15, and VFG on it. I think the main reason I like it so much is because the [http://cdn3.volusion.com/j4enh.r2en5/v/vspfiles/photos/KAC%2098065-2.jpg?1456827038 M5 RAS] is the coolest looking handguard ever(albeit reportedly quite heavy).--[[User:BlackHawk510|BlackHawk510]] ([[User talk:BlackHawk510|talk]]) 15:29, 2 March 2017 (EST)&lt;br /&gt;
:One possible reason (due in part to the female character options) could be is that the original long M16 stock is apparently not very easy for women (in full combat gear) to shoulder, as I was once told by a female Marine major in a class last semester. --[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 23:31, 2 March 2017 (EST)&lt;br /&gt;
&lt;br /&gt;
There are a few other weapons that would be higher on my list, TBH. HK416, HK417, M110A1, SCAR SSR, Glock 19, SIG P320, to name some. Super stoked there's a 1911, though. Besides, the Clancy games tend to focus on special ops type units, units that wouldn't realistically be using full-length rifles. [[User:Spartan198|Spartan198]] ([[User talk:Spartan198|talk]]) 05:12, 3 March 2017 (EST)&lt;br /&gt;
&lt;br /&gt;
Anyone know if Bolivia got gun factories? I think too,that a Bolivian gun would fit well, since game is set in Bolivia.--[[User:Dannyguns|Dannyguns]] ([[User talk:Dannyguns|talk]]) 08:34, 3 March 2017 (EST)&lt;br /&gt;
&lt;br /&gt;
:They may have some licensed factories, but I don't even know of any Bolivian firearms manufacturers. I would like the option for a real M16, though. I got a &amp;quot;Clear and Present Danger&amp;quot; feel when I was playing the other day. Another issue is how the camos are different shades on different clothes. The helmet, pants, and most backpacks are a lighter shade than the shirts and vests, so you basically can't use all one camo without looking ridiculous. Why do they think easily fixable but major flaws like this are okay? Some of the camos look wrong in general thanks to bad scaling. I recognize that it won't be perfect because lighting doesn't work the same way as in real life, but still.--[[User:Fidget|Fidget]] ([[User talk:Fidget|talk]]) 13:01, 8 March 2017 (EST)&lt;br /&gt;
&lt;br /&gt;
==Reference Screenshot Standards==&lt;br /&gt;
So here's a stupid question: what's the preferred way to screenshot gun in the gunsmith menu? I assumed we would use the &amp;quot;preview&amp;quot; feature, which removes all the information from the screen and zooms in on the gun. But no matter where you are or what time it is in game, there is always an annoyingly bright red glare like from a sunset on the gun. I have examples below, but it's actually far worse on some guns. You can somewhat negate this by angling the gun with the right stick so that it's not a perfect profile shot. I was going to do the P-90, MP5, and others today, but I might wait to see what the consensus is.&lt;br /&gt;
[[Image:GRW M4A1.jpeg|thumb|none|800px|Straight profile view.]]&lt;br /&gt;
[[Image:Ghost Recon Wildlands M4A1 profile.jpeg|thumb|none|800px|Angled.]]&lt;br /&gt;
I also used the 30 round magazine option instead of the default 20 since the catalog reference photo of the M4A1 has a 30 rounder.&lt;br /&gt;
--[[User:Fidget|Fidget]] ([[User talk:Fidget|talk]]) 13:01, 8 March 2017 (EST)&lt;br /&gt;
:Honestly I can't even tell the difference in profile, so what you are doing seems fine. Someone with the PC version might be able to get cleaner shots by modifying their graphics, but I doubt it matters that much.--[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 14:52, 8 March 2017 (EST)&lt;br /&gt;
:: I would definitely echo using the 30 round magazine. Feel free to overwrite the grainy trailer screen. [[User:Temp89|Temp89]] ([[User talk:Temp89|talk]])&lt;br /&gt;
&lt;br /&gt;
==Thing that bugs me==&lt;br /&gt;
Ok, i don't know if its because of lack of research or engine limitation but the bolts don't move at all (you can notice especially on the g36c) and when you pull the handle on the various ARs in the game. Still, very enjoyable despite this shortcoming but its kind of a bummer considering this one had plenty of military advisors covering things up.--[[User:Death Shadow20|Death Shadow20]] ([[User talk:Death Shadow20|talk]]) 16:26, 11 April 2017 (EDT)&lt;br /&gt;
:I'm a bit more perturbed by the fact that charging handles are always yanked even when reloading mid-magazine; the previous Ghost Recon didn't have this and there also isn't any +1 in the chamber. I'd expect more consistency between this game and Rainbow 6: Siege.--[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 17:54, 11 April 2017 (EDT)&lt;br /&gt;
::I think that the lack of a +1 in the chamber IS the reason that the charging handle is always cycled. Given that the player character actually uses a thumbs forward grip (Probably only the third mainstream game to have it, after MOH and Halo 5), I think that the dev team likely wanted to keep it simple. --[[User:BlackHawk510|BlackHawk510]] ([[User talk:BlackHawk510|talk]]) 17:40, 12 April 2017 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Ares machine gun ==&lt;br /&gt;
&lt;br /&gt;
I'm pretty sure the Ares machine gun is actually based of the [http://www.evike.com/products/55432/ Krytac LMG], which is an airsoft gun.--[[User:AnActualAK47|AnActualAK47]] ([[User talk:AnActualAK47|talk]]) 19:09, 22 April 2017 (EDT)&lt;br /&gt;
&lt;br /&gt;
Yeah, I'm inclined to agree. [[User:Spartan198|Spartan198]] ([[User talk:Spartan198|talk]]) 05:55, 23 April 2017 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Well heck me bum then, Tom Clancy must be rolling in his grave now that these games are officially using chairsoft guns as reference. I think it should still have the Ares citation though as that Krytac gun seems to be based on one of the Shrike variants.--[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 17:44, 23 April 2017 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Unidentified guns ==&lt;br /&gt;
&lt;br /&gt;
* El Commandante&lt;br /&gt;
&lt;br /&gt;
* Jackdaw Pistol&lt;br /&gt;
&lt;br /&gt;
* Peacemaker (maybe a SAA)&lt;br /&gt;
&lt;br /&gt;
* Flare Gun&lt;br /&gt;
&lt;br /&gt;
== The game is a mess when it comes to weapons ==&lt;br /&gt;
&lt;br /&gt;
Having played the game all the way through, it's obvious that the developers either didn't care, or just half-assed a lot of the weapon mechanics. As a gun enthusiast, Wildlands is painful to play through.&lt;br /&gt;
&lt;br /&gt;
*The ballistics for most weapons are terrible. Bullets visibly drop out of the air like cannonballs, and even .338 Lapua rifles drop like crazy. Sniping at greater than 1km is difficult, mainly due to the ballistics being terrible and other gameplay factors. It's possible, but difficult. .50 BMG HTI somehow drops ''more'' than the 7.62x51mm M40A5, and the .338LM MSR drops just as bad as a 7.62x54R Dragunov.&lt;br /&gt;
&lt;br /&gt;
*The ammo limits are completely wrong and make no sense. Assault rifles max out at 225 rounds. Doesn't matter if the gun holds 20, 30 or 50 rounds, its 225 rounds in reserve. 225 isn't divisible by any of those numbers. Its even worse for shotguns; you get 45 rounds. So if using the Saiga-12 with a 30 round drum, that's 1 and 1/2 reloads. Pistols get 225 rounds as well; if you're carrying a Desert Eagle, that's 31.5 magazines of ammo.&lt;br /&gt;
&lt;br /&gt;
*The attachment system is full of holes and bugs; some guns won't take any attachments, yet have the rails and means to do so (PKM is guilty of this, has a railed fore-end, yet can't take a grip, Stoner LMG can be silenced, other LMGs can't), the M4's stock can't be extended, the R5 can't fire in anything but full-auto, pistols have no compensator options or reflex sight options, the AUG A3's 30-round magazine is hilariously oversized (it's based on some fictional 60 round AUG magazine that's substantially bigger than the AUG HBAR's 45 round magazine), the SCAR-H's 20 round magazine glitches and turns into a 30-round magazine when equipped, the list goes on.&lt;br /&gt;
&lt;br /&gt;
*The pistol mechanics are shoddy; the hammers don't move, and every gun save for the P12/USP fires with an uncocked hammer. The slides don't even lock back, and there's no +1 chambering for weapons.&lt;br /&gt;
&lt;br /&gt;
*The reload animations are insanely same-y; weapons will have one of three reload animations. The MP5 and Scorpion EVO3 have the same animations, the MP7 and M4 have the same animations, the SPAS-12 is never cocked when reloaded, every pistol reloads the same. There's no variety. There's no mid-mag reloads; each time the charging handle is pulled back, and it's done with the shooting hand; a big no-no in the military. As AgentGumby mentioned (thanks btw), all of the underbarrels reload like the GP-25. That means the M203 and M320 both breech-load, which should be impossible given their design.&lt;br /&gt;
&lt;br /&gt;
Just wanted to give my two cents. For a game from a franchise that's about tactical realism, Wildlands is atrociously bad when it comes to weapons. &lt;br /&gt;
[[User:Antediluvial|Antediluvial]] ([[User talk:Antediluvial|talk]]) 23:30, 16 May 2017 (EDT)&lt;br /&gt;
&lt;br /&gt;
Hilariously, the M40A5 actually has ''less'' bullet drop than the .338 rifles in the game. A couple of the sniper rifles aren't zeroed with certain scopes (put a PEQ-15 on the G28 with its similarly-named scope and you'll see its point of impact is one dot above center, the Dragunov with PKS-07 and L115A3 are both even worse). And no 10&amp;quot; M4 barrel option? What madness is ''that''?! It's still an okay game, though. [[User:Spartan198|Spartan198]] ([[User talk:Spartan198|talk]]) 05:12, 17 May 2017 (EDT)&lt;br /&gt;
&lt;br /&gt;
:I'm pretty sure the pistol hammers are cocked in the world models, the hammer is up in Gunsmith though. The P227 is the one exception to this (DA only trigger, perhaps?)--[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 11:48, 17 May 2017 (EDT) EDIT: and don't forget, all the UBGLs reload like the GP25.....&lt;br /&gt;
&lt;br /&gt;
::Pistol hammers aren't cocked for the most part in the world models, the D50 is most guilty of this, as is the P45. Both have uncocked hammers, as do a lot of the other pistols. Will have to double check, but from what I've seen, the pistols don't display proper mechanics. [[User:Antediluvial|Antediluvial]] ([[User talk:Antediluvial|talk]]) 13:40, 17 May 2017 (EDT)&lt;br /&gt;
:Does anyone else feel like a lot of the weapon models are a bit &amp;quot;off&amp;quot;? Particularly the AK and M4, they just seem like they were modelled off of not very good airsoft guns rather than real guns. Despite its problems, The Division has far better weapons modelling.--[[User:Aidoru|Aidoru]] ([[User talk:Aidoru|talk]]) 14:34, 17 May 2017 (EDT)&lt;br /&gt;
:::Most of the proportions of the M4 are pretty good, however the one thing that is off that makes the whole gun look wonky is the stock, which for some reason they have made this grossly oversized. With the real stock the bottom of it is level with the bottom of the trigger guard, and length wise this stock retracted is only just shorter than the real stock fully extended. It's like they didn't want to model it being extended so they just stretched the whole thing, but this is really weird as they model the Magpul CTR stock on the other ARs correctly with it being extended on the buffer tube.  --[[User:Commando552|commando552]] ([[User talk:Commando552|talk]]) 12:39, 18 May 2017 (EDT)&lt;br /&gt;
::::They were to busy licensing that sweet 5.11 gear to care about the guns.--[[User:AnActualAK47|AnActualAK47]] ([[User talk:AnActualAK47|talk]]) 19:25, 18 May 2017 (EDT)&lt;/div&gt;</summary>
		<author><name>AnActualAK47</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Killing_Floor&amp;diff=1106943</id>
		<title>Killing Floor</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Killing_Floor&amp;diff=1106943"/>
		<updated>2017-05-17T19:08:49Z</updated>

		<summary type="html">&lt;p&gt;AnActualAK47: /* Winchester Model 1894 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox Video Game|{{PAGENAME}}&lt;br /&gt;
|name = Killing Floor&lt;br /&gt;
|picture = Killing Floor.jpg&lt;br /&gt;
|caption =  PC Boxart&lt;br /&gt;
|date = May 14, 2009&lt;br /&gt;
|developer = Tripwire Interactive&lt;br /&gt;
|platforms= PC&amp;lt;br&amp;gt;Mac OS X&lt;br /&gt;
|publisher = Tripwire Interactive&lt;br /&gt;
|genre = First-Person Shooter&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''''Killing Floor''''' (also known as '''''KF''''') is a first-person shooter video game developed and published by Tripwire Interactive for the PC and Mac OS X. It is a stand-alone version of the original total conversion mod for ''Unreal Tournament 2004'', officially announced on March 2009, and was built on a heavily modified version of the ''Unreal Engine 2.5'' owned by ''Epic Games''. The game was released on May 14, 2009 for the PC and on May 5, 2010 for the Mac OS X.&lt;br /&gt;
&lt;br /&gt;
The story of Killing Floor follows the aftershock of a mutant breakout from multiple labs in London run by the Biotech company Horzine. Following a alleged protest, various Police and Military Units are called in to deal with the &amp;quot;protest&amp;quot;, only to find hordes of mutated humans called &amp;quot;Specimens&amp;quot; waiting. By the end of August, these specimen have destroyed London, ripping anything living to shreds and spreading to the rest of the country. The British Government, fearing this outbreak will spill to other neighboring countries sends various people called survivors into infected areas to deal with the specimens and contain them before they spill into Europe and beyond. These survivors contain a mixture of British army troops, Riot Police officers, civilians, surviving Horzine scientists and workers and such. Aided by the mysterious Trader, these survivors are sent to various infected locations, from West London streets to abandoned Horzine labs to a experimental Moon Base to combat the specimen.&lt;br /&gt;
&lt;br /&gt;
Following the annual Christmas update in 2012, most event updates have coincided with the release of DLC that gives players the option of buying versions of existing weapons with alternate skins. There are currently 12 weapons with alternate skins - eight gold-plated (only five of which are proper firearms), four properly camouflaged. Weapons with alternate DLC skins are noted.&lt;br /&gt;
&lt;br /&gt;
'''The following weapons appear in the game ''Killing Floor'':'''&lt;br /&gt;
__TOC__&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Handguns =&lt;br /&gt;
All handguns can be dual-wielded.&lt;br /&gt;
== Beretta M9A1 ==&lt;br /&gt;
The [[Beretta 92 pistol series#Beretta M9A1|Beretta M9A1]], fitted with a functional weaponlight, appears as the &amp;quot;9mm Tactical&amp;quot; and is the default sidearm for all survivors. Like in many games, the hammer is always shown as uncocked.&lt;br /&gt;
[[Image:BerettaM9A1.jpg|none|thumb|350px|Beretta M9A1 - 9x19mm]]&lt;br /&gt;
[[File:KF M9 holding.jpg|thumb|600px|none|As his only method of escape flies away, the British soldier wonder why he was only issued a M9A1 and nothing else.]] &lt;br /&gt;
[[File:KF M9 irons.jpg|thumb|600px|none|Sighting up the incoming hordes.]] &lt;br /&gt;
[[File:KF M9 misc1.jpg|thumb|600px|none|Turning on the torch before entering the local hotel.]] &lt;br /&gt;
[[File:KF M9 reloading1.jpg|thumb|600px|none|Reloading. Dropping out the dry mag while showcasing horrible trigger discipline. Here the torch can be more easily seen. It appears to be modeled after a M3X Tactical Illuminator.]] &lt;br /&gt;
[[File:KF M9 reloading2.jpg|thumb|600px|none|In with a new mag.]] &lt;br /&gt;
[[File:KF M9 reloading3.jpg|thumb|600px|none|The chambering the gun with the slide-release as the Zeds draw ''very'' close.]]&lt;br /&gt;
[[File:KF M9 akimbo irons.jpg|thumb|600px|none|Later that day, on top the Horizon office buliding, he finds himself dual wielding M9A1s against the Zed hordes.]]&lt;br /&gt;
[[File:KF M9 akimbo reloading.jpg|thumb|600px|none|Reloading the two guns, showing off terrible trigger discipline and the ability to release the mag on the left gun with pure will.]]&lt;br /&gt;
&lt;br /&gt;
== Heckler &amp;amp; Koch Mark 23 Mod 0 ==&lt;br /&gt;
The [[Heckler &amp;amp; Koch Mark 23|H&amp;amp;K Mark 23 Mod 0]], appearing as the &amp;quot;MK23&amp;quot;, was introduced during the Summer Sideshow 2012 event as a new weapon for the Sharpshooter Perk. It has comparable power to the .44 Magnum (which is rather absurd since it's chambered in a much smaller cartridge)  with twice the capacity, though it shares the same price as the Handcannon and has the slowest reload speed among the automatic pistols, particularly when dual-wielded. The Mark 23 is notable as it's the only sidearm in the game with its hammer cocked. It also has green tritium night-sights that glow in the dark.&lt;br /&gt;
[[Image:Mk23.jpg|none|thumb|350px|Heckler &amp;amp; Koch Mark 23 Mod 0 - .45 ACP]]&lt;br /&gt;
[[File:KF MK23 holding.jpg|thumb|600px|none|A survivor readying his Mk23 on the &amp;quot;Hillybilly horror&amp;quot; map.]] &lt;br /&gt;
[[File:KF MK23 irons.jpg|thumb|600px|none|The irons sights.]] &lt;br /&gt;
[[File:KF MK23 reloading1.jpg|thumb|600px|none|Reloading. Dropping out the dry mag while showcasing remarkably better trigger discipline than with the other pistols.]] &lt;br /&gt;
[[File:KF MK23 reloading2.jpg|thumb|600px|none|Loading in a new magazine. Note that the slide release is in its active position.]] &lt;br /&gt;
[[File:KF MK23 reloading3.jpg|thumb|600px|none|Chambering a round with the use of the slide release.]]&lt;br /&gt;
[[File:KF MK23 Akimbo holding.jpg|thumb|600px|none|Feeling that one Mk23 isn't enough, he buys himself another one on the &amp;quot;Waterworks&amp;quot; map.]] &lt;br /&gt;
[[File:KF MK23 Akimbo reloading1.jpg|thumb|600px|none|The Mk23 has a rather unusual reload animation when dual wielding. First the magazines are dropped (which is more believable in comparison to the M9 and Desert Eagle as the Mk23 actually has an ambidextrous mag-release), then the character will holster the gun in the right hand before inserting a new magazine in the left one and then racking the slide.]] &lt;br /&gt;
[[File:KF MK23 Akimbo reloading2.jpg|thumb|600px|none|The same process is repeated one the right-hand gun, but instead of racking the slide with their left hand, the character will instead grab the other gun before smacking the slide with it. Atleast proper trigger discipline is shown.]]&lt;br /&gt;
&lt;br /&gt;
== IMI/Magnum Research Desert Eagle Mark XIX ==&lt;br /&gt;
The [[Desert Eagle#Desert Eagle Mark XIX|Desert Eagle Mark XIX]], appearing as the &amp;quot;Handcannon&amp;quot;, is a Sharpshooter Perk weapon. While it features an 8-round magazine, it is modelled after the .50 AE version, which should hold only 7 rounds. The &amp;quot;Handcannon&amp;quot; is the most powerful handgun in the pistol lineup, the trade off being its high recoil and small magazine. It has been given a gold-plated variant with the second Golden Weapons Pack, with the &amp;quot;Golden Handcannon&amp;quot; coming in Magnum Research's Tiger Stripe finish.&lt;br /&gt;
[[Image:Desert-Eagle.jpeg|none|thumb|350px|Desert Eagle Mark XIX - .50AE]]&lt;br /&gt;
[[File:KF DEagle holding.jpg|thumb|600px|none|A survivor taking a look at some sort of abomination on the &amp;quot;Transit&amp;quot; map. Like with the M9, the hammer is uncocked. Unlike the M9 however, the Desert Eagle is a SAO weapon, meaning it can't ever be fired with an uncocked hammer.]] &lt;br /&gt;
[[File:KF DEagle irons.jpg|thumb|600px|none|Iron sights.]] &lt;br /&gt;
[[File:KF DEagle reloading.jpg|thumb|600px|none|Reloading. The Desert Eagle shares the exact same reload animation as the M9. Note that the slide isn't far back enough for the slide catch to actually ''catch'' it.]] &lt;br /&gt;
[[File:KF DEagle Akimbo holding.jpg|thumb|600px|none|A survivor brings his akimbo handcannons to hell.]]&lt;br /&gt;
[[File:KF DEagle Akimbo reloading.jpg|thumb|600px|none|Reloading. Inserting a magazine in the right hand gun in a rather awkward fashion.]]&lt;br /&gt;
[[Image:KF-GoldDeagle.jpg|thumb|none|500px|Promo image of the Golden Handcannons, with a gold tiger-stripe finish on everything but the grip. Note that whoever made this image apparently forgot the game is trying to pretend the &amp;quot;Desert Eagle&amp;quot; name isn't a thing.]]&lt;br /&gt;
&lt;br /&gt;
== Smith &amp;amp; Wesson Model 29 ==&lt;br /&gt;
The [[Smith &amp;amp; Wesson Model 29]], as the &amp;quot;.44 Magnum&amp;quot;, was introduced during the 2011 Twisted Christmas event and is a weapon for the Sharpshooter Perk. It is sort of a middle ground between the 9mm Tactical and the Handcannon: more powerful than the former, cheaper than the latter, but with less ammo and a longer reload time than both. &lt;br /&gt;
[[Image:Smith&amp;amp;WessonModel29.jpg|none|thumb|350px|Smith &amp;amp; Wesson Model 29 - .44 Magnum]]&lt;br /&gt;
[[File:KF Model 29 holding.jpg|thumb|600px|none|Bringing proper protection when visiting the local subway on the &amp;quot;Filth's Crossing&amp;quot; map.]] &lt;br /&gt;
[[File:KF Model 29 irons.jpg|thumb|600px|none|Iron sights.]] &lt;br /&gt;
[[File:KF Model 29 reloading1.jpg|thumb|600px|none|Reloading. First by using the extractor, which is actually animated for a change.]] &lt;br /&gt;
[[File:KF Model 29 reloading2.jpg|thumb|600px|none|Then new rounds are inserted with a speedloader.]] &lt;br /&gt;
[[File:KF Model 29 reloading3.jpg|thumb|600px|none|Finally the cylinder is snapped shut, bad idea. Note that there aren't any rounds in the chambers. Apparently they were consumed by the darkness.]] &lt;br /&gt;
[[File:KF Model 29 Akimbo holding.jpg|thumb|600px|none|Briar brings one more Model 29 along before visiting &amp;quot;Steamland&amp;quot;.]] &lt;br /&gt;
[[File:KF Model 29 Akimbo reloading1.jpg|thumb|600px|none|The akimbo reload is by far more feasible than what a lot of other games show. The left hand revolver is holstered before reloading the right one.]] &lt;br /&gt;
[[File:ReovlerinKFeatmyshorts.jpg|thumb|600px|none|And vice versa with the left one. Once again the extractor is used.]] &lt;br /&gt;
[[File:KF Model 29 Akimbo reloading3.jpg|thumb|600px|none|Finally the rounds are loaded with a speed loader.]]&lt;br /&gt;
&lt;br /&gt;
== Colt 1851 Navy ==&lt;br /&gt;
With the 2012 Halloween event came the community Weapons Pack DLC which among 3 other weapons added the &amp;quot;Flare Revolver&amp;quot;, a modified [[Colt 1851 Navy]]. Unlike the other handguns, it is meant for the Firebug Perk, and as such it is modified to launch .36-caliber flares rather than bullets. The Flare Revolver's an interesting weapon, while being lighter than most of the other Firebug weapons, its damage is pretty mediocre and the Siren's scream can destroy the flares.&lt;br /&gt;
[[Image:1851Navy.jpg|thumb|none|350px|Colt 1851 Navy - .36 caliber]]&lt;br /&gt;
[[File:KF Flare Revolver holding.jpg|thumb|600px|none|Briar with his flare shooting revolver on the &amp;quot;Foundry&amp;quot; map.]]&lt;br /&gt;
[[File:KF Flare Revolver irons.jpg|thumb|600px|none|Iron sights, which aren't the most effective.]]&lt;br /&gt;
[[File:KF Flare Revolver reloading1.jpg|thumb|600px|none|Reloading. Beginning with grabbing the barrel to open it up, which automatically ejects the whole cylinder.]]&lt;br /&gt;
[[File:KF Flare Revolver reloading2.jpg|thumb|600px|none|Inserting a new cylinder.]]&lt;br /&gt;
[[File:KF Flare Revolver Akimbo holding.jpg|thumb|600px|none|Briar considering starting a fire in the Wyre forest with his two revolvers.]]&lt;br /&gt;
[[File:KF Flare Revolver Akimbo reloading1.jpg|thumb|600px|none|Reloading. Like with the Mk23 and Model 29, one of the revolvers is holstered before reloading, beginning with the right one.]]&lt;br /&gt;
[[File:KF Flare Revolver Akimbo reloading2.jpg|thumb|600px|none|...and then the left.]]&lt;br /&gt;
&lt;br /&gt;
= Submachine Guns =&lt;br /&gt;
== Heckler &amp;amp; Koch MP5A4 ==&lt;br /&gt;
A [[Heckler &amp;amp; Koch MP5#Heckler &amp;amp; Koch MP5A4|Heckler &amp;amp; Koch MP5A4]], referred to as the &amp;quot;MP5M&amp;quot;, was added in late 2011 as a second weapon for the Medic. Like the MP7, it is equipped with a Trijicon RX01 red dot sight and a medication dart launcher. The model in-game also features OD green furniture and a Surefire 628 dedicated forend weaponlight, though due to the medication dart launcher already taking the secondary-fire function, the light cannot be used. It's magazine holds 32 rounds. The MP5M is a solid SMG for any medic, with its easy to read sight and plentiful back-up ammo only nullified with a rather weak damage per shot. It is one of four weapons given proper camouflage with the &amp;quot;Camo Weapon Pack&amp;quot; DLC - it is given a blood-splattered woodland finish referred to as &amp;quot;Blood camo&amp;quot;.&lt;br /&gt;
[[Image:H&amp;amp;KMP5A4Surefire.jpg|none|thumb|500px|H&amp;amp;K MP5A4 with Surefire 628 dedicated forend weaponlight - 9x19mm]]&lt;br /&gt;
[[File:KF MP5 holding.jpg|thumb|600px|none|Freezing in the rain with an MP5 on the &amp;quot;Stronghold&amp;quot; map.]]&lt;br /&gt;
[[File:KF MP5 irons.jpg|thumb|600px|none|The red dot sight.]]&lt;br /&gt;
[[File:KF MP5 reloading1.jpg|thumb|600px|none|Reloading. Pulling back the charging handle.]]&lt;br /&gt;
[[File:KF MP5 reloading2.jpg|thumb|600px|none|Kicking out the dry mag with the new one.]]&lt;br /&gt;
[[File:KF MP5 reloading3.jpg|thumb|600px|none|And then finishing the reload with a HK-slap.]]&lt;br /&gt;
[[Image:KF-CamoMP5.jpg|thumb|none|500px|The promotional image of the MP5M with &amp;quot;blood camo&amp;quot; in the advertisement for the &amp;quot;Camo Weapon Pack&amp;quot;. Note that the fire-selector is on burst.]]&lt;br /&gt;
&lt;br /&gt;
== Heckler &amp;amp; Koch MP7 ==&lt;br /&gt;
The first of the Medic Perk's primary weapons is the [[Heckler &amp;amp; Koch MP7]], referred to as &amp;quot;MP7M&amp;quot; in-game. As a Medic weapon, it is equipped with a medication dart launcher attached to the left side of the gun, which allows the user to heal teammates from long range. It is also fitted with a Trijicon RX01 red dot sight and 20-round magazine (though with a sufficiently-leveled Medic perk that can be doubled, unintentionally setting the precedent for future Medic weapons to have ridiculously-incorrect capacities at high perk levels). The real rate of fire for the MP7 is 950 RPM, but in-game its rate of fire is near 1200 RPM. The MP7M is another solid medic weapon choice, with a high rate of fire, low weight and even serving as a spawn weapon for Level 6 medics. Its MAC-10-like rate of fire is a pain to deal with though, forcing short bursts to stay on target and a ton of reloads.&lt;br /&gt;
[[Image:Original_MP7.jpg|thumb|none|400px|Heckler &amp;amp; Koch MP7 - 4.6x30mm]]&lt;br /&gt;
[[File:KF MP7 holding.jpg|thumb|600px|none|A medic with his MP7 on a map based of the game Portal.]]&lt;br /&gt;
[[File:KF MP7 irons.jpg|thumb|600px|none|Aiming on some Zeds with the red dot.]]&lt;br /&gt;
[[File:KF MP7 reloading1.jpg|thumb|600px|none|Reloading. Dropping out the empty mag.]]&lt;br /&gt;
[[File:KF MP7 reloading2.jpg|thumb|600px|none|Then in a needlessly awkward fashion, the character will grab a new mag with their right hand will still holding onto the weapon via the foregrip. Note that the bolt isn't depicted as locking back. The left side hasn't been modelled with the ambidextrous safety and bolt-release an actual MP7 has.]]&lt;br /&gt;
[[File:KF MP7 reloading3.jpg|thumb|600px|none|After all that, the charging handle is pulled instead of using the bolt-release.]]&lt;br /&gt;
&lt;br /&gt;
== Thompson Submachine Gun ==&lt;br /&gt;
Multiple versions of the [[Thompson Submachine Gun]] have been added to the game. The first was the M1A1 in one of the four Community Pack DLC weapons.&lt;br /&gt;
&lt;br /&gt;
The other two are both M1928s fitted with the distinctive drum magazines and pistol-grip forend. The normal variant is gained by owning both ''Killing Floor'' and ''[[Red Orchestra 2: Rising Storm]]'', and is named the &amp;quot;Rising Storm Tommy Gun&amp;quot;. The Rising Storm Thompson is very similar to the standard M1A1 in raw power and damage, reliably decapitating weak enemies with a couple of shots. The bonus with the Rising Storm is that it packs the largest base magazine size for all the Commando weapons (50 rounds) and isn't too expensive in comparison with its counterparts. Its faults are its even weaker power against bigger enemies, its low ammo reserve, and the fact you have to own ''Rising Storm'', a completely different game, to actually use it.&lt;br /&gt;
&lt;br /&gt;
The second Community Weapon Pack includes a &amp;quot;steampunk&amp;quot; version of the weapon referred to as &amp;quot;Dr. T's Lead Delivery System&amp;quot;, and loads from 40-round drums instead of 50 because Steampunk. Again, it has the same pros as both other versions of the Thompson, but with some more annoying cons added on, such as producing smoke when firing and a slower reload. &lt;br /&gt;
[[Image:M1sb.jpg|none|thumb|450px|Colt M1A1 Thompson - .45 ACP]]&lt;br /&gt;
[[Image:M1928.jpg|none|thumb|450px|Colt M1928 Thompson - .45 ACP]]&lt;br /&gt;
[[File:KF M1A1 holding.jpg|thumb|600px|none|A member of what once was the British army prepares to enter a not particularly amusing amusement park.]] &lt;br /&gt;
[[File:KF M1A1 irons.jpg|thumb|600px|none|Taking a look at a rather gruesome scene. Note that the weapon is aimed through the top part of the sight and not the peep sight.]] &lt;br /&gt;
[[File:KF M1A1 reloading1.jpg|thumb|600px|none|Reloading. First by pulling out the magazine without actually using the mag-release.]] &lt;br /&gt;
[[File:KF M1A1 reloading2.jpg|thumb|600px|none|In with a new 30 round stick mag.]] &lt;br /&gt;
[[File:KF M1A1 reloading3.jpg|thumb|600px|none|The pulling the charging handle, showing that the bolt does not actually move when doing so.]] &lt;br /&gt;
[[Image:KF-M1928.jpg|none|thumb|400px|While wandering an underground destroyed research lab, a survivor brings his M1928 &amp;quot;Rising Storm Tommy Gun&amp;quot; to bear.]]&lt;br /&gt;
[[Image:KF-DrT.jpg|none|thumb|400px|Finally, there is the M1928 &amp;quot;Dr. T's Lead Delivery System&amp;quot;, complete with brass finish, various gears, and steampunk swooshes.]]&lt;br /&gt;
&lt;br /&gt;
== MAC-10 ==&lt;br /&gt;
A Firebug weapon, the [[MAC-10]] is equipped with its distinctive Sionics two-stage suppressor and has a 30-round magazine. The MAC-10 can be fired in semi-auto and full-auto fire modes, and features damage comparable to the Bullpup. If used in conjunction with the Firebug Perk, bullets which do not instantly kill specimens will set them on fire. The MAC-10 is a good starting round weapon for a Firebug, being a effective mid-range weapon and with a high rate of fire in comparison to the other Firebug starting weapons. Its rather obtrusive iron sights and high recoil makes the weapon less effective in later rounds.&lt;br /&gt;
[[Image:Ingram-mac10 new.jpg|none|thumb|400px|Ingram MAC-10 with Sionics Two-Stage Sound Suppressor - .45 ACP]]&lt;br /&gt;
[[File:KF MAC10 holding.jpg|thumb|600px|none|Finding himself in a cold ice cave, a British soldier brings his fire spitting MAC-10.]]&lt;br /&gt;
[[File:KF MAC10 irons.jpg|thumb|600px|none|Iron sights.]]&lt;br /&gt;
[[File:KF MAC10 misc1.jpg|thumb|600px|none|Lighting some Zeds on fire with the MAC.]]&lt;br /&gt;
[[File:KF MAC10 reloading1.jpg|thumb|600px|none|Reloading. Pulling out the magazine without touching the magazine catch.]]&lt;br /&gt;
[[File:KF MAC10 reloading2.jpg|thumb|600px|none|Inserting a new one.]]&lt;br /&gt;
[[File:KF MAC10 reloading3.jpg|thumb|600px|none|Pulling back the charging handle. Note that the bolt is in its correct backwards position.]]&lt;br /&gt;
&lt;br /&gt;
== TDI Vector ==&lt;br /&gt;
Named the &amp;quot;Schneidzekk Medic Gun&amp;quot;, the [[TDI Vector]] was added with the 2012 Twisted Christmas update, possessing a high rate of fire. It has a correct 25-round magazine capacity and the usual healing dart launcher, Unlike the other medic guns, it does not possess a red dot sight of any kind, relying solely on iron sights. The Schneidzekk, which means &amp;quot;Zed Cutter&amp;quot; in German, is an interesting weapon choice for a medic wanting the power of the Thompson while still being able to use medical darts. The downsides of the weapon would be its high price, poor accuracy, and ridiculous fire rate combined with a relatively slow reload.&lt;br /&gt;
[[Image:KrissSuperV.jpg|none|thumb|450px|TDI Vector - .45 ACP]]&lt;br /&gt;
[[File:KF Vector holding.jpg|thumb|600px|none|Briar chatting with the trader about his newly purchased Vector on the &amp;quot;Clandestine&amp;quot; map.]] &lt;br /&gt;
[[File:KF Vector irons.jpg|thumb|600px|none|Iron sights.]] &lt;br /&gt;
[[File:KF Vector reloading1.jpg|thumb|600px|none|Reloading. Pushing the mag-release.]] &lt;br /&gt;
[[File:KF Vector reloading2.jpg|thumb|600px|none|Loading in a new 25-round magazine.]] &lt;br /&gt;
[[File:KF Vector reloading3.jpg|thumb|600px|none|And instead of using the bolt-release, the character pulls the charging handle. Note that the medic dart launcher can just about be seen on the left side rail.]]&lt;br /&gt;
&lt;br /&gt;
= Shotguns =&lt;br /&gt;
== 12 Gauge Double Barreled Shotgun ==&lt;br /&gt;
A [[12_Gauge_Double_Barreled_Shotgun|double barreled hunting shotgun]] is available in the game. Called the &amp;quot;Hunting Shotgun&amp;quot;, it is incredibly powerful at close-range, especially when both barrels are fired at once via the secondary-fire function. Support Specialists at the highest level spawn with one. The weapon's accuracy is rather poor and reloading it takes time, additionally, it cannot be reloaded unless one has fired both barrels. &lt;br /&gt;
[[Image:IGA-Coach-Gun.jpg|thumb|none|500px|Stoeger/IGA coach gun - 12 gauge]]&lt;br /&gt;
[[File:KF DB holding.jpg|thumb|600px|none|Trying to find Chris's blood in a spooky mansion.]] &lt;br /&gt;
[[File:KF DB irons.jpg|thumb|600px|none|Iron sights. Or rather, a bead sight.]] &lt;br /&gt;
[[File:KF DB reloading1.jpg|thumb|600px|none|Reloading. Chucking out the spent shells.]] &lt;br /&gt;
[[File:KF DB reloading2.jpg|thumb|600px|none|Loading in one shell...]] &lt;br /&gt;
[[File:KF DB reloading3.jpg|thumb|600px|none|...and the other.]]&lt;br /&gt;
&lt;br /&gt;
== AA-12 CQB ==&lt;br /&gt;
The main weapon of the Support Specialist Perk is an [[AA-12|AA-12 CQB automatic shotgun]]. It uses 20-round drum magazines and has the largest reserve ammo pool of the shotguns at 80 rounds, something it goes through quickly due to its fully automatic nature however. While it's very powerful and has a quick reload compared to the tube-fed shotguns, the AA-12 is heavy and very expensive. Unlike the real AA-12, it has a semi-automatic fire mode. It is the second of two firearms given a gold-plated variant with the second Golden Weapon Pack and is one of the most elaborately plated guns in the pack.&lt;br /&gt;
[[Image:AA-12 CQB.jpg|thumb|500px|none|AA-12 CQB - 12 gauge]]&lt;br /&gt;
[[File:KF AA12 holding.jpg|thumb|600px|none|A survivor preparing to tear up some Zeds with his AA-12 on the &amp;quot;Fright Yard&amp;quot; map.]]&lt;br /&gt;
[[File:KF AA12 irons.jpg|thumb|600px|none|Iron sights.]]&lt;br /&gt;
[[File:KF AA12 reloading1.jpg|thumb|600px|none|Reloading. Beginning with pulling and then pushing the charging handle forward, which is correct. Since the AA-12 is an open bolt weapon, it is possible to cock the weapon before actually inserting a new magazine.]]&lt;br /&gt;
[[File:KF AA12 reloading2.jpg|thumb|600px|none|Pulling out the empty drum.]]&lt;br /&gt;
[[File:KF AA12 reloading3.jpg|thumb|600px|none|Inserting a new one full of 12 gauge.]]&lt;br /&gt;
[[Image:KF-GoldAA12.jpg|none|thumb|500px|Promotional image of the Golden AA12, showing off the rather extreme plating and engraving.]]&lt;br /&gt;
&lt;br /&gt;
== Benelli M3 Super 90 ==&lt;br /&gt;
The basic shotgun in the game is a [[Benelli M Series Super 90 Shotguns#Benelli M3|Benelli M3 Super 90]], called the &amp;quot;Shotgun&amp;quot;, it comes with a working forend dedicated weaponlight and holds 8 rounds despite it being modeled with a 5-round tube magazine. While the real M3 can be toggled between semi-auto and pump-action, in-game it is locked to pump-action only. The M3 Super 90 is a solid shotgun for earlier rounds, and is the weapon that level 5 Support Specialists can spawn with, but loses its effectiveness at later ones and its iron sights are a bit obtrusive. A variant with the same blood-splattered woodland camouflage as the MP5M was added with the Camo Weapons Pack. &lt;br /&gt;
[[Image:Benelli M3 pistol grip.jpg|none|thumb|500px|Benelli M3 Super 90 with pistol grip stock combination,  ghost ring sights, and 5-round tube - 12 gauge]]&lt;br /&gt;
[[File:KF Benelli M3 holding.jpg|thumb|600px|none|A survivor creeping through a creepy facility with his M3 at hand.]] &lt;br /&gt;
[[File:KF Benelli M3 irons.jpg|thumb|600px|none|The ghost ring sight.]] &lt;br /&gt;
[[File:KF Benelli M3 misc1.jpg|thumb|600px|none|After unloading into some Zeds, the action is racked in an overly dramatic way.]] &lt;br /&gt;
[[File:KF Benelli M3 reloading.jpg|thumb|600px|none|Loading up on shells.]] &lt;br /&gt;
[[File:KF Benelli M3 misc2.jpg|thumb|600px|none|Turning on the flashlight before descending into the depths of the facility.]] &lt;br /&gt;
[[Image:KF-CamoBenelliM3.jpg|none|thumb|500px|Promotional image of the Benelli M3 Super 90 with &amp;quot;blood camo&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
== Benelli M4 Super 90 ==&lt;br /&gt;
The [[Benelli M Series Super 90 Shotguns#Benelli M4|Benelli M4 Super 90]] shotgun was added in the Twisted Christmas 2011 update, appearing as the &amp;quot;Combat Shotgun&amp;quot;. Like the M3, it has a weaponlight attached to the magazine tube as well as a red dot sight on the top rail. It is about on-par with the M3: the two deal equal damage, but the M4 has a much higher rate of fire in return for slightly slower per-shell reloading and a lowered capacity of 6 shells, indicating the use of three-inch shells; incidentally, the two combined mean that both weapons take the same amount of time to fully reload from empty. This is one of three firearms that can be given a gold finish by way of DLC added for the Twisted Christmas 2012 update.&lt;br /&gt;
[[Image:M4Super90.jpg|none|thumb|500px|Benelli M4 Super 90 with 7-round tube - 12 gauge]]&lt;br /&gt;
[[File:KF Benelli M4 holding.jpg|thumb|600px|none|A survivor finds himself on an Icebreaker ship on the stormy ocean.]] &lt;br /&gt;
[[File:KF Benelli M4 irons.jpg|thumb|600px|none|The red dot sight.]] &lt;br /&gt;
[[File:KF Benelli M4 misc1.jpg|thumb|600px|none|Turning on the flashlight.]] &lt;br /&gt;
[[File:KF Benelli M4 reloading1.jpg|thumb|600px|none|Reloading. Inserting a shell. Note that the bolt doesn't lock back when the gun is dry.]] &lt;br /&gt;
[[File:KF Benelli M4 reloading2.jpg|thumb|600px|none|Pulling the charging handle. A shell can be seen inside the chamber.]]  &lt;br /&gt;
[[Image:KF-GoldBenelli.jpg|none|thumb|450px|The Golden Combat Shotgun; everything but the flashlight, its mount, and the rail has been gold-plated or engraved. One wonders how much it takes to gold-plate and engrave a red dot sight.]]&lt;br /&gt;
&lt;br /&gt;
== Kel-Tec KSG ==&lt;br /&gt;
Appearing as the &amp;quot;HSG-1 Shotgun&amp;quot;, a modified version of the [[Kel-Tec KSG]] appears as of the 2012 Summer Sideshow event. It is a pump-action shotgun and feeds from a magazine placed in the loading port for the dual tube magazines, holding 12 shells per magazine. It comes with an adjustable choke - pressing the fire mode button switches between wide and tight shell spreads. In keeping with its &amp;quot;futuristic&amp;quot; appearance, the KSG makes strange &amp;quot;power-up&amp;quot; type sounds when a new magazine is inserted or when the pump-handle is cycled. While it is lighter and has a better effective range, the HSG-1 does less damage than the other shotguns.&lt;br /&gt;
[[Image:Kel-Tec KSG Shotgun Oleg Volk 1.jpg|500px|thumb|none|Kel-Tec KSG - 12 gauge]]&lt;br /&gt;
[[File:KF KSG holding.jpg|thumb|600px|none|A dosh enthusiast with his KSG on the local moon base.]] &lt;br /&gt;
[[File:KF KSG irons.jpg|thumb|600px|none|The rather wonky fiber-optic sights.]] &lt;br /&gt;
[[File:KF KSG misc1.jpg|thumb|600px|none|Pumping the shotgun after blasting some Zeds.]] &lt;br /&gt;
[[File:KF KSG reloading1.jpg|thumb|600px|none|Reloading. Removing the magazine. Note the poor trigger discipline.]] &lt;br /&gt;
[[File:KF KSG reloading2.jpg|thumb|600px|none|About to load in a new mag.]] &lt;br /&gt;
[[File:KF KSG reloading3.jpg|thumb|600px|none|Chambering a round.]] &lt;br /&gt;
[[Image:KF-HSG1Promo.jpg|400px|thumb|none|Promotional image of the HSG-1.]]&lt;br /&gt;
&lt;br /&gt;
== Winchester Model 1897 &amp;quot;Trench Gun&amp;quot; ==&lt;br /&gt;
Added to the game with the 2012 Halloween update is the Trench Gun version of the [[Winchester Model 1897]], unsurprisingly called &amp;quot;Trenchgun&amp;quot; in-game. As a Firebug weapon, it is the only shotgun in the game to load incendiary &amp;quot;Dragon's Breath&amp;quot; shells, setting any specimen it doesn't immediately kill on fire. It holds a semi-incorrect 6 shells in the tube - the real weapon could hold this many, but you have to load a round in the chamber then load the other 5 shells in the tube. &lt;br /&gt;
[[Image:Winchester1897TrenchTakedown.jpg|none|thumb|500px|Winchester Model 1897 &amp;quot;Trench Gun&amp;quot; - 12 gauge]]&lt;br /&gt;
[[File:KF M1897 holding.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:KF M1897 irons.jpg|thumb|600px|none|Iron sights.]] &lt;br /&gt;
[[File:KF M1897 misc1.jpg|thumb|600px|none|Pumping the weapon after firing, revealing the brass shells used.]] &lt;br /&gt;
[[File:KF M1897 reloading1.jpg|thumb|600px|none|Reloading. Loading in a new shell.]] &lt;br /&gt;
[[File:KF M1897 reloading2.jpg|thumb|600px|none|Chambering a shell after loading up.]]&lt;br /&gt;
&lt;br /&gt;
= Rifles =&lt;br /&gt;
== Winchester Model 1894 ==&lt;br /&gt;
One of the cheapest weapons in the game is a [[Winchester Model 1894]] called the &amp;quot;Lever Action Rifle&amp;quot;. In previous versions, it has been referred to as the &amp;quot;Winchester&amp;quot;. It is equipped with a rear tang peep sight. It deals nearly twice the damage of the Mk 14 EBR per bullet, though with half the capacity, a slower reload and slower rate-of-fire due to its lever-action nature. At high Sharpshooter levels, it can kill anything weaker than a Scrake with a single headshot.&lt;br /&gt;
[[Image:Win94saddlering.jpg|thumb|none|500px|Winchester 1894 Saddle Ring Carbine - .30-30.]]&lt;br /&gt;
[[File:KF Model 1894 holding.jpg|thumb|600px|none|Standing outside a blood-stained barn, Winchester in hand.]]&lt;br /&gt;
[[File:KF Model 1894 irons.jpg|thumb|600px|none|Peeping through the peep sight.]]&lt;br /&gt;
[[File:KF Model 1894 reloading.jpg|thumb|600px|none|Reloading. Not attempts at chambering a round is done after loading up, regardless if there's a round in the chamber or not.]]&lt;br /&gt;
[[File:KF Model 1894 misc1.jpg|thumb|600px|none|Cycling the action, showing a new round being chambered.]]&lt;br /&gt;
&lt;br /&gt;
== Short Magazine Lee-Enfield No. 4 Mk. I ==&lt;br /&gt;
Added in the second Community Weapon Pack DLC. As with the other weapons in the pack, it is not an original [[Short Magazine Lee-Enfield (SMLE)|SMLE]], but rather a &amp;quot;steampunk&amp;quot;-style weapon named the &amp;quot;Single-Piston Long Musket&amp;quot;. As a Sharpshooter weapon, it is effectively a longer-ranged version of the lever-action rifle, with a short-ranged scope attached. Instead of the usual procedure of reloading via stripper clips, it is reloaded by replacing the detachable magazine - Killing Floor shares the distinction with the earlier ''Call of Duty: Finest Hour'' and the later ''ZombiU'' of being possibly the only games ever in which a Lee-Enfield is reloaded in this manner.&lt;br /&gt;
[[Image:Smle4mk1t.jpg|none|thumb|500px|Lee-Enfield No.4 Mk.I(T) with magazine and scope - .303 British]]&lt;br /&gt;
[[Image:KF-SPLM.jpg|none|thumb|400px|A promotional image showing the &amp;quot;Single-Piston Long Musket&amp;quot; in gameplay, giving a nice profile view of the weapon. The user could have picked a better time to reload, though.]]&lt;br /&gt;
[[Image:KF-SPLMPromo.jpg|none|thumb|500px|Another promotional image of the &amp;quot;Single-Piston Long Musket&amp;quot;, showing off the eagle-head forend.]]&lt;br /&gt;
&lt;br /&gt;
= Assault Rifles and Carbines =&lt;br /&gt;
== Colt M4A1 Carbine ==&lt;br /&gt;
The [[M16 rifle series#M4/M4A1 Carbine|M4A1]] was introduced during the 2011 Twisted Christmas event. Available in two configurations: the cheaper one for the Commando Perk appears as simply the &amp;quot;M4&amp;quot;, fitted with an Aimpoint M68 Close Combat Optic (aka CompM2) and compared to the [[AK-47#AIMR|AIMR]] it has a higher fire rate and more reserve ammo, but a slower reload and less damage per bullet. The much more expensive version for the Demolitions Perk appears as the &amp;quot;M4 203&amp;quot;, using iron sights rather than the M68 CCO and fitted with a [[M203 grenade launcher|Knight's Armament M203A1 grenade launcher]] which gives it more raw firepower than the standard version. &lt;br /&gt;
&lt;br /&gt;
Both M4A1 models feature a Vltor Improved Modstock, Knight's Armament rear flip-up BUIS, Magpul PMAGs, and a Knight's Armament M4 RAS handguard with rail covers. The Commando M4 is also available with a desert-style digital camo pattern for those who own the &amp;quot;Camo Weapons Pack&amp;quot; DLC.&lt;br /&gt;
[[Image:ColtM4.jpg|none|thumb|500px|Colt M4A1 Carbine with Aimpoint M68 Close Combat Optic, Knight's Armament M4 RAS handguard with rail covers and vertical foregrip - 5.56x45mm NATO]]&lt;br /&gt;
[[File:KF M4 holding.jpg|thumb|600px|none|A survivor with his newly acquired M4A1 on the &amp;quot;Freight Yard&amp;quot; map.]] &lt;br /&gt;
[[File:KF M4 irons.jpg|thumb|600px|none|Sighting up a Husk with the red dot.]] &lt;br /&gt;
[[File:KF M4 reloading1.jpg|thumb|600px|none|As some Zeds draw closer, the survivor reloads his rifle. While somewhat difficult to spot, the fire-selector is set to safe. It's possible to switch between semi and full auto, but the selector won't move when doing so.]] &lt;br /&gt;
[[File:KF M4 reloading2.jpg|thumb|600px|none|About to insert a new PMAG.]] &lt;br /&gt;
[[File:KF M4 reloading3.jpg|thumb|600px|none|Pulling the charging handle. Time to start shooting.]] &lt;br /&gt;
[[Image:KF-CamoM4.jpg|none|thumb|500px|Promotional image of the M4A1 with digital desert-style camo.]]&lt;br /&gt;
[[Image:CM4-M203.jpg|thumb|none|500px|Colt M4A1 Carbine with Knight's Armament M203A1 grenade launcher - 5.56x45mm NATO and 40x46mm]]&lt;br /&gt;
[[File:KF M4 M203 holding.jpg|thumb|600px|none|A survivor with a more explosive version of the M4.]] &lt;br /&gt;
[[File:KF M4 M203 irons.jpg|thumb|600px|none|Sight picture of the KAC flip-up sights.]] &lt;br /&gt;
[[File:KF M4 M203 reloading.jpg|thumb|600px|none|Reloading the M203.]]&lt;br /&gt;
[[Image:Xmas_m4203.jpg|thumb|none|550px|M4A1 with M203 as shown in a promotional image.]]&lt;br /&gt;
&lt;br /&gt;
== L22A2 ==&lt;br /&gt;
The first of the Commando Perk weapons is the [[L22A2]], dubbed the &amp;quot;Bullpup&amp;quot;. It has a mounted EOTech XPS red dot sight (which is unrealistic, as the rail on top of the L22A2 is not a Picatinny rail and as such would be unable to hold the EOTech in place) and uses 40-round magazines. It's very weak and unaccurate with heavy recoil.&lt;br /&gt;
[[Image:Sa80A2-l22a2.jpg|thumb|none|500px|L22A2 with 20-round magazine and SUSAT scope - 5.56x45mm NATO]]&lt;br /&gt;
[[File:KF L22 holding.jpg|thumb|600px|none|A British soldier with his L22A2, preparing to defend the last of the phone boots from the Zed hordes.]] &lt;br /&gt;
[[File:KF L22 irons.jpg|thumb|600px|none|The sight picture of the EOTech.]] &lt;br /&gt;
[[File:KF L22 reloading1.jpg|thumb|600px|none|Reloading. About to pull out the magazine.]] &lt;br /&gt;
[[File:KF L22 reloading2.jpg|thumb|600px|none|Then mashing in a new mag. No attempt at using the bolt-release or yanking the charging-handle is done however, the round seemingly chambering itself.]] &lt;br /&gt;
[[Image:KF-L22Ground.jpg|none|thumb|450px|Examination of the L22A2 on the ground shows that the right side of weapon is a mirror of the left, thus no ejection port or charging handle. Note the lightened A2 fore-end and the bit of Picatinny rail sticking out behind the top of the non-proprietary vertical grip.]]&lt;br /&gt;
&lt;br /&gt;
== Romanian AIMR ==&lt;br /&gt;
The [[AK-47#AIMR|AIMR]], referred to as an &amp;quot;AK47&amp;quot;, is the second Commando weapon. The AIMR serves as a rather good all-rounder weapon with higher power in comparison to the M4A1, though is tempered with rather lackluster accuracy, a high recoil on par with the SCARMk17 on full auto and always recoiling into the right, requiring a lot of re-aiming. A version with a gold finish can be obtained with a DLC package released for the 2012 Christmas update, with plating on all metal components and golden engraving on the wooden parts as well.&lt;br /&gt;
[[Image:PM md. 90 Krinkov.jpg|thumb|none|500px|AIMR - 7.62x39mm. The original Romanian designation for this rifle is the PM md. 90 cu țeavă scurtă (short barrelled).]]&lt;br /&gt;
[[File:KF AK holding.jpg|thumb|600px|none|A British soldier enjoying the sun set with his AIMR.]] &lt;br /&gt;
[[File:KF AK irons.jpg|thumb|600px|none|Iron sights.]] &lt;br /&gt;
[[File:KF AK reloading1.jpg|thumb|600px|none|Reloading. About to pull out the dry mag.]] &lt;br /&gt;
[[File:KF AK reloading2.jpg|thumb|600px|none|Rocking in a new one.]] &lt;br /&gt;
[[File:KF AK reloading3.jpg|thumb|600px|none|Pulling the charging handle with an overhand technique.]] &lt;br /&gt;
[[Image:KF-GoldDraco.jpg|none|thumb|400px|The Golden AK47: the AIMR with gold plating or engraving on everything but the pistol grip.]]&lt;br /&gt;
[[Image:KF-DracoGround.jpg|thumb|none|400px|A dropped AIMR. Since it apparently must be one or the other, it actually has a charging handle and ejection port, but also has the safety on. Note the two lined up detents below the selector switch for full-auto and semi-auto fire modes respectively, indicating it is the AIMR and not the similar semi-auto-only Draco Carbine.]]&lt;br /&gt;
&lt;br /&gt;
== MKb 42(H) ==&lt;br /&gt;
The Halloween 2012 event added the [[Sturmgewehr 44|MKb42(H)]] to the game as another Commando weapon. Sporting a reference to ''Red Orchestra 2: Heroes of Stalingrad'', the MKb 42 is another all-rounder weapon, with rather controllable recoil and rate of fire.&lt;br /&gt;
[[Image:German WW2 MP-44 copy Sport-Systeme Dittrich 'BD42(H)' designed from the MKB42(H).jpg|thumb|none|500px|Haenel MKb 42(H) - 7.92x33mm Kurz]]&lt;br /&gt;
[[File:KF MKb holding.jpg|thumb|600px|none|Wielding the MKb on the &amp;quot;Stronghold&amp;quot; map.]]&lt;br /&gt;
[[File:KF MKb irons.jpg|thumb|600px|none|Aiming for the head on a Zed.]]&lt;br /&gt;
[[File:KF MKb reloading1.jpg|thumb|600px|none|Reloading. The magazine is thrown away.]]&lt;br /&gt;
[[File:KF MKb reloading2.jpg|thumb|600px|none|Inserting a new one.]]&lt;br /&gt;
[[File:KF MKb reloading3.jpg|thumb|600px|none|The charging handle travelling forward after being pulled.]]&lt;br /&gt;
&lt;br /&gt;
= Battle Rifles =&lt;br /&gt;
== FN FAL &amp;quot;G Series&amp;quot; ==&lt;br /&gt;
Added for the 2012 summer event, the [[FN FAL#FN FAL|FN FAL &amp;quot;G Series&amp;quot;]] is a powerful Commando weapon called the &amp;quot;FNFAL ACOG&amp;quot;, likely standing-in for the British [[FN FAL#L1A1|L1A1 SLR]]. It shares the SCAR-H's high power as well as having lower recoil than the SCAR-H, though with a higher firing rate and a higher cost. The FAL in-game is customized with a wooden pistol grip, an original FAL 50.00 flash-hider, a rail on top of the receiver, and an ACOG scope mounted on said rail giving it a higher zoom level than the SCAR.&lt;br /&gt;
[[File:Fn_fal_g_series.jpg|thumb|none|500px|FN FAL &amp;quot;G Series&amp;quot; - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:C1A1.jpg|500px|thumb|none|L1A1 SLR with wood furniture for comparison - 7.62x51mm NATO]]&lt;br /&gt;
[[File:KF FAL holding.jpg|thumb|600px|none|Wandering through the &amp;quot;Siren's Belch&amp;quot; map with a FAL. Note that the reticle of the sight can be seen, which would mean that the reticle would be a part of the actual glass of the scope.]]&lt;br /&gt;
[[File:KF FAL irons.jpg|thumb|600px|none|Aiming with the sight. The reticle is not close to that of an actual ACOG.]]&lt;br /&gt;
[[File:KF FAL reloading1.jpg|thumb|600px|none|Reloading. Throwing away the empty mag.]]&lt;br /&gt;
[[File:KF FAL reloading2.jpg|thumb|600px|none|Rocking in a new one which has bullets nicely modelled in it.]]&lt;br /&gt;
[[File:KF FAL reloading3.jpg|thumb|600px|none|Pulling the charging handle with the palm of the hand.]]&lt;br /&gt;
&lt;br /&gt;
== FN SCAR-H (Mk 17 Mod 0) ==&lt;br /&gt;
The [[FN SCAR#FN SCAR-H|FN SCAR-H]], appearing as the &amp;quot;SCARMK17&amp;quot;, is one of the most powerful Commando Perk weapons available in-game, alongside the  FN FAL. Although the real-life cyclic rate is about 625rpm, it has one of the fastest RPM in the game as well as the highest recoil on par with the AIMR. It features a Tango Down vertical foregrip and the newer version of the Aimpoint M68 Close Combat Optic, the Aimpoint CompM4s, without lens cover caps and mounted on a high riser mount.&lt;br /&gt;
[[Image:FN_SCAR-H_STD.jpg|none|thumb|500px|Third Generation FN SCAR-H - 7.62x51mm NATO]]&lt;br /&gt;
[[File:KF SCAR holding.jpg|thumb|600px|none|Briar preparing to go fishing with his newly purchased SCAR.]]&lt;br /&gt;
[[File:KF SCAR irons.jpg|thumb|600px|none|Aiming.]]&lt;br /&gt;
[[File:KF SCAR reloading1.jpg|thumb|600px|none|His fishing trip proving fruitless, Briar hides from the rain in the old mansion to reload his SCAR. Note that the charging handle is still in its forward position. Since the SCAR has a reciprocating charging handle, and since its bolt locks back once its dry, it should be in its backward position.]]&lt;br /&gt;
[[File:KF SCAR reloading2.jpg|thumb|600px|none|Inserting a new magazine while showcasing good trigger discipline. Note that the selector is actually set to auto.]]&lt;br /&gt;
[[File:KF SCAR reloading3.jpg|thumb|600px|none|Hitting the bolt-release. Out of all the guns that has one in Killing Floor, this is the only gun were it's actually used.]]&lt;br /&gt;
&lt;br /&gt;
== Mk 14 Mod 0 Enhanced Battle Rifle ==&lt;br /&gt;
One of the primary Sharpshooter weapons in the game is a [[M14#Mk_14_Mod_0/1_Enhanced_Battle_Rifle|Mk 14 Mod 0 EBR]], a model with a fixed Sage tactical stock, using rail covers instead of the standard Kydex hand guard, and is equipped with a laser aiming module. In-game it is referred to as the &amp;quot;M14EBR&amp;quot;, the US Army designation. While it has a high price at the trader and rather high recoil, it comes with 20-round magazines, a high DPS, and usable laser sight for accurate hip firing.&lt;br /&gt;
[[Image:M14 ebr cvfs.jpg|none|thumb|500px|M14 EBR with Fixed Synthetic Stock and Butt Pad - 7.62x51mm NATO]]&lt;br /&gt;
[[File:KF M14 holding.jpg|thumb|600px|none|]]&lt;br /&gt;
[[File:KF M14 irons.jpg|thumb|600px|none|Iron sights.]]&lt;br /&gt;
[[File:KF M14 misc1.jpg|thumb|600px|none|The dot produced from the laser.]]&lt;br /&gt;
[[File:KF M14 reloading1.jpg|thumb|600px|none|Reloading. Pulling out the empty mag that still has bullets modelled in it.]]&lt;br /&gt;
[[File:KF M14 reloading2.jpg|thumb|600px|none|About to insert a new mag. Note the green magpul.]]&lt;br /&gt;
[[File:KF M14 reloading3.jpg|thumb|600px|none|Pulling the charging handle. As common in video games, the bolt is not depicted as locking back.]]&lt;br /&gt;
&lt;br /&gt;
== &amp;quot;M7A3&amp;quot; ==&lt;br /&gt;
A futuristic [[Kel-Tec_RFB#Kel-Tec_RFB_Carbine|Kel-Tec RFB Carbine]]-looking weapon, called the &amp;quot;M7A3&amp;quot;, was added in in the 2012 summer event. In is fitted with a red dot reflex sight (with a digital ammunition counter below the sight itself), vertical foregrip, and a medication dart launcher.&lt;br /&gt;
&lt;br /&gt;
The M7A3 packs a mean recoil and rather slow rate of fire, but comes with a futuristic red dot sight as well as good DPS making for a for a stronger weapon than the other medic guns that is also capable of launching medic-darts.&lt;br /&gt;
[[Image:RFB-18.jpg|none|thumb|500px|Kel-Tec RFB Carbine - 7.62x51mm NATO]]&lt;br /&gt;
[[File:AguninKFwtf.jpg|thumb|none|600px|A survivor wields his M7A3 while hopping through a low-gravity moonbase. Note the digital ammunition counter - it keeps track of both the bullets in the current magazine and the medication dart launcher's charge. The crosshair on the sight will even turn red when the magazine is almost empty.]]&lt;br /&gt;
[[File:KF M7A3 irons.jpg|thumb|none|600px|Reticle of the sight.]]&lt;br /&gt;
[[File:KF M7A3 reloading1.jpg|thumb|600px|none|Reloading. Removing the empty magazine. Note the open area on top of the rifle, which is acts as the ejection port. Not the best placement, as it would mean anyone who has their face close to it would have gases blown in their face and potentially brass hitting them.]]&lt;br /&gt;
[[File:KF M7A3 reloading2.jpg|thumb|600px|none|Inserting another full mag.]]&lt;br /&gt;
[[File:KF M7A3 reloading3.jpg|thumb|600px|none|Pulling the charging handle.]]&lt;br /&gt;
[[Image:KF-M7A3Promo.jpg|thumb|none|400px|Promotional image of the M7A3.]]&lt;br /&gt;
&lt;br /&gt;
= Sniper Rifles =&lt;br /&gt;
== Barrett M99 ==&lt;br /&gt;
Appearing as the &amp;quot;M99 AMR&amp;quot;, a [[Barrett M99]] with black and gray urban camo is one of the Sharpshooter weapons added in the 2012 Summer Sideshow event. It is an incredibly powerful and heavy weapon, capable of killing nearly every specimen in the game with a single headshot, but only Support Specialists have the carrying capacity to take any other weapon aside from the 9mm pistol alongside it. Since it's a single shot weapon, it must be reloaded after every shot, which takes a very long time without high Sharpshooter levels, and on top of that its ammunition is prohibitively expensive at £250 per bullet.&lt;br /&gt;
[[File:Barett m99-1.jpg|500px|thumb|none|Barrett M99 - .50 BMG]]&lt;br /&gt;
[[File:KF M99 holding.jpg|thumb|600px|none|Preparing for some sniping on the &amp;quot;mountain pass&amp;quot; map.]] &lt;br /&gt;
[[File:KF M99 irons.jpg|thumb|600px|none|Looking down the scope of the M99. Note that the outside of the scope isn't magnified.]] &lt;br /&gt;
[[File:KF M99 reloading1.jpg|thumb|600px|none|Reloading. Pulling back the bolt.]] &lt;br /&gt;
[[File:KF M99 reloading2.jpg|thumb|600px|none|Inserting a new .50 BMG round.]] &lt;br /&gt;
[[File:KF M99 reloading3.jpg|thumb|600px|none|Chambering said round.]]&lt;br /&gt;
[[File:KF-M99Promo.jpg|450px|thumb|none|A ''mirrored'' promotional image of the M99 AMR.]]&lt;br /&gt;
&lt;br /&gt;
= Explosives =&lt;br /&gt;
== L2A2 ==&lt;br /&gt;
The standard grenade players are equipped with are [[M26 hand grenade#L2A2 Hand Grenade|L2A2]]'s. Unlike the knife and other melee weapons having a dedicated slot, they are thrown by simply pressing a key. Players can carry 5 grenades (though Demolition or Support Specialist levels allow greater carrying capacity for grenades, up to 11). A grenade caught within the blast radius of another will explode immediately alongside it rather than needing its fuse to burn down, widening the blast radius. The Firebug and Field Medic classes get unique variants of the grenade at level 3; the former gets incendiary grenades that light Zeds on fire, while the latter gets grenades that release a green gas similar to the effect from their medication dart launchers; the gas will simultaneously heal teammates and damage Specimens that are within the cloud.&lt;br /&gt;
[[Image:L2A2.jpg|thumb|none|175px|L2A2 High-Explosive Fragmentation grenade]]&lt;br /&gt;
[[File:KF grenade misc1.jpg|thumb|600px|none|Briar throwing a grenade at some Zeds.]]&lt;br /&gt;
[[Image:KF-Grenade.jpg|thumb|none|200px|Trader image for the in-game L2A2.]]&lt;br /&gt;
&lt;br /&gt;
== M79 Grenade Launcher ==&lt;br /&gt;
An [[M79 grenade launcher]] can be used in the game. It is the third firearm that can be gold plated by way of a DLC pack released alongside the 2012 Christmas update. &lt;br /&gt;
&lt;br /&gt;
The M79 is a rather solid explosive weapon, useful for crowds of low level enemies and is rather light, though its single shot capacity gives it low DPS.&lt;br /&gt;
[[Image:M79-Grenade-Launcher.jpg|thumb|none|500px|M79 grenade launcher - 40x46mm]]&lt;br /&gt;
[[File:KF M79 holding.jpg|thumb|600px|none|Strolling through the &amp;quot;Waterworks&amp;quot; map with an M79.]] &lt;br /&gt;
[[File:KF M79 irons.jpg|thumb|600px|none|Iron sights. The leaf sight can't be used.]] &lt;br /&gt;
[[File:KF M79 reloading1.jpg|thumb|600px|none|Reloading. Dropping out the spent case.]] &lt;br /&gt;
[[File:KF M79 reloading2.jpg|thumb|600px|none|In with a new 40mm grenade.]] &lt;br /&gt;
[[Image:KF-GoldThumper.jpg|none|thumb|350px|At the motorway, a survivor wields his gold-plated variant, complete with gold engraving on the wooden parts.]]&lt;br /&gt;
[[Image:KF-GoldThumperReload.jpg|none|thumb|400px|Said survivor reloading the golden M79. Yes, the grenade is also gold-plated, with a biohazard symbol engraved over the primer.]]&lt;br /&gt;
&lt;br /&gt;
== Milkor MGL Mk 1S ==&lt;br /&gt;
A [[Milkor MGL#MGL Mk 1S|Milkor MGL Mk 1S]] with a Trijicon RX01 red dot sight can be used in the game, incorrectly called M32, which is the USMC's designation for the Mk 1L. It is the fourth and final weapon to be given an alternate camouflage pattern with the Camo Weapons Pack, gaining the same digital pattern as the M4A1. The M32 packs a large blast radius and damage, and can quickly fire all six grenades in an emergency, but takes a long time to reload; the upside is that, like the shotguns and Winchester, the reload can be interrupted.&lt;br /&gt;
[[Image:MGL32.jpg|thumb|none|500px|Milkor MGL Mk 1S in desert tan finish fitted with Armson OEG reflex sight - 40x46mm]]&lt;br /&gt;
[[File:KF Mk 1L holding.jpg|thumb|600px|none|Briar strolling through the &amp;quot;Steamland&amp;quot; themepark with his Mk 1S.]]&lt;br /&gt;
[[File:KF Mk 1L irons.jpg|thumb|600px|none|The red dot.]]&lt;br /&gt;
[[File:KF Mk 1L reloading2.jpg|thumb|600px|none|Reloading. Instead of using the extractor, each grenade is individually removed and replaced. Here one is removed...]]&lt;br /&gt;
[[File:KF Mk 1L reloading1.jpg|thumb|600px|none|...and then replaced with a fresh one as a Crawler appears from nowhere.]]&lt;br /&gt;
[[Image:KF-CamoM32.jpg|none|thumb|500px|Promotional image of the MGL Mk 1S with digital desert-style camouflage.]]&lt;br /&gt;
&lt;br /&gt;
== LAW 80 ==&lt;br /&gt;
A missile launcher called the &amp;quot;LAW&amp;quot; is obtainable in the game; before a balancing patch and the addition of the above M99, it was the heaviest and most destructive weapon available. The SAS insignia and motto, &amp;quot;Who dares wins&amp;quot;, is printed on the side of it. It has a passing resemblance to the [[LAW 80]].&lt;br /&gt;
[[Image:Law94mm.jpg|thumb|none|500px|LAW 80 for comparison - 94mm]]&lt;br /&gt;
[[File:KF LAW holding.jpg|thumb|600px|none|Finding himself in Hell, the survivor makes sure to bring adequate firepower.]]&lt;br /&gt;
[[File:KF LAW irons.jpg|thumb|600px|none|The sight of the LAW. The weapon cannot be hip fired.]]&lt;br /&gt;
[[File:KF LAW reloading.jpg|thumb|600px|none|Reloading the LAW.]]&lt;br /&gt;
[[Image:Killing floor LAW.jpg|none|thumb|400px|A &amp;quot;LAW&amp;quot; lying discarded on the ground.]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Video Game]]&lt;br /&gt;
[[Category:First-Person Shooter]]&lt;br /&gt;
[[Category:Science-Fiction]]&lt;br /&gt;
[[Category:Zombie]]&lt;br /&gt;
[[Category:Horror]]&lt;/div&gt;</summary>
		<author><name>AnActualAK47</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Killing_Floor&amp;diff=1106941</id>
		<title>Killing Floor</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Killing_Floor&amp;diff=1106941"/>
		<updated>2017-05-17T19:05:09Z</updated>

		<summary type="html">&lt;p&gt;AnActualAK47: /* 12 Gauge Double Barreled Shotgun */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox Video Game|{{PAGENAME}}&lt;br /&gt;
|name = Killing Floor&lt;br /&gt;
|picture = Killing Floor.jpg&lt;br /&gt;
|caption =  PC Boxart&lt;br /&gt;
|date = May 14, 2009&lt;br /&gt;
|developer = Tripwire Interactive&lt;br /&gt;
|platforms= PC&amp;lt;br&amp;gt;Mac OS X&lt;br /&gt;
|publisher = Tripwire Interactive&lt;br /&gt;
|genre = First-Person Shooter&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''''Killing Floor''''' (also known as '''''KF''''') is a first-person shooter video game developed and published by Tripwire Interactive for the PC and Mac OS X. It is a stand-alone version of the original total conversion mod for ''Unreal Tournament 2004'', officially announced on March 2009, and was built on a heavily modified version of the ''Unreal Engine 2.5'' owned by ''Epic Games''. The game was released on May 14, 2009 for the PC and on May 5, 2010 for the Mac OS X.&lt;br /&gt;
&lt;br /&gt;
The story of Killing Floor follows the aftershock of a mutant breakout from multiple labs in London run by the Biotech company Horzine. Following a alleged protest, various Police and Military Units are called in to deal with the &amp;quot;protest&amp;quot;, only to find hordes of mutated humans called &amp;quot;Specimens&amp;quot; waiting. By the end of August, these specimen have destroyed London, ripping anything living to shreds and spreading to the rest of the country. The British Government, fearing this outbreak will spill to other neighboring countries sends various people called survivors into infected areas to deal with the specimens and contain them before they spill into Europe and beyond. These survivors contain a mixture of British army troops, Riot Police officers, civilians, surviving Horzine scientists and workers and such. Aided by the mysterious Trader, these survivors are sent to various infected locations, from West London streets to abandoned Horzine labs to a experimental Moon Base to combat the specimen.&lt;br /&gt;
&lt;br /&gt;
Following the annual Christmas update in 2012, most event updates have coincided with the release of DLC that gives players the option of buying versions of existing weapons with alternate skins. There are currently 12 weapons with alternate skins - eight gold-plated (only five of which are proper firearms), four properly camouflaged. Weapons with alternate DLC skins are noted.&lt;br /&gt;
&lt;br /&gt;
'''The following weapons appear in the game ''Killing Floor'':'''&lt;br /&gt;
__TOC__&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Handguns =&lt;br /&gt;
All handguns can be dual-wielded.&lt;br /&gt;
== Beretta M9A1 ==&lt;br /&gt;
The [[Beretta 92 pistol series#Beretta M9A1|Beretta M9A1]], fitted with a functional weaponlight, appears as the &amp;quot;9mm Tactical&amp;quot; and is the default sidearm for all survivors. Like in many games, the hammer is always shown as uncocked.&lt;br /&gt;
[[Image:BerettaM9A1.jpg|none|thumb|350px|Beretta M9A1 - 9x19mm]]&lt;br /&gt;
[[File:KF M9 holding.jpg|thumb|600px|none|As his only method of escape flies away, the British soldier wonder why he was only issued a M9A1 and nothing else.]] &lt;br /&gt;
[[File:KF M9 irons.jpg|thumb|600px|none|Sighting up the incoming hordes.]] &lt;br /&gt;
[[File:KF M9 misc1.jpg|thumb|600px|none|Turning on the torch before entering the local hotel.]] &lt;br /&gt;
[[File:KF M9 reloading1.jpg|thumb|600px|none|Reloading. Dropping out the dry mag while showcasing horrible trigger discipline. Here the torch can be more easily seen. It appears to be modeled after a M3X Tactical Illuminator.]] &lt;br /&gt;
[[File:KF M9 reloading2.jpg|thumb|600px|none|In with a new mag.]] &lt;br /&gt;
[[File:KF M9 reloading3.jpg|thumb|600px|none|The chambering the gun with the slide-release as the Zeds draw ''very'' close.]]&lt;br /&gt;
[[File:KF M9 akimbo irons.jpg|thumb|600px|none|Later that day, on top the Horizon office buliding, he finds himself dual wielding M9A1s against the Zed hordes.]]&lt;br /&gt;
[[File:KF M9 akimbo reloading.jpg|thumb|600px|none|Reloading the two guns, showing off terrible trigger discipline and the ability to release the mag on the left gun with pure will.]]&lt;br /&gt;
&lt;br /&gt;
== Heckler &amp;amp; Koch Mark 23 Mod 0 ==&lt;br /&gt;
The [[Heckler &amp;amp; Koch Mark 23|H&amp;amp;K Mark 23 Mod 0]], appearing as the &amp;quot;MK23&amp;quot;, was introduced during the Summer Sideshow 2012 event as a new weapon for the Sharpshooter Perk. It has comparable power to the .44 Magnum (which is rather absurd since it's chambered in a much smaller cartridge)  with twice the capacity, though it shares the same price as the Handcannon and has the slowest reload speed among the automatic pistols, particularly when dual-wielded. The Mark 23 is notable as it's the only sidearm in the game with its hammer cocked. It also has green tritium night-sights that glow in the dark.&lt;br /&gt;
[[Image:Mk23.jpg|none|thumb|350px|Heckler &amp;amp; Koch Mark 23 Mod 0 - .45 ACP]]&lt;br /&gt;
[[File:KF MK23 holding.jpg|thumb|600px|none|A survivor readying his Mk23 on the &amp;quot;Hillybilly horror&amp;quot; map.]] &lt;br /&gt;
[[File:KF MK23 irons.jpg|thumb|600px|none|The irons sights.]] &lt;br /&gt;
[[File:KF MK23 reloading1.jpg|thumb|600px|none|Reloading. Dropping out the dry mag while showcasing remarkably better trigger discipline than with the other pistols.]] &lt;br /&gt;
[[File:KF MK23 reloading2.jpg|thumb|600px|none|Loading in a new magazine. Note that the slide release is in its active position.]] &lt;br /&gt;
[[File:KF MK23 reloading3.jpg|thumb|600px|none|Chambering a round with the use of the slide release.]]&lt;br /&gt;
[[File:KF MK23 Akimbo holding.jpg|thumb|600px|none|Feeling that one Mk23 isn't enough, he buys himself another one on the &amp;quot;Waterworks&amp;quot; map.]] &lt;br /&gt;
[[File:KF MK23 Akimbo reloading1.jpg|thumb|600px|none|The Mk23 has a rather unusual reload animation when dual wielding. First the magazines are dropped (which is more believable in comparison to the M9 and Desert Eagle as the Mk23 actually has an ambidextrous mag-release), then the character will holster the gun in the right hand before inserting a new magazine in the left one and then racking the slide.]] &lt;br /&gt;
[[File:KF MK23 Akimbo reloading2.jpg|thumb|600px|none|The same process is repeated one the right-hand gun, but instead of racking the slide with their left hand, the character will instead grab the other gun before smacking the slide with it. Atleast proper trigger discipline is shown.]]&lt;br /&gt;
&lt;br /&gt;
== IMI/Magnum Research Desert Eagle Mark XIX ==&lt;br /&gt;
The [[Desert Eagle#Desert Eagle Mark XIX|Desert Eagle Mark XIX]], appearing as the &amp;quot;Handcannon&amp;quot;, is a Sharpshooter Perk weapon. While it features an 8-round magazine, it is modelled after the .50 AE version, which should hold only 7 rounds. The &amp;quot;Handcannon&amp;quot; is the most powerful handgun in the pistol lineup, the trade off being its high recoil and small magazine. It has been given a gold-plated variant with the second Golden Weapons Pack, with the &amp;quot;Golden Handcannon&amp;quot; coming in Magnum Research's Tiger Stripe finish.&lt;br /&gt;
[[Image:Desert-Eagle.jpeg|none|thumb|350px|Desert Eagle Mark XIX - .50AE]]&lt;br /&gt;
[[File:KF DEagle holding.jpg|thumb|600px|none|A survivor taking a look at some sort of abomination on the &amp;quot;Transit&amp;quot; map. Like with the M9, the hammer is uncocked. Unlike the M9 however, the Desert Eagle is a SAO weapon, meaning it can't ever be fired with an uncocked hammer.]] &lt;br /&gt;
[[File:KF DEagle irons.jpg|thumb|600px|none|Iron sights.]] &lt;br /&gt;
[[File:KF DEagle reloading.jpg|thumb|600px|none|Reloading. The Desert Eagle shares the exact same reload animation as the M9. Note that the slide isn't far back enough for the slide catch to actually ''catch'' it.]] &lt;br /&gt;
[[File:KF DEagle Akimbo holding.jpg|thumb|600px|none|A survivor brings his akimbo handcannons to hell.]]&lt;br /&gt;
[[File:KF DEagle Akimbo reloading.jpg|thumb|600px|none|Reloading. Inserting a magazine in the right hand gun in a rather awkward fashion.]]&lt;br /&gt;
[[Image:KF-GoldDeagle.jpg|thumb|none|500px|Promo image of the Golden Handcannons, with a gold tiger-stripe finish on everything but the grip. Note that whoever made this image apparently forgot the game is trying to pretend the &amp;quot;Desert Eagle&amp;quot; name isn't a thing.]]&lt;br /&gt;
&lt;br /&gt;
== Smith &amp;amp; Wesson Model 29 ==&lt;br /&gt;
The [[Smith &amp;amp; Wesson Model 29]], as the &amp;quot;.44 Magnum&amp;quot;, was introduced during the 2011 Twisted Christmas event and is a weapon for the Sharpshooter Perk. It is sort of a middle ground between the 9mm Tactical and the Handcannon: more powerful than the former, cheaper than the latter, but with less ammo and a longer reload time than both. &lt;br /&gt;
[[Image:Smith&amp;amp;WessonModel29.jpg|none|thumb|350px|Smith &amp;amp; Wesson Model 29 - .44 Magnum]]&lt;br /&gt;
[[File:KF Model 29 holding.jpg|thumb|600px|none|Bringing proper protection when visiting the local subway on the &amp;quot;Filth's Crossing&amp;quot; map.]] &lt;br /&gt;
[[File:KF Model 29 irons.jpg|thumb|600px|none|Iron sights.]] &lt;br /&gt;
[[File:KF Model 29 reloading1.jpg|thumb|600px|none|Reloading. First by using the extractor, which is actually animated for a change.]] &lt;br /&gt;
[[File:KF Model 29 reloading2.jpg|thumb|600px|none|Then new rounds are inserted with a speedloader.]] &lt;br /&gt;
[[File:KF Model 29 reloading3.jpg|thumb|600px|none|Finally the cylinder is snapped shut, bad idea. Note that there aren't any rounds in the chambers. Apparently they were consumed by the darkness.]] &lt;br /&gt;
[[File:KF Model 29 Akimbo holding.jpg|thumb|600px|none|Briar brings one more Model 29 along before visiting &amp;quot;Steamland&amp;quot;.]] &lt;br /&gt;
[[File:KF Model 29 Akimbo reloading1.jpg|thumb|600px|none|The akimbo reload is by far more feasible than what a lot of other games show. The left hand revolver is holstered before reloading the right one.]] &lt;br /&gt;
[[File:ReovlerinKFeatmyshorts.jpg|thumb|600px|none|And vice versa with the left one. Once again the extractor is used.]] &lt;br /&gt;
[[File:KF Model 29 Akimbo reloading3.jpg|thumb|600px|none|Finally the rounds are loaded with a speed loader.]]&lt;br /&gt;
&lt;br /&gt;
== Colt 1851 Navy ==&lt;br /&gt;
With the 2012 Halloween event came the community Weapons Pack DLC which among 3 other weapons added the &amp;quot;Flare Revolver&amp;quot;, a modified [[Colt 1851 Navy]]. Unlike the other handguns, it is meant for the Firebug Perk, and as such it is modified to launch .36-caliber flares rather than bullets. The Flare Revolver's an interesting weapon, while being lighter than most of the other Firebug weapons, its damage is pretty mediocre and the Siren's scream can destroy the flares.&lt;br /&gt;
[[Image:1851Navy.jpg|thumb|none|350px|Colt 1851 Navy - .36 caliber]]&lt;br /&gt;
[[File:KF Flare Revolver holding.jpg|thumb|600px|none|Briar with his flare shooting revolver on the &amp;quot;Foundry&amp;quot; map.]]&lt;br /&gt;
[[File:KF Flare Revolver irons.jpg|thumb|600px|none|Iron sights, which aren't the most effective.]]&lt;br /&gt;
[[File:KF Flare Revolver reloading1.jpg|thumb|600px|none|Reloading. Beginning with grabbing the barrel to open it up, which automatically ejects the whole cylinder.]]&lt;br /&gt;
[[File:KF Flare Revolver reloading2.jpg|thumb|600px|none|Inserting a new cylinder.]]&lt;br /&gt;
[[File:KF Flare Revolver Akimbo holding.jpg|thumb|600px|none|Briar considering starting a fire in the Wyre forest with his two revolvers.]]&lt;br /&gt;
[[File:KF Flare Revolver Akimbo reloading1.jpg|thumb|600px|none|Reloading. Like with the Mk23 and Model 29, one of the revolvers is holstered before reloading, beginning with the right one.]]&lt;br /&gt;
[[File:KF Flare Revolver Akimbo reloading2.jpg|thumb|600px|none|...and then the left.]]&lt;br /&gt;
&lt;br /&gt;
= Submachine Guns =&lt;br /&gt;
== Heckler &amp;amp; Koch MP5A4 ==&lt;br /&gt;
A [[Heckler &amp;amp; Koch MP5#Heckler &amp;amp; Koch MP5A4|Heckler &amp;amp; Koch MP5A4]], referred to as the &amp;quot;MP5M&amp;quot;, was added in late 2011 as a second weapon for the Medic. Like the MP7, it is equipped with a Trijicon RX01 red dot sight and a medication dart launcher. The model in-game also features OD green furniture and a Surefire 628 dedicated forend weaponlight, though due to the medication dart launcher already taking the secondary-fire function, the light cannot be used. It's magazine holds 32 rounds. The MP5M is a solid SMG for any medic, with its easy to read sight and plentiful back-up ammo only nullified with a rather weak damage per shot. It is one of four weapons given proper camouflage with the &amp;quot;Camo Weapon Pack&amp;quot; DLC - it is given a blood-splattered woodland finish referred to as &amp;quot;Blood camo&amp;quot;.&lt;br /&gt;
[[Image:H&amp;amp;KMP5A4Surefire.jpg|none|thumb|500px|H&amp;amp;K MP5A4 with Surefire 628 dedicated forend weaponlight - 9x19mm]]&lt;br /&gt;
[[File:KF MP5 holding.jpg|thumb|600px|none|Freezing in the rain with an MP5 on the &amp;quot;Stronghold&amp;quot; map.]]&lt;br /&gt;
[[File:KF MP5 irons.jpg|thumb|600px|none|The red dot sight.]]&lt;br /&gt;
[[File:KF MP5 reloading1.jpg|thumb|600px|none|Reloading. Pulling back the charging handle.]]&lt;br /&gt;
[[File:KF MP5 reloading2.jpg|thumb|600px|none|Kicking out the dry mag with the new one.]]&lt;br /&gt;
[[File:KF MP5 reloading3.jpg|thumb|600px|none|And then finishing the reload with a HK-slap.]]&lt;br /&gt;
[[Image:KF-CamoMP5.jpg|thumb|none|500px|The promotional image of the MP5M with &amp;quot;blood camo&amp;quot; in the advertisement for the &amp;quot;Camo Weapon Pack&amp;quot;. Note that the fire-selector is on burst.]]&lt;br /&gt;
&lt;br /&gt;
== Heckler &amp;amp; Koch MP7 ==&lt;br /&gt;
The first of the Medic Perk's primary weapons is the [[Heckler &amp;amp; Koch MP7]], referred to as &amp;quot;MP7M&amp;quot; in-game. As a Medic weapon, it is equipped with a medication dart launcher attached to the left side of the gun, which allows the user to heal teammates from long range. It is also fitted with a Trijicon RX01 red dot sight and 20-round magazine (though with a sufficiently-leveled Medic perk that can be doubled, unintentionally setting the precedent for future Medic weapons to have ridiculously-incorrect capacities at high perk levels). The real rate of fire for the MP7 is 950 RPM, but in-game its rate of fire is near 1200 RPM. The MP7M is another solid medic weapon choice, with a high rate of fire, low weight and even serving as a spawn weapon for Level 6 medics. Its MAC-10-like rate of fire is a pain to deal with though, forcing short bursts to stay on target and a ton of reloads.&lt;br /&gt;
[[Image:Original_MP7.jpg|thumb|none|400px|Heckler &amp;amp; Koch MP7 - 4.6x30mm]]&lt;br /&gt;
[[File:KF MP7 holding.jpg|thumb|600px|none|A medic with his MP7 on a map based of the game Portal.]]&lt;br /&gt;
[[File:KF MP7 irons.jpg|thumb|600px|none|Aiming on some Zeds with the red dot.]]&lt;br /&gt;
[[File:KF MP7 reloading1.jpg|thumb|600px|none|Reloading. Dropping out the empty mag.]]&lt;br /&gt;
[[File:KF MP7 reloading2.jpg|thumb|600px|none|Then in a needlessly awkward fashion, the character will grab a new mag with their right hand will still holding onto the weapon via the foregrip. Note that the bolt isn't depicted as locking back. The left side hasn't been modelled with the ambidextrous safety and bolt-release an actual MP7 has.]]&lt;br /&gt;
[[File:KF MP7 reloading3.jpg|thumb|600px|none|After all that, the charging handle is pulled instead of using the bolt-release.]]&lt;br /&gt;
&lt;br /&gt;
== Thompson Submachine Gun ==&lt;br /&gt;
Multiple versions of the [[Thompson Submachine Gun]] have been added to the game. The first was the M1A1 in one of the four Community Pack DLC weapons.&lt;br /&gt;
&lt;br /&gt;
The other two are both M1928s fitted with the distinctive drum magazines and pistol-grip forend. The normal variant is gained by owning both ''Killing Floor'' and ''[[Red Orchestra 2: Rising Storm]]'', and is named the &amp;quot;Rising Storm Tommy Gun&amp;quot;. The Rising Storm Thompson is very similar to the standard M1A1 in raw power and damage, reliably decapitating weak enemies with a couple of shots. The bonus with the Rising Storm is that it packs the largest base magazine size for all the Commando weapons (50 rounds) and isn't too expensive in comparison with its counterparts. Its faults are its even weaker power against bigger enemies, its low ammo reserve, and the fact you have to own ''Rising Storm'', a completely different game, to actually use it.&lt;br /&gt;
&lt;br /&gt;
The second Community Weapon Pack includes a &amp;quot;steampunk&amp;quot; version of the weapon referred to as &amp;quot;Dr. T's Lead Delivery System&amp;quot;, and loads from 40-round drums instead of 50 because Steampunk. Again, it has the same pros as both other versions of the Thompson, but with some more annoying cons added on, such as producing smoke when firing and a slower reload. &lt;br /&gt;
[[Image:M1sb.jpg|none|thumb|450px|Colt M1A1 Thompson - .45 ACP]]&lt;br /&gt;
[[Image:M1928.jpg|none|thumb|450px|Colt M1928 Thompson - .45 ACP]]&lt;br /&gt;
[[File:KF M1A1 holding.jpg|thumb|600px|none|A member of what once was the British army prepares to enter a not particularly amusing amusement park.]] &lt;br /&gt;
[[File:KF M1A1 irons.jpg|thumb|600px|none|Taking a look at a rather gruesome scene. Note that the weapon is aimed through the top part of the sight and not the peep sight.]] &lt;br /&gt;
[[File:KF M1A1 reloading1.jpg|thumb|600px|none|Reloading. First by pulling out the magazine without actually using the mag-release.]] &lt;br /&gt;
[[File:KF M1A1 reloading2.jpg|thumb|600px|none|In with a new 30 round stick mag.]] &lt;br /&gt;
[[File:KF M1A1 reloading3.jpg|thumb|600px|none|The pulling the charging handle, showing that the bolt does not actually move when doing so.]] &lt;br /&gt;
[[Image:KF-M1928.jpg|none|thumb|400px|While wandering an underground destroyed research lab, a survivor brings his M1928 &amp;quot;Rising Storm Tommy Gun&amp;quot; to bear.]]&lt;br /&gt;
[[Image:KF-DrT.jpg|none|thumb|400px|Finally, there is the M1928 &amp;quot;Dr. T's Lead Delivery System&amp;quot;, complete with brass finish, various gears, and steampunk swooshes.]]&lt;br /&gt;
&lt;br /&gt;
== MAC-10 ==&lt;br /&gt;
A Firebug weapon, the [[MAC-10]] is equipped with its distinctive Sionics two-stage suppressor and has a 30-round magazine. The MAC-10 can be fired in semi-auto and full-auto fire modes, and features damage comparable to the Bullpup. If used in conjunction with the Firebug Perk, bullets which do not instantly kill specimens will set them on fire. The MAC-10 is a good starting round weapon for a Firebug, being a effective mid-range weapon and with a high rate of fire in comparison to the other Firebug starting weapons. Its rather obtrusive iron sights and high recoil makes the weapon less effective in later rounds.&lt;br /&gt;
[[Image:Ingram-mac10 new.jpg|none|thumb|400px|Ingram MAC-10 with Sionics Two-Stage Sound Suppressor - .45 ACP]]&lt;br /&gt;
[[File:KF MAC10 holding.jpg|thumb|600px|none|Finding himself in a cold ice cave, a British soldier brings his fire spitting MAC-10.]]&lt;br /&gt;
[[File:KF MAC10 irons.jpg|thumb|600px|none|Iron sights.]]&lt;br /&gt;
[[File:KF MAC10 misc1.jpg|thumb|600px|none|Lighting some Zeds on fire with the MAC.]]&lt;br /&gt;
[[File:KF MAC10 reloading1.jpg|thumb|600px|none|Reloading. Pulling out the magazine without touching the magazine catch.]]&lt;br /&gt;
[[File:KF MAC10 reloading2.jpg|thumb|600px|none|Inserting a new one.]]&lt;br /&gt;
[[File:KF MAC10 reloading3.jpg|thumb|600px|none|Pulling back the charging handle. Note that the bolt is in its correct backwards position.]]&lt;br /&gt;
&lt;br /&gt;
== TDI Vector ==&lt;br /&gt;
Named the &amp;quot;Schneidzekk Medic Gun&amp;quot;, the [[TDI Vector]] was added with the 2012 Twisted Christmas update, possessing a high rate of fire. It has a correct 25-round magazine capacity and the usual healing dart launcher, Unlike the other medic guns, it does not possess a red dot sight of any kind, relying solely on iron sights. The Schneidzekk, which means &amp;quot;Zed Cutter&amp;quot; in German, is an interesting weapon choice for a medic wanting the power of the Thompson while still being able to use medical darts. The downsides of the weapon would be its high price, poor accuracy, and ridiculous fire rate combined with a relatively slow reload.&lt;br /&gt;
[[Image:KrissSuperV.jpg|none|thumb|450px|TDI Vector - .45 ACP]]&lt;br /&gt;
[[File:KF Vector holding.jpg|thumb|600px|none|Briar chatting with the trader about his newly purchased Vector on the &amp;quot;Clandestine&amp;quot; map.]] &lt;br /&gt;
[[File:KF Vector irons.jpg|thumb|600px|none|Iron sights.]] &lt;br /&gt;
[[File:KF Vector reloading1.jpg|thumb|600px|none|Reloading. Pushing the mag-release.]] &lt;br /&gt;
[[File:KF Vector reloading2.jpg|thumb|600px|none|Loading in a new 25-round magazine.]] &lt;br /&gt;
[[File:KF Vector reloading3.jpg|thumb|600px|none|And instead of using the bolt-release, the character pulls the charging handle. Note that the medic dart launcher can just about be seen on the left side rail.]]&lt;br /&gt;
&lt;br /&gt;
= Shotguns =&lt;br /&gt;
== 12 Gauge Double Barreled Shotgun ==&lt;br /&gt;
A [[12_Gauge_Double_Barreled_Shotgun|double barreled hunting shotgun]] is available in the game. Called the &amp;quot;Hunting Shotgun&amp;quot;, it is incredibly powerful at close-range, especially when both barrels are fired at once via the secondary-fire function. Support Specialists at the highest level spawn with one. The weapon's accuracy is rather poor and reloading it takes time, additionally, it cannot be reloaded unless one has fired both barrels. &lt;br /&gt;
[[Image:IGA-Coach-Gun.jpg|thumb|none|500px|Stoeger/IGA coach gun - 12 gauge]]&lt;br /&gt;
[[File:KF DB holding.jpg|thumb|600px|none|Trying to find Chris's blood in a spooky mansion.]] &lt;br /&gt;
[[File:KF DB irons.jpg|thumb|600px|none|Iron sights. Or rather, a bead sight.]] &lt;br /&gt;
[[File:KF DB reloading1.jpg|thumb|600px|none|Reloading. Chucking out the spent shells.]] &lt;br /&gt;
[[File:KF DB reloading2.jpg|thumb|600px|none|Loading in one shell...]] &lt;br /&gt;
[[File:KF DB reloading3.jpg|thumb|600px|none|...and the other.]]&lt;br /&gt;
&lt;br /&gt;
== AA-12 CQB ==&lt;br /&gt;
The main weapon of the Support Specialist Perk is an [[AA-12|AA-12 CQB automatic shotgun]]. It uses 20-round drum magazines and has the largest reserve ammo pool of the shotguns at 80 rounds, something it goes through quickly due to its fully automatic nature however. While it's very powerful and has a quick reload compared to the tube-fed shotguns, the AA-12 is heavy and very expensive. Unlike the real AA-12, it has a semi-automatic fire mode. It is the second of two firearms given a gold-plated variant with the second Golden Weapon Pack and is one of the most elaborately plated guns in the pack.&lt;br /&gt;
[[Image:AA-12 CQB.jpg|thumb|500px|none|AA-12 CQB - 12 gauge]]&lt;br /&gt;
[[File:KF AA12 holding.jpg|thumb|600px|none|A survivor preparing to tear up some Zeds with his AA-12 on the &amp;quot;Fright Yard&amp;quot; map.]]&lt;br /&gt;
[[File:KF AA12 irons.jpg|thumb|600px|none|Iron sights.]]&lt;br /&gt;
[[File:KF AA12 reloading1.jpg|thumb|600px|none|Reloading. Beginning with pulling and then pushing the charging handle forward, which is correct. Since the AA-12 is an open bolt weapon, it is possible to cock the weapon before actually inserting a new magazine.]]&lt;br /&gt;
[[File:KF AA12 reloading2.jpg|thumb|600px|none|Pulling out the empty drum.]]&lt;br /&gt;
[[File:KF AA12 reloading3.jpg|thumb|600px|none|Inserting a new one full of 12 gauge.]]&lt;br /&gt;
[[Image:KF-GoldAA12.jpg|none|thumb|500px|Promotional image of the Golden AA12, showing off the rather extreme plating and engraving.]]&lt;br /&gt;
&lt;br /&gt;
== Benelli M3 Super 90 ==&lt;br /&gt;
The basic shotgun in the game is a [[Benelli M Series Super 90 Shotguns#Benelli M3|Benelli M3 Super 90]], called the &amp;quot;Shotgun&amp;quot;, it comes with a working forend dedicated weaponlight and holds 8 rounds despite it being modeled with a 5-round tube magazine. While the real M3 can be toggled between semi-auto and pump-action, in-game it is locked to pump-action only. The M3 Super 90 is a solid shotgun for earlier rounds, and is the weapon that level 5 Support Specialists can spawn with, but loses its effectiveness at later ones and its iron sights are a bit obtrusive. A variant with the same blood-splattered woodland camouflage as the MP5M was added with the Camo Weapons Pack. &lt;br /&gt;
[[Image:Benelli M3 pistol grip.jpg|none|thumb|500px|Benelli M3 Super 90 with pistol grip stock combination,  ghost ring sights, and 5-round tube - 12 gauge]]&lt;br /&gt;
[[File:KF Benelli M3 holding.jpg|thumb|600px|none|A survivor creeping through a creepy facility with his M3 at hand.]] &lt;br /&gt;
[[File:KF Benelli M3 irons.jpg|thumb|600px|none|The ghost ring sight.]] &lt;br /&gt;
[[File:KF Benelli M3 misc1.jpg|thumb|600px|none|After unloading into some Zeds, the action is racked in an overly dramatic way.]] &lt;br /&gt;
[[File:KF Benelli M3 reloading.jpg|thumb|600px|none|Loading up on shells.]] &lt;br /&gt;
[[File:KF Benelli M3 misc2.jpg|thumb|600px|none|Turning on the flashlight before descending into the depths of the facility.]] &lt;br /&gt;
[[Image:KF-CamoBenelliM3.jpg|none|thumb|500px|Promotional image of the Benelli M3 Super 90 with &amp;quot;blood camo&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
== Benelli M4 Super 90 ==&lt;br /&gt;
The [[Benelli M Series Super 90 Shotguns#Benelli M4|Benelli M4 Super 90]] shotgun was added in the Twisted Christmas 2011 update, appearing as the &amp;quot;Combat Shotgun&amp;quot;. Like the M3, it has a weaponlight attached to the magazine tube as well as a red dot sight on the top rail. It is about on-par with the M3: the two deal equal damage, but the M4 has a much higher rate of fire in return for slightly slower per-shell reloading and a lowered capacity of 6 shells, indicating the use of three-inch shells; incidentally, the two combined mean that both weapons take the same amount of time to fully reload from empty. This is one of three firearms that can be given a gold finish by way of DLC added for the Twisted Christmas 2012 update.&lt;br /&gt;
[[Image:M4Super90.jpg|none|thumb|500px|Benelli M4 Super 90 with 7-round tube - 12 gauge]]&lt;br /&gt;
[[File:KF Benelli M4 holding.jpg|thumb|600px|none|A survivor finds himself on an Icebreaker ship on the stormy ocean.]] &lt;br /&gt;
[[File:KF Benelli M4 irons.jpg|thumb|600px|none|The red dot sight.]] &lt;br /&gt;
[[File:KF Benelli M4 misc1.jpg|thumb|600px|none|Turning on the flashlight.]] &lt;br /&gt;
[[File:KF Benelli M4 reloading1.jpg|thumb|600px|none|Reloading. Inserting a shell. Note that the bolt doesn't lock back when the gun is dry.]] &lt;br /&gt;
[[File:KF Benelli M4 reloading2.jpg|thumb|600px|none|Pulling the charging handle. A shell can be seen inside the chamber.]]  &lt;br /&gt;
[[Image:KF-GoldBenelli.jpg|none|thumb|450px|The Golden Combat Shotgun; everything but the flashlight, its mount, and the rail has been gold-plated or engraved. One wonders how much it takes to gold-plate and engrave a red dot sight.]]&lt;br /&gt;
&lt;br /&gt;
== Kel-Tec KSG ==&lt;br /&gt;
Appearing as the &amp;quot;HSG-1 Shotgun&amp;quot;, a modified version of the [[Kel-Tec KSG]] appears as of the 2012 Summer Sideshow event. It is a pump-action shotgun and feeds from a magazine placed in the loading port for the dual tube magazines, holding 12 shells per magazine. It comes with an adjustable choke - pressing the fire mode button switches between wide and tight shell spreads. In keeping with its &amp;quot;futuristic&amp;quot; appearance, the KSG makes strange &amp;quot;power-up&amp;quot; type sounds when a new magazine is inserted or when the pump-handle is cycled. While it is lighter and has a better effective range, the HSG-1 does less damage than the other shotguns.&lt;br /&gt;
[[Image:Kel-Tec KSG Shotgun Oleg Volk 1.jpg|500px|thumb|none|Kel-Tec KSG - 12 gauge]]&lt;br /&gt;
[[File:KF KSG holding.jpg|thumb|600px|none|A dosh enthusiast with his KSG on the local moon base.]] &lt;br /&gt;
[[File:KF KSG irons.jpg|thumb|600px|none|The rather wonky fiber-optic sights.]] &lt;br /&gt;
[[File:KF KSG misc1.jpg|thumb|600px|none|Pumping the shotgun after blasting some Zeds.]] &lt;br /&gt;
[[File:KF KSG reloading1.jpg|thumb|600px|none|Reloading. Removing the magazine. Note the poor trigger discipline.]] &lt;br /&gt;
[[File:KF KSG reloading2.jpg|thumb|600px|none|About to load in a new mag.]] &lt;br /&gt;
[[File:KF KSG reloading3.jpg|thumb|600px|none|Chambering a round.]] &lt;br /&gt;
[[Image:KF-HSG1Promo.jpg|400px|thumb|none|Promotional image of the HSG-1.]]&lt;br /&gt;
&lt;br /&gt;
== Winchester Model 1897 &amp;quot;Trench Gun&amp;quot; ==&lt;br /&gt;
Added to the game with the 2012 Halloween update is the Trench Gun version of the [[Winchester Model 1897]], unsurprisingly called &amp;quot;Trenchgun&amp;quot; in-game. As a Firebug weapon, it is the only shotgun in the game to load incendiary &amp;quot;Dragon's Breath&amp;quot; shells, setting any specimen it doesn't immediately kill on fire. It holds a semi-incorrect 6 shells in the tube - the real weapon could hold this many, but you have to load a round in the chamber then load the other 5 shells in the tube. &lt;br /&gt;
[[Image:Winchester1897TrenchTakedown.jpg|none|thumb|500px|Winchester Model 1897 &amp;quot;Trench Gun&amp;quot; - 12 gauge]]&lt;br /&gt;
[[File:KF M1897 holding.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:KF M1897 irons.jpg|thumb|600px|none|Iron sights.]] &lt;br /&gt;
[[File:KF M1897 misc1.jpg|thumb|600px|none|Pumping the weapon after firing, revealing the brass shells used.]] &lt;br /&gt;
[[File:KF M1897 reloading1.jpg|thumb|600px|none|Reloading. Loading in a new shell.]] &lt;br /&gt;
[[File:KF M1897 reloading2.jpg|thumb|600px|none|Chambering a shell after loading up.]]&lt;br /&gt;
&lt;br /&gt;
= Rifles =&lt;br /&gt;
== Winchester Model 1894 ==&lt;br /&gt;
One of the cheapest weapons in the game is a [[Winchester Model 1894]] called the &amp;quot;Lever Action Rifle&amp;quot;. In previous versions, it has been referred to as the &amp;quot;Winchester&amp;quot;. It is equipped with a rear tang peep sight. It deals nearly twice the damage of the Mk 14 EBR per bullet, though with half the capacity, a slower reload and slower rate-of-fire due to its lever-action nature. At high Sharpshooter levels, it can kill anything weaker than a Scrake in a single headshot.&lt;br /&gt;
[[Image:Win94saddlering.jpg|thumb|none|500px|Winchester 1894 Saddle Ring Carbine - .30-30.]]&lt;br /&gt;
[[File:KF Model 1894 holding.jpg|thumb|600px|none|Standing outside a blood-stained barn, Winchester in hand.]]&lt;br /&gt;
[[File:KF Model 1894 irons.jpg|thumb|600px|none|Peeping through the peep sight.]]&lt;br /&gt;
[[File:KF Model 1894 reloading.jpg|thumb|600px|none|Reloading. Not attempts at chambering a round is done after loading up, regardless if there's a round in the chamber or not.]]&lt;br /&gt;
[[File:KF Model 1894 misc1.jpg|thumb|600px|none|Cycling the action, showing a new round being chambered.]]&lt;br /&gt;
&lt;br /&gt;
== Short Magazine Lee-Enfield No. 4 Mk. I ==&lt;br /&gt;
Added in the second Community Weapon Pack DLC. As with the other weapons in the pack, it is not an original [[Short Magazine Lee-Enfield (SMLE)|SMLE]], but rather a &amp;quot;steampunk&amp;quot;-style weapon named the &amp;quot;Single-Piston Long Musket&amp;quot;. As a Sharpshooter weapon, it is effectively a longer-ranged version of the lever-action rifle, with a short-ranged scope attached. Instead of the usual procedure of reloading via stripper clips, it is reloaded by replacing the detachable magazine - Killing Floor shares the distinction with the earlier ''Call of Duty: Finest Hour'' and the later ''ZombiU'' of being possibly the only games ever in which a Lee-Enfield is reloaded in this manner.&lt;br /&gt;
[[Image:Smle4mk1t.jpg|none|thumb|500px|Lee-Enfield No.4 Mk.I(T) with magazine and scope - .303 British]]&lt;br /&gt;
[[Image:KF-SPLM.jpg|none|thumb|400px|A promotional image showing the &amp;quot;Single-Piston Long Musket&amp;quot; in gameplay, giving a nice profile view of the weapon. The user could have picked a better time to reload, though.]]&lt;br /&gt;
[[Image:KF-SPLMPromo.jpg|none|thumb|500px|Another promotional image of the &amp;quot;Single-Piston Long Musket&amp;quot;, showing off the eagle-head forend.]]&lt;br /&gt;
&lt;br /&gt;
= Assault Rifles and Carbines =&lt;br /&gt;
== Colt M4A1 Carbine ==&lt;br /&gt;
The [[M16 rifle series#M4/M4A1 Carbine|M4A1]] was introduced during the 2011 Twisted Christmas event. Available in two configurations: the cheaper one for the Commando Perk appears as simply the &amp;quot;M4&amp;quot;, fitted with an Aimpoint M68 Close Combat Optic (aka CompM2) and compared to the [[AK-47#AIMR|AIMR]] it has a higher fire rate and more reserve ammo, but a slower reload and less damage per bullet. The much more expensive version for the Demolitions Perk appears as the &amp;quot;M4 203&amp;quot;, using iron sights rather than the M68 CCO and fitted with a [[M203 grenade launcher|Knight's Armament M203A1 grenade launcher]] which gives it more raw firepower than the standard version. &lt;br /&gt;
&lt;br /&gt;
Both M4A1 models feature a Vltor Improved Modstock, Knight's Armament rear flip-up BUIS, Magpul PMAGs, and a Knight's Armament M4 RAS handguard with rail covers. The Commando M4 is also available with a desert-style digital camo pattern for those who own the &amp;quot;Camo Weapons Pack&amp;quot; DLC.&lt;br /&gt;
[[Image:ColtM4.jpg|none|thumb|500px|Colt M4A1 Carbine with Aimpoint M68 Close Combat Optic, Knight's Armament M4 RAS handguard with rail covers and vertical foregrip - 5.56x45mm NATO]]&lt;br /&gt;
[[File:KF M4 holding.jpg|thumb|600px|none|A survivor with his newly acquired M4A1 on the &amp;quot;Freight Yard&amp;quot; map.]] &lt;br /&gt;
[[File:KF M4 irons.jpg|thumb|600px|none|Sighting up a Husk with the red dot.]] &lt;br /&gt;
[[File:KF M4 reloading1.jpg|thumb|600px|none|As some Zeds draw closer, the survivor reloads his rifle. While somewhat difficult to spot, the fire-selector is set to safe. It's possible to switch between semi and full auto, but the selector won't move when doing so.]] &lt;br /&gt;
[[File:KF M4 reloading2.jpg|thumb|600px|none|About to insert a new PMAG.]] &lt;br /&gt;
[[File:KF M4 reloading3.jpg|thumb|600px|none|Pulling the charging handle. Time to start shooting.]] &lt;br /&gt;
[[Image:KF-CamoM4.jpg|none|thumb|500px|Promotional image of the M4A1 with digital desert-style camo.]]&lt;br /&gt;
[[Image:CM4-M203.jpg|thumb|none|500px|Colt M4A1 Carbine with Knight's Armament M203A1 grenade launcher - 5.56x45mm NATO and 40x46mm]]&lt;br /&gt;
[[File:KF M4 M203 holding.jpg|thumb|600px|none|A survivor with a more explosive version of the M4.]] &lt;br /&gt;
[[File:KF M4 M203 irons.jpg|thumb|600px|none|Sight picture of the KAC flip-up sights.]] &lt;br /&gt;
[[File:KF M4 M203 reloading.jpg|thumb|600px|none|Reloading the M203.]]&lt;br /&gt;
[[Image:Xmas_m4203.jpg|thumb|none|550px|M4A1 with M203 as shown in a promotional image.]]&lt;br /&gt;
&lt;br /&gt;
== L22A2 ==&lt;br /&gt;
The first of the Commando Perk weapons is the [[L22A2]], dubbed the &amp;quot;Bullpup&amp;quot;. It has a mounted EOTech XPS red dot sight (which is unrealistic, as the rail on top of the L22A2 is not a Picatinny rail and as such would be unable to hold the EOTech in place) and uses 40-round magazines. It's very weak and unaccurate with heavy recoil.&lt;br /&gt;
[[Image:Sa80A2-l22a2.jpg|thumb|none|500px|L22A2 with 20-round magazine and SUSAT scope - 5.56x45mm NATO]]&lt;br /&gt;
[[File:KF L22 holding.jpg|thumb|600px|none|A British soldier with his L22A2, preparing to defend the last of the phone boots from the Zed hordes.]] &lt;br /&gt;
[[File:KF L22 irons.jpg|thumb|600px|none|The sight picture of the EOTech.]] &lt;br /&gt;
[[File:KF L22 reloading1.jpg|thumb|600px|none|Reloading. About to pull out the magazine.]] &lt;br /&gt;
[[File:KF L22 reloading2.jpg|thumb|600px|none|Then mashing in a new mag. No attempt at using the bolt-release or yanking the charging-handle is done however, the round seemingly chambering itself.]] &lt;br /&gt;
[[Image:KF-L22Ground.jpg|none|thumb|450px|Examination of the L22A2 on the ground shows that the right side of weapon is a mirror of the left, thus no ejection port or charging handle. Note the lightened A2 fore-end and the bit of Picatinny rail sticking out behind the top of the non-proprietary vertical grip.]]&lt;br /&gt;
&lt;br /&gt;
== Romanian AIMR ==&lt;br /&gt;
The [[AK-47#AIMR|AIMR]], referred to as an &amp;quot;AK47&amp;quot;, is the second Commando weapon. The AIMR serves as a rather good all-rounder weapon with higher power in comparison to the M4A1, though is tempered with rather lackluster accuracy, a high recoil on par with the SCARMk17 on full auto and always recoiling into the right, requiring a lot of re-aiming. A version with a gold finish can be obtained with a DLC package released for the 2012 Christmas update, with plating on all metal components and golden engraving on the wooden parts as well.&lt;br /&gt;
[[Image:PM md. 90 Krinkov.jpg|thumb|none|500px|AIMR - 7.62x39mm. The original Romanian designation for this rifle is the PM md. 90 cu țeavă scurtă (short barrelled).]]&lt;br /&gt;
[[File:KF AK holding.jpg|thumb|600px|none|A British soldier enjoying the sun set with his AIMR.]] &lt;br /&gt;
[[File:KF AK irons.jpg|thumb|600px|none|Iron sights.]] &lt;br /&gt;
[[File:KF AK reloading1.jpg|thumb|600px|none|Reloading. About to pull out the dry mag.]] &lt;br /&gt;
[[File:KF AK reloading2.jpg|thumb|600px|none|Rocking in a new one.]] &lt;br /&gt;
[[File:KF AK reloading3.jpg|thumb|600px|none|Pulling the charging handle with an overhand technique.]] &lt;br /&gt;
[[Image:KF-GoldDraco.jpg|none|thumb|400px|The Golden AK47: the AIMR with gold plating or engraving on everything but the pistol grip.]]&lt;br /&gt;
[[Image:KF-DracoGround.jpg|thumb|none|400px|A dropped AIMR. Since it apparently must be one or the other, it actually has a charging handle and ejection port, but also has the safety on. Note the two lined up detents below the selector switch for full-auto and semi-auto fire modes respectively, indicating it is the AIMR and not the similar semi-auto-only Draco Carbine.]]&lt;br /&gt;
&lt;br /&gt;
== MKb 42(H) ==&lt;br /&gt;
The Halloween 2012 event added the [[Sturmgewehr 44|MKb42(H)]] to the game as another Commando weapon. Sporting a reference to ''Red Orchestra 2: Heroes of Stalingrad'', the MKb 42 is another all-rounder weapon, with rather controllable recoil and rate of fire.&lt;br /&gt;
[[Image:German WW2 MP-44 copy Sport-Systeme Dittrich 'BD42(H)' designed from the MKB42(H).jpg|thumb|none|500px|Haenel MKb 42(H) - 7.92x33mm Kurz]]&lt;br /&gt;
[[File:KF MKb holding.jpg|thumb|600px|none|Wielding the MKb on the &amp;quot;Stronghold&amp;quot; map.]]&lt;br /&gt;
[[File:KF MKb irons.jpg|thumb|600px|none|Aiming for the head on a Zed.]]&lt;br /&gt;
[[File:KF MKb reloading1.jpg|thumb|600px|none|Reloading. The magazine is thrown away.]]&lt;br /&gt;
[[File:KF MKb reloading2.jpg|thumb|600px|none|Inserting a new one.]]&lt;br /&gt;
[[File:KF MKb reloading3.jpg|thumb|600px|none|The charging handle travelling forward after being pulled.]]&lt;br /&gt;
&lt;br /&gt;
= Battle Rifles =&lt;br /&gt;
== FN FAL &amp;quot;G Series&amp;quot; ==&lt;br /&gt;
Added for the 2012 summer event, the [[FN FAL#FN FAL|FN FAL &amp;quot;G Series&amp;quot;]] is a powerful Commando weapon called the &amp;quot;FNFAL ACOG&amp;quot;, likely standing-in for the British [[FN FAL#L1A1|L1A1 SLR]]. It shares the SCAR-H's high power as well as having lower recoil than the SCAR-H, though with a higher firing rate and a higher cost. The FAL in-game is customized with a wooden pistol grip, an original FAL 50.00 flash-hider, a rail on top of the receiver, and an ACOG scope mounted on said rail giving it a higher zoom level than the SCAR.&lt;br /&gt;
[[File:Fn_fal_g_series.jpg|thumb|none|500px|FN FAL &amp;quot;G Series&amp;quot; - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:C1A1.jpg|500px|thumb|none|L1A1 SLR with wood furniture for comparison - 7.62x51mm NATO]]&lt;br /&gt;
[[File:KF FAL holding.jpg|thumb|600px|none|Wandering through the &amp;quot;Siren's Belch&amp;quot; map with a FAL. Note that the reticle of the sight can be seen, which would mean that the reticle would be a part of the actual glass of the scope.]]&lt;br /&gt;
[[File:KF FAL irons.jpg|thumb|600px|none|Aiming with the sight. The reticle is not close to that of an actual ACOG.]]&lt;br /&gt;
[[File:KF FAL reloading1.jpg|thumb|600px|none|Reloading. Throwing away the empty mag.]]&lt;br /&gt;
[[File:KF FAL reloading2.jpg|thumb|600px|none|Rocking in a new one which has bullets nicely modelled in it.]]&lt;br /&gt;
[[File:KF FAL reloading3.jpg|thumb|600px|none|Pulling the charging handle with the palm of the hand.]]&lt;br /&gt;
&lt;br /&gt;
== FN SCAR-H (Mk 17 Mod 0) ==&lt;br /&gt;
The [[FN SCAR#FN SCAR-H|FN SCAR-H]], appearing as the &amp;quot;SCARMK17&amp;quot;, is one of the most powerful Commando Perk weapons available in-game, alongside the  FN FAL. Although the real-life cyclic rate is about 625rpm, it has one of the fastest RPM in the game as well as the highest recoil on par with the AIMR. It features a Tango Down vertical foregrip and the newer version of the Aimpoint M68 Close Combat Optic, the Aimpoint CompM4s, without lens cover caps and mounted on a high riser mount.&lt;br /&gt;
[[Image:FN_SCAR-H_STD.jpg|none|thumb|500px|Third Generation FN SCAR-H - 7.62x51mm NATO]]&lt;br /&gt;
[[File:KF SCAR holding.jpg|thumb|600px|none|Briar preparing to go fishing with his newly purchased SCAR.]]&lt;br /&gt;
[[File:KF SCAR irons.jpg|thumb|600px|none|Aiming.]]&lt;br /&gt;
[[File:KF SCAR reloading1.jpg|thumb|600px|none|His fishing trip proving fruitless, Briar hides from the rain in the old mansion to reload his SCAR. Note that the charging handle is still in its forward position. Since the SCAR has a reciprocating charging handle, and since its bolt locks back once its dry, it should be in its backward position.]]&lt;br /&gt;
[[File:KF SCAR reloading2.jpg|thumb|600px|none|Inserting a new magazine while showcasing good trigger discipline. Note that the selector is actually set to auto.]]&lt;br /&gt;
[[File:KF SCAR reloading3.jpg|thumb|600px|none|Hitting the bolt-release. Out of all the guns that has one in Killing Floor, this is the only gun were it's actually used.]]&lt;br /&gt;
&lt;br /&gt;
== Mk 14 Mod 0 Enhanced Battle Rifle ==&lt;br /&gt;
One of the primary Sharpshooter weapons in the game is a [[M14#Mk_14_Mod_0/1_Enhanced_Battle_Rifle|Mk 14 Mod 0 EBR]], a model with a fixed Sage tactical stock, using rail covers instead of the standard Kydex hand guard, and is equipped with a laser aiming module. In-game it is referred to as the &amp;quot;M14EBR&amp;quot;, the US Army designation. While it has a high price at the trader and rather high recoil, it comes with 20-round magazines, a high DPS, and usable laser sight for accurate hip firing.&lt;br /&gt;
[[Image:M14 ebr cvfs.jpg|none|thumb|500px|M14 EBR with Fixed Synthetic Stock and Butt Pad - 7.62x51mm NATO]]&lt;br /&gt;
[[File:KF M14 holding.jpg|thumb|600px|none|]]&lt;br /&gt;
[[File:KF M14 irons.jpg|thumb|600px|none|Iron sights.]]&lt;br /&gt;
[[File:KF M14 misc1.jpg|thumb|600px|none|The dot produced from the laser.]]&lt;br /&gt;
[[File:KF M14 reloading1.jpg|thumb|600px|none|Reloading. Pulling out the empty mag that still has bullets modelled in it.]]&lt;br /&gt;
[[File:KF M14 reloading2.jpg|thumb|600px|none|About to insert a new mag. Note the green magpul.]]&lt;br /&gt;
[[File:KF M14 reloading3.jpg|thumb|600px|none|Pulling the charging handle. As common in video games, the bolt is not depicted as locking back.]]&lt;br /&gt;
&lt;br /&gt;
== &amp;quot;M7A3&amp;quot; ==&lt;br /&gt;
A futuristic [[Kel-Tec_RFB#Kel-Tec_RFB_Carbine|Kel-Tec RFB Carbine]]-looking weapon, called the &amp;quot;M7A3&amp;quot;, was added in in the 2012 summer event. In is fitted with a red dot reflex sight (with a digital ammunition counter below the sight itself), vertical foregrip, and a medication dart launcher.&lt;br /&gt;
&lt;br /&gt;
The M7A3 packs a mean recoil and rather slow rate of fire, but comes with a futuristic red dot sight as well as good DPS making for a for a stronger weapon than the other medic guns that is also capable of launching medic-darts.&lt;br /&gt;
[[Image:RFB-18.jpg|none|thumb|500px|Kel-Tec RFB Carbine - 7.62x51mm NATO]]&lt;br /&gt;
[[File:AguninKFwtf.jpg|thumb|none|600px|A survivor wields his M7A3 while hopping through a low-gravity moonbase. Note the digital ammunition counter - it keeps track of both the bullets in the current magazine and the medication dart launcher's charge. The crosshair on the sight will even turn red when the magazine is almost empty.]]&lt;br /&gt;
[[File:KF M7A3 irons.jpg|thumb|none|600px|Reticle of the sight.]]&lt;br /&gt;
[[File:KF M7A3 reloading1.jpg|thumb|600px|none|Reloading. Removing the empty magazine. Note the open area on top of the rifle, which is acts as the ejection port. Not the best placement, as it would mean anyone who has their face close to it would have gases blown in their face and potentially brass hitting them.]]&lt;br /&gt;
[[File:KF M7A3 reloading2.jpg|thumb|600px|none|Inserting another full mag.]]&lt;br /&gt;
[[File:KF M7A3 reloading3.jpg|thumb|600px|none|Pulling the charging handle.]]&lt;br /&gt;
[[Image:KF-M7A3Promo.jpg|thumb|none|400px|Promotional image of the M7A3.]]&lt;br /&gt;
&lt;br /&gt;
= Sniper Rifles =&lt;br /&gt;
== Barrett M99 ==&lt;br /&gt;
Appearing as the &amp;quot;M99 AMR&amp;quot;, a [[Barrett M99]] with black and gray urban camo is one of the Sharpshooter weapons added in the 2012 Summer Sideshow event. It is an incredibly powerful and heavy weapon, capable of killing nearly every specimen in the game with a single headshot, but only Support Specialists have the carrying capacity to take any other weapon aside from the 9mm pistol alongside it. Since it's a single shot weapon, it must be reloaded after every shot, which takes a very long time without high Sharpshooter levels, and on top of that its ammunition is prohibitively expensive at £250 per bullet.&lt;br /&gt;
[[File:Barett m99-1.jpg|500px|thumb|none|Barrett M99 - .50 BMG]]&lt;br /&gt;
[[File:KF M99 holding.jpg|thumb|600px|none|Preparing for some sniping on the &amp;quot;mountain pass&amp;quot; map.]] &lt;br /&gt;
[[File:KF M99 irons.jpg|thumb|600px|none|Looking down the scope of the M99. Note that the outside of the scope isn't magnified.]] &lt;br /&gt;
[[File:KF M99 reloading1.jpg|thumb|600px|none|Reloading. Pulling back the bolt.]] &lt;br /&gt;
[[File:KF M99 reloading2.jpg|thumb|600px|none|Inserting a new .50 BMG round.]] &lt;br /&gt;
[[File:KF M99 reloading3.jpg|thumb|600px|none|Chambering said round.]]&lt;br /&gt;
[[File:KF-M99Promo.jpg|450px|thumb|none|A ''mirrored'' promotional image of the M99 AMR.]]&lt;br /&gt;
&lt;br /&gt;
= Explosives =&lt;br /&gt;
== L2A2 ==&lt;br /&gt;
The standard grenade players are equipped with are [[M26 hand grenade#L2A2 Hand Grenade|L2A2]]'s. Unlike the knife and other melee weapons having a dedicated slot, they are thrown by simply pressing a key. Players can carry 5 grenades (though Demolition or Support Specialist levels allow greater carrying capacity for grenades, up to 11). A grenade caught within the blast radius of another will explode immediately alongside it rather than needing its fuse to burn down, widening the blast radius. The Firebug and Field Medic classes get unique variants of the grenade at level 3; the former gets incendiary grenades that light Zeds on fire, while the latter gets grenades that release a green gas similar to the effect from their medication dart launchers; the gas will simultaneously heal teammates and damage Specimens that are within the cloud.&lt;br /&gt;
[[Image:L2A2.jpg|thumb|none|175px|L2A2 High-Explosive Fragmentation grenade]]&lt;br /&gt;
[[File:KF grenade misc1.jpg|thumb|600px|none|Briar throwing a grenade at some Zeds.]]&lt;br /&gt;
[[Image:KF-Grenade.jpg|thumb|none|200px|Trader image for the in-game L2A2.]]&lt;br /&gt;
&lt;br /&gt;
== M79 Grenade Launcher ==&lt;br /&gt;
An [[M79 grenade launcher]] can be used in the game. It is the third firearm that can be gold plated by way of a DLC pack released alongside the 2012 Christmas update. &lt;br /&gt;
&lt;br /&gt;
The M79 is a rather solid explosive weapon, useful for crowds of low level enemies and is rather light, though its single shot capacity gives it low DPS.&lt;br /&gt;
[[Image:M79-Grenade-Launcher.jpg|thumb|none|500px|M79 grenade launcher - 40x46mm]]&lt;br /&gt;
[[File:KF M79 holding.jpg|thumb|600px|none|Strolling through the &amp;quot;Waterworks&amp;quot; map with an M79.]] &lt;br /&gt;
[[File:KF M79 irons.jpg|thumb|600px|none|Iron sights. The leaf sight can't be used.]] &lt;br /&gt;
[[File:KF M79 reloading1.jpg|thumb|600px|none|Reloading. Dropping out the spent case.]] &lt;br /&gt;
[[File:KF M79 reloading2.jpg|thumb|600px|none|In with a new 40mm grenade.]] &lt;br /&gt;
[[Image:KF-GoldThumper.jpg|none|thumb|350px|At the motorway, a survivor wields his gold-plated variant, complete with gold engraving on the wooden parts.]]&lt;br /&gt;
[[Image:KF-GoldThumperReload.jpg|none|thumb|400px|Said survivor reloading the golden M79. Yes, the grenade is also gold-plated, with a biohazard symbol engraved over the primer.]]&lt;br /&gt;
&lt;br /&gt;
== Milkor MGL Mk 1S ==&lt;br /&gt;
A [[Milkor MGL#MGL Mk 1S|Milkor MGL Mk 1S]] with a Trijicon RX01 red dot sight can be used in the game, incorrectly called M32, which is the USMC's designation for the Mk 1L. It is the fourth and final weapon to be given an alternate camouflage pattern with the Camo Weapons Pack, gaining the same digital pattern as the M4A1. The M32 packs a large blast radius and damage, and can quickly fire all six grenades in an emergency, but takes a long time to reload; the upside is that, like the shotguns and Winchester, the reload can be interrupted.&lt;br /&gt;
[[Image:MGL32.jpg|thumb|none|500px|Milkor MGL Mk 1S in desert tan finish fitted with Armson OEG reflex sight - 40x46mm]]&lt;br /&gt;
[[File:KF Mk 1L holding.jpg|thumb|600px|none|Briar strolling through the &amp;quot;Steamland&amp;quot; themepark with his Mk 1S.]]&lt;br /&gt;
[[File:KF Mk 1L irons.jpg|thumb|600px|none|The red dot.]]&lt;br /&gt;
[[File:KF Mk 1L reloading2.jpg|thumb|600px|none|Reloading. Instead of using the extractor, each grenade is individually removed and replaced. Here one is removed...]]&lt;br /&gt;
[[File:KF Mk 1L reloading1.jpg|thumb|600px|none|...and then replaced with a fresh one as a Crawler appears from nowhere.]]&lt;br /&gt;
[[Image:KF-CamoM32.jpg|none|thumb|500px|Promotional image of the MGL Mk 1S with digital desert-style camouflage.]]&lt;br /&gt;
&lt;br /&gt;
== LAW 80 ==&lt;br /&gt;
A missile launcher called the &amp;quot;LAW&amp;quot; is obtainable in the game; before a balancing patch and the addition of the above M99, it was the heaviest and most destructive weapon available. The SAS insignia and motto, &amp;quot;Who dares wins&amp;quot;, is printed on the side of it. It has a passing resemblance to the [[LAW 80]].&lt;br /&gt;
[[Image:Law94mm.jpg|thumb|none|500px|LAW 80 for comparison - 94mm]]&lt;br /&gt;
[[File:KF LAW holding.jpg|thumb|600px|none|Finding himself in Hell, the survivor makes sure to bring adequate firepower.]]&lt;br /&gt;
[[File:KF LAW irons.jpg|thumb|600px|none|The sight of the LAW. The weapon cannot be hip fired.]]&lt;br /&gt;
[[File:KF LAW reloading.jpg|thumb|600px|none|Reloading the LAW.]]&lt;br /&gt;
[[Image:Killing floor LAW.jpg|none|thumb|400px|A &amp;quot;LAW&amp;quot; lying discarded on the ground.]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Video Game]]&lt;br /&gt;
[[Category:First-Person Shooter]]&lt;br /&gt;
[[Category:Science-Fiction]]&lt;br /&gt;
[[Category:Zombie]]&lt;br /&gt;
[[Category:Horror]]&lt;/div&gt;</summary>
		<author><name>AnActualAK47</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Killing_Floor&amp;diff=1106934</id>
		<title>Killing Floor</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Killing_Floor&amp;diff=1106934"/>
		<updated>2017-05-17T18:58:00Z</updated>

		<summary type="html">&lt;p&gt;AnActualAK47: /* Colt 1851 Navy */ finally done with the screenshots&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox Video Game|{{PAGENAME}}&lt;br /&gt;
|name = Killing Floor&lt;br /&gt;
|picture = Killing Floor.jpg&lt;br /&gt;
|caption =  PC Boxart&lt;br /&gt;
|date = May 14, 2009&lt;br /&gt;
|developer = Tripwire Interactive&lt;br /&gt;
|platforms= PC&amp;lt;br&amp;gt;Mac OS X&lt;br /&gt;
|publisher = Tripwire Interactive&lt;br /&gt;
|genre = First-Person Shooter&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''''Killing Floor''''' (also known as '''''KF''''') is a first-person shooter video game developed and published by Tripwire Interactive for the PC and Mac OS X. It is a stand-alone version of the original total conversion mod for ''Unreal Tournament 2004'', officially announced on March 2009, and was built on a heavily modified version of the ''Unreal Engine 2.5'' owned by ''Epic Games''. The game was released on May 14, 2009 for the PC and on May 5, 2010 for the Mac OS X.&lt;br /&gt;
&lt;br /&gt;
The story of Killing Floor follows the aftershock of a mutant breakout from multiple labs in London run by the Biotech company Horzine. Following a alleged protest, various Police and Military Units are called in to deal with the &amp;quot;protest&amp;quot;, only to find hordes of mutated humans called &amp;quot;Specimens&amp;quot; waiting. By the end of August, these specimen have destroyed London, ripping anything living to shreds and spreading to the rest of the country. The British Government, fearing this outbreak will spill to other neighboring countries sends various people called survivors into infected areas to deal with the specimens and contain them before they spill into Europe and beyond. These survivors contain a mixture of British army troops, Riot Police officers, civilians, surviving Horzine scientists and workers and such. Aided by the mysterious Trader, these survivors are sent to various infected locations, from West London streets to abandoned Horzine labs to a experimental Moon Base to combat the specimen.&lt;br /&gt;
&lt;br /&gt;
Following the annual Christmas update in 2012, most event updates have coincided with the release of DLC that gives players the option of buying versions of existing weapons with alternate skins. There are currently 12 weapons with alternate skins - eight gold-plated (only five of which are proper firearms), four properly camouflaged. Weapons with alternate DLC skins are noted.&lt;br /&gt;
&lt;br /&gt;
'''The following weapons appear in the game ''Killing Floor'':'''&lt;br /&gt;
__TOC__&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Handguns =&lt;br /&gt;
All handguns can be dual-wielded.&lt;br /&gt;
== Beretta M9A1 ==&lt;br /&gt;
The [[Beretta 92 pistol series#Beretta M9A1|Beretta M9A1]], fitted with a functional weaponlight, appears as the &amp;quot;9mm Tactical&amp;quot; and is the default sidearm for all survivors. Like in many games, the hammer is always shown as uncocked.&lt;br /&gt;
[[Image:BerettaM9A1.jpg|none|thumb|350px|Beretta M9A1 - 9x19mm]]&lt;br /&gt;
[[File:KF M9 holding.jpg|thumb|600px|none|As his only method of escape flies away, the British soldier wonder why he was only issued a M9A1 and nothing else.]] &lt;br /&gt;
[[File:KF M9 irons.jpg|thumb|600px|none|Sighting up the incoming hordes.]] &lt;br /&gt;
[[File:KF M9 misc1.jpg|thumb|600px|none|Turning on the torch before entering the local hotel.]] &lt;br /&gt;
[[File:KF M9 reloading1.jpg|thumb|600px|none|Reloading. Dropping out the dry mag while showcasing horrible trigger discipline. Here the torch can be more easily seen. It appears to be modeled after a M3X Tactical Illuminator.]] &lt;br /&gt;
[[File:KF M9 reloading2.jpg|thumb|600px|none|In with a new mag.]] &lt;br /&gt;
[[File:KF M9 reloading3.jpg|thumb|600px|none|The chambering the gun with the slide-release as the Zeds draw ''very'' close.]]&lt;br /&gt;
[[File:KF M9 akimbo irons.jpg|thumb|600px|none|Later that day, on top the Horizon office buliding, he finds himself dual wielding M9A1s against the Zed hordes.]]&lt;br /&gt;
[[File:KF M9 akimbo reloading.jpg|thumb|600px|none|Reloading the two guns, showing off terrible trigger discipline and the ability to release the mag on the left gun with pure will.]]&lt;br /&gt;
&lt;br /&gt;
== Heckler &amp;amp; Koch Mark 23 Mod 0 ==&lt;br /&gt;
The [[Heckler &amp;amp; Koch Mark 23|H&amp;amp;K Mark 23 Mod 0]], appearing as the &amp;quot;MK23&amp;quot;, was introduced during the Summer Sideshow 2012 event as a new weapon for the Sharpshooter Perk. It has comparable power to the .44 Magnum (which is rather absurd since it's chambered in a much smaller cartridge)  with twice the capacity, though it shares the same price as the Handcannon and has the slowest reload speed among the automatic pistols, particularly when dual-wielded. The Mark 23 is notable as it's the only sidearm in the game with its hammer cocked. It also has green tritium night-sights that glow in the dark.&lt;br /&gt;
[[Image:Mk23.jpg|none|thumb|350px|Heckler &amp;amp; Koch Mark 23 Mod 0 - .45 ACP]]&lt;br /&gt;
[[File:KF MK23 holding.jpg|thumb|600px|none|A survivor readying his Mk23 on the &amp;quot;Hillybilly horror&amp;quot; map.]] &lt;br /&gt;
[[File:KF MK23 irons.jpg|thumb|600px|none|The irons sights.]] &lt;br /&gt;
[[File:KF MK23 reloading1.jpg|thumb|600px|none|Reloading. Dropping out the dry mag while showcasing remarkably better trigger discipline than with the other pistols.]] &lt;br /&gt;
[[File:KF MK23 reloading2.jpg|thumb|600px|none|Loading in a new magazine. Note that the slide release is in its active position.]] &lt;br /&gt;
[[File:KF MK23 reloading3.jpg|thumb|600px|none|Chambering a round with the use of the slide release.]]&lt;br /&gt;
[[File:KF MK23 Akimbo holding.jpg|thumb|600px|none|Feeling that one Mk23 isn't enough, he buys himself another one on the &amp;quot;Waterworks&amp;quot; map.]] &lt;br /&gt;
[[File:KF MK23 Akimbo reloading1.jpg|thumb|600px|none|The Mk23 has a rather unusual reload animation when dual wielding. First the magazines are dropped (which is more believable in comparison to the M9 and Desert Eagle as the Mk23 actually has an ambidextrous mag-release), then the character will holster the gun in the right hand before inserting a new magazine in the left one and then racking the slide.]] &lt;br /&gt;
[[File:KF MK23 Akimbo reloading2.jpg|thumb|600px|none|The same process is repeated one the right-hand gun, but instead of racking the slide with their left hand, the character will instead grab the other gun before smacking the slide with it. Atleast proper trigger discipline is shown.]]&lt;br /&gt;
&lt;br /&gt;
== IMI/Magnum Research Desert Eagle Mark XIX ==&lt;br /&gt;
The [[Desert Eagle#Desert Eagle Mark XIX|Desert Eagle Mark XIX]], appearing as the &amp;quot;Handcannon&amp;quot;, is a Sharpshooter Perk weapon. While it features an 8-round magazine, it is modelled after the .50 AE version, which should hold only 7 rounds. The &amp;quot;Handcannon&amp;quot; is the most powerful handgun in the pistol lineup, the trade off being its high recoil and small magazine. It has been given a gold-plated variant with the second Golden Weapons Pack, with the &amp;quot;Golden Handcannon&amp;quot; coming in Magnum Research's Tiger Stripe finish.&lt;br /&gt;
[[Image:Desert-Eagle.jpeg|none|thumb|350px|Desert Eagle Mark XIX - .50AE]]&lt;br /&gt;
[[File:KF DEagle holding.jpg|thumb|600px|none|A survivor taking a look at some sort of abomination on the &amp;quot;Transit&amp;quot; map. Like with the M9, the hammer is uncocked. Unlike the M9 however, the Desert Eagle is a SAO weapon, meaning it can't ever be fired with an uncocked hammer.]] &lt;br /&gt;
[[File:KF DEagle irons.jpg|thumb|600px|none|Iron sights.]] &lt;br /&gt;
[[File:KF DEagle reloading.jpg|thumb|600px|none|Reloading. The Desert Eagle shares the exact same reload animation as the M9. Note that the slide isn't far back enough for the slide catch to actually ''catch'' it.]] &lt;br /&gt;
[[File:KF DEagle Akimbo holding.jpg|thumb|600px|none|A survivor brings his akimbo handcannons to hell.]]&lt;br /&gt;
[[File:KF DEagle Akimbo reloading.jpg|thumb|600px|none|Reloading. Inserting a magazine in the right hand gun in a rather awkward fashion.]]&lt;br /&gt;
[[Image:KF-GoldDeagle.jpg|thumb|none|500px|Promo image of the Golden Handcannons, with a gold tiger-stripe finish on everything but the grip. Note that whoever made this image apparently forgot the game is trying to pretend the &amp;quot;Desert Eagle&amp;quot; name isn't a thing.]]&lt;br /&gt;
&lt;br /&gt;
== Smith &amp;amp; Wesson Model 29 ==&lt;br /&gt;
The [[Smith &amp;amp; Wesson Model 29]], as the &amp;quot;.44 Magnum&amp;quot;, was introduced during the 2011 Twisted Christmas event and is a weapon for the Sharpshooter Perk. It is sort of a middle ground between the 9mm Tactical and the Handcannon: more powerful than the former, cheaper than the latter, but with less ammo and a longer reload time than both. &lt;br /&gt;
[[Image:Smith&amp;amp;WessonModel29.jpg|none|thumb|350px|Smith &amp;amp; Wesson Model 29 - .44 Magnum]]&lt;br /&gt;
[[File:KF Model 29 holding.jpg|thumb|600px|none|Bringing proper protection when visiting the local subway on the &amp;quot;Filth's Crossing&amp;quot; map.]] &lt;br /&gt;
[[File:KF Model 29 irons.jpg|thumb|600px|none|Iron sights.]] &lt;br /&gt;
[[File:KF Model 29 reloading1.jpg|thumb|600px|none|Reloading. First by using the extractor, which is actually animated for a change.]] &lt;br /&gt;
[[File:KF Model 29 reloading2.jpg|thumb|600px|none|Then new rounds are inserted with a speedloader.]] &lt;br /&gt;
[[File:KF Model 29 reloading3.jpg|thumb|600px|none|Finally the cylinder is snapped shut, bad idea. Note that there aren't any rounds in the chambers. Apparently they were consumed by the darkness.]] &lt;br /&gt;
[[File:KF Model 29 Akimbo holding.jpg|thumb|600px|none|Briar brings one more Model 29 along before visiting &amp;quot;Steamland&amp;quot;.]] &lt;br /&gt;
[[File:KF Model 29 Akimbo reloading1.jpg|thumb|600px|none|The akimbo reload is by far more feasible than what a lot of other games show. The left hand revolver is holstered before reloading the right one.]] &lt;br /&gt;
[[File:ReovlerinKFeatmyshorts.jpg|thumb|600px|none|And vice versa with the left one. Once again the extractor is used.]] &lt;br /&gt;
[[File:KF Model 29 Akimbo reloading3.jpg|thumb|600px|none|Finally the rounds are loaded with a speed loader.]]&lt;br /&gt;
&lt;br /&gt;
== Colt 1851 Navy ==&lt;br /&gt;
With the 2012 Halloween event came the community Weapons Pack DLC which among 3 other weapons added the &amp;quot;Flare Revolver&amp;quot;, a modified [[Colt 1851 Navy]]. Unlike the other handguns, it is meant for the Firebug Perk, and as such it is modified to launch .36-caliber flares rather than bullets. The Flare Revolver's an interesting weapon, while being lighter than most of the other Firebug weapons, its damage is pretty mediocre and the Siren's scream can destroy the flares.&lt;br /&gt;
[[Image:1851Navy.jpg|thumb|none|350px|Colt 1851 Navy - .36 caliber]]&lt;br /&gt;
[[File:KF Flare Revolver holding.jpg|thumb|600px|none|Briar with his flare shooting revolver on the &amp;quot;Foundry&amp;quot; map.]]&lt;br /&gt;
[[File:KF Flare Revolver irons.jpg|thumb|600px|none|Iron sights, which aren't the most effective.]]&lt;br /&gt;
[[File:KF Flare Revolver reloading1.jpg|thumb|600px|none|Reloading. Beginning with grabbing the barrel to open it up, which automatically ejects the whole cylinder.]]&lt;br /&gt;
[[File:KF Flare Revolver reloading2.jpg|thumb|600px|none|Inserting a new cylinder.]]&lt;br /&gt;
[[File:KF Flare Revolver Akimbo holding.jpg|thumb|600px|none|Briar considering starting a fire in the Wyre forest with his two revolvers.]]&lt;br /&gt;
[[File:KF Flare Revolver Akimbo reloading1.jpg|thumb|600px|none|Reloading. Like with the Mk23 and Model 29, one of the revolvers is holstered before reloading, beginning with the right one.]]&lt;br /&gt;
[[File:KF Flare Revolver Akimbo reloading2.jpg|thumb|600px|none|...and then the left.]]&lt;br /&gt;
&lt;br /&gt;
= Submachine Guns =&lt;br /&gt;
== Heckler &amp;amp; Koch MP5A4 ==&lt;br /&gt;
A [[Heckler &amp;amp; Koch MP5#Heckler &amp;amp; Koch MP5A4|Heckler &amp;amp; Koch MP5A4]], referred to as the &amp;quot;MP5M&amp;quot;, was added in late 2011 as a second weapon for the Medic. Like the MP7, it is equipped with a Trijicon RX01 red dot sight and a medication dart launcher. The model in-game also features OD green furniture and a Surefire 628 dedicated forend weaponlight, though due to the medication dart launcher already taking the secondary-fire function, the light cannot be used. It's magazine holds 32 rounds. The MP5M is a solid SMG for any medic, with its easy to read sight and plentiful back-up ammo only nullified with a rather weak damage per shot. It is one of four weapons given proper camouflage with the &amp;quot;Camo Weapon Pack&amp;quot; DLC - it is given a blood-splattered woodland finish referred to as &amp;quot;Blood camo&amp;quot;.&lt;br /&gt;
[[Image:H&amp;amp;KMP5A4Surefire.jpg|none|thumb|500px|H&amp;amp;K MP5A4 with Surefire 628 dedicated forend weaponlight - 9x19mm]]&lt;br /&gt;
[[File:KF MP5 holding.jpg|thumb|600px|none|Freezing in the rain with an MP5 on the &amp;quot;Stronghold&amp;quot; map.]]&lt;br /&gt;
[[File:KF MP5 irons.jpg|thumb|600px|none|The red dot sight.]]&lt;br /&gt;
[[File:KF MP5 reloading1.jpg|thumb|600px|none|Reloading. Pulling back the charging handle.]]&lt;br /&gt;
[[File:KF MP5 reloading2.jpg|thumb|600px|none|Kicking out the dry mag with the new one.]]&lt;br /&gt;
[[File:KF MP5 reloading3.jpg|thumb|600px|none|And then finishing the reload with a HK-slap.]]&lt;br /&gt;
[[Image:KF-CamoMP5.jpg|thumb|none|500px|The promotional image of the MP5M with &amp;quot;blood camo&amp;quot; in the advertisement for the &amp;quot;Camo Weapon Pack&amp;quot;. Note that the fire-selector is on burst.]]&lt;br /&gt;
&lt;br /&gt;
== Heckler &amp;amp; Koch MP7 ==&lt;br /&gt;
The first of the Medic Perk's primary weapons is the [[Heckler &amp;amp; Koch MP7]], referred to as &amp;quot;MP7M&amp;quot; in-game. As a Medic weapon, it is equipped with a medication dart launcher attached to the left side of the gun, which allows the user to heal teammates from long range. It is also fitted with a Trijicon RX01 red dot sight and 20-round magazine (though with a sufficiently-leveled Medic perk that can be doubled, unintentionally setting the precedent for future Medic weapons to have ridiculously-incorrect capacities at high perk levels). The real rate of fire for the MP7 is 950 RPM, but in-game its rate of fire is near 1200 RPM. The MP7M is another solid medic weapon choice, with a high rate of fire, low weight and even serving as a spawn weapon for Level 6 medics. Its MAC-10-like rate of fire is a pain to deal with though, forcing short bursts to stay on target and a ton of reloads.&lt;br /&gt;
[[Image:Original_MP7.jpg|thumb|none|400px|Heckler &amp;amp; Koch MP7 - 4.6x30mm]]&lt;br /&gt;
[[File:KF MP7 holding.jpg|thumb|600px|none|A medic with his MP7 on a map based of the game Portal.]]&lt;br /&gt;
[[File:KF MP7 irons.jpg|thumb|600px|none|Aiming on some Zeds with the red dot.]]&lt;br /&gt;
[[File:KF MP7 reloading1.jpg|thumb|600px|none|Reloading. Dropping out the empty mag.]]&lt;br /&gt;
[[File:KF MP7 reloading2.jpg|thumb|600px|none|Then in a needlessly awkward fashion, the character will grab a new mag with their right hand will still holding onto the weapon via the foregrip. Note that the bolt isn't depicted as locking back. The left side hasn't been modelled with the ambidextrous safety and bolt-release an actual MP7 has.]]&lt;br /&gt;
[[File:KF MP7 reloading3.jpg|thumb|600px|none|After all that, the charging handle is pulled instead of using the bolt-release.]]&lt;br /&gt;
&lt;br /&gt;
== Thompson Submachine Gun ==&lt;br /&gt;
Multiple versions of the [[Thompson Submachine Gun]] have been added to the game. The first was the M1A1 in one of the four Community Pack DLC weapons.&lt;br /&gt;
&lt;br /&gt;
The other two are both M1928s fitted with the distinctive drum magazines and pistol-grip forend. The normal variant is gained by owning both ''Killing Floor'' and ''[[Red Orchestra 2: Rising Storm]]'', and is named the &amp;quot;Rising Storm Tommy Gun&amp;quot;. The Rising Storm Thompson is very similar to the standard M1A1 in raw power and damage, reliably decapitating weak enemies with a couple of shots. The bonus with the Rising Storm is that it packs the largest base magazine size for all the Commando weapons (50 rounds) and isn't too expensive in comparison with its counterparts. Its faults are its even weaker power against bigger enemies, its low ammo reserve, and the fact you have to own ''Rising Storm'', a completely different game, to actually use it.&lt;br /&gt;
&lt;br /&gt;
The second Community Weapon Pack includes a &amp;quot;steampunk&amp;quot; version of the weapon referred to as &amp;quot;Dr. T's Lead Delivery System&amp;quot;, and loads from 40-round drums instead of 50 because Steampunk. Again, it has the same pros as both other versions of the Thompson, but with some more annoying cons added on, such as producing smoke when firing and a slower reload. &lt;br /&gt;
[[Image:M1sb.jpg|none|thumb|450px|Colt M1A1 Thompson - .45 ACP]]&lt;br /&gt;
[[Image:M1928.jpg|none|thumb|450px|Colt M1928 Thompson - .45 ACP]]&lt;br /&gt;
[[File:KF M1A1 holding.jpg|thumb|600px|none|A member of what once was the British army prepares to enter a not particularly amusing amusement park.]] &lt;br /&gt;
[[File:KF M1A1 irons.jpg|thumb|600px|none|Taking a look at a rather gruesome scene. Note that the weapon is aimed through the top part of the sight and not the peep sight.]] &lt;br /&gt;
[[File:KF M1A1 reloading1.jpg|thumb|600px|none|Reloading. First by pulling out the magazine without actually using the mag-release.]] &lt;br /&gt;
[[File:KF M1A1 reloading2.jpg|thumb|600px|none|In with a new 30 round stick mag.]] &lt;br /&gt;
[[File:KF M1A1 reloading3.jpg|thumb|600px|none|The pulling the charging handle, showing that the bolt does not actually move when doing so.]] &lt;br /&gt;
[[Image:KF-M1928.jpg|none|thumb|400px|While wandering an underground destroyed research lab, a survivor brings his M1928 &amp;quot;Rising Storm Tommy Gun&amp;quot; to bear.]]&lt;br /&gt;
[[Image:KF-DrT.jpg|none|thumb|400px|Finally, there is the M1928 &amp;quot;Dr. T's Lead Delivery System&amp;quot;, complete with brass finish, various gears, and steampunk swooshes.]]&lt;br /&gt;
&lt;br /&gt;
== MAC-10 ==&lt;br /&gt;
A Firebug weapon, the [[MAC-10]] is equipped with its distinctive Sionics two-stage suppressor and has a 30-round magazine. The MAC-10 can be fired in semi-auto and full-auto fire modes, and features damage comparable to the Bullpup. If used in conjunction with the Firebug Perk, bullets which do not instantly kill specimens will set them on fire. The MAC-10 is a good starting round weapon for a Firebug, being a effective mid-range weapon and with a high rate of fire in comparison to the other Firebug starting weapons. Its rather obtrusive iron sights and high recoil makes the weapon less effective in later rounds.&lt;br /&gt;
[[Image:Ingram-mac10 new.jpg|none|thumb|400px|Ingram MAC-10 with Sionics Two-Stage Sound Suppressor - .45 ACP]]&lt;br /&gt;
[[File:KF MAC10 holding.jpg|thumb|600px|none|Finding himself in a cold ice cave, a British soldier brings his fire spitting MAC-10.]]&lt;br /&gt;
[[File:KF MAC10 irons.jpg|thumb|600px|none|Iron sights.]]&lt;br /&gt;
[[File:KF MAC10 misc1.jpg|thumb|600px|none|Lighting some Zeds on fire with the MAC.]]&lt;br /&gt;
[[File:KF MAC10 reloading1.jpg|thumb|600px|none|Reloading. Pulling out the magazine without touching the magazine catch.]]&lt;br /&gt;
[[File:KF MAC10 reloading2.jpg|thumb|600px|none|Inserting a new one.]]&lt;br /&gt;
[[File:KF MAC10 reloading3.jpg|thumb|600px|none|Pulling back the charging handle. Note that the bolt is in its correct backwards position.]]&lt;br /&gt;
&lt;br /&gt;
== TDI Vector ==&lt;br /&gt;
Named the &amp;quot;Schneidzekk Medic Gun&amp;quot;, the [[TDI Vector]] was added with the 2012 Twisted Christmas update, possessing a high rate of fire. It has a correct 25-round magazine capacity and the usual healing dart launcher, Unlike the other medic guns, it does not possess a red dot sight of any kind, relying solely on iron sights. The Schneidzekk, which means &amp;quot;Zed Cutter&amp;quot; in German, is an interesting weapon choice for a medic wanting the power of the Thompson while still being able to use medical darts. The downsides of the weapon would be its high price, poor accuracy, and ridiculous fire rate combined with a relatively slow reload.&lt;br /&gt;
[[Image:KrissSuperV.jpg|none|thumb|450px|TDI Vector - .45 ACP]]&lt;br /&gt;
[[File:KF Vector holding.jpg|thumb|600px|none|Briar chatting with the trader about his newly purchased Vector on the &amp;quot;Clandestine&amp;quot; map.]] &lt;br /&gt;
[[File:KF Vector irons.jpg|thumb|600px|none|Iron sights.]] &lt;br /&gt;
[[File:KF Vector reloading1.jpg|thumb|600px|none|Reloading. Pushing the mag-release.]] &lt;br /&gt;
[[File:KF Vector reloading2.jpg|thumb|600px|none|Loading in a new 25-round magazine.]] &lt;br /&gt;
[[File:KF Vector reloading3.jpg|thumb|600px|none|And instead of using the bolt-release, the character pulls the charging handle. Note that the medic dart launcher can just about be seen on the left side rail.]]&lt;br /&gt;
&lt;br /&gt;
= Shotguns =&lt;br /&gt;
== 12 Gauge Double Barreled Shotgun ==&lt;br /&gt;
A [[12_Gauge_Double_Barreled_Shotgun|double barreled hunting shotgun]] is available in the game. Called the &amp;quot;Hunting Shotgun&amp;quot;, it is incredibly powerful at close-range, especially when both barrels are fired at once via the secondary-fire function. Support Specialists at the highest level spawn with one. The weapon's accuracy is rather poor and reloading it takes time, additionally, it cannot be reloaded unless one has fired both barrels. &lt;br /&gt;
[[Image:IGA-Coach-Gun.jpg|thumb|none|500px|Stoeger/IGA coach gun - 12 gauge]]&lt;br /&gt;
[[File:KF DB holding.jpg|thumb|600px|none|Creeping through a creepy mansion with a double-barrel shotty.]] &lt;br /&gt;
[[File:KF DB irons.jpg|thumb|600px|none|Iron sights. Or rather, a bead sight.]] &lt;br /&gt;
[[File:KF DB reloading1.jpg|thumb|600px|none|Reloading. Chucking out the spent shells.]] &lt;br /&gt;
[[File:KF DB reloading2.jpg|thumb|600px|none|Loading in one shell...]] &lt;br /&gt;
[[File:KF DB reloading3.jpg|thumb|600px|none|...and the other.]]&lt;br /&gt;
&lt;br /&gt;
== AA-12 CQB ==&lt;br /&gt;
The main weapon of the Support Specialist Perk is an [[AA-12|AA-12 CQB automatic shotgun]]. It uses 20-round drum magazines and has the largest reserve ammo pool of the shotguns at 80 rounds, something it goes through quickly due to its fully automatic nature however. While it's very powerful and has a quick reload compared to the tube-fed shotguns, the AA-12 is heavy and very expensive. Unlike the real AA-12, it has a semi-automatic fire mode. It is the second of two firearms given a gold-plated variant with the second Golden Weapon Pack and is one of the most elaborately plated guns in the pack.&lt;br /&gt;
[[Image:AA-12 CQB.jpg|thumb|500px|none|AA-12 CQB - 12 gauge]]&lt;br /&gt;
[[File:KF AA12 holding.jpg|thumb|600px|none|A survivor preparing to tear up some Zeds with his AA-12 on the &amp;quot;Fright Yard&amp;quot; map.]]&lt;br /&gt;
[[File:KF AA12 irons.jpg|thumb|600px|none|Iron sights.]]&lt;br /&gt;
[[File:KF AA12 reloading1.jpg|thumb|600px|none|Reloading. Beginning with pulling and then pushing the charging handle forward, which is correct. Since the AA-12 is an open bolt weapon, it is possible to cock the weapon before actually inserting a new magazine.]]&lt;br /&gt;
[[File:KF AA12 reloading2.jpg|thumb|600px|none|Pulling out the empty drum.]]&lt;br /&gt;
[[File:KF AA12 reloading3.jpg|thumb|600px|none|Inserting a new one full of 12 gauge.]]&lt;br /&gt;
[[Image:KF-GoldAA12.jpg|none|thumb|500px|Promotional image of the Golden AA12, showing off the rather extreme plating and engraving.]]&lt;br /&gt;
&lt;br /&gt;
== Benelli M3 Super 90 ==&lt;br /&gt;
The basic shotgun in the game is a [[Benelli M Series Super 90 Shotguns#Benelli M3|Benelli M3 Super 90]], called the &amp;quot;Shotgun&amp;quot;, it comes with a working forend dedicated weaponlight and holds 8 rounds despite it being modeled with a 5-round tube magazine. While the real M3 can be toggled between semi-auto and pump-action, in-game it is locked to pump-action only. The M3 Super 90 is a solid shotgun for earlier rounds, and is the weapon that level 5 Support Specialists can spawn with, but loses its effectiveness at later ones and its iron sights are a bit obtrusive. A variant with the same blood-splattered woodland camouflage as the MP5M was added with the Camo Weapons Pack. &lt;br /&gt;
[[Image:Benelli M3 pistol grip.jpg|none|thumb|500px|Benelli M3 Super 90 with pistol grip stock combination,  ghost ring sights, and 5-round tube - 12 gauge]]&lt;br /&gt;
[[File:KF Benelli M3 holding.jpg|thumb|600px|none|A survivor creeping through a creepy facility with his M3 at hand.]] &lt;br /&gt;
[[File:KF Benelli M3 irons.jpg|thumb|600px|none|The ghost ring sight.]] &lt;br /&gt;
[[File:KF Benelli M3 misc1.jpg|thumb|600px|none|After unloading into some Zeds, the action is racked in an overly dramatic way.]] &lt;br /&gt;
[[File:KF Benelli M3 reloading.jpg|thumb|600px|none|Loading up on shells.]] &lt;br /&gt;
[[File:KF Benelli M3 misc2.jpg|thumb|600px|none|Turning on the flashlight before descending into the depths of the facility.]] &lt;br /&gt;
[[Image:KF-CamoBenelliM3.jpg|none|thumb|500px|Promotional image of the Benelli M3 Super 90 with &amp;quot;blood camo&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
== Benelli M4 Super 90 ==&lt;br /&gt;
The [[Benelli M Series Super 90 Shotguns#Benelli M4|Benelli M4 Super 90]] shotgun was added in the Twisted Christmas 2011 update, appearing as the &amp;quot;Combat Shotgun&amp;quot;. Like the M3, it has a weaponlight attached to the magazine tube as well as a red dot sight on the top rail. It is about on-par with the M3: the two deal equal damage, but the M4 has a much higher rate of fire in return for slightly slower per-shell reloading and a lowered capacity of 6 shells, indicating the use of three-inch shells; incidentally, the two combined mean that both weapons take the same amount of time to fully reload from empty. This is one of three firearms that can be given a gold finish by way of DLC added for the Twisted Christmas 2012 update.&lt;br /&gt;
[[Image:M4Super90.jpg|none|thumb|500px|Benelli M4 Super 90 with 7-round tube - 12 gauge]]&lt;br /&gt;
[[File:KF Benelli M4 holding.jpg|thumb|600px|none|A survivor finds himself on an Icebreaker ship on the stormy ocean.]] &lt;br /&gt;
[[File:KF Benelli M4 irons.jpg|thumb|600px|none|The red dot sight.]] &lt;br /&gt;
[[File:KF Benelli M4 misc1.jpg|thumb|600px|none|Turning on the flashlight.]] &lt;br /&gt;
[[File:KF Benelli M4 reloading1.jpg|thumb|600px|none|Reloading. Inserting a shell. Note that the bolt doesn't lock back when the gun is dry.]] &lt;br /&gt;
[[File:KF Benelli M4 reloading2.jpg|thumb|600px|none|Pulling the charging handle. A shell can be seen inside the chamber.]]  &lt;br /&gt;
[[Image:KF-GoldBenelli.jpg|none|thumb|450px|The Golden Combat Shotgun; everything but the flashlight, its mount, and the rail has been gold-plated or engraved. One wonders how much it takes to gold-plate and engrave a red dot sight.]]&lt;br /&gt;
&lt;br /&gt;
== Kel-Tec KSG ==&lt;br /&gt;
Appearing as the &amp;quot;HSG-1 Shotgun&amp;quot;, a modified version of the [[Kel-Tec KSG]] appears as of the 2012 Summer Sideshow event. It is a pump-action shotgun and feeds from a magazine placed in the loading port for the dual tube magazines, holding 12 shells per magazine. It comes with an adjustable choke - pressing the fire mode button switches between wide and tight shell spreads. In keeping with its &amp;quot;futuristic&amp;quot; appearance, the KSG makes strange &amp;quot;power-up&amp;quot; type sounds when a new magazine is inserted or when the pump-handle is cycled. While it is lighter and has a better effective range, the HSG-1 does less damage than the other shotguns.&lt;br /&gt;
[[Image:Kel-Tec KSG Shotgun Oleg Volk 1.jpg|500px|thumb|none|Kel-Tec KSG - 12 gauge]]&lt;br /&gt;
[[File:KF KSG holding.jpg|thumb|600px|none|A dosh enthusiast with his KSG on the local moon base.]] &lt;br /&gt;
[[File:KF KSG irons.jpg|thumb|600px|none|The rather wonky fiber-optic sights.]] &lt;br /&gt;
[[File:KF KSG misc1.jpg|thumb|600px|none|Pumping the shotgun after blasting some Zeds.]] &lt;br /&gt;
[[File:KF KSG reloading1.jpg|thumb|600px|none|Reloading. Removing the magazine. Note the poor trigger discipline.]] &lt;br /&gt;
[[File:KF KSG reloading2.jpg|thumb|600px|none|About to load in a new mag.]] &lt;br /&gt;
[[File:KF KSG reloading3.jpg|thumb|600px|none|Chambering a round.]] &lt;br /&gt;
[[Image:KF-HSG1Promo.jpg|400px|thumb|none|Promotional image of the HSG-1.]]&lt;br /&gt;
&lt;br /&gt;
== Winchester Model 1897 &amp;quot;Trench Gun&amp;quot; ==&lt;br /&gt;
Added to the game with the 2012 Halloween update is the Trench Gun version of the [[Winchester Model 1897]], unsurprisingly called &amp;quot;Trenchgun&amp;quot; in-game. As a Firebug weapon, it is the only shotgun in the game to load incendiary &amp;quot;Dragon's Breath&amp;quot; shells, setting any specimen it doesn't immediately kill on fire. It holds a semi-incorrect 6 shells in the tube - the real weapon could hold this many, but you have to load a round in the chamber then load the other 5 shells in the tube. &lt;br /&gt;
[[Image:Winchester1897TrenchTakedown.jpg|none|thumb|500px|Winchester Model 1897 &amp;quot;Trench Gun&amp;quot; - 12 gauge]]&lt;br /&gt;
[[File:KF M1897 holding.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:KF M1897 irons.jpg|thumb|600px|none|Iron sights.]] &lt;br /&gt;
[[File:KF M1897 misc1.jpg|thumb|600px|none|Pumping the weapon after firing, revealing the brass shells used.]] &lt;br /&gt;
[[File:KF M1897 reloading1.jpg|thumb|600px|none|Reloading. Loading in a new shell.]] &lt;br /&gt;
[[File:KF M1897 reloading2.jpg|thumb|600px|none|Chambering a shell after loading up.]]&lt;br /&gt;
&lt;br /&gt;
= Rifles =&lt;br /&gt;
== Winchester Model 1894 ==&lt;br /&gt;
One of the cheapest weapons in the game is a [[Winchester Model 1894]] called the &amp;quot;Lever Action Rifle&amp;quot;. In previous versions, it has been referred to as the &amp;quot;Winchester&amp;quot;. It is equipped with a rear tang peep sight. It deals nearly twice the damage of the Mk 14 EBR per bullet, though with half the capacity, a slower reload and slower rate-of-fire due to its lever-action nature. At high Sharpshooter levels, it can kill anything weaker than a Scrake in a single headshot.&lt;br /&gt;
[[Image:Win94saddlering.jpg|thumb|none|500px|Winchester 1894 Saddle Ring Carbine - .30-30.]]&lt;br /&gt;
[[File:KF Model 1894 holding.jpg|thumb|600px|none|Standing outside a blood-stained barn, Winchester in hand.]]&lt;br /&gt;
[[File:KF Model 1894 irons.jpg|thumb|600px|none|Peeping through the peep sight.]]&lt;br /&gt;
[[File:KF Model 1894 reloading.jpg|thumb|600px|none|Reloading. Not attempts at chambering a round is done after loading up, regardless if there's a round in the chamber or not.]]&lt;br /&gt;
[[File:KF Model 1894 misc1.jpg|thumb|600px|none|Cycling the action, showing a new round being chambered.]]&lt;br /&gt;
&lt;br /&gt;
== Short Magazine Lee-Enfield No. 4 Mk. I ==&lt;br /&gt;
Added in the second Community Weapon Pack DLC. As with the other weapons in the pack, it is not an original [[Short Magazine Lee-Enfield (SMLE)|SMLE]], but rather a &amp;quot;steampunk&amp;quot;-style weapon named the &amp;quot;Single-Piston Long Musket&amp;quot;. As a Sharpshooter weapon, it is effectively a longer-ranged version of the lever-action rifle, with a short-ranged scope attached. Instead of the usual procedure of reloading via stripper clips, it is reloaded by replacing the detachable magazine - Killing Floor shares the distinction with the earlier ''Call of Duty: Finest Hour'' and the later ''ZombiU'' of being possibly the only games ever in which a Lee-Enfield is reloaded in this manner.&lt;br /&gt;
[[Image:Smle4mk1t.jpg|none|thumb|500px|Lee-Enfield No.4 Mk.I(T) with magazine and scope - .303 British]]&lt;br /&gt;
[[Image:KF-SPLM.jpg|none|thumb|400px|A promotional image showing the &amp;quot;Single-Piston Long Musket&amp;quot; in gameplay, giving a nice profile view of the weapon. The user could have picked a better time to reload, though.]]&lt;br /&gt;
[[Image:KF-SPLMPromo.jpg|none|thumb|500px|Another promotional image of the &amp;quot;Single-Piston Long Musket&amp;quot;, showing off the eagle-head forend.]]&lt;br /&gt;
&lt;br /&gt;
= Assault Rifles and Carbines =&lt;br /&gt;
== Colt M4A1 Carbine ==&lt;br /&gt;
The [[M16 rifle series#M4/M4A1 Carbine|M4A1]] was introduced during the 2011 Twisted Christmas event. Available in two configurations: the cheaper one for the Commando Perk appears as simply the &amp;quot;M4&amp;quot;, fitted with an Aimpoint M68 Close Combat Optic (aka CompM2) and compared to the [[AK-47#AIMR|AIMR]] it has a higher fire rate and more reserve ammo, but a slower reload and less damage per bullet. The much more expensive version for the Demolitions Perk appears as the &amp;quot;M4 203&amp;quot;, using iron sights rather than the M68 CCO and fitted with a [[M203 grenade launcher|Knight's Armament M203A1 grenade launcher]] which gives it more raw firepower than the standard version. &lt;br /&gt;
&lt;br /&gt;
Both M4A1 models feature a Vltor Improved Modstock, Knight's Armament rear flip-up BUIS, Magpul PMAGs, and a Knight's Armament M4 RAS handguard with rail covers. The Commando M4 is also available with a desert-style digital camo pattern for those who own the &amp;quot;Camo Weapons Pack&amp;quot; DLC.&lt;br /&gt;
[[Image:ColtM4.jpg|none|thumb|500px|Colt M4A1 Carbine with Aimpoint M68 Close Combat Optic, Knight's Armament M4 RAS handguard with rail covers and vertical foregrip - 5.56x45mm NATO]]&lt;br /&gt;
[[File:KF M4 holding.jpg|thumb|600px|none|A survivor with his newly acquired M4A1 on the &amp;quot;Freight Yard&amp;quot; map.]] &lt;br /&gt;
[[File:KF M4 irons.jpg|thumb|600px|none|Sighting up a Husk with the red dot.]] &lt;br /&gt;
[[File:KF M4 reloading1.jpg|thumb|600px|none|As some Zeds draw closer, the survivor reloads his rifle. While somewhat difficult to spot, the fire-selector is set to safe. It's possible to switch between semi and full auto, but the selector won't move when doing so.]] &lt;br /&gt;
[[File:KF M4 reloading2.jpg|thumb|600px|none|About to insert a new PMAG.]] &lt;br /&gt;
[[File:KF M4 reloading3.jpg|thumb|600px|none|Pulling the charging handle. Time to start shooting.]] &lt;br /&gt;
[[Image:KF-CamoM4.jpg|none|thumb|500px|Promotional image of the M4A1 with digital desert-style camo.]]&lt;br /&gt;
[[Image:CM4-M203.jpg|thumb|none|500px|Colt M4A1 Carbine with Knight's Armament M203A1 grenade launcher - 5.56x45mm NATO and 40x46mm]]&lt;br /&gt;
[[File:KF M4 M203 holding.jpg|thumb|600px|none|A survivor with a more explosive version of the M4.]] &lt;br /&gt;
[[File:KF M4 M203 irons.jpg|thumb|600px|none|Sight picture of the KAC flip-up sights.]] &lt;br /&gt;
[[File:KF M4 M203 reloading.jpg|thumb|600px|none|Reloading the M203.]]&lt;br /&gt;
[[Image:Xmas_m4203.jpg|thumb|none|550px|M4A1 with M203 as shown in a promotional image.]]&lt;br /&gt;
&lt;br /&gt;
== L22A2 ==&lt;br /&gt;
The first of the Commando Perk weapons is the [[L22A2]], dubbed the &amp;quot;Bullpup&amp;quot;. It has a mounted EOTech XPS red dot sight (which is unrealistic, as the rail on top of the L22A2 is not a Picatinny rail and as such would be unable to hold the EOTech in place) and uses 40-round magazines. It's very weak and unaccurate with heavy recoil.&lt;br /&gt;
[[Image:Sa80A2-l22a2.jpg|thumb|none|500px|L22A2 with 20-round magazine and SUSAT scope - 5.56x45mm NATO]]&lt;br /&gt;
[[File:KF L22 holding.jpg|thumb|600px|none|A British soldier with his L22A2, preparing to defend the last of the phone boots from the Zed hordes.]] &lt;br /&gt;
[[File:KF L22 irons.jpg|thumb|600px|none|The sight picture of the EOTech.]] &lt;br /&gt;
[[File:KF L22 reloading1.jpg|thumb|600px|none|Reloading. About to pull out the magazine.]] &lt;br /&gt;
[[File:KF L22 reloading2.jpg|thumb|600px|none|Then mashing in a new mag. No attempt at using the bolt-release or yanking the charging-handle is done however, the round seemingly chambering itself.]] &lt;br /&gt;
[[Image:KF-L22Ground.jpg|none|thumb|450px|Examination of the L22A2 on the ground shows that the right side of weapon is a mirror of the left, thus no ejection port or charging handle. Note the lightened A2 fore-end and the bit of Picatinny rail sticking out behind the top of the non-proprietary vertical grip.]]&lt;br /&gt;
&lt;br /&gt;
== Romanian AIMR ==&lt;br /&gt;
The [[AK-47#AIMR|AIMR]], referred to as an &amp;quot;AK47&amp;quot;, is the second Commando weapon. The AIMR serves as a rather good all-rounder weapon with higher power in comparison to the M4A1, though is tempered with rather lackluster accuracy, a high recoil on par with the SCARMk17 on full auto and always recoiling into the right, requiring a lot of re-aiming. A version with a gold finish can be obtained with a DLC package released for the 2012 Christmas update, with plating on all metal components and golden engraving on the wooden parts as well.&lt;br /&gt;
[[Image:PM md. 90 Krinkov.jpg|thumb|none|500px|AIMR - 7.62x39mm. The original Romanian designation for this rifle is the PM md. 90 cu țeavă scurtă (short barrelled).]]&lt;br /&gt;
[[File:KF AK holding.jpg|thumb|600px|none|A British soldier enjoying the sun set with his AIMR.]] &lt;br /&gt;
[[File:KF AK irons.jpg|thumb|600px|none|Iron sights.]] &lt;br /&gt;
[[File:KF AK reloading1.jpg|thumb|600px|none|Reloading. About to pull out the dry mag.]] &lt;br /&gt;
[[File:KF AK reloading2.jpg|thumb|600px|none|Rocking in a new one.]] &lt;br /&gt;
[[File:KF AK reloading3.jpg|thumb|600px|none|Pulling the charging handle with an overhand technique.]] &lt;br /&gt;
[[Image:KF-GoldDraco.jpg|none|thumb|400px|The Golden AK47: the AIMR with gold plating or engraving on everything but the pistol grip.]]&lt;br /&gt;
[[Image:KF-DracoGround.jpg|thumb|none|400px|A dropped AIMR. Since it apparently must be one or the other, it actually has a charging handle and ejection port, but also has the safety on. Note the two lined up detents below the selector switch for full-auto and semi-auto fire modes respectively, indicating it is the AIMR and not the similar semi-auto-only Draco Carbine.]]&lt;br /&gt;
&lt;br /&gt;
== MKb 42(H) ==&lt;br /&gt;
The Halloween 2012 event added the [[Sturmgewehr 44|MKb42(H)]] to the game as another Commando weapon. Sporting a reference to ''Red Orchestra 2: Heroes of Stalingrad'', the MKb 42 is another all-rounder weapon, with rather controllable recoil and rate of fire.&lt;br /&gt;
[[Image:German WW2 MP-44 copy Sport-Systeme Dittrich 'BD42(H)' designed from the MKB42(H).jpg|thumb|none|500px|Haenel MKb 42(H) - 7.92x33mm Kurz]]&lt;br /&gt;
[[File:KF MKb holding.jpg|thumb|600px|none|Wielding the MKb on the &amp;quot;Stronghold&amp;quot; map.]]&lt;br /&gt;
[[File:KF MKb irons.jpg|thumb|600px|none|Aiming for the head on a Zed.]]&lt;br /&gt;
[[File:KF MKb reloading1.jpg|thumb|600px|none|Reloading. The magazine is thrown away.]]&lt;br /&gt;
[[File:KF MKb reloading2.jpg|thumb|600px|none|Inserting a new one.]]&lt;br /&gt;
[[File:KF MKb reloading3.jpg|thumb|600px|none|The charging handle travelling forward after being pulled.]]&lt;br /&gt;
&lt;br /&gt;
= Battle Rifles =&lt;br /&gt;
== FN FAL &amp;quot;G Series&amp;quot; ==&lt;br /&gt;
Added for the 2012 summer event, the [[FN FAL#FN FAL|FN FAL &amp;quot;G Series&amp;quot;]] is a powerful Commando weapon called the &amp;quot;FNFAL ACOG&amp;quot;, likely standing-in for the British [[FN FAL#L1A1|L1A1 SLR]]. It shares the SCAR-H's high power as well as having lower recoil than the SCAR-H, though with a higher firing rate and a higher cost. The FAL in-game is customized with a wooden pistol grip, an original FAL 50.00 flash-hider, a rail on top of the receiver, and an ACOG scope mounted on said rail giving it a higher zoom level than the SCAR.&lt;br /&gt;
[[File:Fn_fal_g_series.jpg|thumb|none|500px|FN FAL &amp;quot;G Series&amp;quot; - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:C1A1.jpg|500px|thumb|none|L1A1 SLR with wood furniture for comparison - 7.62x51mm NATO]]&lt;br /&gt;
[[File:KF FAL holding.jpg|thumb|600px|none|Wandering through the &amp;quot;Siren's Belch&amp;quot; map with a FAL. Note that the reticle of the sight can be seen, which would mean that the reticle would be a part of the actual glass of the scope.]]&lt;br /&gt;
[[File:KF FAL irons.jpg|thumb|600px|none|Aiming with the sight. The reticle is not close to that of an actual ACOG.]]&lt;br /&gt;
[[File:KF FAL reloading1.jpg|thumb|600px|none|Reloading. Throwing away the empty mag.]]&lt;br /&gt;
[[File:KF FAL reloading2.jpg|thumb|600px|none|Rocking in a new one which has bullets nicely modelled in it.]]&lt;br /&gt;
[[File:KF FAL reloading3.jpg|thumb|600px|none|Pulling the charging handle with the palm of the hand.]]&lt;br /&gt;
&lt;br /&gt;
== FN SCAR-H (Mk 17 Mod 0) ==&lt;br /&gt;
The [[FN SCAR#FN SCAR-H|FN SCAR-H]], appearing as the &amp;quot;SCARMK17&amp;quot;, is one of the most powerful Commando Perk weapons available in-game, alongside the  FN FAL. Although the real-life cyclic rate is about 625rpm, it has one of the fastest RPM in the game as well as the highest recoil on par with the AIMR. It features a Tango Down vertical foregrip and the newer version of the Aimpoint M68 Close Combat Optic, the Aimpoint CompM4s, without lens cover caps and mounted on a high riser mount.&lt;br /&gt;
[[Image:FN_SCAR-H_STD.jpg|none|thumb|500px|Third Generation FN SCAR-H - 7.62x51mm NATO]]&lt;br /&gt;
[[File:KF SCAR holding.jpg|thumb|600px|none|Briar preparing to go fishing with his newly purchased SCAR.]]&lt;br /&gt;
[[File:KF SCAR irons.jpg|thumb|600px|none|Aiming.]]&lt;br /&gt;
[[File:KF SCAR reloading1.jpg|thumb|600px|none|His fishing trip proving fruitless, Briar hides from the rain in the old mansion to reload his SCAR. Note that the charging handle is still in its forward position. Since the SCAR has a reciprocating charging handle, and since its bolt locks back once its dry, it should be in its backward position.]]&lt;br /&gt;
[[File:KF SCAR reloading2.jpg|thumb|600px|none|Inserting a new magazine while showcasing good trigger discipline. Note that the selector is actually set to auto.]]&lt;br /&gt;
[[File:KF SCAR reloading3.jpg|thumb|600px|none|Hitting the bolt-release. Out of all the guns that has one in Killing Floor, this is the only gun were it's actually used.]]&lt;br /&gt;
&lt;br /&gt;
== Mk 14 Mod 0 Enhanced Battle Rifle ==&lt;br /&gt;
One of the primary Sharpshooter weapons in the game is a [[M14#Mk_14_Mod_0/1_Enhanced_Battle_Rifle|Mk 14 Mod 0 EBR]], a model with a fixed Sage tactical stock, using rail covers instead of the standard Kydex hand guard, and is equipped with a laser aiming module. In-game it is referred to as the &amp;quot;M14EBR&amp;quot;, the US Army designation. While it has a high price at the trader and rather high recoil, it comes with 20-round magazines, a high DPS, and usable laser sight for accurate hip firing.&lt;br /&gt;
[[Image:M14 ebr cvfs.jpg|none|thumb|500px|M14 EBR with Fixed Synthetic Stock and Butt Pad - 7.62x51mm NATO]]&lt;br /&gt;
[[File:KF M14 holding.jpg|thumb|600px|none|]]&lt;br /&gt;
[[File:KF M14 irons.jpg|thumb|600px|none|Iron sights.]]&lt;br /&gt;
[[File:KF M14 misc1.jpg|thumb|600px|none|The dot produced from the laser.]]&lt;br /&gt;
[[File:KF M14 reloading1.jpg|thumb|600px|none|Reloading. Pulling out the empty mag that still has bullets modelled in it.]]&lt;br /&gt;
[[File:KF M14 reloading2.jpg|thumb|600px|none|About to insert a new mag. Note the green magpul.]]&lt;br /&gt;
[[File:KF M14 reloading3.jpg|thumb|600px|none|Pulling the charging handle. As common in video games, the bolt is not depicted as locking back.]]&lt;br /&gt;
&lt;br /&gt;
== &amp;quot;M7A3&amp;quot; ==&lt;br /&gt;
A futuristic [[Kel-Tec_RFB#Kel-Tec_RFB_Carbine|Kel-Tec RFB Carbine]]-looking weapon, called the &amp;quot;M7A3&amp;quot;, was added in in the 2012 summer event. In is fitted with a red dot reflex sight (with a digital ammunition counter below the sight itself), vertical foregrip, and a medication dart launcher.&lt;br /&gt;
&lt;br /&gt;
The M7A3 packs a mean recoil and rather slow rate of fire, but comes with a futuristic red dot sight as well as good DPS making for a for a stronger weapon than the other medic guns that is also capable of launching medic-darts.&lt;br /&gt;
[[Image:RFB-18.jpg|none|thumb|500px|Kel-Tec RFB Carbine - 7.62x51mm NATO]]&lt;br /&gt;
[[File:AguninKFwtf.jpg|thumb|none|600px|A survivor wields his M7A3 while hopping through a low-gravity moonbase. Note the digital ammunition counter - it keeps track of both the bullets in the current magazine and the medication dart launcher's charge. The crosshair on the sight will even turn red when the magazine is almost empty.]]&lt;br /&gt;
[[File:KF M7A3 irons.jpg|thumb|none|600px|Reticle of the sight.]]&lt;br /&gt;
[[File:KF M7A3 reloading1.jpg|thumb|600px|none|Reloading. Removing the empty magazine. Note the open area on top of the rifle, which is acts as the ejection port. Not the best placement, as it would mean anyone who has their face close to it would have gases blown in their face and potentially brass hitting them.]]&lt;br /&gt;
[[File:KF M7A3 reloading2.jpg|thumb|600px|none|Inserting another full mag.]]&lt;br /&gt;
[[File:KF M7A3 reloading3.jpg|thumb|600px|none|Pulling the charging handle.]]&lt;br /&gt;
[[Image:KF-M7A3Promo.jpg|thumb|none|400px|Promotional image of the M7A3.]]&lt;br /&gt;
&lt;br /&gt;
= Sniper Rifles =&lt;br /&gt;
== Barrett M99 ==&lt;br /&gt;
Appearing as the &amp;quot;M99 AMR&amp;quot;, a [[Barrett M99]] with black and gray urban camo is one of the Sharpshooter weapons added in the 2012 Summer Sideshow event. It is an incredibly powerful and heavy weapon, capable of killing nearly every specimen in the game with a single headshot, but only Support Specialists have the carrying capacity to take any other weapon aside from the 9mm pistol alongside it. Since it's a single shot weapon, it must be reloaded after every shot, which takes a very long time without high Sharpshooter levels, and on top of that its ammunition is prohibitively expensive at £250 per bullet.&lt;br /&gt;
[[File:Barett m99-1.jpg|500px|thumb|none|Barrett M99 - .50 BMG]]&lt;br /&gt;
[[File:KF M99 holding.jpg|thumb|600px|none|Preparing for some sniping on the &amp;quot;mountain pass&amp;quot; map.]] &lt;br /&gt;
[[File:KF M99 irons.jpg|thumb|600px|none|Looking down the scope of the M99. Note that the outside of the scope isn't magnified.]] &lt;br /&gt;
[[File:KF M99 reloading1.jpg|thumb|600px|none|Reloading. Pulling back the bolt.]] &lt;br /&gt;
[[File:KF M99 reloading2.jpg|thumb|600px|none|Inserting a new .50 BMG round.]] &lt;br /&gt;
[[File:KF M99 reloading3.jpg|thumb|600px|none|Chambering said round.]]&lt;br /&gt;
[[File:KF-M99Promo.jpg|450px|thumb|none|A ''mirrored'' promotional image of the M99 AMR.]]&lt;br /&gt;
&lt;br /&gt;
= Explosives =&lt;br /&gt;
== L2A2 ==&lt;br /&gt;
The standard grenade players are equipped with are [[M26 hand grenade#L2A2 Hand Grenade|L2A2]]'s. Unlike the knife and other melee weapons having a dedicated slot, they are thrown by simply pressing a key. Players can carry 5 grenades (though Demolition or Support Specialist levels allow greater carrying capacity for grenades, up to 11). A grenade caught within the blast radius of another will explode immediately alongside it rather than needing its fuse to burn down, widening the blast radius. The Firebug and Field Medic classes get unique variants of the grenade at level 3; the former gets incendiary grenades that light Zeds on fire, while the latter gets grenades that release a green gas similar to the effect from their medication dart launchers; the gas will simultaneously heal teammates and damage Specimens that are within the cloud.&lt;br /&gt;
[[Image:L2A2.jpg|thumb|none|175px|L2A2 High-Explosive Fragmentation grenade]]&lt;br /&gt;
[[File:KF grenade misc1.jpg|thumb|600px|none|Briar throwing a grenade at some Zeds.]]&lt;br /&gt;
[[Image:KF-Grenade.jpg|thumb|none|200px|Trader image for the in-game L2A2.]]&lt;br /&gt;
&lt;br /&gt;
== M79 Grenade Launcher ==&lt;br /&gt;
An [[M79 grenade launcher]] can be used in the game. It is the third firearm that can be gold plated by way of a DLC pack released alongside the 2012 Christmas update. &lt;br /&gt;
&lt;br /&gt;
The M79 is a rather solid explosive weapon, useful for crowds of low level enemies and is rather light, though its single shot capacity gives it low DPS.&lt;br /&gt;
[[Image:M79-Grenade-Launcher.jpg|thumb|none|500px|M79 grenade launcher - 40x46mm]]&lt;br /&gt;
[[File:KF M79 holding.jpg|thumb|600px|none|Strolling through the &amp;quot;Waterworks&amp;quot; map with an M79.]] &lt;br /&gt;
[[File:KF M79 irons.jpg|thumb|600px|none|Iron sights. The leaf sight can't be used.]] &lt;br /&gt;
[[File:KF M79 reloading1.jpg|thumb|600px|none|Reloading. Dropping out the spent case.]] &lt;br /&gt;
[[File:KF M79 reloading2.jpg|thumb|600px|none|In with a new 40mm grenade.]] &lt;br /&gt;
[[Image:KF-GoldThumper.jpg|none|thumb|350px|At the motorway, a survivor wields his gold-plated variant, complete with gold engraving on the wooden parts.]]&lt;br /&gt;
[[Image:KF-GoldThumperReload.jpg|none|thumb|400px|Said survivor reloading the golden M79. Yes, the grenade is also gold-plated, with a biohazard symbol engraved over the primer.]]&lt;br /&gt;
&lt;br /&gt;
== Milkor MGL Mk 1S ==&lt;br /&gt;
A [[Milkor MGL#MGL Mk 1S|Milkor MGL Mk 1S]] with a Trijicon RX01 red dot sight can be used in the game, incorrectly called M32, which is the USMC's designation for the Mk 1L. It is the fourth and final weapon to be given an alternate camouflage pattern with the Camo Weapons Pack, gaining the same digital pattern as the M4A1. The M32 packs a large blast radius and damage, and can quickly fire all six grenades in an emergency, but takes a long time to reload; the upside is that, like the shotguns and Winchester, the reload can be interrupted.&lt;br /&gt;
[[Image:MGL32.jpg|thumb|none|500px|Milkor MGL Mk 1S in desert tan finish fitted with Armson OEG reflex sight - 40x46mm]]&lt;br /&gt;
[[File:KF Mk 1L holding.jpg|thumb|600px|none|Briar strolling through the &amp;quot;Steamland&amp;quot; themepark with his Mk 1S.]]&lt;br /&gt;
[[File:KF Mk 1L irons.jpg|thumb|600px|none|The red dot.]]&lt;br /&gt;
[[File:KF Mk 1L reloading2.jpg|thumb|600px|none|Reloading. Instead of using the extractor, each grenade is individually removed and replaced. Here one is removed...]]&lt;br /&gt;
[[File:KF Mk 1L reloading1.jpg|thumb|600px|none|...and then replaced with a fresh one as a Crawler appears from nowhere.]]&lt;br /&gt;
[[Image:KF-CamoM32.jpg|none|thumb|500px|Promotional image of the MGL Mk 1S with digital desert-style camouflage.]]&lt;br /&gt;
&lt;br /&gt;
== LAW 80 ==&lt;br /&gt;
A missile launcher called the &amp;quot;LAW&amp;quot; is obtainable in the game; before a balancing patch and the addition of the above M99, it was the heaviest and most destructive weapon available. The SAS insignia and motto, &amp;quot;Who dares wins&amp;quot;, is printed on the side of it. It has a passing resemblance to the [[LAW 80]].&lt;br /&gt;
[[Image:Law94mm.jpg|thumb|none|500px|LAW 80 for comparison - 94mm]]&lt;br /&gt;
[[File:KF LAW holding.jpg|thumb|600px|none|Finding himself in Hell, the survivor makes sure to bring adequate firepower.]]&lt;br /&gt;
[[File:KF LAW irons.jpg|thumb|600px|none|The sight of the LAW. The weapon cannot be hip fired.]]&lt;br /&gt;
[[File:KF LAW reloading.jpg|thumb|600px|none|Reloading the LAW.]]&lt;br /&gt;
[[Image:Killing floor LAW.jpg|none|thumb|400px|A &amp;quot;LAW&amp;quot; lying discarded on the ground.]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Video Game]]&lt;br /&gt;
[[Category:First-Person Shooter]]&lt;br /&gt;
[[Category:Science-Fiction]]&lt;br /&gt;
[[Category:Zombie]]&lt;br /&gt;
[[Category:Horror]]&lt;/div&gt;</summary>
		<author><name>AnActualAK47</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Killing_Floor&amp;diff=1106932</id>
		<title>Killing Floor</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Killing_Floor&amp;diff=1106932"/>
		<updated>2017-05-17T18:55:11Z</updated>

		<summary type="html">&lt;p&gt;AnActualAK47: /* TDI Vector */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox Video Game|{{PAGENAME}}&lt;br /&gt;
|name = Killing Floor&lt;br /&gt;
|picture = Killing Floor.jpg&lt;br /&gt;
|caption =  PC Boxart&lt;br /&gt;
|date = May 14, 2009&lt;br /&gt;
|developer = Tripwire Interactive&lt;br /&gt;
|platforms= PC&amp;lt;br&amp;gt;Mac OS X&lt;br /&gt;
|publisher = Tripwire Interactive&lt;br /&gt;
|genre = First-Person Shooter&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''''Killing Floor''''' (also known as '''''KF''''') is a first-person shooter video game developed and published by Tripwire Interactive for the PC and Mac OS X. It is a stand-alone version of the original total conversion mod for ''Unreal Tournament 2004'', officially announced on March 2009, and was built on a heavily modified version of the ''Unreal Engine 2.5'' owned by ''Epic Games''. The game was released on May 14, 2009 for the PC and on May 5, 2010 for the Mac OS X.&lt;br /&gt;
&lt;br /&gt;
The story of Killing Floor follows the aftershock of a mutant breakout from multiple labs in London run by the Biotech company Horzine. Following a alleged protest, various Police and Military Units are called in to deal with the &amp;quot;protest&amp;quot;, only to find hordes of mutated humans called &amp;quot;Specimens&amp;quot; waiting. By the end of August, these specimen have destroyed London, ripping anything living to shreds and spreading to the rest of the country. The British Government, fearing this outbreak will spill to other neighboring countries sends various people called survivors into infected areas to deal with the specimens and contain them before they spill into Europe and beyond. These survivors contain a mixture of British army troops, Riot Police officers, civilians, surviving Horzine scientists and workers and such. Aided by the mysterious Trader, these survivors are sent to various infected locations, from West London streets to abandoned Horzine labs to a experimental Moon Base to combat the specimen.&lt;br /&gt;
&lt;br /&gt;
Following the annual Christmas update in 2012, most event updates have coincided with the release of DLC that gives players the option of buying versions of existing weapons with alternate skins. There are currently 12 weapons with alternate skins - eight gold-plated (only five of which are proper firearms), four properly camouflaged. Weapons with alternate DLC skins are noted.&lt;br /&gt;
&lt;br /&gt;
'''The following weapons appear in the game ''Killing Floor'':'''&lt;br /&gt;
__TOC__&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Handguns =&lt;br /&gt;
All handguns can be dual-wielded.&lt;br /&gt;
== Beretta M9A1 ==&lt;br /&gt;
The [[Beretta 92 pistol series#Beretta M9A1|Beretta M9A1]], fitted with a functional weaponlight, appears as the &amp;quot;9mm Tactical&amp;quot; and is the default sidearm for all survivors. Like in many games, the hammer is always shown as uncocked.&lt;br /&gt;
[[Image:BerettaM9A1.jpg|none|thumb|350px|Beretta M9A1 - 9x19mm]]&lt;br /&gt;
[[File:KF M9 holding.jpg|thumb|600px|none|As his only method of escape flies away, the British soldier wonder why he was only issued a M9A1 and nothing else.]] &lt;br /&gt;
[[File:KF M9 irons.jpg|thumb|600px|none|Sighting up the incoming hordes.]] &lt;br /&gt;
[[File:KF M9 misc1.jpg|thumb|600px|none|Turning on the torch before entering the local hotel.]] &lt;br /&gt;
[[File:KF M9 reloading1.jpg|thumb|600px|none|Reloading. Dropping out the dry mag while showcasing horrible trigger discipline. Here the torch can be more easily seen. It appears to be modeled after a M3X Tactical Illuminator.]] &lt;br /&gt;
[[File:KF M9 reloading2.jpg|thumb|600px|none|In with a new mag.]] &lt;br /&gt;
[[File:KF M9 reloading3.jpg|thumb|600px|none|The chambering the gun with the slide-release as the Zeds draw ''very'' close.]]&lt;br /&gt;
[[File:KF M9 akimbo irons.jpg|thumb|600px|none|Later that day, on top the Horizon office buliding, he finds himself dual wielding M9A1s against the Zed hordes.]]&lt;br /&gt;
[[File:KF M9 akimbo reloading.jpg|thumb|600px|none|Reloading the two guns, showing off terrible trigger discipline and the ability to release the mag on the left gun with pure will.]]&lt;br /&gt;
&lt;br /&gt;
== Heckler &amp;amp; Koch Mark 23 Mod 0 ==&lt;br /&gt;
The [[Heckler &amp;amp; Koch Mark 23|H&amp;amp;K Mark 23 Mod 0]], appearing as the &amp;quot;MK23&amp;quot;, was introduced during the Summer Sideshow 2012 event as a new weapon for the Sharpshooter Perk. It has comparable power to the .44 Magnum (which is rather absurd since it's chambered in a much smaller cartridge)  with twice the capacity, though it shares the same price as the Handcannon and has the slowest reload speed among the automatic pistols, particularly when dual-wielded. The Mark 23 is notable as it's the only sidearm in the game with its hammer cocked. It also has green tritium night-sights that glow in the dark.&lt;br /&gt;
[[Image:Mk23.jpg|none|thumb|350px|Heckler &amp;amp; Koch Mark 23 Mod 0 - .45 ACP]]&lt;br /&gt;
[[File:KF MK23 holding.jpg|thumb|600px|none|A survivor readying his Mk23 on the &amp;quot;Hillybilly horror&amp;quot; map.]] &lt;br /&gt;
[[File:KF MK23 irons.jpg|thumb|600px|none|The irons sights.]] &lt;br /&gt;
[[File:KF MK23 reloading1.jpg|thumb|600px|none|Reloading. Dropping out the dry mag while showcasing remarkably better trigger discipline than with the other pistols.]] &lt;br /&gt;
[[File:KF MK23 reloading2.jpg|thumb|600px|none|Loading in a new magazine. Note that the slide release is in its active position.]] &lt;br /&gt;
[[File:KF MK23 reloading3.jpg|thumb|600px|none|Chambering a round with the use of the slide release.]]&lt;br /&gt;
[[File:KF MK23 Akimbo holding.jpg|thumb|600px|none|Feeling that one Mk23 isn't enough, he buys himself another one on the &amp;quot;Waterworks&amp;quot; map.]] &lt;br /&gt;
[[File:KF MK23 Akimbo reloading1.jpg|thumb|600px|none|The Mk23 has a rather unusual reload animation when dual wielding. First the magazines are dropped (which is more believable in comparison to the M9 and Desert Eagle as the Mk23 actually has an ambidextrous mag-release), then the character will holster the gun in the right hand before inserting a new magazine in the left one and then racking the slide.]] &lt;br /&gt;
[[File:KF MK23 Akimbo reloading2.jpg|thumb|600px|none|The same process is repeated one the right-hand gun, but instead of racking the slide with their left hand, the character will instead grab the other gun before smacking the slide with it. Atleast proper trigger discipline is shown.]]&lt;br /&gt;
&lt;br /&gt;
== IMI/Magnum Research Desert Eagle Mark XIX ==&lt;br /&gt;
The [[Desert Eagle#Desert Eagle Mark XIX|Desert Eagle Mark XIX]], appearing as the &amp;quot;Handcannon&amp;quot;, is a Sharpshooter Perk weapon. While it features an 8-round magazine, it is modelled after the .50 AE version, which should hold only 7 rounds. The &amp;quot;Handcannon&amp;quot; is the most powerful handgun in the pistol lineup, the trade off being its high recoil and small magazine. It has been given a gold-plated variant with the second Golden Weapons Pack, with the &amp;quot;Golden Handcannon&amp;quot; coming in Magnum Research's Tiger Stripe finish.&lt;br /&gt;
[[Image:Desert-Eagle.jpeg|none|thumb|350px|Desert Eagle Mark XIX - .50AE]]&lt;br /&gt;
[[File:KF DEagle holding.jpg|thumb|600px|none|A survivor taking a look at some sort of abomination on the &amp;quot;Transit&amp;quot; map. Like with the M9, the hammer is uncocked. Unlike the M9 however, the Desert Eagle is a SAO weapon, meaning it can't ever be fired with an uncocked hammer.]] &lt;br /&gt;
[[File:KF DEagle irons.jpg|thumb|600px|none|Iron sights.]] &lt;br /&gt;
[[File:KF DEagle reloading.jpg|thumb|600px|none|Reloading. The Desert Eagle shares the exact same reload animation as the M9. Note that the slide isn't far back enough for the slide catch to actually ''catch'' it.]] &lt;br /&gt;
[[File:KF DEagle Akimbo holding.jpg|thumb|600px|none|A survivor brings his akimbo handcannons to hell.]]&lt;br /&gt;
[[File:KF DEagle Akimbo reloading.jpg|thumb|600px|none|Reloading. Inserting a magazine in the right hand gun in a rather awkward fashion.]]&lt;br /&gt;
[[Image:KF-GoldDeagle.jpg|thumb|none|500px|Promo image of the Golden Handcannons, with a gold tiger-stripe finish on everything but the grip. Note that whoever made this image apparently forgot the game is trying to pretend the &amp;quot;Desert Eagle&amp;quot; name isn't a thing.]]&lt;br /&gt;
&lt;br /&gt;
== Smith &amp;amp; Wesson Model 29 ==&lt;br /&gt;
The [[Smith &amp;amp; Wesson Model 29]], as the &amp;quot;.44 Magnum&amp;quot;, was introduced during the 2011 Twisted Christmas event and is a weapon for the Sharpshooter Perk. It is sort of a middle ground between the 9mm Tactical and the Handcannon: more powerful than the former, cheaper than the latter, but with less ammo and a longer reload time than both. &lt;br /&gt;
[[Image:Smith&amp;amp;WessonModel29.jpg|none|thumb|350px|Smith &amp;amp; Wesson Model 29 - .44 Magnum]]&lt;br /&gt;
[[File:KF Model 29 holding.jpg|thumb|600px|none|Bringing proper protection when visiting the local subway on the &amp;quot;Filth's Crossing&amp;quot; map.]] &lt;br /&gt;
[[File:KF Model 29 irons.jpg|thumb|600px|none|Iron sights.]] &lt;br /&gt;
[[File:KF Model 29 reloading1.jpg|thumb|600px|none|Reloading. First by using the extractor, which is actually animated for a change.]] &lt;br /&gt;
[[File:KF Model 29 reloading2.jpg|thumb|600px|none|Then new rounds are inserted with a speedloader.]] &lt;br /&gt;
[[File:KF Model 29 reloading3.jpg|thumb|600px|none|Finally the cylinder is snapped shut, bad idea. Note that there aren't any rounds in the chambers. Apparently they were consumed by the darkness.]] &lt;br /&gt;
[[File:KF Model 29 Akimbo holding.jpg|thumb|600px|none|Briar brings one more Model 29 along before visiting &amp;quot;Steamland&amp;quot;.]] &lt;br /&gt;
[[File:KF Model 29 Akimbo reloading1.jpg|thumb|600px|none|The akimbo reload is by far more feasible than what a lot of other games show. The left hand revolver is holstered before reloading the right one.]] &lt;br /&gt;
[[File:ReovlerinKFeatmyshorts.jpg|thumb|600px|none|And vice versa with the left one. Once again the extractor is used.]] &lt;br /&gt;
[[File:KF Model 29 Akimbo reloading3.jpg|thumb|600px|none|Finally the rounds are loaded with a speed loader.]]&lt;br /&gt;
&lt;br /&gt;
== Colt 1851 Navy ==&lt;br /&gt;
With the 2012 Halloween event came the community Weapons Pack DLC which among four other 3 other weapons added the &amp;quot;Flare Revolver&amp;quot;, a modified [[Colt 1851 Navy]]. Unlike the other handguns, it is meant for the Firebug Perk, and as such it is modified to launch .36-caliber flares rather than bullets. The Flare Revolver's an interesting weapon, while being lighter than most of the other Firebug weapons, its damage is pretty mediocre and the Siren's scream can destroy the flares.&lt;br /&gt;
[[Image:1851Navy.jpg|thumb|none|350px|Colt 1851 Navy - .36 caliber]]&lt;br /&gt;
[[File:KF Flare Revolver holding.jpg|thumb|600px|none|Briar with his flare shooting revolver on the &amp;quot;Foundry&amp;quot; map.]]&lt;br /&gt;
[[File:KF Flare Revolver irons.jpg|thumb|600px|none|Iron sights, which aren't the most effective.]]&lt;br /&gt;
[[File:KF Flare Revolver reloading1.jpg|thumb|600px|none|Reloading. Beginning with grabbing the barrel to open it up, which automatically ejects the whole cylinder.]]&lt;br /&gt;
[[File:KF Flare Revolver reloading2.jpg|thumb|600px|none|Inserting a new cylinder.]]&lt;br /&gt;
[[File:KF Flare Revolver Akimbo holding.jpg|thumb|600px|none|Briar considering starting a fire in the Wyre forest with his two revolvers.]]&lt;br /&gt;
[[File:KF Flare Revolver Akimbo reloading1.jpg|thumb|600px|none|Reloading. Like with the Mk23 and Model 29, one of the revolvers is holstered before reloading, beginning with the right one.]]&lt;br /&gt;
[[File:KF Flare Revolver Akimbo reloading2.jpg|thumb|600px|none|...and then the left.]]&lt;br /&gt;
&lt;br /&gt;
= Submachine Guns =&lt;br /&gt;
== Heckler &amp;amp; Koch MP5A4 ==&lt;br /&gt;
A [[Heckler &amp;amp; Koch MP5#Heckler &amp;amp; Koch MP5A4|Heckler &amp;amp; Koch MP5A4]], referred to as the &amp;quot;MP5M&amp;quot;, was added in late 2011 as a second weapon for the Medic. Like the MP7, it is equipped with a Trijicon RX01 red dot sight and a medication dart launcher. The model in-game also features OD green furniture and a Surefire 628 dedicated forend weaponlight, though due to the medication dart launcher already taking the secondary-fire function, the light cannot be used. It's magazine holds 32 rounds. The MP5M is a solid SMG for any medic, with its easy to read sight and plentiful back-up ammo only nullified with a rather weak damage per shot. It is one of four weapons given proper camouflage with the &amp;quot;Camo Weapon Pack&amp;quot; DLC - it is given a blood-splattered woodland finish referred to as &amp;quot;Blood camo&amp;quot;.&lt;br /&gt;
[[Image:H&amp;amp;KMP5A4Surefire.jpg|none|thumb|500px|H&amp;amp;K MP5A4 with Surefire 628 dedicated forend weaponlight - 9x19mm]]&lt;br /&gt;
[[File:KF MP5 holding.jpg|thumb|600px|none|Freezing in the rain with an MP5 on the &amp;quot;Stronghold&amp;quot; map.]]&lt;br /&gt;
[[File:KF MP5 irons.jpg|thumb|600px|none|The red dot sight.]]&lt;br /&gt;
[[File:KF MP5 reloading1.jpg|thumb|600px|none|Reloading. Pulling back the charging handle.]]&lt;br /&gt;
[[File:KF MP5 reloading2.jpg|thumb|600px|none|Kicking out the dry mag with the new one.]]&lt;br /&gt;
[[File:KF MP5 reloading3.jpg|thumb|600px|none|And then finishing the reload with a HK-slap.]]&lt;br /&gt;
[[Image:KF-CamoMP5.jpg|thumb|none|500px|The promotional image of the MP5M with &amp;quot;blood camo&amp;quot; in the advertisement for the &amp;quot;Camo Weapon Pack&amp;quot;. Note that the fire-selector is on burst.]]&lt;br /&gt;
&lt;br /&gt;
== Heckler &amp;amp; Koch MP7 ==&lt;br /&gt;
The first of the Medic Perk's primary weapons is the [[Heckler &amp;amp; Koch MP7]], referred to as &amp;quot;MP7M&amp;quot; in-game. As a Medic weapon, it is equipped with a medication dart launcher attached to the left side of the gun, which allows the user to heal teammates from long range. It is also fitted with a Trijicon RX01 red dot sight and 20-round magazine (though with a sufficiently-leveled Medic perk that can be doubled, unintentionally setting the precedent for future Medic weapons to have ridiculously-incorrect capacities at high perk levels). The real rate of fire for the MP7 is 950 RPM, but in-game its rate of fire is near 1200 RPM. The MP7M is another solid medic weapon choice, with a high rate of fire, low weight and even serving as a spawn weapon for Level 6 medics. Its MAC-10-like rate of fire is a pain to deal with though, forcing short bursts to stay on target and a ton of reloads.&lt;br /&gt;
[[Image:Original_MP7.jpg|thumb|none|400px|Heckler &amp;amp; Koch MP7 - 4.6x30mm]]&lt;br /&gt;
[[File:KF MP7 holding.jpg|thumb|600px|none|A medic with his MP7 on a map based of the game Portal.]]&lt;br /&gt;
[[File:KF MP7 irons.jpg|thumb|600px|none|Aiming on some Zeds with the red dot.]]&lt;br /&gt;
[[File:KF MP7 reloading1.jpg|thumb|600px|none|Reloading. Dropping out the empty mag.]]&lt;br /&gt;
[[File:KF MP7 reloading2.jpg|thumb|600px|none|Then in a needlessly awkward fashion, the character will grab a new mag with their right hand will still holding onto the weapon via the foregrip. Note that the bolt isn't depicted as locking back. The left side hasn't been modelled with the ambidextrous safety and bolt-release an actual MP7 has.]]&lt;br /&gt;
[[File:KF MP7 reloading3.jpg|thumb|600px|none|After all that, the charging handle is pulled instead of using the bolt-release.]]&lt;br /&gt;
&lt;br /&gt;
== Thompson Submachine Gun ==&lt;br /&gt;
Multiple versions of the [[Thompson Submachine Gun]] have been added to the game. The first was the M1A1 in one of the four Community Pack DLC weapons.&lt;br /&gt;
&lt;br /&gt;
The other two are both M1928s fitted with the distinctive drum magazines and pistol-grip forend. The normal variant is gained by owning both ''Killing Floor'' and ''[[Red Orchestra 2: Rising Storm]]'', and is named the &amp;quot;Rising Storm Tommy Gun&amp;quot;. The Rising Storm Thompson is very similar to the standard M1A1 in raw power and damage, reliably decapitating weak enemies with a couple of shots. The bonus with the Rising Storm is that it packs the largest base magazine size for all the Commando weapons (50 rounds) and isn't too expensive in comparison with its counterparts. Its faults are its even weaker power against bigger enemies, its low ammo reserve, and the fact you have to own ''Rising Storm'', a completely different game, to actually use it.&lt;br /&gt;
&lt;br /&gt;
The second Community Weapon Pack includes a &amp;quot;steampunk&amp;quot; version of the weapon referred to as &amp;quot;Dr. T's Lead Delivery System&amp;quot;, and loads from 40-round drums instead of 50 because Steampunk. Again, it has the same pros as both other versions of the Thompson, but with some more annoying cons added on, such as producing smoke when firing and a slower reload. &lt;br /&gt;
[[Image:M1sb.jpg|none|thumb|450px|Colt M1A1 Thompson - .45 ACP]]&lt;br /&gt;
[[Image:M1928.jpg|none|thumb|450px|Colt M1928 Thompson - .45 ACP]]&lt;br /&gt;
[[File:KF M1A1 holding.jpg|thumb|600px|none|A member of what once was the British army prepares to enter a not particularly amusing amusement park.]] &lt;br /&gt;
[[File:KF M1A1 irons.jpg|thumb|600px|none|Taking a look at a rather gruesome scene. Note that the weapon is aimed through the top part of the sight and not the peep sight.]] &lt;br /&gt;
[[File:KF M1A1 reloading1.jpg|thumb|600px|none|Reloading. First by pulling out the magazine without actually using the mag-release.]] &lt;br /&gt;
[[File:KF M1A1 reloading2.jpg|thumb|600px|none|In with a new 30 round stick mag.]] &lt;br /&gt;
[[File:KF M1A1 reloading3.jpg|thumb|600px|none|The pulling the charging handle, showing that the bolt does not actually move when doing so.]] &lt;br /&gt;
[[Image:KF-M1928.jpg|none|thumb|400px|While wandering an underground destroyed research lab, a survivor brings his M1928 &amp;quot;Rising Storm Tommy Gun&amp;quot; to bear.]]&lt;br /&gt;
[[Image:KF-DrT.jpg|none|thumb|400px|Finally, there is the M1928 &amp;quot;Dr. T's Lead Delivery System&amp;quot;, complete with brass finish, various gears, and steampunk swooshes.]]&lt;br /&gt;
&lt;br /&gt;
== MAC-10 ==&lt;br /&gt;
A Firebug weapon, the [[MAC-10]] is equipped with its distinctive Sionics two-stage suppressor and has a 30-round magazine. The MAC-10 can be fired in semi-auto and full-auto fire modes, and features damage comparable to the Bullpup. If used in conjunction with the Firebug Perk, bullets which do not instantly kill specimens will set them on fire. The MAC-10 is a good starting round weapon for a Firebug, being a effective mid-range weapon and with a high rate of fire in comparison to the other Firebug starting weapons. Its rather obtrusive iron sights and high recoil makes the weapon less effective in later rounds.&lt;br /&gt;
[[Image:Ingram-mac10 new.jpg|none|thumb|400px|Ingram MAC-10 with Sionics Two-Stage Sound Suppressor - .45 ACP]]&lt;br /&gt;
[[File:KF MAC10 holding.jpg|thumb|600px|none|Finding himself in a cold ice cave, a British soldier brings his fire spitting MAC-10.]]&lt;br /&gt;
[[File:KF MAC10 irons.jpg|thumb|600px|none|Iron sights.]]&lt;br /&gt;
[[File:KF MAC10 misc1.jpg|thumb|600px|none|Lighting some Zeds on fire with the MAC.]]&lt;br /&gt;
[[File:KF MAC10 reloading1.jpg|thumb|600px|none|Reloading. Pulling out the magazine without touching the magazine catch.]]&lt;br /&gt;
[[File:KF MAC10 reloading2.jpg|thumb|600px|none|Inserting a new one.]]&lt;br /&gt;
[[File:KF MAC10 reloading3.jpg|thumb|600px|none|Pulling back the charging handle. Note that the bolt is in its correct backwards position.]]&lt;br /&gt;
&lt;br /&gt;
== TDI Vector ==&lt;br /&gt;
Named the &amp;quot;Schneidzekk Medic Gun&amp;quot;, the [[TDI Vector]] was added with the 2012 Twisted Christmas update, possessing a high rate of fire. It has a correct 25-round magazine capacity and the usual healing dart launcher, Unlike the other medic guns, it does not possess a red dot sight of any kind, relying solely on iron sights. The Schneidzekk, which means &amp;quot;Zed Cutter&amp;quot; in German, is an interesting weapon choice for a medic wanting the power of the Thompson while still being able to use medical darts. The downsides of the weapon would be its high price, poor accuracy, and ridiculous fire rate combined with a relatively slow reload.&lt;br /&gt;
[[Image:KrissSuperV.jpg|none|thumb|450px|TDI Vector - .45 ACP]]&lt;br /&gt;
[[File:KF Vector holding.jpg|thumb|600px|none|Briar chatting with the trader about his newly purchased Vector on the &amp;quot;Clandestine&amp;quot; map.]] &lt;br /&gt;
[[File:KF Vector irons.jpg|thumb|600px|none|Iron sights.]] &lt;br /&gt;
[[File:KF Vector reloading1.jpg|thumb|600px|none|Reloading. Pushing the mag-release.]] &lt;br /&gt;
[[File:KF Vector reloading2.jpg|thumb|600px|none|Loading in a new 25-round magazine.]] &lt;br /&gt;
[[File:KF Vector reloading3.jpg|thumb|600px|none|And instead of using the bolt-release, the character pulls the charging handle. Note that the medic dart launcher can just about be seen on the left side rail.]]&lt;br /&gt;
&lt;br /&gt;
= Shotguns =&lt;br /&gt;
== 12 Gauge Double Barreled Shotgun ==&lt;br /&gt;
A [[12_Gauge_Double_Barreled_Shotgun|double barreled hunting shotgun]] is available in the game. Called the &amp;quot;Hunting Shotgun&amp;quot;, it is incredibly powerful at close-range, especially when both barrels are fired at once via the secondary-fire function. Support Specialists at the highest level spawn with one. The weapon's accuracy is rather poor and reloading it takes time, additionally, it cannot be reloaded unless one has fired both barrels. &lt;br /&gt;
[[Image:IGA-Coach-Gun.jpg|thumb|none|500px|Stoeger/IGA coach gun - 12 gauge]]&lt;br /&gt;
[[File:KF DB holding.jpg|thumb|600px|none|Creeping through a creepy mansion with a double-barrel shotty.]] &lt;br /&gt;
[[File:KF DB irons.jpg|thumb|600px|none|Iron sights. Or rather, a bead sight.]] &lt;br /&gt;
[[File:KF DB reloading1.jpg|thumb|600px|none|Reloading. Chucking out the spent shells.]] &lt;br /&gt;
[[File:KF DB reloading2.jpg|thumb|600px|none|Loading in one shell...]] &lt;br /&gt;
[[File:KF DB reloading3.jpg|thumb|600px|none|...and the other.]]&lt;br /&gt;
&lt;br /&gt;
== AA-12 CQB ==&lt;br /&gt;
The main weapon of the Support Specialist Perk is an [[AA-12|AA-12 CQB automatic shotgun]]. It uses 20-round drum magazines and has the largest reserve ammo pool of the shotguns at 80 rounds, something it goes through quickly due to its fully automatic nature however. While it's very powerful and has a quick reload compared to the tube-fed shotguns, the AA-12 is heavy and very expensive. Unlike the real AA-12, it has a semi-automatic fire mode. It is the second of two firearms given a gold-plated variant with the second Golden Weapon Pack and is one of the most elaborately plated guns in the pack.&lt;br /&gt;
[[Image:AA-12 CQB.jpg|thumb|500px|none|AA-12 CQB - 12 gauge]]&lt;br /&gt;
[[File:KF AA12 holding.jpg|thumb|600px|none|A survivor preparing to tear up some Zeds with his AA-12 on the &amp;quot;Fright Yard&amp;quot; map.]]&lt;br /&gt;
[[File:KF AA12 irons.jpg|thumb|600px|none|Iron sights.]]&lt;br /&gt;
[[File:KF AA12 reloading1.jpg|thumb|600px|none|Reloading. Beginning with pulling and then pushing the charging handle forward, which is correct. Since the AA-12 is an open bolt weapon, it is possible to cock the weapon before actually inserting a new magazine.]]&lt;br /&gt;
[[File:KF AA12 reloading2.jpg|thumb|600px|none|Pulling out the empty drum.]]&lt;br /&gt;
[[File:KF AA12 reloading3.jpg|thumb|600px|none|Inserting a new one full of 12 gauge.]]&lt;br /&gt;
[[Image:KF-GoldAA12.jpg|none|thumb|500px|Promotional image of the Golden AA12, showing off the rather extreme plating and engraving.]]&lt;br /&gt;
&lt;br /&gt;
== Benelli M3 Super 90 ==&lt;br /&gt;
The basic shotgun in the game is a [[Benelli M Series Super 90 Shotguns#Benelli M3|Benelli M3 Super 90]], called the &amp;quot;Shotgun&amp;quot;, it comes with a working forend dedicated weaponlight and holds 8 rounds despite it being modeled with a 5-round tube magazine. While the real M3 can be toggled between semi-auto and pump-action, in-game it is locked to pump-action only. The M3 Super 90 is a solid shotgun for earlier rounds, and is the weapon that level 5 Support Specialists can spawn with, but loses its effectiveness at later ones and its iron sights are a bit obtrusive. A variant with the same blood-splattered woodland camouflage as the MP5M was added with the Camo Weapons Pack. &lt;br /&gt;
[[Image:Benelli M3 pistol grip.jpg|none|thumb|500px|Benelli M3 Super 90 with pistol grip stock combination,  ghost ring sights, and 5-round tube - 12 gauge]]&lt;br /&gt;
[[File:KF Benelli M3 holding.jpg|thumb|600px|none|A survivor creeping through a creepy facility with his M3 at hand.]] &lt;br /&gt;
[[File:KF Benelli M3 irons.jpg|thumb|600px|none|The ghost ring sight.]] &lt;br /&gt;
[[File:KF Benelli M3 misc1.jpg|thumb|600px|none|After unloading into some Zeds, the action is racked in an overly dramatic way.]] &lt;br /&gt;
[[File:KF Benelli M3 reloading.jpg|thumb|600px|none|Loading up on shells.]] &lt;br /&gt;
[[File:KF Benelli M3 misc2.jpg|thumb|600px|none|Turning on the flashlight before descending into the depths of the facility.]] &lt;br /&gt;
[[Image:KF-CamoBenelliM3.jpg|none|thumb|500px|Promotional image of the Benelli M3 Super 90 with &amp;quot;blood camo&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
== Benelli M4 Super 90 ==&lt;br /&gt;
The [[Benelli M Series Super 90 Shotguns#Benelli M4|Benelli M4 Super 90]] shotgun was added in the Twisted Christmas 2011 update, appearing as the &amp;quot;Combat Shotgun&amp;quot;. Like the M3, it has a weaponlight attached to the magazine tube as well as a red dot sight on the top rail. It is about on-par with the M3: the two deal equal damage, but the M4 has a much higher rate of fire in return for slightly slower per-shell reloading and a lowered capacity of 6 shells, indicating the use of three-inch shells; incidentally, the two combined mean that both weapons take the same amount of time to fully reload from empty. This is one of three firearms that can be given a gold finish by way of DLC added for the Twisted Christmas 2012 update.&lt;br /&gt;
[[Image:M4Super90.jpg|none|thumb|500px|Benelli M4 Super 90 with 7-round tube - 12 gauge]]&lt;br /&gt;
[[File:KF Benelli M4 holding.jpg|thumb|600px|none|A survivor finds himself on an Icebreaker ship on the stormy ocean.]] &lt;br /&gt;
[[File:KF Benelli M4 irons.jpg|thumb|600px|none|The red dot sight.]] &lt;br /&gt;
[[File:KF Benelli M4 misc1.jpg|thumb|600px|none|Turning on the flashlight.]] &lt;br /&gt;
[[File:KF Benelli M4 reloading1.jpg|thumb|600px|none|Reloading. Inserting a shell. Note that the bolt doesn't lock back when the gun is dry.]] &lt;br /&gt;
[[File:KF Benelli M4 reloading2.jpg|thumb|600px|none|Pulling the charging handle. A shell can be seen inside the chamber.]]  &lt;br /&gt;
[[Image:KF-GoldBenelli.jpg|none|thumb|450px|The Golden Combat Shotgun; everything but the flashlight, its mount, and the rail has been gold-plated or engraved. One wonders how much it takes to gold-plate and engrave a red dot sight.]]&lt;br /&gt;
&lt;br /&gt;
== Kel-Tec KSG ==&lt;br /&gt;
Appearing as the &amp;quot;HSG-1 Shotgun&amp;quot;, a modified version of the [[Kel-Tec KSG]] appears as of the 2012 Summer Sideshow event. It is a pump-action shotgun and feeds from a magazine placed in the loading port for the dual tube magazines, holding 12 shells per magazine. It comes with an adjustable choke - pressing the fire mode button switches between wide and tight shell spreads. In keeping with its &amp;quot;futuristic&amp;quot; appearance, the KSG makes strange &amp;quot;power-up&amp;quot; type sounds when a new magazine is inserted or when the pump-handle is cycled. While it is lighter and has a better effective range, the HSG-1 does less damage than the other shotguns.&lt;br /&gt;
[[Image:Kel-Tec KSG Shotgun Oleg Volk 1.jpg|500px|thumb|none|Kel-Tec KSG - 12 gauge]]&lt;br /&gt;
[[File:KF KSG holding.jpg|thumb|600px|none|A dosh enthusiast with his KSG on the local moon base.]] &lt;br /&gt;
[[File:KF KSG irons.jpg|thumb|600px|none|The rather wonky fiber-optic sights.]] &lt;br /&gt;
[[File:KF KSG misc1.jpg|thumb|600px|none|Pumping the shotgun after blasting some Zeds.]] &lt;br /&gt;
[[File:KF KSG reloading1.jpg|thumb|600px|none|Reloading. Removing the magazine. Note the poor trigger discipline.]] &lt;br /&gt;
[[File:KF KSG reloading2.jpg|thumb|600px|none|About to load in a new mag.]] &lt;br /&gt;
[[File:KF KSG reloading3.jpg|thumb|600px|none|Chambering a round.]] &lt;br /&gt;
[[Image:KF-HSG1Promo.jpg|400px|thumb|none|Promotional image of the HSG-1.]]&lt;br /&gt;
&lt;br /&gt;
== Winchester Model 1897 &amp;quot;Trench Gun&amp;quot; ==&lt;br /&gt;
Added to the game with the 2012 Halloween update is the Trench Gun version of the [[Winchester Model 1897]], unsurprisingly called &amp;quot;Trenchgun&amp;quot; in-game. As a Firebug weapon, it is the only shotgun in the game to load incendiary &amp;quot;Dragon's Breath&amp;quot; shells, setting any specimen it doesn't immediately kill on fire. It holds a semi-incorrect 6 shells in the tube - the real weapon could hold this many, but you have to load a round in the chamber then load the other 5 shells in the tube. &lt;br /&gt;
[[Image:Winchester1897TrenchTakedown.jpg|none|thumb|500px|Winchester Model 1897 &amp;quot;Trench Gun&amp;quot; - 12 gauge]]&lt;br /&gt;
[[File:KF M1897 holding.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:KF M1897 irons.jpg|thumb|600px|none|Iron sights.]] &lt;br /&gt;
[[File:KF M1897 misc1.jpg|thumb|600px|none|Pumping the weapon after firing, revealing the brass shells used.]] &lt;br /&gt;
[[File:KF M1897 reloading1.jpg|thumb|600px|none|Reloading. Loading in a new shell.]] &lt;br /&gt;
[[File:KF M1897 reloading2.jpg|thumb|600px|none|Chambering a shell after loading up.]]&lt;br /&gt;
&lt;br /&gt;
= Rifles =&lt;br /&gt;
== Winchester Model 1894 ==&lt;br /&gt;
One of the cheapest weapons in the game is a [[Winchester Model 1894]] called the &amp;quot;Lever Action Rifle&amp;quot;. In previous versions, it has been referred to as the &amp;quot;Winchester&amp;quot;. It is equipped with a rear tang peep sight. It deals nearly twice the damage of the Mk 14 EBR per bullet, though with half the capacity, a slower reload and slower rate-of-fire due to its lever-action nature. At high Sharpshooter levels, it can kill anything weaker than a Scrake in a single headshot.&lt;br /&gt;
[[Image:Win94saddlering.jpg|thumb|none|500px|Winchester 1894 Saddle Ring Carbine - .30-30.]]&lt;br /&gt;
[[File:KF Model 1894 holding.jpg|thumb|600px|none|Standing outside a blood-stained barn, Winchester in hand.]]&lt;br /&gt;
[[File:KF Model 1894 irons.jpg|thumb|600px|none|Peeping through the peep sight.]]&lt;br /&gt;
[[File:KF Model 1894 reloading.jpg|thumb|600px|none|Reloading. Not attempts at chambering a round is done after loading up, regardless if there's a round in the chamber or not.]]&lt;br /&gt;
[[File:KF Model 1894 misc1.jpg|thumb|600px|none|Cycling the action, showing a new round being chambered.]]&lt;br /&gt;
&lt;br /&gt;
== Short Magazine Lee-Enfield No. 4 Mk. I ==&lt;br /&gt;
Added in the second Community Weapon Pack DLC. As with the other weapons in the pack, it is not an original [[Short Magazine Lee-Enfield (SMLE)|SMLE]], but rather a &amp;quot;steampunk&amp;quot;-style weapon named the &amp;quot;Single-Piston Long Musket&amp;quot;. As a Sharpshooter weapon, it is effectively a longer-ranged version of the lever-action rifle, with a short-ranged scope attached. Instead of the usual procedure of reloading via stripper clips, it is reloaded by replacing the detachable magazine - Killing Floor shares the distinction with the earlier ''Call of Duty: Finest Hour'' and the later ''ZombiU'' of being possibly the only games ever in which a Lee-Enfield is reloaded in this manner.&lt;br /&gt;
[[Image:Smle4mk1t.jpg|none|thumb|500px|Lee-Enfield No.4 Mk.I(T) with magazine and scope - .303 British]]&lt;br /&gt;
[[Image:KF-SPLM.jpg|none|thumb|400px|A promotional image showing the &amp;quot;Single-Piston Long Musket&amp;quot; in gameplay, giving a nice profile view of the weapon. The user could have picked a better time to reload, though.]]&lt;br /&gt;
[[Image:KF-SPLMPromo.jpg|none|thumb|500px|Another promotional image of the &amp;quot;Single-Piston Long Musket&amp;quot;, showing off the eagle-head forend.]]&lt;br /&gt;
&lt;br /&gt;
= Assault Rifles and Carbines =&lt;br /&gt;
== Colt M4A1 Carbine ==&lt;br /&gt;
The [[M16 rifle series#M4/M4A1 Carbine|M4A1]] was introduced during the 2011 Twisted Christmas event. Available in two configurations: the cheaper one for the Commando Perk appears as simply the &amp;quot;M4&amp;quot;, fitted with an Aimpoint M68 Close Combat Optic (aka CompM2) and compared to the [[AK-47#AIMR|AIMR]] it has a higher fire rate and more reserve ammo, but a slower reload and less damage per bullet. The much more expensive version for the Demolitions Perk appears as the &amp;quot;M4 203&amp;quot;, using iron sights rather than the M68 CCO and fitted with a [[M203 grenade launcher|Knight's Armament M203A1 grenade launcher]] which gives it more raw firepower than the standard version. &lt;br /&gt;
&lt;br /&gt;
Both M4A1 models feature a Vltor Improved Modstock, Knight's Armament rear flip-up BUIS, Magpul PMAGs, and a Knight's Armament M4 RAS handguard with rail covers. The Commando M4 is also available with a desert-style digital camo pattern for those who own the &amp;quot;Camo Weapons Pack&amp;quot; DLC.&lt;br /&gt;
[[Image:ColtM4.jpg|none|thumb|500px|Colt M4A1 Carbine with Aimpoint M68 Close Combat Optic, Knight's Armament M4 RAS handguard with rail covers and vertical foregrip - 5.56x45mm NATO]]&lt;br /&gt;
[[File:KF M4 holding.jpg|thumb|600px|none|A survivor with his newly acquired M4A1 on the &amp;quot;Freight Yard&amp;quot; map.]] &lt;br /&gt;
[[File:KF M4 irons.jpg|thumb|600px|none|Sighting up a Husk with the red dot.]] &lt;br /&gt;
[[File:KF M4 reloading1.jpg|thumb|600px|none|As some Zeds draw closer, the survivor reloads his rifle. While somewhat difficult to spot, the fire-selector is set to safe. It's possible to switch between semi and full auto, but the selector won't move when doing so.]] &lt;br /&gt;
[[File:KF M4 reloading2.jpg|thumb|600px|none|About to insert a new PMAG.]] &lt;br /&gt;
[[File:KF M4 reloading3.jpg|thumb|600px|none|Pulling the charging handle. Time to start shooting.]] &lt;br /&gt;
[[Image:KF-CamoM4.jpg|none|thumb|500px|Promotional image of the M4A1 with digital desert-style camo.]]&lt;br /&gt;
[[Image:CM4-M203.jpg|thumb|none|500px|Colt M4A1 Carbine with Knight's Armament M203A1 grenade launcher - 5.56x45mm NATO and 40x46mm]]&lt;br /&gt;
[[File:KF M4 M203 holding.jpg|thumb|600px|none|A survivor with a more explosive version of the M4.]] &lt;br /&gt;
[[File:KF M4 M203 irons.jpg|thumb|600px|none|Sight picture of the KAC flip-up sights.]] &lt;br /&gt;
[[File:KF M4 M203 reloading.jpg|thumb|600px|none|Reloading the M203.]]&lt;br /&gt;
[[Image:Xmas_m4203.jpg|thumb|none|550px|M4A1 with M203 as shown in a promotional image.]]&lt;br /&gt;
&lt;br /&gt;
== L22A2 ==&lt;br /&gt;
The first of the Commando Perk weapons is the [[L22A2]], dubbed the &amp;quot;Bullpup&amp;quot;. It has a mounted EOTech XPS red dot sight (which is unrealistic, as the rail on top of the L22A2 is not a Picatinny rail and as such would be unable to hold the EOTech in place) and uses 40-round magazines. It's very weak and unaccurate with heavy recoil.&lt;br /&gt;
[[Image:Sa80A2-l22a2.jpg|thumb|none|500px|L22A2 with 20-round magazine and SUSAT scope - 5.56x45mm NATO]]&lt;br /&gt;
[[File:KF L22 holding.jpg|thumb|600px|none|A British soldier with his L22A2, preparing to defend the last of the phone boots from the Zed hordes.]] &lt;br /&gt;
[[File:KF L22 irons.jpg|thumb|600px|none|The sight picture of the EOTech.]] &lt;br /&gt;
[[File:KF L22 reloading1.jpg|thumb|600px|none|Reloading. About to pull out the magazine.]] &lt;br /&gt;
[[File:KF L22 reloading2.jpg|thumb|600px|none|Then mashing in a new mag. No attempt at using the bolt-release or yanking the charging-handle is done however, the round seemingly chambering itself.]] &lt;br /&gt;
[[Image:KF-L22Ground.jpg|none|thumb|450px|Examination of the L22A2 on the ground shows that the right side of weapon is a mirror of the left, thus no ejection port or charging handle. Note the lightened A2 fore-end and the bit of Picatinny rail sticking out behind the top of the non-proprietary vertical grip.]]&lt;br /&gt;
&lt;br /&gt;
== Romanian AIMR ==&lt;br /&gt;
The [[AK-47#AIMR|AIMR]], referred to as an &amp;quot;AK47&amp;quot;, is the second Commando weapon. The AIMR serves as a rather good all-rounder weapon with higher power in comparison to the M4A1, though is tempered with rather lackluster accuracy, a high recoil on par with the SCARMk17 on full auto and always recoiling into the right, requiring a lot of re-aiming. A version with a gold finish can be obtained with a DLC package released for the 2012 Christmas update, with plating on all metal components and golden engraving on the wooden parts as well.&lt;br /&gt;
[[Image:PM md. 90 Krinkov.jpg|thumb|none|500px|AIMR - 7.62x39mm. The original Romanian designation for this rifle is the PM md. 90 cu țeavă scurtă (short barrelled).]]&lt;br /&gt;
[[File:KF AK holding.jpg|thumb|600px|none|A British soldier enjoying the sun set with his AIMR.]] &lt;br /&gt;
[[File:KF AK irons.jpg|thumb|600px|none|Iron sights.]] &lt;br /&gt;
[[File:KF AK reloading1.jpg|thumb|600px|none|Reloading. About to pull out the dry mag.]] &lt;br /&gt;
[[File:KF AK reloading2.jpg|thumb|600px|none|Rocking in a new one.]] &lt;br /&gt;
[[File:KF AK reloading3.jpg|thumb|600px|none|Pulling the charging handle with an overhand technique.]] &lt;br /&gt;
[[Image:KF-GoldDraco.jpg|none|thumb|400px|The Golden AK47: the AIMR with gold plating or engraving on everything but the pistol grip.]]&lt;br /&gt;
[[Image:KF-DracoGround.jpg|thumb|none|400px|A dropped AIMR. Since it apparently must be one or the other, it actually has a charging handle and ejection port, but also has the safety on. Note the two lined up detents below the selector switch for full-auto and semi-auto fire modes respectively, indicating it is the AIMR and not the similar semi-auto-only Draco Carbine.]]&lt;br /&gt;
&lt;br /&gt;
== MKb 42(H) ==&lt;br /&gt;
The Halloween 2012 event added the [[Sturmgewehr 44|MKb42(H)]] to the game as another Commando weapon. Sporting a reference to ''Red Orchestra 2: Heroes of Stalingrad'', the MKb 42 is another all-rounder weapon, with rather controllable recoil and rate of fire.&lt;br /&gt;
[[Image:German WW2 MP-44 copy Sport-Systeme Dittrich 'BD42(H)' designed from the MKB42(H).jpg|thumb|none|500px|Haenel MKb 42(H) - 7.92x33mm Kurz]]&lt;br /&gt;
[[File:KF MKb holding.jpg|thumb|600px|none|Wielding the MKb on the &amp;quot;Stronghold&amp;quot; map.]]&lt;br /&gt;
[[File:KF MKb irons.jpg|thumb|600px|none|Aiming for the head on a Zed.]]&lt;br /&gt;
[[File:KF MKb reloading1.jpg|thumb|600px|none|Reloading. The magazine is thrown away.]]&lt;br /&gt;
[[File:KF MKb reloading2.jpg|thumb|600px|none|Inserting a new one.]]&lt;br /&gt;
[[File:KF MKb reloading3.jpg|thumb|600px|none|The charging handle travelling forward after being pulled.]]&lt;br /&gt;
&lt;br /&gt;
= Battle Rifles =&lt;br /&gt;
== FN FAL &amp;quot;G Series&amp;quot; ==&lt;br /&gt;
Added for the 2012 summer event, the [[FN FAL#FN FAL|FN FAL &amp;quot;G Series&amp;quot;]] is a powerful Commando weapon called the &amp;quot;FNFAL ACOG&amp;quot;, likely standing-in for the British [[FN FAL#L1A1|L1A1 SLR]]. It shares the SCAR-H's high power as well as having lower recoil than the SCAR-H, though with a higher firing rate and a higher cost. The FAL in-game is customized with a wooden pistol grip, an original FAL 50.00 flash-hider, a rail on top of the receiver, and an ACOG scope mounted on said rail giving it a higher zoom level than the SCAR.&lt;br /&gt;
[[File:Fn_fal_g_series.jpg|thumb|none|500px|FN FAL &amp;quot;G Series&amp;quot; - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:C1A1.jpg|500px|thumb|none|L1A1 SLR with wood furniture for comparison - 7.62x51mm NATO]]&lt;br /&gt;
[[File:KF FAL holding.jpg|thumb|600px|none|Wandering through the &amp;quot;Siren's Belch&amp;quot; map with a FAL. Note that the reticle of the sight can be seen, which would mean that the reticle would be a part of the actual glass of the scope.]]&lt;br /&gt;
[[File:KF FAL irons.jpg|thumb|600px|none|Aiming with the sight. The reticle is not close to that of an actual ACOG.]]&lt;br /&gt;
[[File:KF FAL reloading1.jpg|thumb|600px|none|Reloading. Throwing away the empty mag.]]&lt;br /&gt;
[[File:KF FAL reloading2.jpg|thumb|600px|none|Rocking in a new one which has bullets nicely modelled in it.]]&lt;br /&gt;
[[File:KF FAL reloading3.jpg|thumb|600px|none|Pulling the charging handle with the palm of the hand.]]&lt;br /&gt;
&lt;br /&gt;
== FN SCAR-H (Mk 17 Mod 0) ==&lt;br /&gt;
The [[FN SCAR#FN SCAR-H|FN SCAR-H]], appearing as the &amp;quot;SCARMK17&amp;quot;, is one of the most powerful Commando Perk weapons available in-game, alongside the  FN FAL. Although the real-life cyclic rate is about 625rpm, it has one of the fastest RPM in the game as well as the highest recoil on par with the AIMR. It features a Tango Down vertical foregrip and the newer version of the Aimpoint M68 Close Combat Optic, the Aimpoint CompM4s, without lens cover caps and mounted on a high riser mount.&lt;br /&gt;
[[Image:FN_SCAR-H_STD.jpg|none|thumb|500px|Third Generation FN SCAR-H - 7.62x51mm NATO]]&lt;br /&gt;
[[File:KF SCAR holding.jpg|thumb|600px|none|Briar preparing to go fishing with his newly purchased SCAR.]]&lt;br /&gt;
[[File:KF SCAR irons.jpg|thumb|600px|none|Aiming.]]&lt;br /&gt;
[[File:KF SCAR reloading1.jpg|thumb|600px|none|His fishing trip proving fruitless, Briar hides from the rain in the old mansion to reload his SCAR. Note that the charging handle is still in its forward position. Since the SCAR has a reciprocating charging handle, and since its bolt locks back once its dry, it should be in its backward position.]]&lt;br /&gt;
[[File:KF SCAR reloading2.jpg|thumb|600px|none|Inserting a new magazine while showcasing good trigger discipline. Note that the selector is actually set to auto.]]&lt;br /&gt;
[[File:KF SCAR reloading3.jpg|thumb|600px|none|Hitting the bolt-release. Out of all the guns that has one in Killing Floor, this is the only gun were it's actually used.]]&lt;br /&gt;
&lt;br /&gt;
== Mk 14 Mod 0 Enhanced Battle Rifle ==&lt;br /&gt;
One of the primary Sharpshooter weapons in the game is a [[M14#Mk_14_Mod_0/1_Enhanced_Battle_Rifle|Mk 14 Mod 0 EBR]], a model with a fixed Sage tactical stock, using rail covers instead of the standard Kydex hand guard, and is equipped with a laser aiming module. In-game it is referred to as the &amp;quot;M14EBR&amp;quot;, the US Army designation. While it has a high price at the trader and rather high recoil, it comes with 20-round magazines, a high DPS, and usable laser sight for accurate hip firing.&lt;br /&gt;
[[Image:M14 ebr cvfs.jpg|none|thumb|500px|M14 EBR with Fixed Synthetic Stock and Butt Pad - 7.62x51mm NATO]]&lt;br /&gt;
[[File:KF M14 holding.jpg|thumb|600px|none|]]&lt;br /&gt;
[[File:KF M14 irons.jpg|thumb|600px|none|Iron sights.]]&lt;br /&gt;
[[File:KF M14 misc1.jpg|thumb|600px|none|The dot produced from the laser.]]&lt;br /&gt;
[[File:KF M14 reloading1.jpg|thumb|600px|none|Reloading. Pulling out the empty mag that still has bullets modelled in it.]]&lt;br /&gt;
[[File:KF M14 reloading2.jpg|thumb|600px|none|About to insert a new mag. Note the green magpul.]]&lt;br /&gt;
[[File:KF M14 reloading3.jpg|thumb|600px|none|Pulling the charging handle. As common in video games, the bolt is not depicted as locking back.]]&lt;br /&gt;
&lt;br /&gt;
== &amp;quot;M7A3&amp;quot; ==&lt;br /&gt;
A futuristic [[Kel-Tec_RFB#Kel-Tec_RFB_Carbine|Kel-Tec RFB Carbine]]-looking weapon, called the &amp;quot;M7A3&amp;quot;, was added in in the 2012 summer event. In is fitted with a red dot reflex sight (with a digital ammunition counter below the sight itself), vertical foregrip, and a medication dart launcher.&lt;br /&gt;
&lt;br /&gt;
The M7A3 packs a mean recoil and rather slow rate of fire, but comes with a futuristic red dot sight as well as good DPS making for a for a stronger weapon than the other medic guns that is also capable of launching medic-darts.&lt;br /&gt;
[[Image:RFB-18.jpg|none|thumb|500px|Kel-Tec RFB Carbine - 7.62x51mm NATO]]&lt;br /&gt;
[[File:AguninKFwtf.jpg|thumb|none|600px|A survivor wields his M7A3 while hopping through a low-gravity moonbase. Note the digital ammunition counter - it keeps track of both the bullets in the current magazine and the medication dart launcher's charge. The crosshair on the sight will even turn red when the magazine is almost empty.]]&lt;br /&gt;
[[File:KF M7A3 irons.jpg|thumb|none|600px|Reticle of the sight.]]&lt;br /&gt;
[[File:KF M7A3 reloading1.jpg|thumb|600px|none|Reloading. Removing the empty magazine. Note the open area on top of the rifle, which is acts as the ejection port. Not the best placement, as it would mean anyone who has their face close to it would have gases blown in their face and potentially brass hitting them.]]&lt;br /&gt;
[[File:KF M7A3 reloading2.jpg|thumb|600px|none|Inserting another full mag.]]&lt;br /&gt;
[[File:KF M7A3 reloading3.jpg|thumb|600px|none|Pulling the charging handle.]]&lt;br /&gt;
[[Image:KF-M7A3Promo.jpg|thumb|none|400px|Promotional image of the M7A3.]]&lt;br /&gt;
&lt;br /&gt;
= Sniper Rifles =&lt;br /&gt;
== Barrett M99 ==&lt;br /&gt;
Appearing as the &amp;quot;M99 AMR&amp;quot;, a [[Barrett M99]] with black and gray urban camo is one of the Sharpshooter weapons added in the 2012 Summer Sideshow event. It is an incredibly powerful and heavy weapon, capable of killing nearly every specimen in the game with a single headshot, but only Support Specialists have the carrying capacity to take any other weapon aside from the 9mm pistol alongside it. Since it's a single shot weapon, it must be reloaded after every shot, which takes a very long time without high Sharpshooter levels, and on top of that its ammunition is prohibitively expensive at £250 per bullet.&lt;br /&gt;
[[File:Barett m99-1.jpg|500px|thumb|none|Barrett M99 - .50 BMG]]&lt;br /&gt;
[[File:KF M99 holding.jpg|thumb|600px|none|Preparing for some sniping on the &amp;quot;mountain pass&amp;quot; map.]] &lt;br /&gt;
[[File:KF M99 irons.jpg|thumb|600px|none|Looking down the scope of the M99. Note that the outside of the scope isn't magnified.]] &lt;br /&gt;
[[File:KF M99 reloading1.jpg|thumb|600px|none|Reloading. Pulling back the bolt.]] &lt;br /&gt;
[[File:KF M99 reloading2.jpg|thumb|600px|none|Inserting a new .50 BMG round.]] &lt;br /&gt;
[[File:KF M99 reloading3.jpg|thumb|600px|none|Chambering said round.]]&lt;br /&gt;
[[File:KF-M99Promo.jpg|450px|thumb|none|A ''mirrored'' promotional image of the M99 AMR.]]&lt;br /&gt;
&lt;br /&gt;
= Explosives =&lt;br /&gt;
== L2A2 ==&lt;br /&gt;
The standard grenade players are equipped with are [[M26 hand grenade#L2A2 Hand Grenade|L2A2]]'s. Unlike the knife and other melee weapons having a dedicated slot, they are thrown by simply pressing a key. Players can carry 5 grenades (though Demolition or Support Specialist levels allow greater carrying capacity for grenades, up to 11). A grenade caught within the blast radius of another will explode immediately alongside it rather than needing its fuse to burn down, widening the blast radius. The Firebug and Field Medic classes get unique variants of the grenade at level 3; the former gets incendiary grenades that light Zeds on fire, while the latter gets grenades that release a green gas similar to the effect from their medication dart launchers; the gas will simultaneously heal teammates and damage Specimens that are within the cloud.&lt;br /&gt;
[[Image:L2A2.jpg|thumb|none|175px|L2A2 High-Explosive Fragmentation grenade]]&lt;br /&gt;
[[File:KF grenade misc1.jpg|thumb|600px|none|Briar throwing a grenade at some Zeds.]]&lt;br /&gt;
[[Image:KF-Grenade.jpg|thumb|none|200px|Trader image for the in-game L2A2.]]&lt;br /&gt;
&lt;br /&gt;
== M79 Grenade Launcher ==&lt;br /&gt;
An [[M79 grenade launcher]] can be used in the game. It is the third firearm that can be gold plated by way of a DLC pack released alongside the 2012 Christmas update. &lt;br /&gt;
&lt;br /&gt;
The M79 is a rather solid explosive weapon, useful for crowds of low level enemies and is rather light, though its single shot capacity gives it low DPS.&lt;br /&gt;
[[Image:M79-Grenade-Launcher.jpg|thumb|none|500px|M79 grenade launcher - 40x46mm]]&lt;br /&gt;
[[File:KF M79 holding.jpg|thumb|600px|none|Strolling through the &amp;quot;Waterworks&amp;quot; map with an M79.]] &lt;br /&gt;
[[File:KF M79 irons.jpg|thumb|600px|none|Iron sights. The leaf sight can't be used.]] &lt;br /&gt;
[[File:KF M79 reloading1.jpg|thumb|600px|none|Reloading. Dropping out the spent case.]] &lt;br /&gt;
[[File:KF M79 reloading2.jpg|thumb|600px|none|In with a new 40mm grenade.]] &lt;br /&gt;
[[Image:KF-GoldThumper.jpg|none|thumb|350px|At the motorway, a survivor wields his gold-plated variant, complete with gold engraving on the wooden parts.]]&lt;br /&gt;
[[Image:KF-GoldThumperReload.jpg|none|thumb|400px|Said survivor reloading the golden M79. Yes, the grenade is also gold-plated, with a biohazard symbol engraved over the primer.]]&lt;br /&gt;
&lt;br /&gt;
== Milkor MGL Mk 1S ==&lt;br /&gt;
A [[Milkor MGL#MGL Mk 1S|Milkor MGL Mk 1S]] with a Trijicon RX01 red dot sight can be used in the game, incorrectly called M32, which is the USMC's designation for the Mk 1L. It is the fourth and final weapon to be given an alternate camouflage pattern with the Camo Weapons Pack, gaining the same digital pattern as the M4A1. The M32 packs a large blast radius and damage, and can quickly fire all six grenades in an emergency, but takes a long time to reload; the upside is that, like the shotguns and Winchester, the reload can be interrupted.&lt;br /&gt;
[[Image:MGL32.jpg|thumb|none|500px|Milkor MGL Mk 1S in desert tan finish fitted with Armson OEG reflex sight - 40x46mm]]&lt;br /&gt;
[[File:KF Mk 1L holding.jpg|thumb|600px|none|Briar strolling through the &amp;quot;Steamland&amp;quot; themepark with his Mk 1S.]]&lt;br /&gt;
[[File:KF Mk 1L irons.jpg|thumb|600px|none|The red dot.]]&lt;br /&gt;
[[File:KF Mk 1L reloading2.jpg|thumb|600px|none|Reloading. Instead of using the extractor, each grenade is individually removed and replaced. Here one is removed...]]&lt;br /&gt;
[[File:KF Mk 1L reloading1.jpg|thumb|600px|none|...and then replaced with a fresh one as a Crawler appears from nowhere.]]&lt;br /&gt;
[[Image:KF-CamoM32.jpg|none|thumb|500px|Promotional image of the MGL Mk 1S with digital desert-style camouflage.]]&lt;br /&gt;
&lt;br /&gt;
== LAW 80 ==&lt;br /&gt;
A missile launcher called the &amp;quot;LAW&amp;quot; is obtainable in the game; before a balancing patch and the addition of the above M99, it was the heaviest and most destructive weapon available. The SAS insignia and motto, &amp;quot;Who dares wins&amp;quot;, is printed on the side of it. It has a passing resemblance to the [[LAW 80]].&lt;br /&gt;
[[Image:Law94mm.jpg|thumb|none|500px|LAW 80 for comparison - 94mm]]&lt;br /&gt;
[[File:KF LAW holding.jpg|thumb|600px|none|Finding himself in Hell, the survivor makes sure to bring adequate firepower.]]&lt;br /&gt;
[[File:KF LAW irons.jpg|thumb|600px|none|The sight of the LAW. The weapon cannot be hip fired.]]&lt;br /&gt;
[[File:KF LAW reloading.jpg|thumb|600px|none|Reloading the LAW.]]&lt;br /&gt;
[[Image:Killing floor LAW.jpg|none|thumb|400px|A &amp;quot;LAW&amp;quot; lying discarded on the ground.]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Video Game]]&lt;br /&gt;
[[Category:First-Person Shooter]]&lt;br /&gt;
[[Category:Science-Fiction]]&lt;br /&gt;
[[Category:Zombie]]&lt;br /&gt;
[[Category:Horror]]&lt;/div&gt;</summary>
		<author><name>AnActualAK47</name></author>
	</entry>
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		<updated>2017-05-17T18:49:05Z</updated>

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		<title>File:KF Vector reloading2.jpg</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=File:KF_Vector_reloading2.jpg&amp;diff=1106927"/>
		<updated>2017-05-17T18:48:53Z</updated>

		<summary type="html">&lt;p&gt;AnActualAK47: {{SS}}&lt;/p&gt;
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		<title>File:KF Vector reloading1.jpg</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=File:KF_Vector_reloading1.jpg&amp;diff=1106925"/>
		<updated>2017-05-17T18:48:39Z</updated>

		<summary type="html">&lt;p&gt;AnActualAK47: {{SS}}&lt;/p&gt;
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		<title>File:KF Vector irons.jpg</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=File:KF_Vector_irons.jpg&amp;diff=1106924"/>
		<updated>2017-05-17T18:48:29Z</updated>

		<summary type="html">&lt;p&gt;AnActualAK47: {{SS}}&lt;/p&gt;
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		<title>File:KF Vector holding.jpg</title>
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		<updated>2017-05-17T18:48:19Z</updated>

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	<entry>
		<id>https://www.buildlogs.org/index.php?title=Killing_Floor&amp;diff=1106921</id>
		<title>Killing Floor</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Killing_Floor&amp;diff=1106921"/>
		<updated>2017-05-17T18:46:01Z</updated>

		<summary type="html">&lt;p&gt;AnActualAK47: /* Smith &amp;amp; Wesson Model 29 */&lt;/p&gt;
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&lt;div&gt;{{Infobox Video Game|{{PAGENAME}}&lt;br /&gt;
|name = Killing Floor&lt;br /&gt;
|picture = Killing Floor.jpg&lt;br /&gt;
|caption =  PC Boxart&lt;br /&gt;
|date = May 14, 2009&lt;br /&gt;
|developer = Tripwire Interactive&lt;br /&gt;
|platforms= PC&amp;lt;br&amp;gt;Mac OS X&lt;br /&gt;
|publisher = Tripwire Interactive&lt;br /&gt;
|genre = First-Person Shooter&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''''Killing Floor''''' (also known as '''''KF''''') is a first-person shooter video game developed and published by Tripwire Interactive for the PC and Mac OS X. It is a stand-alone version of the original total conversion mod for ''Unreal Tournament 2004'', officially announced on March 2009, and was built on a heavily modified version of the ''Unreal Engine 2.5'' owned by ''Epic Games''. The game was released on May 14, 2009 for the PC and on May 5, 2010 for the Mac OS X.&lt;br /&gt;
&lt;br /&gt;
The story of Killing Floor follows the aftershock of a mutant breakout from multiple labs in London run by the Biotech company Horzine. Following a alleged protest, various Police and Military Units are called in to deal with the &amp;quot;protest&amp;quot;, only to find hordes of mutated humans called &amp;quot;Specimens&amp;quot; waiting. By the end of August, these specimen have destroyed London, ripping anything living to shreds and spreading to the rest of the country. The British Government, fearing this outbreak will spill to other neighboring countries sends various people called survivors into infected areas to deal with the specimens and contain them before they spill into Europe and beyond. These survivors contain a mixture of British army troops, Riot Police officers, civilians, surviving Horzine scientists and workers and such. Aided by the mysterious Trader, these survivors are sent to various infected locations, from West London streets to abandoned Horzine labs to a experimental Moon Base to combat the specimen.&lt;br /&gt;
&lt;br /&gt;
Following the annual Christmas update in 2012, most event updates have coincided with the release of DLC that gives players the option of buying versions of existing weapons with alternate skins. There are currently 12 weapons with alternate skins - eight gold-plated (only five of which are proper firearms), four properly camouflaged. Weapons with alternate DLC skins are noted.&lt;br /&gt;
&lt;br /&gt;
'''The following weapons appear in the game ''Killing Floor'':'''&lt;br /&gt;
__TOC__&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Handguns =&lt;br /&gt;
All handguns can be dual-wielded.&lt;br /&gt;
== Beretta M9A1 ==&lt;br /&gt;
The [[Beretta 92 pistol series#Beretta M9A1|Beretta M9A1]], fitted with a functional weaponlight, appears as the &amp;quot;9mm Tactical&amp;quot; and is the default sidearm for all survivors. Like in many games, the hammer is always shown as uncocked.&lt;br /&gt;
[[Image:BerettaM9A1.jpg|none|thumb|350px|Beretta M9A1 - 9x19mm]]&lt;br /&gt;
[[File:KF M9 holding.jpg|thumb|600px|none|As his only method of escape flies away, the British soldier wonder why he was only issued a M9A1 and nothing else.]] &lt;br /&gt;
[[File:KF M9 irons.jpg|thumb|600px|none|Sighting up the incoming hordes.]] &lt;br /&gt;
[[File:KF M9 misc1.jpg|thumb|600px|none|Turning on the torch before entering the local hotel.]] &lt;br /&gt;
[[File:KF M9 reloading1.jpg|thumb|600px|none|Reloading. Dropping out the dry mag while showcasing horrible trigger discipline. Here the torch can be more easily seen. It appears to be modeled after a M3X Tactical Illuminator.]] &lt;br /&gt;
[[File:KF M9 reloading2.jpg|thumb|600px|none|In with a new mag.]] &lt;br /&gt;
[[File:KF M9 reloading3.jpg|thumb|600px|none|The chambering the gun with the slide-release as the Zeds draw ''very'' close.]]&lt;br /&gt;
[[File:KF M9 akimbo irons.jpg|thumb|600px|none|Later that day, on top the Horizon office buliding, he finds himself dual wielding M9A1s against the Zed hordes.]]&lt;br /&gt;
[[File:KF M9 akimbo reloading.jpg|thumb|600px|none|Reloading the two guns, showing off terrible trigger discipline and the ability to release the mag on the left gun with pure will.]]&lt;br /&gt;
&lt;br /&gt;
== Heckler &amp;amp; Koch Mark 23 Mod 0 ==&lt;br /&gt;
The [[Heckler &amp;amp; Koch Mark 23|H&amp;amp;K Mark 23 Mod 0]], appearing as the &amp;quot;MK23&amp;quot;, was introduced during the Summer Sideshow 2012 event as a new weapon for the Sharpshooter Perk. It has comparable power to the .44 Magnum (which is rather absurd since it's chambered in a much smaller cartridge)  with twice the capacity, though it shares the same price as the Handcannon and has the slowest reload speed among the automatic pistols, particularly when dual-wielded. The Mark 23 is notable as it's the only sidearm in the game with its hammer cocked. It also has green tritium night-sights that glow in the dark.&lt;br /&gt;
[[Image:Mk23.jpg|none|thumb|350px|Heckler &amp;amp; Koch Mark 23 Mod 0 - .45 ACP]]&lt;br /&gt;
[[File:KF MK23 holding.jpg|thumb|600px|none|A survivor readying his Mk23 on the &amp;quot;Hillybilly horror&amp;quot; map.]] &lt;br /&gt;
[[File:KF MK23 irons.jpg|thumb|600px|none|The irons sights.]] &lt;br /&gt;
[[File:KF MK23 reloading1.jpg|thumb|600px|none|Reloading. Dropping out the dry mag while showcasing remarkably better trigger discipline than with the other pistols.]] &lt;br /&gt;
[[File:KF MK23 reloading2.jpg|thumb|600px|none|Loading in a new magazine. Note that the slide release is in its active position.]] &lt;br /&gt;
[[File:KF MK23 reloading3.jpg|thumb|600px|none|Chambering a round with the use of the slide release.]]&lt;br /&gt;
[[File:KF MK23 Akimbo holding.jpg|thumb|600px|none|Feeling that one Mk23 isn't enough, he buys himself another one on the &amp;quot;Waterworks&amp;quot; map.]] &lt;br /&gt;
[[File:KF MK23 Akimbo reloading1.jpg|thumb|600px|none|The Mk23 has a rather unusual reload animation when dual wielding. First the magazines are dropped (which is more believable in comparison to the M9 and Desert Eagle as the Mk23 actually has an ambidextrous mag-release), then the character will holster the gun in the right hand before inserting a new magazine in the left one and then racking the slide.]] &lt;br /&gt;
[[File:KF MK23 Akimbo reloading2.jpg|thumb|600px|none|The same process is repeated one the right-hand gun, but instead of racking the slide with their left hand, the character will instead grab the other gun before smacking the slide with it. Atleast proper trigger discipline is shown.]]&lt;br /&gt;
&lt;br /&gt;
== IMI/Magnum Research Desert Eagle Mark XIX ==&lt;br /&gt;
The [[Desert Eagle#Desert Eagle Mark XIX|Desert Eagle Mark XIX]], appearing as the &amp;quot;Handcannon&amp;quot;, is a Sharpshooter Perk weapon. While it features an 8-round magazine, it is modelled after the .50 AE version, which should hold only 7 rounds. The &amp;quot;Handcannon&amp;quot; is the most powerful handgun in the pistol lineup, the trade off being its high recoil and small magazine. It has been given a gold-plated variant with the second Golden Weapons Pack, with the &amp;quot;Golden Handcannon&amp;quot; coming in Magnum Research's Tiger Stripe finish.&lt;br /&gt;
[[Image:Desert-Eagle.jpeg|none|thumb|350px|Desert Eagle Mark XIX - .50AE]]&lt;br /&gt;
[[File:KF DEagle holding.jpg|thumb|600px|none|A survivor taking a look at some sort of abomination on the &amp;quot;Transit&amp;quot; map. Like with the M9, the hammer is uncocked. Unlike the M9 however, the Desert Eagle is a SAO weapon, meaning it can't ever be fired with an uncocked hammer.]] &lt;br /&gt;
[[File:KF DEagle irons.jpg|thumb|600px|none|Iron sights.]] &lt;br /&gt;
[[File:KF DEagle reloading.jpg|thumb|600px|none|Reloading. The Desert Eagle shares the exact same reload animation as the M9. Note that the slide isn't far back enough for the slide catch to actually ''catch'' it.]] &lt;br /&gt;
[[File:KF DEagle Akimbo holding.jpg|thumb|600px|none|A survivor brings his akimbo handcannons to hell.]]&lt;br /&gt;
[[File:KF DEagle Akimbo reloading.jpg|thumb|600px|none|Reloading. Inserting a magazine in the right hand gun in a rather awkward fashion.]]&lt;br /&gt;
[[Image:KF-GoldDeagle.jpg|thumb|none|500px|Promo image of the Golden Handcannons, with a gold tiger-stripe finish on everything but the grip. Note that whoever made this image apparently forgot the game is trying to pretend the &amp;quot;Desert Eagle&amp;quot; name isn't a thing.]]&lt;br /&gt;
&lt;br /&gt;
== Smith &amp;amp; Wesson Model 29 ==&lt;br /&gt;
The [[Smith &amp;amp; Wesson Model 29]], as the &amp;quot;.44 Magnum&amp;quot;, was introduced during the 2011 Twisted Christmas event and is a weapon for the Sharpshooter Perk. It is sort of a middle ground between the 9mm Tactical and the Handcannon: more powerful than the former, cheaper than the latter, but with less ammo and a longer reload time than both. &lt;br /&gt;
[[Image:Smith&amp;amp;WessonModel29.jpg|none|thumb|350px|Smith &amp;amp; Wesson Model 29 - .44 Magnum]]&lt;br /&gt;
[[File:KF Model 29 holding.jpg|thumb|600px|none|Bringing proper protection when visiting the local subway on the &amp;quot;Filth's Crossing&amp;quot; map.]] &lt;br /&gt;
[[File:KF Model 29 irons.jpg|thumb|600px|none|Iron sights.]] &lt;br /&gt;
[[File:KF Model 29 reloading1.jpg|thumb|600px|none|Reloading. First by using the extractor, which is actually animated for a change.]] &lt;br /&gt;
[[File:KF Model 29 reloading2.jpg|thumb|600px|none|Then new rounds are inserted with a speedloader.]] &lt;br /&gt;
[[File:KF Model 29 reloading3.jpg|thumb|600px|none|Finally the cylinder is snapped shut, bad idea. Note that there aren't any rounds in the chambers. Apparently they were consumed by the darkness.]] &lt;br /&gt;
[[File:KF Model 29 Akimbo holding.jpg|thumb|600px|none|Briar brings one more Model 29 along before visiting &amp;quot;Steamland&amp;quot;.]] &lt;br /&gt;
[[File:KF Model 29 Akimbo reloading1.jpg|thumb|600px|none|The akimbo reload is by far more feasible than what a lot of other games show. The left hand revolver is holstered before reloading the right one.]] &lt;br /&gt;
[[File:ReovlerinKFeatmyshorts.jpg|thumb|600px|none|And vice versa with the left one. Once again the extractor is used.]] &lt;br /&gt;
[[File:KF Model 29 Akimbo reloading3.jpg|thumb|600px|none|Finally the rounds are loaded with a speed loader.]]&lt;br /&gt;
&lt;br /&gt;
== Colt 1851 Navy ==&lt;br /&gt;
With the 2012 Halloween event came the community Weapons Pack DLC which among four other 3 other weapons added the &amp;quot;Flare Revolver&amp;quot;, a modified [[Colt 1851 Navy]]. Unlike the other handguns, it is meant for the Firebug Perk, and as such it is modified to launch .36-caliber flares rather than bullets. The Flare Revolver's an interesting weapon, while being lighter than most of the other Firebug weapons, its damage is pretty mediocre and the Siren's scream can destroy the flares.&lt;br /&gt;
[[Image:1851Navy.jpg|thumb|none|350px|Colt 1851 Navy - .36 caliber]]&lt;br /&gt;
[[File:KF Flare Revolver holding.jpg|thumb|600px|none|Briar with his flare shooting revolver on the &amp;quot;Foundry&amp;quot; map.]]&lt;br /&gt;
[[File:KF Flare Revolver irons.jpg|thumb|600px|none|Iron sights, which aren't the most effective.]]&lt;br /&gt;
[[File:KF Flare Revolver reloading1.jpg|thumb|600px|none|Reloading. Beginning with grabbing the barrel to open it up, which automatically ejects the whole cylinder.]]&lt;br /&gt;
[[File:KF Flare Revolver reloading2.jpg|thumb|600px|none|Inserting a new cylinder.]]&lt;br /&gt;
[[File:KF Flare Revolver Akimbo holding.jpg|thumb|600px|none|Briar considering starting a fire in the Wyre forest with his two revolvers.]]&lt;br /&gt;
[[File:KF Flare Revolver Akimbo reloading1.jpg|thumb|600px|none|Reloading. Like with the Mk23 and Model 29, one of the revolvers is holstered before reloading, beginning with the right one.]]&lt;br /&gt;
[[File:KF Flare Revolver Akimbo reloading2.jpg|thumb|600px|none|...and then the left.]]&lt;br /&gt;
&lt;br /&gt;
= Submachine Guns =&lt;br /&gt;
== Heckler &amp;amp; Koch MP5A4 ==&lt;br /&gt;
A [[Heckler &amp;amp; Koch MP5#Heckler &amp;amp; Koch MP5A4|Heckler &amp;amp; Koch MP5A4]], referred to as the &amp;quot;MP5M&amp;quot;, was added in late 2011 as a second weapon for the Medic. Like the MP7, it is equipped with a Trijicon RX01 red dot sight and a medication dart launcher. The model in-game also features OD green furniture and a Surefire 628 dedicated forend weaponlight, though due to the medication dart launcher already taking the secondary-fire function, the light cannot be used. It's magazine holds 32 rounds. The MP5M is a solid SMG for any medic, with its easy to read sight and plentiful back-up ammo only nullified with a rather weak damage per shot. It is one of four weapons given proper camouflage with the &amp;quot;Camo Weapon Pack&amp;quot; DLC - it is given a blood-splattered woodland finish referred to as &amp;quot;Blood camo&amp;quot;.&lt;br /&gt;
[[Image:H&amp;amp;KMP5A4Surefire.jpg|none|thumb|500px|H&amp;amp;K MP5A4 with Surefire 628 dedicated forend weaponlight - 9x19mm]]&lt;br /&gt;
[[File:KF MP5 holding.jpg|thumb|600px|none|Freezing in the rain with an MP5 on the &amp;quot;Stronghold&amp;quot; map.]]&lt;br /&gt;
[[File:KF MP5 irons.jpg|thumb|600px|none|The red dot sight.]]&lt;br /&gt;
[[File:KF MP5 reloading1.jpg|thumb|600px|none|Reloading. Pulling back the charging handle.]]&lt;br /&gt;
[[File:KF MP5 reloading2.jpg|thumb|600px|none|Kicking out the dry mag with the new one.]]&lt;br /&gt;
[[File:KF MP5 reloading3.jpg|thumb|600px|none|And then finishing the reload with a HK-slap.]]&lt;br /&gt;
[[Image:KF-CamoMP5.jpg|thumb|none|500px|The promotional image of the MP5M with &amp;quot;blood camo&amp;quot; in the advertisement for the &amp;quot;Camo Weapon Pack&amp;quot;. Note that the fire-selector is on burst.]]&lt;br /&gt;
&lt;br /&gt;
== Heckler &amp;amp; Koch MP7 ==&lt;br /&gt;
The first of the Medic Perk's primary weapons is the [[Heckler &amp;amp; Koch MP7]], referred to as &amp;quot;MP7M&amp;quot; in-game. As a Medic weapon, it is equipped with a medication dart launcher attached to the left side of the gun, which allows the user to heal teammates from long range. It is also fitted with a Trijicon RX01 red dot sight and 20-round magazine (though with a sufficiently-leveled Medic perk that can be doubled, unintentionally setting the precedent for future Medic weapons to have ridiculously-incorrect capacities at high perk levels). The real rate of fire for the MP7 is 950 RPM, but in-game its rate of fire is near 1200 RPM. The MP7M is another solid medic weapon choice, with a high rate of fire, low weight and even serving as a spawn weapon for Level 6 medics. Its MAC-10-like rate of fire is a pain to deal with though, forcing short bursts to stay on target and a ton of reloads.&lt;br /&gt;
[[Image:Original_MP7.jpg|thumb|none|400px|Heckler &amp;amp; Koch MP7 - 4.6x30mm]]&lt;br /&gt;
[[File:KF MP7 holding.jpg|thumb|600px|none|A medic with his MP7 on a map based of the game Portal.]]&lt;br /&gt;
[[File:KF MP7 irons.jpg|thumb|600px|none|Aiming on some Zeds with the red dot.]]&lt;br /&gt;
[[File:KF MP7 reloading1.jpg|thumb|600px|none|Reloading. Dropping out the empty mag.]]&lt;br /&gt;
[[File:KF MP7 reloading2.jpg|thumb|600px|none|Then in a needlessly awkward fashion, the character will grab a new mag with their right hand will still holding onto the weapon via the foregrip. Note that the bolt isn't depicted as locking back. The left side hasn't been modelled with the ambidextrous safety and bolt-release an actual MP7 has.]]&lt;br /&gt;
[[File:KF MP7 reloading3.jpg|thumb|600px|none|After all that, the charging handle is pulled instead of using the bolt-release.]]&lt;br /&gt;
&lt;br /&gt;
== Thompson Submachine Gun ==&lt;br /&gt;
Multiple versions of the [[Thompson Submachine Gun]] have been added to the game. The first was the M1A1 in one of the four Community Pack DLC weapons.&lt;br /&gt;
&lt;br /&gt;
The other two are both M1928s fitted with the distinctive drum magazines and pistol-grip forend. The normal variant is gained by owning both ''Killing Floor'' and ''[[Red Orchestra 2: Rising Storm]]'', and is named the &amp;quot;Rising Storm Tommy Gun&amp;quot;. The Rising Storm Thompson is very similar to the standard M1A1 in raw power and damage, reliably decapitating weak enemies with a couple of shots. The bonus with the Rising Storm is that it packs the largest base magazine size for all the Commando weapons (50 rounds) and isn't too expensive in comparison with its counterparts. Its faults are its even weaker power against bigger enemies, its low ammo reserve, and the fact you have to own ''Rising Storm'', a completely different game, to actually use it.&lt;br /&gt;
&lt;br /&gt;
The second Community Weapon Pack includes a &amp;quot;steampunk&amp;quot; version of the weapon referred to as &amp;quot;Dr. T's Lead Delivery System&amp;quot;, and loads from 40-round drums instead of 50 because Steampunk. Again, it has the same pros as both other versions of the Thompson, but with some more annoying cons added on, such as producing smoke when firing and a slower reload. &lt;br /&gt;
[[Image:M1sb.jpg|none|thumb|450px|Colt M1A1 Thompson - .45 ACP]]&lt;br /&gt;
[[Image:M1928.jpg|none|thumb|450px|Colt M1928 Thompson - .45 ACP]]&lt;br /&gt;
[[File:KF M1A1 holding.jpg|thumb|600px|none|A member of what once was the British army prepares to enter a not particularly amusing amusement park.]] &lt;br /&gt;
[[File:KF M1A1 irons.jpg|thumb|600px|none|Taking a look at a rather gruesome scene. Note that the weapon is aimed through the top part of the sight and not the peep sight.]] &lt;br /&gt;
[[File:KF M1A1 reloading1.jpg|thumb|600px|none|Reloading. First by pulling out the magazine without actually using the mag-release.]] &lt;br /&gt;
[[File:KF M1A1 reloading2.jpg|thumb|600px|none|In with a new 30 round stick mag.]] &lt;br /&gt;
[[File:KF M1A1 reloading3.jpg|thumb|600px|none|The pulling the charging handle, showing that the bolt does not actually move when doing so.]] &lt;br /&gt;
[[Image:KF-M1928.jpg|none|thumb|400px|While wandering an underground destroyed research lab, a survivor brings his M1928 &amp;quot;Rising Storm Tommy Gun&amp;quot; to bear.]]&lt;br /&gt;
[[Image:KF-DrT.jpg|none|thumb|400px|Finally, there is the M1928 &amp;quot;Dr. T's Lead Delivery System&amp;quot;, complete with brass finish, various gears, and steampunk swooshes.]]&lt;br /&gt;
&lt;br /&gt;
== MAC-10 ==&lt;br /&gt;
A Firebug weapon, the [[MAC-10]] is equipped with its distinctive Sionics two-stage suppressor and has a 30-round magazine. The MAC-10 can be fired in semi-auto and full-auto fire modes, and features damage comparable to the Bullpup. If used in conjunction with the Firebug Perk, bullets which do not instantly kill specimens will set them on fire. The MAC-10 is a good starting round weapon for a Firebug, being a effective mid-range weapon and with a high rate of fire in comparison to the other Firebug starting weapons. Its rather obtrusive iron sights and high recoil makes the weapon less effective in later rounds.&lt;br /&gt;
[[Image:Ingram-mac10 new.jpg|none|thumb|400px|Ingram MAC-10 with Sionics Two-Stage Sound Suppressor - .45 ACP]]&lt;br /&gt;
[[File:KF MAC10 holding.jpg|thumb|600px|none|Finding himself in a cold ice cave, a British soldier brings his fire spitting MAC-10.]]&lt;br /&gt;
[[File:KF MAC10 irons.jpg|thumb|600px|none|Iron sights.]]&lt;br /&gt;
[[File:KF MAC10 misc1.jpg|thumb|600px|none|Lighting some Zeds on fire with the MAC.]]&lt;br /&gt;
[[File:KF MAC10 reloading1.jpg|thumb|600px|none|Reloading. Pulling out the magazine without touching the magazine catch.]]&lt;br /&gt;
[[File:KF MAC10 reloading2.jpg|thumb|600px|none|Inserting a new one.]]&lt;br /&gt;
[[File:KF MAC10 reloading3.jpg|thumb|600px|none|Pulling back the charging handle. Note that the bolt is in its correct backwards position.]]&lt;br /&gt;
&lt;br /&gt;
== TDI Vector ==&lt;br /&gt;
Named the &amp;quot;Schneidzekk Medic Gun&amp;quot;, the [[TDI Vector]] was added with the 2012 Twisted Christmas update, possessing a high rate of fire. It has a correct 25-round magazine capacity and like the other Field Medic guns, in addition to the usual healing dart launcher, its mag capacity can be doubled to 50 with a high enough perk level. Unlike the other medic guns, it does not possess a red dot sight of any kind, relying solely on ironsights. The Schneidzekk, which means &amp;quot;Zed Cutter&amp;quot; in German, is an interesting weapon choice for a medic wanting the power of the Thompson while still being able to use medical darts. The downsides of the weapon would be its high price, poor accuracy, and ridiculous fire rate combined with a relatively slow reload.&lt;br /&gt;
[[Image:KrissSuperV.jpg|none|thumb|450px|TDI Vector - .45 ACP]]&lt;br /&gt;
[[Image:KF-Vector.jpg|none|thumb|400px|A survivor wanders a Moon Base - yes, a Moon Base - with his Vector.]]&lt;br /&gt;
[[Image:KF-VectorReload.jpg|none|thumb|450px|Even in space, no one can escape the Specimens. The survivor reloads his Vector and prepares for some low-gravity Zed cutting.]]&lt;br /&gt;
&lt;br /&gt;
= Shotguns =&lt;br /&gt;
== 12 Gauge Double Barreled Shotgun ==&lt;br /&gt;
A [[12_Gauge_Double_Barreled_Shotgun|double barreled hunting shotgun]] is available in the game. Called the &amp;quot;Hunting Shotgun&amp;quot;, it is incredibly powerful at close-range, especially when both barrels are fired at once via the secondary-fire function. Support Specialists at the highest level spawn with one. The weapon's accuracy is rather poor and reloading it takes time, additionally, it cannot be reloaded unless one has fired both barrels. &lt;br /&gt;
[[Image:IGA-Coach-Gun.jpg|thumb|none|500px|Stoeger/IGA coach gun - 12 gauge]]&lt;br /&gt;
[[File:KF DB holding.jpg|thumb|600px|none|Creeping through a creepy mansion with a double-barrel shotty.]] &lt;br /&gt;
[[File:KF DB irons.jpg|thumb|600px|none|Iron sights. Or rather, a bead sight.]] &lt;br /&gt;
[[File:KF DB reloading1.jpg|thumb|600px|none|Reloading. Chucking out the spent shells.]] &lt;br /&gt;
[[File:KF DB reloading2.jpg|thumb|600px|none|Loading in one shell...]] &lt;br /&gt;
[[File:KF DB reloading3.jpg|thumb|600px|none|...and the other.]]&lt;br /&gt;
&lt;br /&gt;
== AA-12 CQB ==&lt;br /&gt;
The main weapon of the Support Specialist Perk is an [[AA-12|AA-12 CQB automatic shotgun]]. It uses 20-round drum magazines and has the largest reserve ammo pool of the shotguns at 80 rounds, something it goes through quickly due to its fully automatic nature however. While it's very powerful and has a quick reload compared to the tube-fed shotguns, the AA-12 is heavy and very expensive. Unlike the real AA-12, it has a semi-automatic fire mode. It is the second of two firearms given a gold-plated variant with the second Golden Weapon Pack and is one of the most elaborately plated guns in the pack.&lt;br /&gt;
[[Image:AA-12 CQB.jpg|thumb|500px|none|AA-12 CQB - 12 gauge]]&lt;br /&gt;
[[File:KF AA12 holding.jpg|thumb|600px|none|A survivor preparing to tear up some Zeds with his AA-12 on the &amp;quot;Fright Yard&amp;quot; map.]]&lt;br /&gt;
[[File:KF AA12 irons.jpg|thumb|600px|none|Iron sights.]]&lt;br /&gt;
[[File:KF AA12 reloading1.jpg|thumb|600px|none|Reloading. Beginning with pulling and then pushing the charging handle forward, which is correct. Since the AA-12 is an open bolt weapon, it is possible to cock the weapon before actually inserting a new magazine.]]&lt;br /&gt;
[[File:KF AA12 reloading2.jpg|thumb|600px|none|Pulling out the empty drum.]]&lt;br /&gt;
[[File:KF AA12 reloading3.jpg|thumb|600px|none|Inserting a new one full of 12 gauge.]]&lt;br /&gt;
[[Image:KF-GoldAA12.jpg|none|thumb|500px|Promotional image of the Golden AA12, showing off the rather extreme plating and engraving.]]&lt;br /&gt;
&lt;br /&gt;
== Benelli M3 Super 90 ==&lt;br /&gt;
The basic shotgun in the game is a [[Benelli M Series Super 90 Shotguns#Benelli M3|Benelli M3 Super 90]], called the &amp;quot;Shotgun&amp;quot;, it comes with a working forend dedicated weaponlight and holds 8 rounds despite it being modeled with a 5-round tube magazine. While the real M3 can be toggled between semi-auto and pump-action, in-game it is locked to pump-action only. The M3 Super 90 is a solid shotgun for earlier rounds, and is the weapon that level 5 Support Specialists can spawn with, but loses its effectiveness at later ones and its iron sights are a bit obtrusive. A variant with the same blood-splattered woodland camouflage as the MP5M was added with the Camo Weapons Pack. &lt;br /&gt;
[[Image:Benelli M3 pistol grip.jpg|none|thumb|500px|Benelli M3 Super 90 with pistol grip stock combination,  ghost ring sights, and 5-round tube - 12 gauge]]&lt;br /&gt;
[[File:KF Benelli M3 holding.jpg|thumb|600px|none|A survivor creeping through a creepy facility with his M3 at hand.]] &lt;br /&gt;
[[File:KF Benelli M3 irons.jpg|thumb|600px|none|The ghost ring sight.]] &lt;br /&gt;
[[File:KF Benelli M3 misc1.jpg|thumb|600px|none|After unloading into some Zeds, the action is racked in an overly dramatic way.]] &lt;br /&gt;
[[File:KF Benelli M3 reloading.jpg|thumb|600px|none|Loading up on shells.]] &lt;br /&gt;
[[File:KF Benelli M3 misc2.jpg|thumb|600px|none|Turning on the flashlight before descending into the depths of the facility.]] &lt;br /&gt;
[[Image:KF-CamoBenelliM3.jpg|none|thumb|500px|Promotional image of the Benelli M3 Super 90 with &amp;quot;blood camo&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
== Benelli M4 Super 90 ==&lt;br /&gt;
The [[Benelli M Series Super 90 Shotguns#Benelli M4|Benelli M4 Super 90]] shotgun was added in the Twisted Christmas 2011 update, appearing as the &amp;quot;Combat Shotgun&amp;quot;. Like the M3, it has a weaponlight attached to the magazine tube as well as a red dot sight on the top rail. It is about on-par with the M3: the two deal equal damage, but the M4 has a much higher rate of fire in return for slightly slower per-shell reloading and a lowered capacity of 6 shells, indicating the use of three-inch shells; incidentally, the two combined mean that both weapons take the same amount of time to fully reload from empty. This is one of three firearms that can be given a gold finish by way of DLC added for the Twisted Christmas 2012 update.&lt;br /&gt;
[[Image:M4Super90.jpg|none|thumb|500px|Benelli M4 Super 90 with 7-round tube - 12 gauge]]&lt;br /&gt;
[[File:KF Benelli M4 holding.jpg|thumb|600px|none|A survivor finds himself on an Icebreaker ship on the stormy ocean.]] &lt;br /&gt;
[[File:KF Benelli M4 irons.jpg|thumb|600px|none|The red dot sight.]] &lt;br /&gt;
[[File:KF Benelli M4 misc1.jpg|thumb|600px|none|Turning on the flashlight.]] &lt;br /&gt;
[[File:KF Benelli M4 reloading1.jpg|thumb|600px|none|Reloading. Inserting a shell. Note that the bolt doesn't lock back when the gun is dry.]] &lt;br /&gt;
[[File:KF Benelli M4 reloading2.jpg|thumb|600px|none|Pulling the charging handle. A shell can be seen inside the chamber.]]  &lt;br /&gt;
[[Image:KF-GoldBenelli.jpg|none|thumb|450px|The Golden Combat Shotgun; everything but the flashlight, its mount, and the rail has been gold-plated or engraved. One wonders how much it takes to gold-plate and engrave a red dot sight.]]&lt;br /&gt;
&lt;br /&gt;
== Kel-Tec KSG ==&lt;br /&gt;
Appearing as the &amp;quot;HSG-1 Shotgun&amp;quot;, a modified version of the [[Kel-Tec KSG]] appears as of the 2012 Summer Sideshow event. It is a pump-action shotgun and feeds from a magazine placed in the loading port for the dual tube magazines, holding 12 shells per magazine. It comes with an adjustable choke - pressing the fire mode button switches between wide and tight shell spreads. In keeping with its &amp;quot;futuristic&amp;quot; appearance, the KSG makes strange &amp;quot;power-up&amp;quot; type sounds when a new magazine is inserted or when the pump-handle is cycled. While it is lighter and has a better effective range, the HSG-1 does less damage than the other shotguns.&lt;br /&gt;
[[Image:Kel-Tec KSG Shotgun Oleg Volk 1.jpg|500px|thumb|none|Kel-Tec KSG - 12 gauge]]&lt;br /&gt;
[[File:KF KSG holding.jpg|thumb|600px|none|A dosh enthusiast with his KSG on the local moon base.]] &lt;br /&gt;
[[File:KF KSG irons.jpg|thumb|600px|none|The rather wonky fiber-optic sights.]] &lt;br /&gt;
[[File:KF KSG misc1.jpg|thumb|600px|none|Pumping the shotgun after blasting some Zeds.]] &lt;br /&gt;
[[File:KF KSG reloading1.jpg|thumb|600px|none|Reloading. Removing the magazine. Note the poor trigger discipline.]] &lt;br /&gt;
[[File:KF KSG reloading2.jpg|thumb|600px|none|About to load in a new mag.]] &lt;br /&gt;
[[File:KF KSG reloading3.jpg|thumb|600px|none|Chambering a round.]] &lt;br /&gt;
[[Image:KF-HSG1Promo.jpg|400px|thumb|none|Promotional image of the HSG-1.]]&lt;br /&gt;
&lt;br /&gt;
== Winchester Model 1897 &amp;quot;Trench Gun&amp;quot; ==&lt;br /&gt;
Added to the game with the 2012 Halloween update is the Trench Gun version of the [[Winchester Model 1897]], unsurprisingly called &amp;quot;Trenchgun&amp;quot; in-game. As a Firebug weapon, it is the only shotgun in the game to load incendiary &amp;quot;Dragon's Breath&amp;quot; shells, setting any specimen it doesn't immediately kill on fire. It holds a semi-incorrect 6 shells in the tube - the real weapon could hold this many, but you have to load a round in the chamber then load the other 5 shells in the tube. &lt;br /&gt;
[[Image:Winchester1897TrenchTakedown.jpg|none|thumb|500px|Winchester Model 1897 &amp;quot;Trench Gun&amp;quot; - 12 gauge]]&lt;br /&gt;
[[File:KF M1897 holding.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:KF M1897 irons.jpg|thumb|600px|none|Iron sights.]] &lt;br /&gt;
[[File:KF M1897 misc1.jpg|thumb|600px|none|Pumping the weapon after firing, revealing the brass shells used.]] &lt;br /&gt;
[[File:KF M1897 reloading1.jpg|thumb|600px|none|Reloading. Loading in a new shell.]] &lt;br /&gt;
[[File:KF M1897 reloading2.jpg|thumb|600px|none|Chambering a shell after loading up.]]&lt;br /&gt;
&lt;br /&gt;
= Rifles =&lt;br /&gt;
== Winchester Model 1894 ==&lt;br /&gt;
One of the cheapest weapons in the game is a [[Winchester Model 1894]] called the &amp;quot;Lever Action Rifle&amp;quot;. In previous versions, it has been referred to as the &amp;quot;Winchester&amp;quot;. It is equipped with a rear tang peep sight. It deals nearly twice the damage of the Mk 14 EBR per bullet, though with half the capacity, a slower reload and slower rate-of-fire due to its lever-action nature. At high Sharpshooter levels, it can kill anything weaker than a Scrake in a single headshot.&lt;br /&gt;
[[Image:Win94saddlering.jpg|thumb|none|500px|Winchester 1894 Saddle Ring Carbine - .30-30.]]&lt;br /&gt;
[[File:KF Model 1894 holding.jpg|thumb|600px|none|Standing outside a blood-stained barn, Winchester in hand.]]&lt;br /&gt;
[[File:KF Model 1894 irons.jpg|thumb|600px|none|Peeping through the peep sight.]]&lt;br /&gt;
[[File:KF Model 1894 reloading.jpg|thumb|600px|none|Reloading. Not attempts at chambering a round is done after loading up, regardless if there's a round in the chamber or not.]]&lt;br /&gt;
[[File:KF Model 1894 misc1.jpg|thumb|600px|none|Cycling the action, showing a new round being chambered.]]&lt;br /&gt;
&lt;br /&gt;
== Short Magazine Lee-Enfield No. 4 Mk. I ==&lt;br /&gt;
Added in the second Community Weapon Pack DLC. As with the other weapons in the pack, it is not an original [[Short Magazine Lee-Enfield (SMLE)|SMLE]], but rather a &amp;quot;steampunk&amp;quot;-style weapon named the &amp;quot;Single-Piston Long Musket&amp;quot;. As a Sharpshooter weapon, it is effectively a longer-ranged version of the lever-action rifle, with a short-ranged scope attached. Instead of the usual procedure of reloading via stripper clips, it is reloaded by replacing the detachable magazine - Killing Floor shares the distinction with the earlier ''Call of Duty: Finest Hour'' and the later ''ZombiU'' of being possibly the only games ever in which a Lee-Enfield is reloaded in this manner.&lt;br /&gt;
[[Image:Smle4mk1t.jpg|none|thumb|500px|Lee-Enfield No.4 Mk.I(T) with magazine and scope - .303 British]]&lt;br /&gt;
[[Image:KF-SPLM.jpg|none|thumb|400px|A promotional image showing the &amp;quot;Single-Piston Long Musket&amp;quot; in gameplay, giving a nice profile view of the weapon. The user could have picked a better time to reload, though.]]&lt;br /&gt;
[[Image:KF-SPLMPromo.jpg|none|thumb|500px|Another promotional image of the &amp;quot;Single-Piston Long Musket&amp;quot;, showing off the eagle-head forend.]]&lt;br /&gt;
&lt;br /&gt;
= Assault Rifles and Carbines =&lt;br /&gt;
== Colt M4A1 Carbine ==&lt;br /&gt;
The [[M16 rifle series#M4/M4A1 Carbine|M4A1]] was introduced during the 2011 Twisted Christmas event. Available in two configurations: the cheaper one for the Commando Perk appears as simply the &amp;quot;M4&amp;quot;, fitted with an Aimpoint M68 Close Combat Optic (aka CompM2) and compared to the [[AK-47#AIMR|AIMR]] it has a higher fire rate and more reserve ammo, but a slower reload and less damage per bullet. The much more expensive version for the Demolitions Perk appears as the &amp;quot;M4 203&amp;quot;, using iron sights rather than the M68 CCO and fitted with a [[M203 grenade launcher|Knight's Armament M203A1 grenade launcher]] which gives it more raw firepower than the standard version. &lt;br /&gt;
&lt;br /&gt;
Both M4A1 models feature a Vltor Improved Modstock, Knight's Armament rear flip-up BUIS, Magpul PMAGs, and a Knight's Armament M4 RAS handguard with rail covers. The Commando M4 is also available with a desert-style digital camo pattern for those who own the &amp;quot;Camo Weapons Pack&amp;quot; DLC.&lt;br /&gt;
[[Image:ColtM4.jpg|none|thumb|500px|Colt M4A1 Carbine with Aimpoint M68 Close Combat Optic, Knight's Armament M4 RAS handguard with rail covers and vertical foregrip - 5.56x45mm NATO]]&lt;br /&gt;
[[File:KF M4 holding.jpg|thumb|600px|none|A survivor with his newly acquired M4A1 on the &amp;quot;Freight Yard&amp;quot; map.]] &lt;br /&gt;
[[File:KF M4 irons.jpg|thumb|600px|none|Sighting up a Husk with the red dot.]] &lt;br /&gt;
[[File:KF M4 reloading1.jpg|thumb|600px|none|As some Zeds draw closer, the survivor reloads his rifle. While somewhat difficult to spot, the fire-selector is set to safe. It's possible to switch between semi and full auto, but the selector won't move when doing so.]] &lt;br /&gt;
[[File:KF M4 reloading2.jpg|thumb|600px|none|About to insert a new PMAG.]] &lt;br /&gt;
[[File:KF M4 reloading3.jpg|thumb|600px|none|Pulling the charging handle. Time to start shooting.]] &lt;br /&gt;
[[Image:KF-CamoM4.jpg|none|thumb|500px|Promotional image of the M4A1 with digital desert-style camo.]]&lt;br /&gt;
[[Image:CM4-M203.jpg|thumb|none|500px|Colt M4A1 Carbine with Knight's Armament M203A1 grenade launcher - 5.56x45mm NATO and 40x46mm]]&lt;br /&gt;
[[File:KF M4 M203 holding.jpg|thumb|600px|none|A survivor with a more explosive version of the M4.]] &lt;br /&gt;
[[File:KF M4 M203 irons.jpg|thumb|600px|none|Sight picture of the KAC flip-up sights.]] &lt;br /&gt;
[[File:KF M4 M203 reloading.jpg|thumb|600px|none|Reloading the M203.]]&lt;br /&gt;
[[Image:Xmas_m4203.jpg|thumb|none|550px|M4A1 with M203 as shown in a promotional image.]]&lt;br /&gt;
&lt;br /&gt;
== L22A2 ==&lt;br /&gt;
The first of the Commando Perk weapons is the [[L22A2]], dubbed the &amp;quot;Bullpup&amp;quot;. It has a mounted EOTech XPS red dot sight (which is unrealistic, as the rail on top of the L22A2 is not a Picatinny rail and as such would be unable to hold the EOTech in place) and uses 40-round magazines. It's very weak and unaccurate with heavy recoil.&lt;br /&gt;
[[Image:Sa80A2-l22a2.jpg|thumb|none|500px|L22A2 with 20-round magazine and SUSAT scope - 5.56x45mm NATO]]&lt;br /&gt;
[[File:KF L22 holding.jpg|thumb|600px|none|A British soldier with his L22A2, preparing to defend the last of the phone boots from the Zed hordes.]] &lt;br /&gt;
[[File:KF L22 irons.jpg|thumb|600px|none|The sight picture of the EOTech.]] &lt;br /&gt;
[[File:KF L22 reloading1.jpg|thumb|600px|none|Reloading. About to pull out the magazine.]] &lt;br /&gt;
[[File:KF L22 reloading2.jpg|thumb|600px|none|Then mashing in a new mag. No attempt at using the bolt-release or yanking the charging-handle is done however, the round seemingly chambering itself.]] &lt;br /&gt;
[[Image:KF-L22Ground.jpg|none|thumb|450px|Examination of the L22A2 on the ground shows that the right side of weapon is a mirror of the left, thus no ejection port or charging handle. Note the lightened A2 fore-end and the bit of Picatinny rail sticking out behind the top of the non-proprietary vertical grip.]]&lt;br /&gt;
&lt;br /&gt;
== Romanian AIMR ==&lt;br /&gt;
The [[AK-47#AIMR|AIMR]], referred to as an &amp;quot;AK47&amp;quot;, is the second Commando weapon. The AIMR serves as a rather good all-rounder weapon with higher power in comparison to the M4A1, though is tempered with rather lackluster accuracy, a high recoil on par with the SCARMk17 on full auto and always recoiling into the right, requiring a lot of re-aiming. A version with a gold finish can be obtained with a DLC package released for the 2012 Christmas update, with plating on all metal components and golden engraving on the wooden parts as well.&lt;br /&gt;
[[Image:PM md. 90 Krinkov.jpg|thumb|none|500px|AIMR - 7.62x39mm. The original Romanian designation for this rifle is the PM md. 90 cu țeavă scurtă (short barrelled).]]&lt;br /&gt;
[[File:KF AK holding.jpg|thumb|600px|none|A British soldier enjoying the sun set with his AIMR.]] &lt;br /&gt;
[[File:KF AK irons.jpg|thumb|600px|none|Iron sights.]] &lt;br /&gt;
[[File:KF AK reloading1.jpg|thumb|600px|none|Reloading. About to pull out the dry mag.]] &lt;br /&gt;
[[File:KF AK reloading2.jpg|thumb|600px|none|Rocking in a new one.]] &lt;br /&gt;
[[File:KF AK reloading3.jpg|thumb|600px|none|Pulling the charging handle with an overhand technique.]] &lt;br /&gt;
[[Image:KF-GoldDraco.jpg|none|thumb|400px|The Golden AK47: the AIMR with gold plating or engraving on everything but the pistol grip.]]&lt;br /&gt;
[[Image:KF-DracoGround.jpg|thumb|none|400px|A dropped AIMR. Since it apparently must be one or the other, it actually has a charging handle and ejection port, but also has the safety on. Note the two lined up detents below the selector switch for full-auto and semi-auto fire modes respectively, indicating it is the AIMR and not the similar semi-auto-only Draco Carbine.]]&lt;br /&gt;
&lt;br /&gt;
== MKb 42(H) ==&lt;br /&gt;
The Halloween 2012 event added the [[Sturmgewehr 44|MKb42(H)]] to the game as another Commando weapon. Sporting a reference to ''Red Orchestra 2: Heroes of Stalingrad'', the MKb 42 is another all-rounder weapon, with rather controllable recoil and rate of fire.&lt;br /&gt;
[[Image:German WW2 MP-44 copy Sport-Systeme Dittrich 'BD42(H)' designed from the MKB42(H).jpg|thumb|none|500px|Haenel MKb 42(H) - 7.92x33mm Kurz]]&lt;br /&gt;
[[File:KF MKb holding.jpg|thumb|600px|none|Wielding the MKb on the &amp;quot;Stronghold&amp;quot; map.]]&lt;br /&gt;
[[File:KF MKb irons.jpg|thumb|600px|none|Aiming for the head on a Zed.]]&lt;br /&gt;
[[File:KF MKb reloading1.jpg|thumb|600px|none|Reloading. The magazine is thrown away.]]&lt;br /&gt;
[[File:KF MKb reloading2.jpg|thumb|600px|none|Inserting a new one.]]&lt;br /&gt;
[[File:KF MKb reloading3.jpg|thumb|600px|none|The charging handle travelling forward after being pulled.]]&lt;br /&gt;
&lt;br /&gt;
= Battle Rifles =&lt;br /&gt;
== FN FAL &amp;quot;G Series&amp;quot; ==&lt;br /&gt;
Added for the 2012 summer event, the [[FN FAL#FN FAL|FN FAL &amp;quot;G Series&amp;quot;]] is a powerful Commando weapon called the &amp;quot;FNFAL ACOG&amp;quot;, likely standing-in for the British [[FN FAL#L1A1|L1A1 SLR]]. It shares the SCAR-H's high power as well as having lower recoil than the SCAR-H, though with a higher firing rate and a higher cost. The FAL in-game is customized with a wooden pistol grip, an original FAL 50.00 flash-hider, a rail on top of the receiver, and an ACOG scope mounted on said rail giving it a higher zoom level than the SCAR.&lt;br /&gt;
[[File:Fn_fal_g_series.jpg|thumb|none|500px|FN FAL &amp;quot;G Series&amp;quot; - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:C1A1.jpg|500px|thumb|none|L1A1 SLR with wood furniture for comparison - 7.62x51mm NATO]]&lt;br /&gt;
[[File:KF FAL holding.jpg|thumb|600px|none|Wandering through the &amp;quot;Siren's Belch&amp;quot; map with a FAL. Note that the reticle of the sight can be seen, which would mean that the reticle would be a part of the actual glass of the scope.]]&lt;br /&gt;
[[File:KF FAL irons.jpg|thumb|600px|none|Aiming with the sight. The reticle is not close to that of an actual ACOG.]]&lt;br /&gt;
[[File:KF FAL reloading1.jpg|thumb|600px|none|Reloading. Throwing away the empty mag.]]&lt;br /&gt;
[[File:KF FAL reloading2.jpg|thumb|600px|none|Rocking in a new one which has bullets nicely modelled in it.]]&lt;br /&gt;
[[File:KF FAL reloading3.jpg|thumb|600px|none|Pulling the charging handle with the palm of the hand.]]&lt;br /&gt;
&lt;br /&gt;
== FN SCAR-H (Mk 17 Mod 0) ==&lt;br /&gt;
The [[FN SCAR#FN SCAR-H|FN SCAR-H]], appearing as the &amp;quot;SCARMK17&amp;quot;, is one of the most powerful Commando Perk weapons available in-game, alongside the  FN FAL. Although the real-life cyclic rate is about 625rpm, it has one of the fastest RPM in the game as well as the highest recoil on par with the AIMR. It features a Tango Down vertical foregrip and the newer version of the Aimpoint M68 Close Combat Optic, the Aimpoint CompM4s, without lens cover caps and mounted on a high riser mount.&lt;br /&gt;
[[Image:FN_SCAR-H_STD.jpg|none|thumb|500px|Third Generation FN SCAR-H - 7.62x51mm NATO]]&lt;br /&gt;
[[File:KF SCAR holding.jpg|thumb|600px|none|Briar preparing to go fishing with his newly purchased SCAR.]]&lt;br /&gt;
[[File:KF SCAR irons.jpg|thumb|600px|none|Aiming.]]&lt;br /&gt;
[[File:KF SCAR reloading1.jpg|thumb|600px|none|His fishing trip proving fruitless, Briar hides from the rain in the old mansion to reload his SCAR. Note that the charging handle is still in its forward position. Since the SCAR has a reciprocating charging handle, and since its bolt locks back once its dry, it should be in its backward position.]]&lt;br /&gt;
[[File:KF SCAR reloading2.jpg|thumb|600px|none|Inserting a new magazine while showcasing good trigger discipline. Note that the selector is actually set to auto.]]&lt;br /&gt;
[[File:KF SCAR reloading3.jpg|thumb|600px|none|Hitting the bolt-release. Out of all the guns that has one in Killing Floor, this is the only gun were it's actually used.]]&lt;br /&gt;
&lt;br /&gt;
== Mk 14 Mod 0 Enhanced Battle Rifle ==&lt;br /&gt;
One of the primary Sharpshooter weapons in the game is a [[M14#Mk_14_Mod_0/1_Enhanced_Battle_Rifle|Mk 14 Mod 0 EBR]], a model with a fixed Sage tactical stock, using rail covers instead of the standard Kydex hand guard, and is equipped with a laser aiming module. In-game it is referred to as the &amp;quot;M14EBR&amp;quot;, the US Army designation. While it has a high price at the trader and rather high recoil, it comes with 20-round magazines, a high DPS, and usable laser sight for accurate hip firing.&lt;br /&gt;
[[Image:M14 ebr cvfs.jpg|none|thumb|500px|M14 EBR with Fixed Synthetic Stock and Butt Pad - 7.62x51mm NATO]]&lt;br /&gt;
[[File:KF M14 holding.jpg|thumb|600px|none|]]&lt;br /&gt;
[[File:KF M14 irons.jpg|thumb|600px|none|Iron sights.]]&lt;br /&gt;
[[File:KF M14 misc1.jpg|thumb|600px|none|The dot produced from the laser.]]&lt;br /&gt;
[[File:KF M14 reloading1.jpg|thumb|600px|none|Reloading. Pulling out the empty mag that still has bullets modelled in it.]]&lt;br /&gt;
[[File:KF M14 reloading2.jpg|thumb|600px|none|About to insert a new mag. Note the green magpul.]]&lt;br /&gt;
[[File:KF M14 reloading3.jpg|thumb|600px|none|Pulling the charging handle. As common in video games, the bolt is not depicted as locking back.]]&lt;br /&gt;
&lt;br /&gt;
== &amp;quot;M7A3&amp;quot; ==&lt;br /&gt;
A futuristic [[Kel-Tec_RFB#Kel-Tec_RFB_Carbine|Kel-Tec RFB Carbine]]-looking weapon, called the &amp;quot;M7A3&amp;quot;, was added in in the 2012 summer event. In is fitted with a red dot reflex sight (with a digital ammunition counter below the sight itself), vertical foregrip, and a medication dart launcher.&lt;br /&gt;
&lt;br /&gt;
The M7A3 packs a mean recoil and rather slow rate of fire, but comes with a futuristic red dot sight as well as good DPS making for a for a stronger weapon than the other medic guns that is also capable of launching medic-darts.&lt;br /&gt;
[[Image:RFB-18.jpg|none|thumb|500px|Kel-Tec RFB Carbine - 7.62x51mm NATO]]&lt;br /&gt;
[[File:AguninKFwtf.jpg|thumb|none|600px|A survivor wields his M7A3 while hopping through a low-gravity moonbase. Note the digital ammunition counter - it keeps track of both the bullets in the current magazine and the medication dart launcher's charge. The crosshair on the sight will even turn red when the magazine is almost empty.]]&lt;br /&gt;
[[File:KF M7A3 irons.jpg|thumb|none|600px|Reticle of the sight.]]&lt;br /&gt;
[[File:KF M7A3 reloading1.jpg|thumb|600px|none|Reloading. Removing the empty magazine. Note the open area on top of the rifle, which is acts as the ejection port. Not the best placement, as it would mean anyone who has their face close to it would have gases blown in their face and potentially brass hitting them.]]&lt;br /&gt;
[[File:KF M7A3 reloading2.jpg|thumb|600px|none|Inserting another full mag.]]&lt;br /&gt;
[[File:KF M7A3 reloading3.jpg|thumb|600px|none|Pulling the charging handle.]]&lt;br /&gt;
[[Image:KF-M7A3Promo.jpg|thumb|none|400px|Promotional image of the M7A3.]]&lt;br /&gt;
&lt;br /&gt;
= Sniper Rifles =&lt;br /&gt;
== Barrett M99 ==&lt;br /&gt;
Appearing as the &amp;quot;M99 AMR&amp;quot;, a [[Barrett M99]] with black and gray urban camo is one of the Sharpshooter weapons added in the 2012 Summer Sideshow event. It is an incredibly powerful and heavy weapon, capable of killing nearly every specimen in the game with a single headshot, but only Support Specialists have the carrying capacity to take any other weapon aside from the 9mm pistol alongside it. Since it's a single shot weapon, it must be reloaded after every shot, which takes a very long time without high Sharpshooter levels, and on top of that its ammunition is prohibitively expensive at £250 per bullet.&lt;br /&gt;
[[File:Barett m99-1.jpg|500px|thumb|none|Barrett M99 - .50 BMG]]&lt;br /&gt;
[[File:KF M99 holding.jpg|thumb|600px|none|Preparing for some sniping on the &amp;quot;mountain pass&amp;quot; map.]] &lt;br /&gt;
[[File:KF M99 irons.jpg|thumb|600px|none|Looking down the scope of the M99. Note that the outside of the scope isn't magnified.]] &lt;br /&gt;
[[File:KF M99 reloading1.jpg|thumb|600px|none|Reloading. Pulling back the bolt.]] &lt;br /&gt;
[[File:KF M99 reloading2.jpg|thumb|600px|none|Inserting a new .50 BMG round.]] &lt;br /&gt;
[[File:KF M99 reloading3.jpg|thumb|600px|none|Chambering said round.]]&lt;br /&gt;
[[File:KF-M99Promo.jpg|450px|thumb|none|A ''mirrored'' promotional image of the M99 AMR.]]&lt;br /&gt;
&lt;br /&gt;
= Explosives =&lt;br /&gt;
== L2A2 ==&lt;br /&gt;
The standard grenade players are equipped with are [[M26 hand grenade#L2A2 Hand Grenade|L2A2]]'s. Unlike the knife and other melee weapons having a dedicated slot, they are thrown by simply pressing a key. Players can carry 5 grenades (though Demolition or Support Specialist levels allow greater carrying capacity for grenades, up to 11). A grenade caught within the blast radius of another will explode immediately alongside it rather than needing its fuse to burn down, widening the blast radius. The Firebug and Field Medic classes get unique variants of the grenade at level 3; the former gets incendiary grenades that light Zeds on fire, while the latter gets grenades that release a green gas similar to the effect from their medication dart launchers; the gas will simultaneously heal teammates and damage Specimens that are within the cloud.&lt;br /&gt;
[[Image:L2A2.jpg|thumb|none|175px|L2A2 High-Explosive Fragmentation grenade]]&lt;br /&gt;
[[File:KF grenade misc1.jpg|thumb|600px|none|Briar throwing a grenade at some Zeds.]]&lt;br /&gt;
[[Image:KF-Grenade.jpg|thumb|none|200px|Trader image for the in-game L2A2.]]&lt;br /&gt;
&lt;br /&gt;
== M79 Grenade Launcher ==&lt;br /&gt;
An [[M79 grenade launcher]] can be used in the game. It is the third firearm that can be gold plated by way of a DLC pack released alongside the 2012 Christmas update. &lt;br /&gt;
&lt;br /&gt;
The M79 is a rather solid explosive weapon, useful for crowds of low level enemies and is rather light, though its single shot capacity gives it low DPS.&lt;br /&gt;
[[Image:M79-Grenade-Launcher.jpg|thumb|none|500px|M79 grenade launcher - 40x46mm]]&lt;br /&gt;
[[File:KF M79 holding.jpg|thumb|600px|none|Strolling through the &amp;quot;Waterworks&amp;quot; map with an M79.]] &lt;br /&gt;
[[File:KF M79 irons.jpg|thumb|600px|none|Iron sights. The leaf sight can't be used.]] &lt;br /&gt;
[[File:KF M79 reloading1.jpg|thumb|600px|none|Reloading. Dropping out the spent case.]] &lt;br /&gt;
[[File:KF M79 reloading2.jpg|thumb|600px|none|In with a new 40mm grenade.]] &lt;br /&gt;
[[Image:KF-GoldThumper.jpg|none|thumb|350px|At the motorway, a survivor wields his gold-plated variant, complete with gold engraving on the wooden parts.]]&lt;br /&gt;
[[Image:KF-GoldThumperReload.jpg|none|thumb|400px|Said survivor reloading the golden M79. Yes, the grenade is also gold-plated, with a biohazard symbol engraved over the primer.]]&lt;br /&gt;
&lt;br /&gt;
== Milkor MGL Mk 1S ==&lt;br /&gt;
A [[Milkor MGL#MGL Mk 1S|Milkor MGL Mk 1S]] with a Trijicon RX01 red dot sight can be used in the game, incorrectly called M32, which is the USMC's designation for the Mk 1L. It is the fourth and final weapon to be given an alternate camouflage pattern with the Camo Weapons Pack, gaining the same digital pattern as the M4A1. The M32 packs a large blast radius and damage, and can quickly fire all six grenades in an emergency, but takes a long time to reload; the upside is that, like the shotguns and Winchester, the reload can be interrupted.&lt;br /&gt;
[[Image:MGL32.jpg|thumb|none|500px|Milkor MGL Mk 1S in desert tan finish fitted with Armson OEG reflex sight - 40x46mm]]&lt;br /&gt;
[[File:KF Mk 1L holding.jpg|thumb|600px|none|Briar strolling through the &amp;quot;Steamland&amp;quot; themepark with his Mk 1S.]]&lt;br /&gt;
[[File:KF Mk 1L irons.jpg|thumb|600px|none|The red dot.]]&lt;br /&gt;
[[File:KF Mk 1L reloading2.jpg|thumb|600px|none|Reloading. Instead of using the extractor, each grenade is individually removed and replaced. Here one is removed...]]&lt;br /&gt;
[[File:KF Mk 1L reloading1.jpg|thumb|600px|none|...and then replaced with a fresh one as a Crawler appears from nowhere.]]&lt;br /&gt;
[[Image:KF-CamoM32.jpg|none|thumb|500px|Promotional image of the MGL Mk 1S with digital desert-style camouflage.]]&lt;br /&gt;
&lt;br /&gt;
== LAW 80 ==&lt;br /&gt;
A missile launcher called the &amp;quot;LAW&amp;quot; is obtainable in the game; before a balancing patch and the addition of the above M99, it was the heaviest and most destructive weapon available. The SAS insignia and motto, &amp;quot;Who dares wins&amp;quot;, is printed on the side of it. It has a passing resemblance to the [[LAW 80]].&lt;br /&gt;
[[Image:Law94mm.jpg|thumb|none|500px|LAW 80 for comparison - 94mm]]&lt;br /&gt;
[[File:KF LAW holding.jpg|thumb|600px|none|Finding himself in Hell, the survivor makes sure to bring adequate firepower.]]&lt;br /&gt;
[[File:KF LAW irons.jpg|thumb|600px|none|The sight of the LAW. The weapon cannot be hip fired.]]&lt;br /&gt;
[[File:KF LAW reloading.jpg|thumb|600px|none|Reloading the LAW.]]&lt;br /&gt;
[[Image:Killing floor LAW.jpg|none|thumb|400px|A &amp;quot;LAW&amp;quot; lying discarded on the ground.]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Video Game]]&lt;br /&gt;
[[Category:First-Person Shooter]]&lt;br /&gt;
[[Category:Science-Fiction]]&lt;br /&gt;
[[Category:Zombie]]&lt;br /&gt;
[[Category:Horror]]&lt;/div&gt;</summary>
		<author><name>AnActualAK47</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=File:KF_Model_29_Akimbo_reloading3.jpg&amp;diff=1106918</id>
		<title>File:KF Model 29 Akimbo reloading3.jpg</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=File:KF_Model_29_Akimbo_reloading3.jpg&amp;diff=1106918"/>
		<updated>2017-05-17T18:37:49Z</updated>

		<summary type="html">&lt;p&gt;AnActualAK47: {{SS}}&lt;/p&gt;
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		<author><name>AnActualAK47</name></author>
	</entry>
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		<updated>2017-05-17T18:37:38Z</updated>

		<summary type="html">&lt;p&gt;AnActualAK47: {{SS}}&lt;/p&gt;
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		<author><name>AnActualAK47</name></author>
	</entry>
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		<id>https://www.buildlogs.org/index.php?title=File:KF_Model_29_Akimbo_reloading1.jpg&amp;diff=1106916</id>
		<title>File:KF Model 29 Akimbo reloading1.jpg</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=File:KF_Model_29_Akimbo_reloading1.jpg&amp;diff=1106916"/>
		<updated>2017-05-17T18:36:42Z</updated>

		<summary type="html">&lt;p&gt;AnActualAK47: {{SS}}&lt;/p&gt;
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	</entry>
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		<id>https://www.buildlogs.org/index.php?title=File:KF_Model_29_Akimbo_holding.jpg&amp;diff=1106915</id>
		<title>File:KF Model 29 Akimbo holding.jpg</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=File:KF_Model_29_Akimbo_holding.jpg&amp;diff=1106915"/>
		<updated>2017-05-17T18:36:30Z</updated>

		<summary type="html">&lt;p&gt;AnActualAK47: {{SS}}&lt;/p&gt;
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		<author><name>AnActualAK47</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=File:KF_Model_29_reloading3.jpg&amp;diff=1106914</id>
		<title>File:KF Model 29 reloading3.jpg</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=File:KF_Model_29_reloading3.jpg&amp;diff=1106914"/>
		<updated>2017-05-17T18:36:21Z</updated>

		<summary type="html">&lt;p&gt;AnActualAK47: {{SS}}&lt;/p&gt;
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		<author><name>AnActualAK47</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=File:KF_Model_29_reloading2.jpg&amp;diff=1106913</id>
		<title>File:KF Model 29 reloading2.jpg</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=File:KF_Model_29_reloading2.jpg&amp;diff=1106913"/>
		<updated>2017-05-17T18:36:09Z</updated>

		<summary type="html">&lt;p&gt;AnActualAK47: {{SS}}&lt;/p&gt;
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		<author><name>AnActualAK47</name></author>
	</entry>
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		<title>File:KF Model 29 reloading1.jpg</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=File:KF_Model_29_reloading1.jpg&amp;diff=1106908"/>
		<updated>2017-05-17T18:35:56Z</updated>

		<summary type="html">&lt;p&gt;AnActualAK47: {{SS}}&lt;/p&gt;
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		<author><name>AnActualAK47</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=File:KF_Model_29_irons.jpg&amp;diff=1106907</id>
		<title>File:KF Model 29 irons.jpg</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=File:KF_Model_29_irons.jpg&amp;diff=1106907"/>
		<updated>2017-05-17T18:35:46Z</updated>

		<summary type="html">&lt;p&gt;AnActualAK47: {{SS}}&lt;/p&gt;
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		<author><name>AnActualAK47</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=File:KF_Model_29_holding.jpg&amp;diff=1106906</id>
		<title>File:KF Model 29 holding.jpg</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=File:KF_Model_29_holding.jpg&amp;diff=1106906"/>
		<updated>2017-05-17T18:35:33Z</updated>

		<summary type="html">&lt;p&gt;AnActualAK47: {{SS}}&lt;/p&gt;
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		<author><name>AnActualAK47</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Killing_Floor&amp;diff=1106836</id>
		<title>Killing Floor</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Killing_Floor&amp;diff=1106836"/>
		<updated>2017-05-17T14:00:20Z</updated>

		<summary type="html">&lt;p&gt;AnActualAK47: /* FN SCAR-H (Mk 17 Mod 0) */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox Video Game|{{PAGENAME}}&lt;br /&gt;
|name = Killing Floor&lt;br /&gt;
|picture = Killing Floor.jpg&lt;br /&gt;
|caption =  PC Boxart&lt;br /&gt;
|date = May 14, 2009&lt;br /&gt;
|developer = Tripwire Interactive&lt;br /&gt;
|platforms= PC&amp;lt;br&amp;gt;Mac OS X&lt;br /&gt;
|publisher = Tripwire Interactive&lt;br /&gt;
|genre = First-Person Shooter&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''''Killing Floor''''' (also known as '''''KF''''') is a first-person shooter video game developed and published by Tripwire Interactive for the PC and Mac OS X. It is a stand-alone version of the original total conversion mod for ''Unreal Tournament 2004'', officially announced on March 2009, and was built on a heavily modified version of the ''Unreal Engine 2.5'' owned by ''Epic Games''. The game was released on May 14, 2009 for the PC and on May 5, 2010 for the Mac OS X.&lt;br /&gt;
&lt;br /&gt;
The story of Killing Floor follows the aftershock of a mutant breakout from multiple labs in London run by the Biotech company Horzine. Following a alleged protest, various Police and Military Units are called in to deal with the &amp;quot;protest&amp;quot;, only to find hordes of mutated humans called &amp;quot;Specimens&amp;quot; waiting. By the end of August, these specimen have destroyed London, ripping anything living to shreds and spreading to the rest of the country. The British Government, fearing this outbreak will spill to other neighboring countries sends various people called survivors into infected areas to deal with the specimens and contain them before they spill into Europe and beyond. These survivors contain a mixture of British army troops, Riot Police officers, civilians, surviving Horzine scientists and workers and such. Aided by the mysterious Trader, these survivors are sent to various infected locations, from West London streets to abandoned Horzine labs to a experimental Moon Base to combat the specimen.&lt;br /&gt;
&lt;br /&gt;
Following the annual Christmas update in 2012, most event updates have coincided with the release of DLC that gives players the option of buying versions of existing weapons with alternate skins. There are currently 12 weapons with alternate skins - eight gold-plated (only five of which are proper firearms), four properly camouflaged. Weapons with alternate DLC skins are noted.&lt;br /&gt;
&lt;br /&gt;
'''The following weapons appear in the game ''Killing Floor'':'''&lt;br /&gt;
__TOC__&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Handguns =&lt;br /&gt;
All handguns can be dual-wielded.&lt;br /&gt;
== Beretta M9A1 ==&lt;br /&gt;
The [[Beretta 92 pistol series#Beretta M9A1|Beretta M9A1]], fitted with a functional weaponlight, appears as the &amp;quot;9mm Tactical&amp;quot; and is the default sidearm for all survivors. Like in many games, the hammer is always shown as uncocked.&lt;br /&gt;
[[Image:BerettaM9A1.jpg|none|thumb|350px|Beretta M9A1 - 9x19mm]]&lt;br /&gt;
[[File:KF M9 holding.jpg|thumb|600px|none|As his only method of escape flies away, the British soldier wonder why he was only issued a M9A1 and nothing else.]] &lt;br /&gt;
[[File:KF M9 irons.jpg|thumb|600px|none|Sighting up the incoming hordes.]] &lt;br /&gt;
[[File:KF M9 misc1.jpg|thumb|600px|none|Turning on the torch before entering the local hotel.]] &lt;br /&gt;
[[File:KF M9 reloading1.jpg|thumb|600px|none|Reloading. Dropping out the dry mag while showcasing horrible trigger discipline. Here the torch can be more easily seen. It appears to be modeled after a M3X Tactical Illuminator.]] &lt;br /&gt;
[[File:KF M9 reloading2.jpg|thumb|600px|none|In with a new mag.]] &lt;br /&gt;
[[File:KF M9 reloading3.jpg|thumb|600px|none|The chambering the gun with the slide-release as the Zeds draw ''very'' close.]]&lt;br /&gt;
[[File:KF M9 akimbo irons.jpg|thumb|600px|none|Later that day, on top the Horizon office buliding, he finds himself dual wielding M9A1s against the Zed hordes.]]&lt;br /&gt;
[[File:KF M9 akimbo reloading.jpg|thumb|600px|none|Reloading the two guns, showing off terrible trigger discipline and the ability to release the mag on the left gun with pure will.]]&lt;br /&gt;
&lt;br /&gt;
== Heckler &amp;amp; Koch Mark 23 Mod 0 ==&lt;br /&gt;
The [[Heckler &amp;amp; Koch Mark 23|H&amp;amp;K Mark 23 Mod 0]], appearing as the &amp;quot;MK23&amp;quot;, was introduced during the Summer Sideshow 2012 event as a new weapon for the Sharpshooter Perk. It has comparable power to the .44 Magnum (which is rather absurd since it's chambered in a much smaller cartridge)  with twice the capacity, though it shares the same price as the Handcannon and has the slowest reload speed among the automatic pistols, particularly when dual-wielded. The Mark 23 is notable as it's the only sidearm in the game with its hammer cocked. It also has green tritium night-sights that glow in the dark.&lt;br /&gt;
[[Image:Mk23.jpg|none|thumb|350px|Heckler &amp;amp; Koch Mark 23 Mod 0 - .45 ACP]]&lt;br /&gt;
[[File:KF MK23 holding.jpg|thumb|600px|none|A survivor readying his Mk23 on the &amp;quot;Hillybilly horror&amp;quot; map.]] &lt;br /&gt;
[[File:KF MK23 irons.jpg|thumb|600px|none|The irons sights.]] &lt;br /&gt;
[[File:KF MK23 reloading1.jpg|thumb|600px|none|Reloading. Dropping out the dry mag while showcasing remarkably better trigger discipline than with the other pistols.]] &lt;br /&gt;
[[File:KF MK23 reloading2.jpg|thumb|600px|none|Loading in a new magazine. Note that the slide release is in its active position.]] &lt;br /&gt;
[[File:KF MK23 reloading3.jpg|thumb|600px|none|Chambering a round with the use of the slide release.]]&lt;br /&gt;
[[File:KF MK23 Akimbo holding.jpg|thumb|600px|none|Feeling that one Mk23 isn't enough, he buys himself another one on the &amp;quot;Waterworks&amp;quot; map.]] &lt;br /&gt;
[[File:KF MK23 Akimbo reloading1.jpg|thumb|600px|none|The Mk23 has a rather unusual reload animation when dual wielding. First the magazines are dropped (which is more believable in comparison to the M9 and Desert Eagle as the Mk23 actually has an ambidextrous mag-release), then the character will holster the gun in the right hand before inserting a new magazine in the left one and then racking the slide.]] &lt;br /&gt;
[[File:KF MK23 Akimbo reloading2.jpg|thumb|600px|none|The same process is repeated one the right-hand gun, but instead of racking the slide with their left hand, the character will instead grab the other gun before smacking the slide with it. Atleast proper trigger discipline is shown.]]&lt;br /&gt;
&lt;br /&gt;
== IMI/Magnum Research Desert Eagle Mark XIX ==&lt;br /&gt;
The [[Desert Eagle#Desert Eagle Mark XIX|Desert Eagle Mark XIX]], appearing as the &amp;quot;Handcannon&amp;quot;, is a Sharpshooter Perk weapon. While it features an 8-round magazine, it is modelled after the .50 AE version, which should hold only 7 rounds. The &amp;quot;Handcannon&amp;quot; is the most powerful handgun in the pistol lineup, the trade off being its high recoil and small magazine. It has been given a gold-plated variant with the second Golden Weapons Pack, with the &amp;quot;Golden Handcannon&amp;quot; coming in Magnum Research's Tiger Stripe finish.&lt;br /&gt;
[[Image:Desert-Eagle.jpeg|none|thumb|350px|Desert Eagle Mark XIX - .50AE]]&lt;br /&gt;
[[File:KF DEagle holding.jpg|thumb|600px|none|A survivor taking a look at some sort of abomination on the &amp;quot;Transit&amp;quot; map. Like with the M9, the hammer is uncocked. Unlike the M9 however, the Desert Eagle is a SAO weapon, meaning it can't ever be fired with an uncocked hammer.]] &lt;br /&gt;
[[File:KF DEagle irons.jpg|thumb|600px|none|Iron sights.]] &lt;br /&gt;
[[File:KF DEagle reloading.jpg|thumb|600px|none|Reloading. The Desert Eagle shares the exact same reload animation as the M9. Note that the slide isn't far back enough for the slide catch to actually ''catch'' it.]] &lt;br /&gt;
[[File:KF DEagle Akimbo holding.jpg|thumb|600px|none|A survivor brings his akimbo handcannons to hell.]]&lt;br /&gt;
[[File:KF DEagle Akimbo reloading.jpg|thumb|600px|none|Reloading. Inserting a magazine in the right hand gun in a rather awkward fashion.]]&lt;br /&gt;
[[Image:KF-GoldDeagle.jpg|thumb|none|500px|Promo image of the Golden Handcannons, with a gold tiger-stripe finish on everything but the grip. Note that whoever made this image apparently forgot the game is trying to pretend the &amp;quot;Desert Eagle&amp;quot; name isn't a thing.]]&lt;br /&gt;
&lt;br /&gt;
== Smith &amp;amp; Wesson Model 29 ==&lt;br /&gt;
The [[Smith &amp;amp; Wesson Model 29]], as the &amp;quot;.44 Magnum&amp;quot;, was introduced during the 2011 Twisted Christmas event and is a new weapon for the Sharpshooter Perk. It is sort of a middle ground between the 9mm Tactical and the Handcannon: more powerful than the former, cheaper than the latter, but with less ammo and a longer reload time than both. &lt;br /&gt;
[[Image:Smith&amp;amp;WessonModel29.jpg|none|thumb|350px|Smith &amp;amp; Wesson Model 29 - .44 Magnum]]&lt;br /&gt;
[[Image:KF-M29.jpg|none|thumb|300px|A survivor wanders an abandoned motorway with his Model 29.]]&lt;br /&gt;
&lt;br /&gt;
== Colt 1851 Navy ==&lt;br /&gt;
With the 2012 Halloween event came the community Weapons Pack DLC which among four other 3 other weapons added the &amp;quot;Flare Revolver&amp;quot;, a modified [[Colt 1851 Navy]]. Unlike the other handguns, it is meant for the Firebug Perk, and as such it is modified to launch .36-caliber flares rather than bullets. The Flare Revolver's an interesting weapon, while being lighter than most of the other Firebug weapons, its damage is pretty mediocre and the Siren's scream can destroy the flares.&lt;br /&gt;
[[Image:1851Navy.jpg|thumb|none|350px|Colt 1851 Navy - .36 caliber]]&lt;br /&gt;
[[File:KF Flare Revolver holding.jpg|thumb|600px|none|Briar with his flare shooting revolver on the &amp;quot;Foundry&amp;quot; map.]]&lt;br /&gt;
[[File:KF Flare Revolver irons.jpg|thumb|600px|none|Iron sights, which aren't the most effective.]]&lt;br /&gt;
[[File:KF Flare Revolver reloading1.jpg|thumb|600px|none|Reloading. Beginning with grabbing the barrel to open it up, which automatically ejects the whole cylinder.]]&lt;br /&gt;
[[File:KF Flare Revolver reloading2.jpg|thumb|600px|none|Inserting a new cylinder.]]&lt;br /&gt;
[[File:KF Flare Revolver Akimbo holding.jpg|thumb|600px|none|Briar considering starting a fire in the Wyre forest with his two revolvers.]]&lt;br /&gt;
[[File:KF Flare Revolver Akimbo reloading1.jpg|thumb|600px|none|Reloading. Like with the Mk23 and Model 29, one of the revolvers is holstered before reloading, beginning with the right one.]]&lt;br /&gt;
[[File:KF Flare Revolver Akimbo reloading2.jpg|thumb|600px|none|...and then the left.]]&lt;br /&gt;
&lt;br /&gt;
= Submachine Guns =&lt;br /&gt;
== Heckler &amp;amp; Koch MP5A4 ==&lt;br /&gt;
A [[Heckler &amp;amp; Koch MP5#Heckler &amp;amp; Koch MP5A4|Heckler &amp;amp; Koch MP5A4]], referred to as the &amp;quot;MP5M&amp;quot;, was added in late 2011 as a second weapon for the Medic. Like the MP7, it is equipped with a Trijicon RX01 red dot sight and a medication dart launcher. The model in-game also features OD green furniture and a Surefire 628 dedicated forend weaponlight, though due to the medication dart launcher already taking the secondary-fire function, the light cannot be used. It's magazine holds 32 rounds. The MP5M is a solid SMG for any medic, with its easy to read sight and plentiful back-up ammo only nullified with a rather weak damage per shot. It is one of four weapons given proper camouflage with the &amp;quot;Camo Weapon Pack&amp;quot; DLC - it is given a blood-splattered woodland finish referred to as &amp;quot;Blood camo&amp;quot;.&lt;br /&gt;
[[Image:H&amp;amp;KMP5A4Surefire.jpg|none|thumb|500px|H&amp;amp;K MP5A4 with Surefire 628 dedicated forend weaponlight - 9x19mm]]&lt;br /&gt;
[[File:KF MP5 holding.jpg|thumb|600px|none|Freezing in the rain with an MP5 on the &amp;quot;Stronghold&amp;quot; map.]]&lt;br /&gt;
[[File:KF MP5 irons.jpg|thumb|600px|none|The red dot sight.]]&lt;br /&gt;
[[File:KF MP5 reloading1.jpg|thumb|600px|none|Reloading. Pulling back the charging handle.]]&lt;br /&gt;
[[File:KF MP5 reloading2.jpg|thumb|600px|none|Kicking out the dry mag with the new one.]]&lt;br /&gt;
[[File:KF MP5 reloading3.jpg|thumb|600px|none|And then finishing the reload with a HK-slap.]]&lt;br /&gt;
[[Image:KF-CamoMP5.jpg|thumb|none|500px|The promotional image of the MP5M with &amp;quot;blood camo&amp;quot; in the advertisement for the &amp;quot;Camo Weapon Pack&amp;quot;. Note that the fire-selector is on burst.]]&lt;br /&gt;
&lt;br /&gt;
== Heckler &amp;amp; Koch MP7 ==&lt;br /&gt;
The first of the Medic Perk's primary weapons is the [[Heckler &amp;amp; Koch MP7]], referred to as &amp;quot;MP7M&amp;quot; in-game. As a Medic weapon, it is equipped with a medication dart launcher attached to the left side of the gun, which allows the user to heal teammates from long range. It is also fitted with a Trijicon RX01 red dot sight and 20-round magazine (though with a sufficiently-leveled Medic perk that can be doubled, unintentionally setting the precedent for future Medic weapons to have ridiculously-incorrect capacities at high perk levels). The real rate of fire for the MP7 is 950 RPM, but in-game its rate of fire is near 1200 RPM. The MP7M is another solid medic weapon choice, with a high rate of fire, low weight and even serving as a spawn weapon for Level 6 medics. Its MAC-10-like rate of fire is a pain to deal with though, forcing short bursts to stay on target and a ton of reloads.&lt;br /&gt;
[[Image:Original_MP7.jpg|thumb|none|400px|Heckler &amp;amp; Koch MP7 - 4.6x30mm]]&lt;br /&gt;
[[File:KF MP7 holding.jpg|thumb|600px|none|A medic with his MP7 on a map based of the game Portal.]]&lt;br /&gt;
[[File:KF MP7 irons.jpg|thumb|600px|none|Aiming on some Zeds with the red dot.]]&lt;br /&gt;
[[File:KF MP7 reloading1.jpg|thumb|600px|none|Reloading. Dropping out the empty mag.]]&lt;br /&gt;
[[File:KF MP7 reloading2.jpg|thumb|600px|none|Then in a needlessly awkward fashion, the character will grab a new mag with their right hand will still holding onto the weapon via the foregrip. Note that the bolt isn't depicted as locking back. The left side hasn't been modelled with the ambidextrous safety and bolt-release an actual MP7 has.]]&lt;br /&gt;
[[File:KF MP7 reloading3.jpg|thumb|600px|none|After all that, the charging handle is pulled instead of using the bolt-release.]]&lt;br /&gt;
&lt;br /&gt;
== Thompson Submachine Gun ==&lt;br /&gt;
Multiple versions of the [[Thompson Submachine Gun]] have been added to the game. The first was the M1A1 in one of the four Community Pack DLC weapons.&lt;br /&gt;
&lt;br /&gt;
The other two are both M1928s fitted with the distinctive drum magazines and pistol-grip forend. The normal variant is gained by owning both ''Killing Floor'' and ''[[Red Orchestra 2: Rising Storm]]'', and is named the &amp;quot;Rising Storm Tommy Gun&amp;quot;. The Rising Storm Thompson is very similar to the standard M1A1 in raw power and damage, reliably decapitating weak enemies with a couple of shots. The bonus with the Rising Storm is that it packs the largest base magazine size for all the Commando weapons (50 rounds) and isn't too expensive in comparison with its counterparts. Its faults are its even weaker power against bigger enemies, its low ammo reserve, and the fact you have to own ''Rising Storm'', a completely different game, to actually use it.&lt;br /&gt;
&lt;br /&gt;
The second Community Weapon Pack includes a &amp;quot;steampunk&amp;quot; version of the weapon referred to as &amp;quot;Dr. T's Lead Delivery System&amp;quot;, and loads from 40-round drums instead of 50 because Steampunk. Again, it has the same pros as both other versions of the Thompson, but with some more annoying cons added on, such as producing smoke when firing and a slower reload. &lt;br /&gt;
[[Image:M1sb.jpg|none|thumb|450px|Colt M1A1 Thompson - .45 ACP]]&lt;br /&gt;
[[Image:M1928.jpg|none|thumb|450px|Colt M1928 Thompson - .45 ACP]]&lt;br /&gt;
[[File:KF M1A1 holding.jpg|thumb|600px|none|A member of what once was the British army prepares to enter a not particularly amusing amusement park.]] &lt;br /&gt;
[[File:KF M1A1 irons.jpg|thumb|600px|none|Taking a look at a rather gruesome scene. Note that the weapon is aimed through the top part of the sight and not the peep sight.]] &lt;br /&gt;
[[File:KF M1A1 reloading1.jpg|thumb|600px|none|Reloading. First by pulling out the magazine without actually using the mag-release.]] &lt;br /&gt;
[[File:KF M1A1 reloading2.jpg|thumb|600px|none|In with a new 30 round stick mag.]] &lt;br /&gt;
[[File:KF M1A1 reloading3.jpg|thumb|600px|none|The pulling the charging handle, showing that the bolt does not actually move when doing so.]] &lt;br /&gt;
[[Image:KF-M1928.jpg|none|thumb|400px|While wandering an underground destroyed research lab, a survivor brings his M1928 &amp;quot;Rising Storm Tommy Gun&amp;quot; to bear.]]&lt;br /&gt;
[[Image:KF-DrT.jpg|none|thumb|400px|Finally, there is the M1928 &amp;quot;Dr. T's Lead Delivery System&amp;quot;, complete with brass finish, various gears, and steampunk swooshes.]]&lt;br /&gt;
&lt;br /&gt;
== MAC-10 ==&lt;br /&gt;
A Firebug weapon, the [[MAC-10]] is equipped with its distinctive Sionics two-stage suppressor and has a 30-round magazine. The MAC-10 can be fired in semi-auto and full-auto fire modes, and features damage comparable to the Bullpup. If used in conjunction with the Firebug Perk, bullets which do not instantly kill specimens will set them on fire. The MAC-10 is a good starting round weapon for a Firebug, being a effective mid-range weapon and with a high rate of fire in comparison to the other Firebug starting weapons. Its rather obtrusive iron sights and high recoil makes the weapon less effective in later rounds.&lt;br /&gt;
[[Image:Ingram-mac10 new.jpg|none|thumb|400px|Ingram MAC-10 with Sionics Two-Stage Sound Suppressor - .45 ACP]]&lt;br /&gt;
[[File:KF MAC10 holding.jpg|thumb|600px|none|Finding himself in a cold ice cave, a British soldier brings his fire spitting MAC-10.]]&lt;br /&gt;
[[File:KF MAC10 irons.jpg|thumb|600px|none|Iron sights.]]&lt;br /&gt;
[[File:KF MAC10 misc1.jpg|thumb|600px|none|Lighting some Zeds on fire with the MAC.]]&lt;br /&gt;
[[File:KF MAC10 reloading1.jpg|thumb|600px|none|Reloading. Pulling out the magazine without touching the magazine catch.]]&lt;br /&gt;
[[File:KF MAC10 reloading2.jpg|thumb|600px|none|Inserting a new one.]]&lt;br /&gt;
[[File:KF MAC10 reloading3.jpg|thumb|600px|none|Pulling back the charging handle. Note that the bolt is in its correct backwards position.]]&lt;br /&gt;
&lt;br /&gt;
== TDI Vector ==&lt;br /&gt;
Named the &amp;quot;Schneidzekk Medic Gun&amp;quot;, the [[TDI Vector]] was added with the 2012 Twisted Christmas update, possessing a high rate of fire. It has a correct 25-round magazine capacity and like the other Field Medic guns, in addition to the usual healing dart launcher, its mag capacity can be doubled to 50 with a high enough perk level. Unlike the other medic guns, it does not possess a red dot sight of any kind, relying solely on ironsights. The Schneidzekk, which means &amp;quot;Zed Cutter&amp;quot; in German, is an interesting weapon choice for a medic wanting the power of the Thompson while still being able to use medical darts. The downsides of the weapon would be its high price, poor accuracy, and ridiculous fire rate combined with a relatively slow reload.&lt;br /&gt;
[[Image:KrissSuperV.jpg|none|thumb|450px|TDI Vector - .45 ACP]]&lt;br /&gt;
[[Image:KF-Vector.jpg|none|thumb|400px|A survivor wanders a Moon Base - yes, a Moon Base - with his Vector.]]&lt;br /&gt;
[[Image:KF-VectorReload.jpg|none|thumb|450px|Even in space, no one can escape the Specimens. The survivor reloads his Vector and prepares for some low-gravity Zed cutting.]]&lt;br /&gt;
&lt;br /&gt;
= Shotguns =&lt;br /&gt;
== 12 Gauge Double Barreled Shotgun ==&lt;br /&gt;
A [[12_Gauge_Double_Barreled_Shotgun|double barreled hunting shotgun]] is available in the game. Called the &amp;quot;Hunting Shotgun&amp;quot;, it is incredibly powerful at close-range, especially when both barrels are fired at once via the secondary-fire function. Support Specialists at the highest level spawn with one. The weapon's accuracy is rather poor and reloading it takes time, additionally, it cannot be reloaded unless one has fired both barrels. &lt;br /&gt;
[[Image:IGA-Coach-Gun.jpg|thumb|none|500px|Stoeger/IGA coach gun - 12 gauge]]&lt;br /&gt;
[[File:KF DB holding.jpg|thumb|600px|none|Creeping through a creepy mansion with a double-barrel shotty.]] &lt;br /&gt;
[[File:KF DB irons.jpg|thumb|600px|none|Iron sights. Or rather, a bead sight.]] &lt;br /&gt;
[[File:KF DB reloading1.jpg|thumb|600px|none|Reloading. Chucking out the spent shells.]] &lt;br /&gt;
[[File:KF DB reloading2.jpg|thumb|600px|none|Loading in one shell...]] &lt;br /&gt;
[[File:KF DB reloading3.jpg|thumb|600px|none|...and the other.]]&lt;br /&gt;
&lt;br /&gt;
== AA-12 CQB ==&lt;br /&gt;
The main weapon of the Support Specialist Perk is an [[AA-12|AA-12 CQB automatic shotgun]]. It uses 20-round drum magazines and has the largest reserve ammo pool of the shotguns at 80 rounds, something it goes through quickly due to its fully automatic nature however. While it's very powerful and has a quick reload compared to the tube-fed shotguns, the AA-12 is heavy and very expensive. Unlike the real AA-12, it has a semi-automatic fire mode. It is the second of two firearms given a gold-plated variant with the second Golden Weapon Pack and is one of the most elaborately plated guns in the pack.&lt;br /&gt;
[[Image:AA-12 CQB.jpg|thumb|500px|none|AA-12 CQB - 12 gauge]]&lt;br /&gt;
[[File:KF AA12 holding.jpg|thumb|600px|none|A survivor preparing to tear up some Zeds with his AA-12 on the &amp;quot;Fright Yard&amp;quot; map.]]&lt;br /&gt;
[[File:KF AA12 irons.jpg|thumb|600px|none|Iron sights.]]&lt;br /&gt;
[[File:KF AA12 reloading1.jpg|thumb|600px|none|Reloading. Beginning with pulling and then pushing the charging handle forward, which is correct. Since the AA-12 is an open bolt weapon, it is possible to cock the weapon before actually inserting a new magazine.]]&lt;br /&gt;
[[File:KF AA12 reloading2.jpg|thumb|600px|none|Pulling out the empty drum.]]&lt;br /&gt;
[[File:KF AA12 reloading3.jpg|thumb|600px|none|Inserting a new one full of 12 gauge.]]&lt;br /&gt;
[[Image:KF-GoldAA12.jpg|none|thumb|500px|Promotional image of the Golden AA12, showing off the rather extreme plating and engraving.]]&lt;br /&gt;
&lt;br /&gt;
== Benelli M3 Super 90 ==&lt;br /&gt;
The basic shotgun in the game is a [[Benelli M Series Super 90 Shotguns#Benelli M3|Benelli M3 Super 90]], called the &amp;quot;Shotgun&amp;quot;, it comes with a working forend dedicated weaponlight and holds 8 rounds despite it being modeled with a 5-round tube magazine. While the real M3 can be toggled between semi-auto and pump-action, in-game it is locked to pump-action only. The M3 Super 90 is a solid shotgun for earlier rounds, and is the weapon that level 5 Support Specialists can spawn with, but loses its effectiveness at later ones and its iron sights are a bit obtrusive. A variant with the same blood-splattered woodland camouflage as the MP5M was added with the Camo Weapons Pack. &lt;br /&gt;
[[Image:Benelli M3 pistol grip.jpg|none|thumb|500px|Benelli M3 Super 90 with pistol grip stock combination,  ghost ring sights, and 5-round tube - 12 gauge]]&lt;br /&gt;
[[File:KF Benelli M3 holding.jpg|thumb|600px|none|A survivor creeping through a creepy facility with his M3 at hand.]] &lt;br /&gt;
[[File:KF Benelli M3 irons.jpg|thumb|600px|none|The ghost ring sight.]] &lt;br /&gt;
[[File:KF Benelli M3 misc1.jpg|thumb|600px|none|After unloading into some Zeds, the action is racked in an overly dramatic way.]] &lt;br /&gt;
[[File:KF Benelli M3 reloading.jpg|thumb|600px|none|Loading up on shells.]] &lt;br /&gt;
[[File:KF Benelli M3 misc2.jpg|thumb|600px|none|Turning on the flashlight before descending into the depths of the facility.]] &lt;br /&gt;
[[Image:KF-CamoBenelliM3.jpg|none|thumb|500px|Promotional image of the Benelli M3 Super 90 with &amp;quot;blood camo&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
== Benelli M4 Super 90 ==&lt;br /&gt;
The [[Benelli M Series Super 90 Shotguns#Benelli M4|Benelli M4 Super 90]] shotgun was added in the Twisted Christmas 2011 update, appearing as the &amp;quot;Combat Shotgun&amp;quot;. Like the M3, it has a weaponlight attached to the magazine tube as well as a red dot sight on the top rail. It is about on-par with the M3: the two deal equal damage, but the M4 has a much higher rate of fire in return for slightly slower per-shell reloading and a lowered capacity of 6 shells, indicating the use of three-inch shells; incidentally, the two combined mean that both weapons take the same amount of time to fully reload from empty. This is one of three firearms that can be given a gold finish by way of DLC added for the Twisted Christmas 2012 update.&lt;br /&gt;
[[Image:M4Super90.jpg|none|thumb|500px|Benelli M4 Super 90 with 7-round tube - 12 gauge]]&lt;br /&gt;
[[File:KF Benelli M4 holding.jpg|thumb|600px|none|A survivor finds himself on an Icebreaker ship on the stormy ocean.]] &lt;br /&gt;
[[File:KF Benelli M4 irons.jpg|thumb|600px|none|The red dot sight.]] &lt;br /&gt;
[[File:KF Benelli M4 misc1.jpg|thumb|600px|none|Turning on the flashlight.]] &lt;br /&gt;
[[File:KF Benelli M4 reloading1.jpg|thumb|600px|none|Reloading. Inserting a shell. Note that the bolt doesn't lock back when the gun is dry.]] &lt;br /&gt;
[[File:KF Benelli M4 reloading2.jpg|thumb|600px|none|Pulling the charging handle. A shell can be seen inside the chamber.]]  &lt;br /&gt;
[[Image:KF-GoldBenelli.jpg|none|thumb|450px|The Golden Combat Shotgun; everything but the flashlight, its mount, and the rail has been gold-plated or engraved. One wonders how much it takes to gold-plate and engrave a red dot sight.]]&lt;br /&gt;
&lt;br /&gt;
== Kel-Tec KSG ==&lt;br /&gt;
Appearing as the &amp;quot;HSG-1 Shotgun&amp;quot;, a modified version of the [[Kel-Tec KSG]] appears as of the 2012 Summer Sideshow event. It is a pump-action shotgun and feeds from a magazine placed in the loading port for the dual tube magazines, holding 12 shells per magazine. It comes with an adjustable choke - pressing the fire mode button switches between wide and tight shell spreads. In keeping with its &amp;quot;futuristic&amp;quot; appearance, the KSG makes strange &amp;quot;power-up&amp;quot; type sounds when a new magazine is inserted or when the pump-handle is cycled. While it is lighter and has a better effective range, the HSG-1 does less damage than the other shotguns.&lt;br /&gt;
[[Image:Kel-Tec KSG Shotgun Oleg Volk 1.jpg|500px|thumb|none|Kel-Tec KSG - 12 gauge]]&lt;br /&gt;
[[File:KF KSG holding.jpg|thumb|600px|none|A dosh enthusiast with his KSG on the local moon base.]] &lt;br /&gt;
[[File:KF KSG irons.jpg|thumb|600px|none|The rather wonky fiber-optic sights.]] &lt;br /&gt;
[[File:KF KSG misc1.jpg|thumb|600px|none|Pumping the shotgun after blasting some Zeds.]] &lt;br /&gt;
[[File:KF KSG reloading1.jpg|thumb|600px|none|Reloading. Removing the magazine. Note the poor trigger discipline.]] &lt;br /&gt;
[[File:KF KSG reloading2.jpg|thumb|600px|none|About to load in a new mag.]] &lt;br /&gt;
[[File:KF KSG reloading3.jpg|thumb|600px|none|Chambering a round.]] &lt;br /&gt;
[[Image:KF-HSG1Promo.jpg|400px|thumb|none|Promotional image of the HSG-1.]]&lt;br /&gt;
&lt;br /&gt;
== Winchester Model 1897 &amp;quot;Trench Gun&amp;quot; ==&lt;br /&gt;
Added to the game with the 2012 Halloween update is the Trench Gun version of the [[Winchester Model 1897]], unsurprisingly called &amp;quot;Trenchgun&amp;quot; in-game. As a Firebug weapon, it is the only shotgun in the game to load incendiary &amp;quot;Dragon's Breath&amp;quot; shells, setting any specimen it doesn't immediately kill on fire. It holds a semi-incorrect 6 shells in the tube - the real weapon could hold this many, but you have to load a round in the chamber then load the other 5 shells in the tube. &lt;br /&gt;
[[Image:Winchester1897TrenchTakedown.jpg|none|thumb|500px|Winchester Model 1897 &amp;quot;Trench Gun&amp;quot; - 12 gauge]]&lt;br /&gt;
[[File:KF M1897 holding.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:KF M1897 irons.jpg|thumb|600px|none|Iron sights.]] &lt;br /&gt;
[[File:KF M1897 misc1.jpg|thumb|600px|none|Pumping the weapon after firing, revealing the brass shells used.]] &lt;br /&gt;
[[File:KF M1897 reloading1.jpg|thumb|600px|none|Reloading. Loading in a new shell.]] &lt;br /&gt;
[[File:KF M1897 reloading2.jpg|thumb|600px|none|Chambering a shell after loading up.]]&lt;br /&gt;
&lt;br /&gt;
= Rifles =&lt;br /&gt;
== Winchester Model 1894 ==&lt;br /&gt;
One of the cheapest weapons in the game is a [[Winchester Model 1894]] called the &amp;quot;Lever Action Rifle&amp;quot;. In previous versions, it has been referred to as the &amp;quot;Winchester&amp;quot;. It is equipped with a rear tang peep sight. It deals nearly twice the damage of the Mk 14 EBR per bullet, though with half the capacity, a slower reload and slower rate-of-fire due to its lever-action nature. At high Sharpshooter levels, it can kill anything weaker than a Scrake in a single headshot.&lt;br /&gt;
[[Image:Win94saddlering.jpg|thumb|none|500px|Winchester 1894 Saddle Ring Carbine - .30-30.]]&lt;br /&gt;
[[File:KF Model 1894 holding.jpg|thumb|600px|none|Standing outside a blood-stained barn, Winchester in hand.]]&lt;br /&gt;
[[File:KF Model 1894 irons.jpg|thumb|600px|none|Peeping through the peep sight.]]&lt;br /&gt;
[[File:KF Model 1894 reloading.jpg|thumb|600px|none|Reloading. Not attempts at chambering a round is done after loading up, regardless if there's a round in the chamber or not.]]&lt;br /&gt;
[[File:KF Model 1894 misc1.jpg|thumb|600px|none|Cycling the action, showing a new round being chambered.]]&lt;br /&gt;
&lt;br /&gt;
== Short Magazine Lee-Enfield No. 4 Mk. I ==&lt;br /&gt;
Added in the second Community Weapon Pack DLC. As with the other weapons in the pack, it is not an original [[Short Magazine Lee-Enfield (SMLE)|SMLE]], but rather a &amp;quot;steampunk&amp;quot;-style weapon named the &amp;quot;Single-Piston Long Musket&amp;quot;. As a Sharpshooter weapon, it is effectively a longer-ranged version of the lever-action rifle, with a short-ranged scope attached. Instead of the usual procedure of reloading via stripper clips, it is reloaded by replacing the detachable magazine - Killing Floor shares the distinction with the earlier ''Call of Duty: Finest Hour'' and the later ''ZombiU'' of being possibly the only games ever in which a Lee-Enfield is reloaded in this manner.&lt;br /&gt;
[[Image:Smle4mk1t.jpg|none|thumb|500px|Lee-Enfield No.4 Mk.I(T) with magazine and scope - .303 British]]&lt;br /&gt;
[[Image:KF-SPLM.jpg|none|thumb|400px|A promotional image showing the &amp;quot;Single-Piston Long Musket&amp;quot; in gameplay, giving a nice profile view of the weapon. The user could have picked a better time to reload, though.]]&lt;br /&gt;
[[Image:KF-SPLMPromo.jpg|none|thumb|500px|Another promotional image of the &amp;quot;Single-Piston Long Musket&amp;quot;, showing off the eagle-head forend.]]&lt;br /&gt;
&lt;br /&gt;
= Assault Rifles and Carbines =&lt;br /&gt;
== Colt M4A1 Carbine ==&lt;br /&gt;
The [[M16 rifle series#M4/M4A1 Carbine|M4A1]] was introduced during the 2011 Twisted Christmas event. Available in two configurations: the cheaper one for the Commando Perk appears as simply the &amp;quot;M4&amp;quot;, fitted with an Aimpoint M68 Close Combat Optic (aka CompM2) and compared to the [[AK-47#AIMR|AIMR]] it has a higher fire rate and more reserve ammo, but a slower reload and less damage per bullet. The much more expensive version for the Demolitions Perk appears as the &amp;quot;M4 203&amp;quot;, using iron sights rather than the M68 CCO and fitted with a [[M203 grenade launcher|Knight's Armament M203A1 grenade launcher]] which gives it more raw firepower than the standard version. &lt;br /&gt;
&lt;br /&gt;
Both M4A1 models feature a Vltor Improved Modstock, Knight's Armament rear flip-up BUIS, Magpul PMAGs, and a Knight's Armament M4 RAS handguard with rail covers. The Commando M4 is also available with a desert-style digital camo pattern for those who own the &amp;quot;Camo Weapons Pack&amp;quot; DLC.&lt;br /&gt;
[[Image:ColtM4.jpg|none|thumb|500px|Colt M4A1 Carbine with Aimpoint M68 Close Combat Optic, Knight's Armament M4 RAS handguard with rail covers and vertical foregrip - 5.56x45mm NATO]]&lt;br /&gt;
[[File:KF M4 holding.jpg|thumb|600px|none|A survivor with his newly acquired M4A1 on the &amp;quot;Freight Yard&amp;quot; map.]] &lt;br /&gt;
[[File:KF M4 irons.jpg|thumb|600px|none|Sighting up a Husk with the red dot.]] &lt;br /&gt;
[[File:KF M4 reloading1.jpg|thumb|600px|none|As some Zeds draw closer, the survivor reloads his rifle. While somewhat difficult to spot, the fire-selector is set to safe. It's possible to switch between semi and full auto, but the selector won't move when doing so.]] &lt;br /&gt;
[[File:KF M4 reloading2.jpg|thumb|600px|none|About to insert a new PMAG.]] &lt;br /&gt;
[[File:KF M4 reloading3.jpg|thumb|600px|none|Pulling the charging handle. Time to start shooting.]] &lt;br /&gt;
[[Image:KF-CamoM4.jpg|none|thumb|500px|Promotional image of the M4A1 with digital desert-style camo.]]&lt;br /&gt;
[[Image:CM4-M203.jpg|thumb|none|500px|Colt M4A1 Carbine with Knight's Armament M203A1 grenade launcher - 5.56x45mm NATO and 40x46mm]]&lt;br /&gt;
[[File:KF M4 M203 holding.jpg|thumb|600px|none|A survivor with a more explosive version of the M4.]] &lt;br /&gt;
[[File:KF M4 M203 irons.jpg|thumb|600px|none|Sight picture of the KAC flip-up sights.]] &lt;br /&gt;
[[File:KF M4 M203 reloading.jpg|thumb|600px|none|Reloading the M203.]]&lt;br /&gt;
[[Image:Xmas_m4203.jpg|thumb|none|550px|M4A1 with M203 as shown in a promotional image.]]&lt;br /&gt;
&lt;br /&gt;
== L22A2 ==&lt;br /&gt;
The first of the Commando Perk weapons is the [[L22A2]], dubbed the &amp;quot;Bullpup&amp;quot;. It has a mounted EOTech XPS red dot sight (which is unrealistic, as the rail on top of the L22A2 is not a Picatinny rail and as such would be unable to hold the EOTech in place) and uses 40-round magazines. It's very weak and unaccurate with heavy recoil.&lt;br /&gt;
[[Image:Sa80A2-l22a2.jpg|thumb|none|500px|L22A2 with 20-round magazine and SUSAT scope - 5.56x45mm NATO]]&lt;br /&gt;
[[File:KF L22 holding.jpg|thumb|600px|none|A British soldier with his L22A2, preparing to defend the last of the phone boots from the Zed hordes.]] &lt;br /&gt;
[[File:KF L22 irons.jpg|thumb|600px|none|The sight picture of the EOTech.]] &lt;br /&gt;
[[File:KF L22 reloading1.jpg|thumb|600px|none|Reloading. About to pull out the magazine.]] &lt;br /&gt;
[[File:KF L22 reloading2.jpg|thumb|600px|none|Then mashing in a new mag. No attempt at using the bolt-release or yanking the charging-handle is done however, the round seemingly chambering itself.]] &lt;br /&gt;
[[Image:KF-L22Ground.jpg|none|thumb|450px|Examination of the L22A2 on the ground shows that the right side of weapon is a mirror of the left, thus no ejection port or charging handle. Note the lightened A2 fore-end and the bit of Picatinny rail sticking out behind the top of the non-proprietary vertical grip.]]&lt;br /&gt;
&lt;br /&gt;
== Romanian AIMR ==&lt;br /&gt;
The [[AK-47#AIMR|AIMR]], referred to as an &amp;quot;AK47&amp;quot;, is the second Commando weapon. The AIMR serves as a rather good all-rounder weapon with higher power in comparison to the M4A1, though is tempered with rather lackluster accuracy, a high recoil on par with the SCARMk17 on full auto and always recoiling into the right, requiring a lot of re-aiming. A version with a gold finish can be obtained with a DLC package released for the 2012 Christmas update, with plating on all metal components and golden engraving on the wooden parts as well.&lt;br /&gt;
[[Image:PM md. 90 Krinkov.jpg|thumb|none|500px|AIMR - 7.62x39mm. The original Romanian designation for this rifle is the PM md. 90 cu țeavă scurtă (short barrelled).]]&lt;br /&gt;
[[File:KF AK holding.jpg|thumb|600px|none|A British soldier enjoying the sun set with his AIMR.]] &lt;br /&gt;
[[File:KF AK irons.jpg|thumb|600px|none|Iron sights.]] &lt;br /&gt;
[[File:KF AK reloading1.jpg|thumb|600px|none|Reloading. About to pull out the dry mag.]] &lt;br /&gt;
[[File:KF AK reloading2.jpg|thumb|600px|none|Rocking in a new one.]] &lt;br /&gt;
[[File:KF AK reloading3.jpg|thumb|600px|none|Pulling the charging handle with an overhand technique.]] &lt;br /&gt;
[[Image:KF-GoldDraco.jpg|none|thumb|400px|The Golden AK47: the AIMR with gold plating or engraving on everything but the pistol grip.]]&lt;br /&gt;
[[Image:KF-DracoGround.jpg|thumb|none|400px|A dropped AIMR. Since it apparently must be one or the other, it actually has a charging handle and ejection port, but also has the safety on. Note the two lined up detents below the selector switch for full-auto and semi-auto fire modes respectively, indicating it is the AIMR and not the similar semi-auto-only Draco Carbine.]]&lt;br /&gt;
&lt;br /&gt;
== MKb 42(H) ==&lt;br /&gt;
The Halloween 2012 event added the [[Sturmgewehr 44|MKb42(H)]] to the game as another Commando weapon. Sporting a reference to ''Red Orchestra 2: Heroes of Stalingrad'', the MKb 42 is another all-rounder weapon, with rather controllable recoil and rate of fire.&lt;br /&gt;
[[Image:German WW2 MP-44 copy Sport-Systeme Dittrich 'BD42(H)' designed from the MKB42(H).jpg|thumb|none|500px|Haenel MKb 42(H) - 7.92x33mm Kurz]]&lt;br /&gt;
[[File:KF MKb holding.jpg|thumb|600px|none|Wielding the MKb on the &amp;quot;Stronghold&amp;quot; map.]]&lt;br /&gt;
[[File:KF MKb irons.jpg|thumb|600px|none|Aiming for the head on a Zed.]]&lt;br /&gt;
[[File:KF MKb reloading1.jpg|thumb|600px|none|Reloading. The magazine is thrown away.]]&lt;br /&gt;
[[File:KF MKb reloading2.jpg|thumb|600px|none|Inserting a new one.]]&lt;br /&gt;
[[File:KF MKb reloading3.jpg|thumb|600px|none|The charging handle travelling forward after being pulled.]]&lt;br /&gt;
&lt;br /&gt;
= Battle Rifles =&lt;br /&gt;
== FN FAL &amp;quot;G Series&amp;quot; ==&lt;br /&gt;
Added for the 2012 summer event, the [[FN FAL#FN FAL|FN FAL &amp;quot;G Series&amp;quot;]] is a powerful Commando weapon called the &amp;quot;FNFAL ACOG&amp;quot;, likely standing-in for the British [[FN FAL#L1A1|L1A1 SLR]]. It shares the SCAR-H's high power as well as having lower recoil than the SCAR-H, though with a higher firing rate and a higher cost. The FAL in-game is customized with a wooden pistol grip, an original FAL 50.00 flash-hider, a rail on top of the receiver, and an ACOG scope mounted on said rail giving it a higher zoom level than the SCAR.&lt;br /&gt;
[[File:Fn_fal_g_series.jpg|thumb|none|500px|FN FAL &amp;quot;G Series&amp;quot; - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:C1A1.jpg|500px|thumb|none|L1A1 SLR with wood furniture for comparison - 7.62x51mm NATO]]&lt;br /&gt;
[[File:KF FAL holding.jpg|thumb|600px|none|Wandering through the &amp;quot;Siren's Belch&amp;quot; map with a FAL. Note that the reticle of the sight can be seen, which would mean that the reticle would be a part of the actual glass of the scope.]]&lt;br /&gt;
[[File:KF FAL irons.jpg|thumb|600px|none|Aiming with the sight. The reticle is not close to that of an actual ACOG.]]&lt;br /&gt;
[[File:KF FAL reloading1.jpg|thumb|600px|none|Reloading. Throwing away the empty mag.]]&lt;br /&gt;
[[File:KF FAL reloading2.jpg|thumb|600px|none|Rocking in a new one which has bullets nicely modelled in it.]]&lt;br /&gt;
[[File:KF FAL reloading3.jpg|thumb|600px|none|Pulling the charging handle with the palm of the hand.]]&lt;br /&gt;
&lt;br /&gt;
== FN SCAR-H (Mk 17 Mod 0) ==&lt;br /&gt;
The [[FN SCAR#FN SCAR-H|FN SCAR-H]], appearing as the &amp;quot;SCARMK17&amp;quot;, is one of the most powerful Commando Perk weapons available in-game, alongside the  FN FAL. Although the real-life cyclic rate is about 625rpm, it has one of the fastest RPM in the game as well as the highest recoil on par with the AIMR. It features a Tango Down vertical foregrip and the newer version of the Aimpoint M68 Close Combat Optic, the Aimpoint CompM4s, without lens cover caps and mounted on a high riser mount.&lt;br /&gt;
[[Image:FN_SCAR-H_STD.jpg|none|thumb|500px|Third Generation FN SCAR-H - 7.62x51mm NATO]]&lt;br /&gt;
[[File:KF SCAR holding.jpg|thumb|600px|none|Briar preparing to go fishing with his newly purchased SCAR.]]&lt;br /&gt;
[[File:KF SCAR irons.jpg|thumb|600px|none|Aiming.]]&lt;br /&gt;
[[File:KF SCAR reloading1.jpg|thumb|600px|none|His fishing trip proving fruitless, Briar hides from the rain in the old mansion to reload his SCAR. Note that the charging handle is still in its forward position. Since the SCAR has a reciprocating charging handle, and since its bolt locks back once its dry, it should be in its backward position.]]&lt;br /&gt;
[[File:KF SCAR reloading2.jpg|thumb|600px|none|Inserting a new magazine while showcasing good trigger discipline. Note that the selector is actually set to auto.]]&lt;br /&gt;
[[File:KF SCAR reloading3.jpg|thumb|600px|none|Hitting the bolt-release. Out of all the guns that has one in Killing Floor, this is the only gun were it's actually used.]]&lt;br /&gt;
&lt;br /&gt;
== Mk 14 Mod 0 Enhanced Battle Rifle ==&lt;br /&gt;
One of the primary Sharpshooter weapons in the game is a [[M14#Mk_14_Mod_0/1_Enhanced_Battle_Rifle|Mk 14 Mod 0 EBR]], a model with a fixed Sage tactical stock, using rail covers instead of the standard Kydex hand guard, and is equipped with a laser aiming module. In-game it is referred to as the &amp;quot;M14EBR&amp;quot;, the US Army designation. While it has a high price at the trader and rather high recoil, it comes with 20-round magazines, a high DPS, and usable laser sight for accurate hip firing.&lt;br /&gt;
[[Image:M14 ebr cvfs.jpg|none|thumb|500px|M14 EBR with Fixed Synthetic Stock and Butt Pad - 7.62x51mm NATO]]&lt;br /&gt;
[[File:KF M14 holding.jpg|thumb|600px|none|]]&lt;br /&gt;
[[File:KF M14 irons.jpg|thumb|600px|none|Iron sights.]]&lt;br /&gt;
[[File:KF M14 misc1.jpg|thumb|600px|none|The dot produced from the laser.]]&lt;br /&gt;
[[File:KF M14 reloading1.jpg|thumb|600px|none|Reloading. Pulling out the empty mag that still has bullets modelled in it.]]&lt;br /&gt;
[[File:KF M14 reloading2.jpg|thumb|600px|none|About to insert a new mag. Note the green magpul.]]&lt;br /&gt;
[[File:KF M14 reloading3.jpg|thumb|600px|none|Pulling the charging handle. As common in video games, the bolt is not depicted as locking back.]]&lt;br /&gt;
&lt;br /&gt;
== &amp;quot;M7A3&amp;quot; ==&lt;br /&gt;
A futuristic [[Kel-Tec_RFB#Kel-Tec_RFB_Carbine|Kel-Tec RFB Carbine]]-looking weapon, called the &amp;quot;M7A3&amp;quot;, was added in in the 2012 summer event. In is fitted with a red dot reflex sight (with a digital ammunition counter below the sight itself), vertical foregrip, and a medication dart launcher.&lt;br /&gt;
&lt;br /&gt;
The M7A3 packs a mean recoil and rather slow rate of fire, but comes with a futuristic red dot sight as well as good DPS making for a for a stronger weapon than the other medic guns that is also capable of launching medic-darts.&lt;br /&gt;
[[Image:RFB-18.jpg|none|thumb|500px|Kel-Tec RFB Carbine - 7.62x51mm NATO]]&lt;br /&gt;
[[File:AguninKFwtf.jpg|thumb|none|600px|A survivor wields his M7A3 while hopping through a low-gravity moonbase. Note the digital ammunition counter - it keeps track of both the bullets in the current magazine and the medication dart launcher's charge. The crosshair on the sight will even turn red when the magazine is almost empty.]]&lt;br /&gt;
[[File:KF M7A3 irons.jpg|thumb|none|600px|Reticle of the sight.]]&lt;br /&gt;
[[File:KF M7A3 reloading1.jpg|thumb|600px|none|Reloading. Removing the empty magazine. Note the open area on top of the rifle, which is acts as the ejection port. Not the best placement, as it would mean anyone who has their face close to it would have gases blown in their face and potentially brass hitting them.]]&lt;br /&gt;
[[File:KF M7A3 reloading2.jpg|thumb|600px|none|Inserting another full mag.]]&lt;br /&gt;
[[File:KF M7A3 reloading3.jpg|thumb|600px|none|Pulling the charging handle.]]&lt;br /&gt;
[[Image:KF-M7A3Promo.jpg|thumb|none|400px|Promotional image of the M7A3.]]&lt;br /&gt;
&lt;br /&gt;
= Sniper Rifles =&lt;br /&gt;
== Barrett M99 ==&lt;br /&gt;
Appearing as the &amp;quot;M99 AMR&amp;quot;, a [[Barrett M99]] with black and gray urban camo is one of the Sharpshooter weapons added in the 2012 Summer Sideshow event. It is an incredibly powerful and heavy weapon, capable of killing nearly every specimen in the game with a single headshot, but only Support Specialists have the carrying capacity to take any other weapon aside from the 9mm pistol alongside it. Since it's a single shot weapon, it must be reloaded after every shot, which takes a very long time without high Sharpshooter levels, and on top of that its ammunition is prohibitively expensive at £250 per bullet.&lt;br /&gt;
[[File:Barett m99-1.jpg|500px|thumb|none|Barrett M99 - .50 BMG]]&lt;br /&gt;
[[File:KF M99 holding.jpg|thumb|600px|none|Preparing for some sniping on the &amp;quot;mountain pass&amp;quot; map.]] &lt;br /&gt;
[[File:KF M99 irons.jpg|thumb|600px|none|Looking down the scope of the M99. Note that the outside of the scope isn't magnified.]] &lt;br /&gt;
[[File:KF M99 reloading1.jpg|thumb|600px|none|Reloading. Pulling back the bolt.]] &lt;br /&gt;
[[File:KF M99 reloading2.jpg|thumb|600px|none|Inserting a new .50 BMG round.]] &lt;br /&gt;
[[File:KF M99 reloading3.jpg|thumb|600px|none|Chambering said round.]]&lt;br /&gt;
[[File:KF-M99Promo.jpg|450px|thumb|none|A ''mirrored'' promotional image of the M99 AMR.]]&lt;br /&gt;
&lt;br /&gt;
= Explosives =&lt;br /&gt;
== L2A2 ==&lt;br /&gt;
The standard grenade players are equipped with are [[M26 hand grenade#L2A2 Hand Grenade|L2A2]]'s. Unlike the knife and other melee weapons having a dedicated slot, they are thrown by simply pressing a key. Players can carry 5 grenades (though Demolition or Support Specialist levels allow greater carrying capacity for grenades, up to 11). A grenade caught within the blast radius of another will explode immediately alongside it rather than needing its fuse to burn down, widening the blast radius. The Firebug and Field Medic classes get unique variants of the grenade at level 3; the former gets incendiary grenades that light Zeds on fire, while the latter gets grenades that release a green gas similar to the effect from their medication dart launchers; the gas will simultaneously heal teammates and damage Specimens that are within the cloud.&lt;br /&gt;
[[Image:L2A2.jpg|thumb|none|175px|L2A2 High-Explosive Fragmentation grenade]]&lt;br /&gt;
[[File:KF grenade misc1.jpg|thumb|600px|none|Briar throwing a grenade at some Zeds.]]&lt;br /&gt;
[[Image:KF-Grenade.jpg|thumb|none|200px|Trader image for the in-game L2A2.]]&lt;br /&gt;
&lt;br /&gt;
== M79 Grenade Launcher ==&lt;br /&gt;
An [[M79 grenade launcher]] can be used in the game. It is the third firearm that can be gold plated by way of a DLC pack released alongside the 2012 Christmas update. &lt;br /&gt;
&lt;br /&gt;
The M79 is a rather solid explosive weapon, useful for crowds of low level enemies and is rather light, though its single shot capacity gives it low DPS.&lt;br /&gt;
[[Image:M79-Grenade-Launcher.jpg|thumb|none|500px|M79 grenade launcher - 40x46mm]]&lt;br /&gt;
[[File:KF M79 holding.jpg|thumb|600px|none|Strolling through the &amp;quot;Waterworks&amp;quot; map with an M79.]] &lt;br /&gt;
[[File:KF M79 irons.jpg|thumb|600px|none|Iron sights. The leaf sight can't be used.]] &lt;br /&gt;
[[File:KF M79 reloading1.jpg|thumb|600px|none|Reloading. Dropping out the spent case.]] &lt;br /&gt;
[[File:KF M79 reloading2.jpg|thumb|600px|none|In with a new 40mm grenade.]] &lt;br /&gt;
[[Image:KF-GoldThumper.jpg|none|thumb|350px|At the motorway, a survivor wields his gold-plated variant, complete with gold engraving on the wooden parts.]]&lt;br /&gt;
[[Image:KF-GoldThumperReload.jpg|none|thumb|400px|Said survivor reloading the golden M79. Yes, the grenade is also gold-plated, with a biohazard symbol engraved over the primer.]]&lt;br /&gt;
&lt;br /&gt;
== Milkor MGL Mk 1S ==&lt;br /&gt;
A [[Milkor MGL#MGL Mk 1S|Milkor MGL Mk 1S]] with a Trijicon RX01 red dot sight can be used in the game, incorrectly called M32, which is the USMC's designation for the Mk 1L. It is the fourth and final weapon to be given an alternate camouflage pattern with the Camo Weapons Pack, gaining the same digital pattern as the M4A1. The M32 packs a large blast radius and damage, and can quickly fire all six grenades in an emergency, but takes a long time to reload; the upside is that, like the shotguns and Winchester, the reload can be interrupted.&lt;br /&gt;
[[Image:MGL32.jpg|thumb|none|500px|Milkor MGL Mk 1S in desert tan finish fitted with Armson OEG reflex sight - 40x46mm]]&lt;br /&gt;
[[File:KF Mk 1L holding.jpg|thumb|600px|none|Briar strolling through the &amp;quot;Steamland&amp;quot; themepark with his Mk 1S.]]&lt;br /&gt;
[[File:KF Mk 1L irons.jpg|thumb|600px|none|The red dot.]]&lt;br /&gt;
[[File:KF Mk 1L reloading2.jpg|thumb|600px|none|Reloading. Instead of using the extractor, each grenade is individually removed and replaced. Here one is removed...]]&lt;br /&gt;
[[File:KF Mk 1L reloading1.jpg|thumb|600px|none|...and then replaced with a fresh one as a Crawler appears from nowhere.]]&lt;br /&gt;
[[Image:KF-CamoM32.jpg|none|thumb|500px|Promotional image of the MGL Mk 1S with digital desert-style camouflage.]]&lt;br /&gt;
&lt;br /&gt;
== LAW 80 ==&lt;br /&gt;
A missile launcher called the &amp;quot;LAW&amp;quot; is obtainable in the game; before a balancing patch and the addition of the above M99, it was the heaviest and most destructive weapon available. The SAS insignia and motto, &amp;quot;Who dares wins&amp;quot;, is printed on the side of it. It has a passing resemblance to the [[LAW 80]].&lt;br /&gt;
[[Image:Law94mm.jpg|thumb|none|500px|LAW 80 for comparison - 94mm]]&lt;br /&gt;
[[File:KF LAW holding.jpg|thumb|600px|none|Finding himself in Hell, the survivor makes sure to bring adequate firepower.]]&lt;br /&gt;
[[File:KF LAW irons.jpg|thumb|600px|none|The sight of the LAW. The weapon cannot be hip fired.]]&lt;br /&gt;
[[File:KF LAW reloading.jpg|thumb|600px|none|Reloading the LAW.]]&lt;br /&gt;
[[Image:Killing floor LAW.jpg|none|thumb|400px|A &amp;quot;LAW&amp;quot; lying discarded on the ground.]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Video Game]]&lt;br /&gt;
[[Category:First-Person Shooter]]&lt;br /&gt;
[[Category:Science-Fiction]]&lt;br /&gt;
[[Category:Zombie]]&lt;br /&gt;
[[Category:Horror]]&lt;/div&gt;</summary>
		<author><name>AnActualAK47</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=File:KF_SCAR_reloading3.jpg&amp;diff=1106830</id>
		<title>File:KF SCAR reloading3.jpg</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=File:KF_SCAR_reloading3.jpg&amp;diff=1106830"/>
		<updated>2017-05-17T13:51:17Z</updated>

		<summary type="html">&lt;p&gt;AnActualAK47: {{SS}}&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{SS}}&lt;/div&gt;</summary>
		<author><name>AnActualAK47</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=File:KF_SCAR_reloading2.jpg&amp;diff=1106829</id>
		<title>File:KF SCAR reloading2.jpg</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=File:KF_SCAR_reloading2.jpg&amp;diff=1106829"/>
		<updated>2017-05-17T13:51:08Z</updated>

		<summary type="html">&lt;p&gt;AnActualAK47: {{SS}}&lt;/p&gt;
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&lt;div&gt;{{SS}}&lt;/div&gt;</summary>
		<author><name>AnActualAK47</name></author>
	</entry>
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		<id>https://www.buildlogs.org/index.php?title=File:KF_SCAR_reloading1.jpg&amp;diff=1106828</id>
		<title>File:KF SCAR reloading1.jpg</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=File:KF_SCAR_reloading1.jpg&amp;diff=1106828"/>
		<updated>2017-05-17T13:50:59Z</updated>

		<summary type="html">&lt;p&gt;AnActualAK47: {{SS}}&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{SS}}&lt;/div&gt;</summary>
		<author><name>AnActualAK47</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=File:KF_SCAR_irons.jpg&amp;diff=1106827</id>
		<title>File:KF SCAR irons.jpg</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=File:KF_SCAR_irons.jpg&amp;diff=1106827"/>
		<updated>2017-05-17T13:50:49Z</updated>

		<summary type="html">&lt;p&gt;AnActualAK47: {{SS}}&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{SS}}&lt;/div&gt;</summary>
		<author><name>AnActualAK47</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=File:KF_SCAR_holding.jpg&amp;diff=1106826</id>
		<title>File:KF SCAR holding.jpg</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=File:KF_SCAR_holding.jpg&amp;diff=1106826"/>
		<updated>2017-05-17T13:50:41Z</updated>

		<summary type="html">&lt;p&gt;AnActualAK47: {{SS}}&lt;/p&gt;
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		<author><name>AnActualAK47</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Killing_Floor&amp;diff=1106824</id>
		<title>Killing Floor</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Killing_Floor&amp;diff=1106824"/>
		<updated>2017-05-17T13:50:14Z</updated>

		<summary type="html">&lt;p&gt;AnActualAK47: /* Colt 1851 Navy */&lt;/p&gt;
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&lt;div&gt;{{Infobox Video Game|{{PAGENAME}}&lt;br /&gt;
|name = Killing Floor&lt;br /&gt;
|picture = Killing Floor.jpg&lt;br /&gt;
|caption =  PC Boxart&lt;br /&gt;
|date = May 14, 2009&lt;br /&gt;
|developer = Tripwire Interactive&lt;br /&gt;
|platforms= PC&amp;lt;br&amp;gt;Mac OS X&lt;br /&gt;
|publisher = Tripwire Interactive&lt;br /&gt;
|genre = First-Person Shooter&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''''Killing Floor''''' (also known as '''''KF''''') is a first-person shooter video game developed and published by Tripwire Interactive for the PC and Mac OS X. It is a stand-alone version of the original total conversion mod for ''Unreal Tournament 2004'', officially announced on March 2009, and was built on a heavily modified version of the ''Unreal Engine 2.5'' owned by ''Epic Games''. The game was released on May 14, 2009 for the PC and on May 5, 2010 for the Mac OS X.&lt;br /&gt;
&lt;br /&gt;
The story of Killing Floor follows the aftershock of a mutant breakout from multiple labs in London run by the Biotech company Horzine. Following a alleged protest, various Police and Military Units are called in to deal with the &amp;quot;protest&amp;quot;, only to find hordes of mutated humans called &amp;quot;Specimens&amp;quot; waiting. By the end of August, these specimen have destroyed London, ripping anything living to shreds and spreading to the rest of the country. The British Government, fearing this outbreak will spill to other neighboring countries sends various people called survivors into infected areas to deal with the specimens and contain them before they spill into Europe and beyond. These survivors contain a mixture of British army troops, Riot Police officers, civilians, surviving Horzine scientists and workers and such. Aided by the mysterious Trader, these survivors are sent to various infected locations, from West London streets to abandoned Horzine labs to a experimental Moon Base to combat the specimen.&lt;br /&gt;
&lt;br /&gt;
Following the annual Christmas update in 2012, most event updates have coincided with the release of DLC that gives players the option of buying versions of existing weapons with alternate skins. There are currently 12 weapons with alternate skins - eight gold-plated (only five of which are proper firearms), four properly camouflaged. Weapons with alternate DLC skins are noted.&lt;br /&gt;
&lt;br /&gt;
'''The following weapons appear in the game ''Killing Floor'':'''&lt;br /&gt;
__TOC__&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Handguns =&lt;br /&gt;
All handguns can be dual-wielded.&lt;br /&gt;
== Beretta M9A1 ==&lt;br /&gt;
The [[Beretta 92 pistol series#Beretta M9A1|Beretta M9A1]], fitted with a functional weaponlight, appears as the &amp;quot;9mm Tactical&amp;quot; and is the default sidearm for all survivors. Like in many games, the hammer is always shown as uncocked.&lt;br /&gt;
[[Image:BerettaM9A1.jpg|none|thumb|350px|Beretta M9A1 - 9x19mm]]&lt;br /&gt;
[[File:KF M9 holding.jpg|thumb|600px|none|As his only method of escape flies away, the British soldier wonder why he was only issued a M9A1 and nothing else.]] &lt;br /&gt;
[[File:KF M9 irons.jpg|thumb|600px|none|Sighting up the incoming hordes.]] &lt;br /&gt;
[[File:KF M9 misc1.jpg|thumb|600px|none|Turning on the torch before entering the local hotel.]] &lt;br /&gt;
[[File:KF M9 reloading1.jpg|thumb|600px|none|Reloading. Dropping out the dry mag while showcasing horrible trigger discipline. Here the torch can be more easily seen. It appears to be modeled after a M3X Tactical Illuminator.]] &lt;br /&gt;
[[File:KF M9 reloading2.jpg|thumb|600px|none|In with a new mag.]] &lt;br /&gt;
[[File:KF M9 reloading3.jpg|thumb|600px|none|The chambering the gun with the slide-release as the Zeds draw ''very'' close.]]&lt;br /&gt;
[[File:KF M9 akimbo irons.jpg|thumb|600px|none|Later that day, on top the Horizon office buliding, he finds himself dual wielding M9A1s against the Zed hordes.]]&lt;br /&gt;
[[File:KF M9 akimbo reloading.jpg|thumb|600px|none|Reloading the two guns, showing off terrible trigger discipline and the ability to release the mag on the left gun with pure will.]]&lt;br /&gt;
&lt;br /&gt;
== Heckler &amp;amp; Koch Mark 23 Mod 0 ==&lt;br /&gt;
The [[Heckler &amp;amp; Koch Mark 23|H&amp;amp;K Mark 23 Mod 0]], appearing as the &amp;quot;MK23&amp;quot;, was introduced during the Summer Sideshow 2012 event as a new weapon for the Sharpshooter Perk. It has comparable power to the .44 Magnum (which is rather absurd since it's chambered in a much smaller cartridge)  with twice the capacity, though it shares the same price as the Handcannon and has the slowest reload speed among the automatic pistols, particularly when dual-wielded. The Mark 23 is notable as it's the only sidearm in the game with its hammer cocked. It also has green tritium night-sights that glow in the dark.&lt;br /&gt;
[[Image:Mk23.jpg|none|thumb|350px|Heckler &amp;amp; Koch Mark 23 Mod 0 - .45 ACP]]&lt;br /&gt;
[[File:KF MK23 holding.jpg|thumb|600px|none|A survivor readying his Mk23 on the &amp;quot;Hillybilly horror&amp;quot; map.]] &lt;br /&gt;
[[File:KF MK23 irons.jpg|thumb|600px|none|The irons sights.]] &lt;br /&gt;
[[File:KF MK23 reloading1.jpg|thumb|600px|none|Reloading. Dropping out the dry mag while showcasing remarkably better trigger discipline than with the other pistols.]] &lt;br /&gt;
[[File:KF MK23 reloading2.jpg|thumb|600px|none|Loading in a new magazine. Note that the slide release is in its active position.]] &lt;br /&gt;
[[File:KF MK23 reloading3.jpg|thumb|600px|none|Chambering a round with the use of the slide release.]]&lt;br /&gt;
[[File:KF MK23 Akimbo holding.jpg|thumb|600px|none|Feeling that one Mk23 isn't enough, he buys himself another one on the &amp;quot;Waterworks&amp;quot; map.]] &lt;br /&gt;
[[File:KF MK23 Akimbo reloading1.jpg|thumb|600px|none|The Mk23 has a rather unusual reload animation when dual wielding. First the magazines are dropped (which is more believable in comparison to the M9 and Desert Eagle as the Mk23 actually has an ambidextrous mag-release), then the character will holster the gun in the right hand before inserting a new magazine in the left one and then racking the slide.]] &lt;br /&gt;
[[File:KF MK23 Akimbo reloading2.jpg|thumb|600px|none|The same process is repeated one the right-hand gun, but instead of racking the slide with their left hand, the character will instead grab the other gun before smacking the slide with it. Atleast proper trigger discipline is shown.]]&lt;br /&gt;
&lt;br /&gt;
== IMI/Magnum Research Desert Eagle Mark XIX ==&lt;br /&gt;
The [[Desert Eagle#Desert Eagle Mark XIX|Desert Eagle Mark XIX]], appearing as the &amp;quot;Handcannon&amp;quot;, is a Sharpshooter Perk weapon. While it features an 8-round magazine, it is modelled after the .50 AE version, which should hold only 7 rounds. The &amp;quot;Handcannon&amp;quot; is the most powerful handgun in the pistol lineup, the trade off being its high recoil and small magazine. It has been given a gold-plated variant with the second Golden Weapons Pack, with the &amp;quot;Golden Handcannon&amp;quot; coming in Magnum Research's Tiger Stripe finish.&lt;br /&gt;
[[Image:Desert-Eagle.jpeg|none|thumb|350px|Desert Eagle Mark XIX - .50AE]]&lt;br /&gt;
[[File:KF DEagle holding.jpg|thumb|600px|none|A survivor taking a look at some sort of abomination on the &amp;quot;Transit&amp;quot; map. Like with the M9, the hammer is uncocked. Unlike the M9 however, the Desert Eagle is a SAO weapon, meaning it can't ever be fired with an uncocked hammer.]] &lt;br /&gt;
[[File:KF DEagle irons.jpg|thumb|600px|none|Iron sights.]] &lt;br /&gt;
[[File:KF DEagle reloading.jpg|thumb|600px|none|Reloading. The Desert Eagle shares the exact same reload animation as the M9. Note that the slide isn't far back enough for the slide catch to actually ''catch'' it.]] &lt;br /&gt;
[[File:KF DEagle Akimbo holding.jpg|thumb|600px|none|A survivor brings his akimbo handcannons to hell.]]&lt;br /&gt;
[[File:KF DEagle Akimbo reloading.jpg|thumb|600px|none|Reloading. Inserting a magazine in the right hand gun in a rather awkward fashion.]]&lt;br /&gt;
[[Image:KF-GoldDeagle.jpg|thumb|none|500px|Promo image of the Golden Handcannons, with a gold tiger-stripe finish on everything but the grip. Note that whoever made this image apparently forgot the game is trying to pretend the &amp;quot;Desert Eagle&amp;quot; name isn't a thing.]]&lt;br /&gt;
&lt;br /&gt;
== Smith &amp;amp; Wesson Model 29 ==&lt;br /&gt;
The [[Smith &amp;amp; Wesson Model 29]], as the &amp;quot;.44 Magnum&amp;quot;, was introduced during the 2011 Twisted Christmas event and is a new weapon for the Sharpshooter Perk. It is sort of a middle ground between the 9mm Tactical and the Handcannon: more powerful than the former, cheaper than the latter, but with less ammo and a longer reload time than both. &lt;br /&gt;
[[Image:Smith&amp;amp;WessonModel29.jpg|none|thumb|350px|Smith &amp;amp; Wesson Model 29 - .44 Magnum]]&lt;br /&gt;
[[Image:KF-M29.jpg|none|thumb|300px|A survivor wanders an abandoned motorway with his Model 29.]]&lt;br /&gt;
&lt;br /&gt;
== Colt 1851 Navy ==&lt;br /&gt;
With the 2012 Halloween event came the community Weapons Pack DLC which among four other 3 other weapons added the &amp;quot;Flare Revolver&amp;quot;, a modified [[Colt 1851 Navy]]. Unlike the other handguns, it is meant for the Firebug Perk, and as such it is modified to launch .36-caliber flares rather than bullets. The Flare Revolver's an interesting weapon, while being lighter than most of the other Firebug weapons, its damage is pretty mediocre and the Siren's scream can destroy the flares.&lt;br /&gt;
[[Image:1851Navy.jpg|thumb|none|350px|Colt 1851 Navy - .36 caliber]]&lt;br /&gt;
[[File:KF Flare Revolver holding.jpg|thumb|600px|none|Briar with his flare shooting revolver on the &amp;quot;Foundry&amp;quot; map.]]&lt;br /&gt;
[[File:KF Flare Revolver irons.jpg|thumb|600px|none|Iron sights, which aren't the most effective.]]&lt;br /&gt;
[[File:KF Flare Revolver reloading1.jpg|thumb|600px|none|Reloading. Beginning with grabbing the barrel to open it up, which automatically ejects the whole cylinder.]]&lt;br /&gt;
[[File:KF Flare Revolver reloading2.jpg|thumb|600px|none|Inserting a new cylinder.]]&lt;br /&gt;
[[File:KF Flare Revolver Akimbo holding.jpg|thumb|600px|none|Briar considering starting a fire in the Wyre forest with his two revolvers.]]&lt;br /&gt;
[[File:KF Flare Revolver Akimbo reloading1.jpg|thumb|600px|none|Reloading. Like with the Mk23 and Model 29, one of the revolvers is holstered before reloading, beginning with the right one.]]&lt;br /&gt;
[[File:KF Flare Revolver Akimbo reloading2.jpg|thumb|600px|none|...and then the left.]]&lt;br /&gt;
&lt;br /&gt;
= Submachine Guns =&lt;br /&gt;
== Heckler &amp;amp; Koch MP5A4 ==&lt;br /&gt;
A [[Heckler &amp;amp; Koch MP5#Heckler &amp;amp; Koch MP5A4|Heckler &amp;amp; Koch MP5A4]], referred to as the &amp;quot;MP5M&amp;quot;, was added in late 2011 as a second weapon for the Medic. Like the MP7, it is equipped with a Trijicon RX01 red dot sight and a medication dart launcher. The model in-game also features OD green furniture and a Surefire 628 dedicated forend weaponlight, though due to the medication dart launcher already taking the secondary-fire function, the light cannot be used. It's magazine holds 32 rounds. The MP5M is a solid SMG for any medic, with its easy to read sight and plentiful back-up ammo only nullified with a rather weak damage per shot. It is one of four weapons given proper camouflage with the &amp;quot;Camo Weapon Pack&amp;quot; DLC - it is given a blood-splattered woodland finish referred to as &amp;quot;Blood camo&amp;quot;.&lt;br /&gt;
[[Image:H&amp;amp;KMP5A4Surefire.jpg|none|thumb|500px|H&amp;amp;K MP5A4 with Surefire 628 dedicated forend weaponlight - 9x19mm]]&lt;br /&gt;
[[File:KF MP5 holding.jpg|thumb|600px|none|Freezing in the rain with an MP5 on the &amp;quot;Stronghold&amp;quot; map.]]&lt;br /&gt;
[[File:KF MP5 irons.jpg|thumb|600px|none|The red dot sight.]]&lt;br /&gt;
[[File:KF MP5 reloading1.jpg|thumb|600px|none|Reloading. Pulling back the charging handle.]]&lt;br /&gt;
[[File:KF MP5 reloading2.jpg|thumb|600px|none|Kicking out the dry mag with the new one.]]&lt;br /&gt;
[[File:KF MP5 reloading3.jpg|thumb|600px|none|And then finishing the reload with a HK-slap.]]&lt;br /&gt;
[[Image:KF-CamoMP5.jpg|thumb|none|500px|The promotional image of the MP5M with &amp;quot;blood camo&amp;quot; in the advertisement for the &amp;quot;Camo Weapon Pack&amp;quot;. Note that the fire-selector is on burst.]]&lt;br /&gt;
&lt;br /&gt;
== Heckler &amp;amp; Koch MP7 ==&lt;br /&gt;
The first of the Medic Perk's primary weapons is the [[Heckler &amp;amp; Koch MP7]], referred to as &amp;quot;MP7M&amp;quot; in-game. As a Medic weapon, it is equipped with a medication dart launcher attached to the left side of the gun, which allows the user to heal teammates from long range. It is also fitted with a Trijicon RX01 red dot sight and 20-round magazine (though with a sufficiently-leveled Medic perk that can be doubled, unintentionally setting the precedent for future Medic weapons to have ridiculously-incorrect capacities at high perk levels). The real rate of fire for the MP7 is 950 RPM, but in-game its rate of fire is near 1200 RPM. The MP7M is another solid medic weapon choice, with a high rate of fire, low weight and even serving as a spawn weapon for Level 6 medics. Its MAC-10-like rate of fire is a pain to deal with though, forcing short bursts to stay on target and a ton of reloads.&lt;br /&gt;
[[Image:Original_MP7.jpg|thumb|none|400px|Heckler &amp;amp; Koch MP7 - 4.6x30mm]]&lt;br /&gt;
[[File:KF MP7 holding.jpg|thumb|600px|none|A medic with his MP7 on a map based of the game Portal.]]&lt;br /&gt;
[[File:KF MP7 irons.jpg|thumb|600px|none|Aiming on some Zeds with the red dot.]]&lt;br /&gt;
[[File:KF MP7 reloading1.jpg|thumb|600px|none|Reloading. Dropping out the empty mag.]]&lt;br /&gt;
[[File:KF MP7 reloading2.jpg|thumb|600px|none|Then in a needlessly awkward fashion, the character will grab a new mag with their right hand will still holding onto the weapon via the foregrip. Note that the bolt isn't depicted as locking back. The left side hasn't been modelled with the ambidextrous safety and bolt-release an actual MP7 has.]]&lt;br /&gt;
[[File:KF MP7 reloading3.jpg|thumb|600px|none|After all that, the charging handle is pulled instead of using the bolt-release.]]&lt;br /&gt;
&lt;br /&gt;
== Thompson Submachine Gun ==&lt;br /&gt;
Multiple versions of the [[Thompson Submachine Gun]] have been added to the game. The first was the M1A1 in one of the four Community Pack DLC weapons.&lt;br /&gt;
&lt;br /&gt;
The other two are both M1928s fitted with the distinctive drum magazines and pistol-grip forend. The normal variant is gained by owning both ''Killing Floor'' and ''[[Red Orchestra 2: Rising Storm]]'', and is named the &amp;quot;Rising Storm Tommy Gun&amp;quot;. The Rising Storm Thompson is very similar to the standard M1A1 in raw power and damage, reliably decapitating weak enemies with a couple of shots. The bonus with the Rising Storm is that it packs the largest base magazine size for all the Commando weapons (50 rounds) and isn't too expensive in comparison with its counterparts. Its faults are its even weaker power against bigger enemies, its low ammo reserve, and the fact you have to own ''Rising Storm'', a completely different game, to actually use it.&lt;br /&gt;
&lt;br /&gt;
The second Community Weapon Pack includes a &amp;quot;steampunk&amp;quot; version of the weapon referred to as &amp;quot;Dr. T's Lead Delivery System&amp;quot;, and loads from 40-round drums instead of 50 because Steampunk. Again, it has the same pros as both other versions of the Thompson, but with some more annoying cons added on, such as producing smoke when firing and a slower reload. &lt;br /&gt;
[[Image:M1sb.jpg|none|thumb|450px|Colt M1A1 Thompson - .45 ACP]]&lt;br /&gt;
[[Image:M1928.jpg|none|thumb|450px|Colt M1928 Thompson - .45 ACP]]&lt;br /&gt;
[[File:KF M1A1 holding.jpg|thumb|600px|none|A member of what once was the British army prepares to enter a not particularly amusing amusement park.]] &lt;br /&gt;
[[File:KF M1A1 irons.jpg|thumb|600px|none|Taking a look at a rather gruesome scene. Note that the weapon is aimed through the top part of the sight and not the peep sight.]] &lt;br /&gt;
[[File:KF M1A1 reloading1.jpg|thumb|600px|none|Reloading. First by pulling out the magazine without actually using the mag-release.]] &lt;br /&gt;
[[File:KF M1A1 reloading2.jpg|thumb|600px|none|In with a new 30 round stick mag.]] &lt;br /&gt;
[[File:KF M1A1 reloading3.jpg|thumb|600px|none|The pulling the charging handle, showing that the bolt does not actually move when doing so.]] &lt;br /&gt;
[[Image:KF-M1928.jpg|none|thumb|400px|While wandering an underground destroyed research lab, a survivor brings his M1928 &amp;quot;Rising Storm Tommy Gun&amp;quot; to bear.]]&lt;br /&gt;
[[Image:KF-DrT.jpg|none|thumb|400px|Finally, there is the M1928 &amp;quot;Dr. T's Lead Delivery System&amp;quot;, complete with brass finish, various gears, and steampunk swooshes.]]&lt;br /&gt;
&lt;br /&gt;
== MAC-10 ==&lt;br /&gt;
A Firebug weapon, the [[MAC-10]] is equipped with its distinctive Sionics two-stage suppressor and has a 30-round magazine. The MAC-10 can be fired in semi-auto and full-auto fire modes, and features damage comparable to the Bullpup. If used in conjunction with the Firebug Perk, bullets which do not instantly kill specimens will set them on fire. The MAC-10 is a good starting round weapon for a Firebug, being a effective mid-range weapon and with a high rate of fire in comparison to the other Firebug starting weapons. Its rather obtrusive iron sights and high recoil makes the weapon less effective in later rounds.&lt;br /&gt;
[[Image:Ingram-mac10 new.jpg|none|thumb|400px|Ingram MAC-10 with Sionics Two-Stage Sound Suppressor - .45 ACP]]&lt;br /&gt;
[[File:KF MAC10 holding.jpg|thumb|600px|none|Finding himself in a cold ice cave, a British soldier brings his fire spitting MAC-10.]]&lt;br /&gt;
[[File:KF MAC10 irons.jpg|thumb|600px|none|Iron sights.]]&lt;br /&gt;
[[File:KF MAC10 misc1.jpg|thumb|600px|none|Lighting some Zeds on fire with the MAC.]]&lt;br /&gt;
[[File:KF MAC10 reloading1.jpg|thumb|600px|none|Reloading. Pulling out the magazine without touching the magazine catch.]]&lt;br /&gt;
[[File:KF MAC10 reloading2.jpg|thumb|600px|none|Inserting a new one.]]&lt;br /&gt;
[[File:KF MAC10 reloading3.jpg|thumb|600px|none|Pulling back the charging handle. Note that the bolt is in its correct backwards position.]]&lt;br /&gt;
&lt;br /&gt;
== TDI Vector ==&lt;br /&gt;
Named the &amp;quot;Schneidzekk Medic Gun&amp;quot;, the [[TDI Vector]] was added with the 2012 Twisted Christmas update, possessing a high rate of fire. It has a correct 25-round magazine capacity and like the other Field Medic guns, in addition to the usual healing dart launcher, its mag capacity can be doubled to 50 with a high enough perk level. Unlike the other medic guns, it does not possess a red dot sight of any kind, relying solely on ironsights. The Schneidzekk, which means &amp;quot;Zed Cutter&amp;quot; in German, is an interesting weapon choice for a medic wanting the power of the Thompson while still being able to use medical darts. The downsides of the weapon would be its high price, poor accuracy, and ridiculous fire rate combined with a relatively slow reload.&lt;br /&gt;
[[Image:KrissSuperV.jpg|none|thumb|450px|TDI Vector - .45 ACP]]&lt;br /&gt;
[[Image:KF-Vector.jpg|none|thumb|400px|A survivor wanders a Moon Base - yes, a Moon Base - with his Vector.]]&lt;br /&gt;
[[Image:KF-VectorReload.jpg|none|thumb|450px|Even in space, no one can escape the Specimens. The survivor reloads his Vector and prepares for some low-gravity Zed cutting.]]&lt;br /&gt;
&lt;br /&gt;
= Shotguns =&lt;br /&gt;
== 12 Gauge Double Barreled Shotgun ==&lt;br /&gt;
A [[12_Gauge_Double_Barreled_Shotgun|double barreled hunting shotgun]] is available in the game. Called the &amp;quot;Hunting Shotgun&amp;quot;, it is incredibly powerful at close-range, especially when both barrels are fired at once via the secondary-fire function. Support Specialists at the highest level spawn with one. The weapon's accuracy is rather poor and reloading it takes time, additionally, it cannot be reloaded unless one has fired both barrels. &lt;br /&gt;
[[Image:IGA-Coach-Gun.jpg|thumb|none|500px|Stoeger/IGA coach gun - 12 gauge]]&lt;br /&gt;
[[File:KF DB holding.jpg|thumb|600px|none|Creeping through a creepy mansion with a double-barrel shotty.]] &lt;br /&gt;
[[File:KF DB irons.jpg|thumb|600px|none|Iron sights. Or rather, a bead sight.]] &lt;br /&gt;
[[File:KF DB reloading1.jpg|thumb|600px|none|Reloading. Chucking out the spent shells.]] &lt;br /&gt;
[[File:KF DB reloading2.jpg|thumb|600px|none|Loading in one shell...]] &lt;br /&gt;
[[File:KF DB reloading3.jpg|thumb|600px|none|...and the other.]]&lt;br /&gt;
&lt;br /&gt;
== AA-12 CQB ==&lt;br /&gt;
The main weapon of the Support Specialist Perk is an [[AA-12|AA-12 CQB automatic shotgun]]. It uses 20-round drum magazines and has the largest reserve ammo pool of the shotguns at 80 rounds, something it goes through quickly due to its fully automatic nature however. While it's very powerful and has a quick reload compared to the tube-fed shotguns, the AA-12 is heavy and very expensive. Unlike the real AA-12, it has a semi-automatic fire mode. It is the second of two firearms given a gold-plated variant with the second Golden Weapon Pack and is one of the most elaborately plated guns in the pack.&lt;br /&gt;
[[Image:AA-12 CQB.jpg|thumb|500px|none|AA-12 CQB - 12 gauge]]&lt;br /&gt;
[[File:KF AA12 holding.jpg|thumb|600px|none|A survivor preparing to tear up some Zeds with his AA-12 on the &amp;quot;Fright Yard&amp;quot; map.]]&lt;br /&gt;
[[File:KF AA12 irons.jpg|thumb|600px|none|Iron sights.]]&lt;br /&gt;
[[File:KF AA12 reloading1.jpg|thumb|600px|none|Reloading. Beginning with pulling and then pushing the charging handle forward, which is correct. Since the AA-12 is an open bolt weapon, it is possible to cock the weapon before actually inserting a new magazine.]]&lt;br /&gt;
[[File:KF AA12 reloading2.jpg|thumb|600px|none|Pulling out the empty drum.]]&lt;br /&gt;
[[File:KF AA12 reloading3.jpg|thumb|600px|none|Inserting a new one full of 12 gauge.]]&lt;br /&gt;
[[Image:KF-GoldAA12.jpg|none|thumb|500px|Promotional image of the Golden AA12, showing off the rather extreme plating and engraving.]]&lt;br /&gt;
&lt;br /&gt;
== Benelli M3 Super 90 ==&lt;br /&gt;
The basic shotgun in the game is a [[Benelli M Series Super 90 Shotguns#Benelli M3|Benelli M3 Super 90]], called the &amp;quot;Shotgun&amp;quot;, it comes with a working forend dedicated weaponlight and holds 8 rounds despite it being modeled with a 5-round tube magazine. While the real M3 can be toggled between semi-auto and pump-action, in-game it is locked to pump-action only. The M3 Super 90 is a solid shotgun for earlier rounds, and is the weapon that level 5 Support Specialists can spawn with, but loses its effectiveness at later ones and its iron sights are a bit obtrusive. A variant with the same blood-splattered woodland camouflage as the MP5M was added with the Camo Weapons Pack. &lt;br /&gt;
[[Image:Benelli M3 pistol grip.jpg|none|thumb|500px|Benelli M3 Super 90 with pistol grip stock combination,  ghost ring sights, and 5-round tube - 12 gauge]]&lt;br /&gt;
[[File:KF Benelli M3 holding.jpg|thumb|600px|none|A survivor creeping through a creepy facility with his M3 at hand.]] &lt;br /&gt;
[[File:KF Benelli M3 irons.jpg|thumb|600px|none|The ghost ring sight.]] &lt;br /&gt;
[[File:KF Benelli M3 misc1.jpg|thumb|600px|none|After unloading into some Zeds, the action is racked in an overly dramatic way.]] &lt;br /&gt;
[[File:KF Benelli M3 reloading.jpg|thumb|600px|none|Loading up on shells.]] &lt;br /&gt;
[[File:KF Benelli M3 misc2.jpg|thumb|600px|none|Turning on the flashlight before descending into the depths of the facility.]] &lt;br /&gt;
[[Image:KF-CamoBenelliM3.jpg|none|thumb|500px|Promotional image of the Benelli M3 Super 90 with &amp;quot;blood camo&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
== Benelli M4 Super 90 ==&lt;br /&gt;
The [[Benelli M Series Super 90 Shotguns#Benelli M4|Benelli M4 Super 90]] shotgun was added in the Twisted Christmas 2011 update, appearing as the &amp;quot;Combat Shotgun&amp;quot;. Like the M3, it has a weaponlight attached to the magazine tube as well as a red dot sight on the top rail. It is about on-par with the M3: the two deal equal damage, but the M4 has a much higher rate of fire in return for slightly slower per-shell reloading and a lowered capacity of 6 shells, indicating the use of three-inch shells; incidentally, the two combined mean that both weapons take the same amount of time to fully reload from empty. This is one of three firearms that can be given a gold finish by way of DLC added for the Twisted Christmas 2012 update.&lt;br /&gt;
[[Image:M4Super90.jpg|none|thumb|500px|Benelli M4 Super 90 with 7-round tube - 12 gauge]]&lt;br /&gt;
[[File:KF Benelli M4 holding.jpg|thumb|600px|none|A survivor finds himself on an Icebreaker ship on the stormy ocean.]] &lt;br /&gt;
[[File:KF Benelli M4 irons.jpg|thumb|600px|none|The red dot sight.]] &lt;br /&gt;
[[File:KF Benelli M4 misc1.jpg|thumb|600px|none|Turning on the flashlight.]] &lt;br /&gt;
[[File:KF Benelli M4 reloading1.jpg|thumb|600px|none|Reloading. Inserting a shell. Note that the bolt doesn't lock back when the gun is dry.]] &lt;br /&gt;
[[File:KF Benelli M4 reloading2.jpg|thumb|600px|none|Pulling the charging handle. A shell can be seen inside the chamber.]]  &lt;br /&gt;
[[Image:KF-GoldBenelli.jpg|none|thumb|450px|The Golden Combat Shotgun; everything but the flashlight, its mount, and the rail has been gold-plated or engraved. One wonders how much it takes to gold-plate and engrave a red dot sight.]]&lt;br /&gt;
&lt;br /&gt;
== Kel-Tec KSG ==&lt;br /&gt;
Appearing as the &amp;quot;HSG-1 Shotgun&amp;quot;, a modified version of the [[Kel-Tec KSG]] appears as of the 2012 Summer Sideshow event. It is a pump-action shotgun and feeds from a magazine placed in the loading port for the dual tube magazines, holding 12 shells per magazine. It comes with an adjustable choke - pressing the fire mode button switches between wide and tight shell spreads. In keeping with its &amp;quot;futuristic&amp;quot; appearance, the KSG makes strange &amp;quot;power-up&amp;quot; type sounds when a new magazine is inserted or when the pump-handle is cycled. While it is lighter and has a better effective range, the HSG-1 does less damage than the other shotguns.&lt;br /&gt;
[[Image:Kel-Tec KSG Shotgun Oleg Volk 1.jpg|500px|thumb|none|Kel-Tec KSG - 12 gauge]]&lt;br /&gt;
[[File:KF KSG holding.jpg|thumb|600px|none|A dosh enthusiast with his KSG on the local moon base.]] &lt;br /&gt;
[[File:KF KSG irons.jpg|thumb|600px|none|The rather wonky fiber-optic sights.]] &lt;br /&gt;
[[File:KF KSG misc1.jpg|thumb|600px|none|Pumping the shotgun after blasting some Zeds.]] &lt;br /&gt;
[[File:KF KSG reloading1.jpg|thumb|600px|none|Reloading. Removing the magazine. Note the poor trigger discipline.]] &lt;br /&gt;
[[File:KF KSG reloading2.jpg|thumb|600px|none|About to load in a new mag.]] &lt;br /&gt;
[[File:KF KSG reloading3.jpg|thumb|600px|none|Chambering a round.]] &lt;br /&gt;
[[Image:KF-HSG1Promo.jpg|400px|thumb|none|Promotional image of the HSG-1.]]&lt;br /&gt;
&lt;br /&gt;
== Winchester Model 1897 &amp;quot;Trench Gun&amp;quot; ==&lt;br /&gt;
Added to the game with the 2012 Halloween update is the Trench Gun version of the [[Winchester Model 1897]], unsurprisingly called &amp;quot;Trenchgun&amp;quot; in-game. As a Firebug weapon, it is the only shotgun in the game to load incendiary &amp;quot;Dragon's Breath&amp;quot; shells, setting any specimen it doesn't immediately kill on fire. It holds a semi-incorrect 6 shells in the tube - the real weapon could hold this many, but you have to load a round in the chamber then load the other 5 shells in the tube. &lt;br /&gt;
[[Image:Winchester1897TrenchTakedown.jpg|none|thumb|500px|Winchester Model 1897 &amp;quot;Trench Gun&amp;quot; - 12 gauge]]&lt;br /&gt;
[[File:KF M1897 holding.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:KF M1897 irons.jpg|thumb|600px|none|Iron sights.]] &lt;br /&gt;
[[File:KF M1897 misc1.jpg|thumb|600px|none|Pumping the weapon after firing, revealing the brass shells used.]] &lt;br /&gt;
[[File:KF M1897 reloading1.jpg|thumb|600px|none|Reloading. Loading in a new shell.]] &lt;br /&gt;
[[File:KF M1897 reloading2.jpg|thumb|600px|none|Chambering a shell after loading up.]]&lt;br /&gt;
&lt;br /&gt;
= Rifles =&lt;br /&gt;
== Winchester Model 1894 ==&lt;br /&gt;
One of the cheapest weapons in the game is a [[Winchester Model 1894]] called the &amp;quot;Lever Action Rifle&amp;quot;. In previous versions, it has been referred to as the &amp;quot;Winchester&amp;quot;. It is equipped with a rear tang peep sight. It deals nearly twice the damage of the Mk 14 EBR per bullet, though with half the capacity, a slower reload and slower rate-of-fire due to its lever-action nature. At high Sharpshooter levels, it can kill anything weaker than a Scrake in a single headshot.&lt;br /&gt;
[[Image:Win94saddlering.jpg|thumb|none|500px|Winchester 1894 Saddle Ring Carbine - .30-30.]]&lt;br /&gt;
[[File:KF Model 1894 holding.jpg|thumb|600px|none|Standing outside a blood-stained barn, Winchester in hand.]]&lt;br /&gt;
[[File:KF Model 1894 irons.jpg|thumb|600px|none|Peeping through the peep sight.]]&lt;br /&gt;
[[File:KF Model 1894 reloading.jpg|thumb|600px|none|Reloading. Not attempts at chambering a round is done after loading up, regardless if there's a round in the chamber or not.]]&lt;br /&gt;
[[File:KF Model 1894 misc1.jpg|thumb|600px|none|Cycling the action, showing a new round being chambered.]]&lt;br /&gt;
&lt;br /&gt;
== Short Magazine Lee-Enfield No. 4 Mk. I ==&lt;br /&gt;
Added in the second Community Weapon Pack DLC. As with the other weapons in the pack, it is not an original [[Short Magazine Lee-Enfield (SMLE)|SMLE]], but rather a &amp;quot;steampunk&amp;quot;-style weapon named the &amp;quot;Single-Piston Long Musket&amp;quot;. As a Sharpshooter weapon, it is effectively a longer-ranged version of the lever-action rifle, with a short-ranged scope attached. Instead of the usual procedure of reloading via stripper clips, it is reloaded by replacing the detachable magazine - Killing Floor shares the distinction with the earlier ''Call of Duty: Finest Hour'' and the later ''ZombiU'' of being possibly the only games ever in which a Lee-Enfield is reloaded in this manner.&lt;br /&gt;
[[Image:Smle4mk1t.jpg|none|thumb|500px|Lee-Enfield No.4 Mk.I(T) with magazine and scope - .303 British]]&lt;br /&gt;
[[Image:KF-SPLM.jpg|none|thumb|400px|A promotional image showing the &amp;quot;Single-Piston Long Musket&amp;quot; in gameplay, giving a nice profile view of the weapon. The user could have picked a better time to reload, though.]]&lt;br /&gt;
[[Image:KF-SPLMPromo.jpg|none|thumb|500px|Another promotional image of the &amp;quot;Single-Piston Long Musket&amp;quot;, showing off the eagle-head forend.]]&lt;br /&gt;
&lt;br /&gt;
= Assault Rifles and Carbines =&lt;br /&gt;
== Colt M4A1 Carbine ==&lt;br /&gt;
The [[M16 rifle series#M4/M4A1 Carbine|M4A1]] was introduced during the 2011 Twisted Christmas event. Available in two configurations: the cheaper one for the Commando Perk appears as simply the &amp;quot;M4&amp;quot;, fitted with an Aimpoint M68 Close Combat Optic (aka CompM2) and compared to the [[AK-47#AIMR|AIMR]] it has a higher fire rate and more reserve ammo, but a slower reload and less damage per bullet. The much more expensive version for the Demolitions Perk appears as the &amp;quot;M4 203&amp;quot;, using iron sights rather than the M68 CCO and fitted with a [[M203 grenade launcher|Knight's Armament M203A1 grenade launcher]] which gives it more raw firepower than the standard version. &lt;br /&gt;
&lt;br /&gt;
Both M4A1 models feature a Vltor Improved Modstock, Knight's Armament rear flip-up BUIS, Magpul PMAGs, and a Knight's Armament M4 RAS handguard with rail covers. The Commando M4 is also available with a desert-style digital camo pattern for those who own the &amp;quot;Camo Weapons Pack&amp;quot; DLC.&lt;br /&gt;
[[Image:ColtM4.jpg|none|thumb|500px|Colt M4A1 Carbine with Aimpoint M68 Close Combat Optic, Knight's Armament M4 RAS handguard with rail covers and vertical foregrip - 5.56x45mm NATO]]&lt;br /&gt;
[[File:KF M4 holding.jpg|thumb|600px|none|A survivor with his newly acquired M4A1 on the &amp;quot;Freight Yard&amp;quot; map.]] &lt;br /&gt;
[[File:KF M4 irons.jpg|thumb|600px|none|Sighting up a Husk with the red dot.]] &lt;br /&gt;
[[File:KF M4 reloading1.jpg|thumb|600px|none|As some Zeds draw closer, the survivor reloads his rifle. While somewhat difficult to spot, the fire-selector is set to safe. It's possible to switch between semi and full auto, but the selector won't move when doing so.]] &lt;br /&gt;
[[File:KF M4 reloading2.jpg|thumb|600px|none|About to insert a new PMAG.]] &lt;br /&gt;
[[File:KF M4 reloading3.jpg|thumb|600px|none|Pulling the charging handle. Time to start shooting.]] &lt;br /&gt;
[[Image:KF-CamoM4.jpg|none|thumb|500px|Promotional image of the M4A1 with digital desert-style camo.]]&lt;br /&gt;
[[Image:CM4-M203.jpg|thumb|none|500px|Colt M4A1 Carbine with Knight's Armament M203A1 grenade launcher - 5.56x45mm NATO and 40x46mm]]&lt;br /&gt;
[[File:KF M4 M203 holding.jpg|thumb|600px|none|A survivor with a more explosive version of the M4.]] &lt;br /&gt;
[[File:KF M4 M203 irons.jpg|thumb|600px|none|Sight picture of the KAC flip-up sights.]] &lt;br /&gt;
[[File:KF M4 M203 reloading.jpg|thumb|600px|none|Reloading the M203.]]&lt;br /&gt;
[[Image:Xmas_m4203.jpg|thumb|none|550px|M4A1 with M203 as shown in a promotional image.]]&lt;br /&gt;
&lt;br /&gt;
== L22A2 ==&lt;br /&gt;
The first of the Commando Perk weapons is the [[L22A2]], dubbed the &amp;quot;Bullpup&amp;quot;. It has a mounted EOTech XPS red dot sight (which is unrealistic, as the rail on top of the L22A2 is not a Picatinny rail and as such would be unable to hold the EOTech in place) and uses 40-round magazines. It's very weak and unaccurate with heavy recoil.&lt;br /&gt;
[[Image:Sa80A2-l22a2.jpg|thumb|none|500px|L22A2 with 20-round magazine and SUSAT scope - 5.56x45mm NATO]]&lt;br /&gt;
[[File:KF L22 holding.jpg|thumb|600px|none|A British soldier with his L22A2, preparing to defend the last of the phone boots from the Zed hordes.]] &lt;br /&gt;
[[File:KF L22 irons.jpg|thumb|600px|none|The sight picture of the EOTech.]] &lt;br /&gt;
[[File:KF L22 reloading1.jpg|thumb|600px|none|Reloading. About to pull out the magazine.]] &lt;br /&gt;
[[File:KF L22 reloading2.jpg|thumb|600px|none|Then mashing in a new mag. No attempt at using the bolt-release or yanking the charging-handle is done however, the round seemingly chambering itself.]] &lt;br /&gt;
[[Image:KF-L22Ground.jpg|none|thumb|450px|Examination of the L22A2 on the ground shows that the right side of weapon is a mirror of the left, thus no ejection port or charging handle. Note the lightened A2 fore-end and the bit of Picatinny rail sticking out behind the top of the non-proprietary vertical grip.]]&lt;br /&gt;
&lt;br /&gt;
== Romanian AIMR ==&lt;br /&gt;
The [[AK-47#AIMR|AIMR]], referred to as an &amp;quot;AK47&amp;quot;, is the second Commando weapon. The AIMR serves as a rather good all-rounder weapon with higher power in comparison to the M4A1, though is tempered with rather lackluster accuracy, a high recoil on par with the SCARMk17 on full auto and always recoiling into the right, requiring a lot of re-aiming. A version with a gold finish can be obtained with a DLC package released for the 2012 Christmas update, with plating on all metal components and golden engraving on the wooden parts as well.&lt;br /&gt;
[[Image:PM md. 90 Krinkov.jpg|thumb|none|500px|AIMR - 7.62x39mm. The original Romanian designation for this rifle is the PM md. 90 cu țeavă scurtă (short barrelled).]]&lt;br /&gt;
[[File:KF AK holding.jpg|thumb|600px|none|A British soldier enjoying the sun set with his AIMR.]] &lt;br /&gt;
[[File:KF AK irons.jpg|thumb|600px|none|Iron sights.]] &lt;br /&gt;
[[File:KF AK reloading1.jpg|thumb|600px|none|Reloading. About to pull out the dry mag.]] &lt;br /&gt;
[[File:KF AK reloading2.jpg|thumb|600px|none|Rocking in a new one.]] &lt;br /&gt;
[[File:KF AK reloading3.jpg|thumb|600px|none|Pulling the charging handle with an overhand technique.]] &lt;br /&gt;
[[Image:KF-GoldDraco.jpg|none|thumb|400px|The Golden AK47: the AIMR with gold plating or engraving on everything but the pistol grip.]]&lt;br /&gt;
[[Image:KF-DracoGround.jpg|thumb|none|400px|A dropped AIMR. Since it apparently must be one or the other, it actually has a charging handle and ejection port, but also has the safety on. Note the two lined up detents below the selector switch for full-auto and semi-auto fire modes respectively, indicating it is the AIMR and not the similar semi-auto-only Draco Carbine.]]&lt;br /&gt;
&lt;br /&gt;
== MKb 42(H) ==&lt;br /&gt;
The Halloween 2012 event added the [[Sturmgewehr 44|MKb42(H)]] to the game as another Commando weapon. Sporting a reference to ''Red Orchestra 2: Heroes of Stalingrad'', the MKb 42 is another all-rounder weapon, with rather controllable recoil and rate of fire.&lt;br /&gt;
[[Image:German WW2 MP-44 copy Sport-Systeme Dittrich 'BD42(H)' designed from the MKB42(H).jpg|thumb|none|500px|Haenel MKb 42(H) - 7.92x33mm Kurz]]&lt;br /&gt;
[[File:KF MKb holding.jpg|thumb|600px|none|Wielding the MKb on the &amp;quot;Stronghold&amp;quot; map.]]&lt;br /&gt;
[[File:KF MKb irons.jpg|thumb|600px|none|Aiming for the head on a Zed.]]&lt;br /&gt;
[[File:KF MKb reloading1.jpg|thumb|600px|none|Reloading. The magazine is thrown away.]]&lt;br /&gt;
[[File:KF MKb reloading2.jpg|thumb|600px|none|Inserting a new one.]]&lt;br /&gt;
[[File:KF MKb reloading3.jpg|thumb|600px|none|The charging handle travelling forward after being pulled.]]&lt;br /&gt;
&lt;br /&gt;
= Battle Rifles =&lt;br /&gt;
== FN FAL &amp;quot;G Series&amp;quot; ==&lt;br /&gt;
Added for the 2012 summer event, the [[FN FAL#FN FAL|FN FAL &amp;quot;G Series&amp;quot;]] is a powerful Commando weapon called the &amp;quot;FNFAL ACOG&amp;quot;, likely standing-in for the British [[FN FAL#L1A1|L1A1 SLR]]. It shares the SCAR-H's high power as well as having lower recoil than the SCAR-H, though with a higher firing rate and a higher cost. The FAL in-game is customized with a wooden pistol grip, an original FAL 50.00 flash-hider, a rail on top of the receiver, and an ACOG scope mounted on said rail giving it a higher zoom level than the SCAR.&lt;br /&gt;
[[File:Fn_fal_g_series.jpg|thumb|none|500px|FN FAL &amp;quot;G Series&amp;quot; - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:C1A1.jpg|500px|thumb|none|L1A1 SLR with wood furniture for comparison - 7.62x51mm NATO]]&lt;br /&gt;
[[File:KF FAL holding.jpg|thumb|600px|none|Wandering through the &amp;quot;Siren's Belch&amp;quot; map with a FAL. Note that the reticle of the sight can be seen, which would mean that the reticle would be a part of the actual glass of the scope.]]&lt;br /&gt;
[[File:KF FAL irons.jpg|thumb|600px|none|Aiming with the sight. The reticle is not close to that of an actual ACOG.]]&lt;br /&gt;
[[File:KF FAL reloading1.jpg|thumb|600px|none|Reloading. Throwing away the empty mag.]]&lt;br /&gt;
[[File:KF FAL reloading2.jpg|thumb|600px|none|Rocking in a new one which has bullets nicely modelled in it.]]&lt;br /&gt;
[[File:KF FAL reloading3.jpg|thumb|600px|none|Pulling the charging handle with the palm of the hand.]]&lt;br /&gt;
&lt;br /&gt;
== FN SCAR-H (Mk 17 Mod 0) ==&lt;br /&gt;
The [[FN SCAR#FN SCAR-H|FN SCAR-H]], appearing as the &amp;quot;SCARMK17&amp;quot;, is one of the most powerful Commando Perk weapons available in-game, alongside the more recently introduced FN FAL. At high Commando levels, it can hold up to 25 rounds per magazine, increased from the default 20. Although the real-life cyclic rate is about 625rpm, it has one of the fastest RPM in the game as well as the highest recoil on par with the AIMR. It features a Tango Down vertical foregrip and the newer version of the Aimpoint M68 Close Combat Optic, the Aimpoint CompM4s, without lens cover caps and mounted on a high riser mount.&lt;br /&gt;
[[Image:FN_SCAR-H_STD.jpg|none|thumb|500px|Third Generation FN SCAR-H - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:Killing floor SCAR H.jpg|none|thumb|400px|Nearing the end of a match, a survivor wields his newly purchased SCAR-H.]]&lt;br /&gt;
&lt;br /&gt;
== Mk 14 Mod 0 Enhanced Battle Rifle ==&lt;br /&gt;
One of the primary Sharpshooter weapons in the game is a [[M14#Mk_14_Mod_0/1_Enhanced_Battle_Rifle|Mk 14 Mod 0 EBR]], a model with a fixed Sage tactical stock, using rail covers instead of the standard Kydex hand guard, and is equipped with a laser aiming module. In-game it is referred to as the &amp;quot;M14EBR&amp;quot;, the US Army designation. While it has a high price at the trader and rather high recoil, it comes with 20-round magazines, a high DPS, and usable laser sight for accurate hip firing.&lt;br /&gt;
[[Image:M14 ebr cvfs.jpg|none|thumb|500px|M14 EBR with Fixed Synthetic Stock and Butt Pad - 7.62x51mm NATO]]&lt;br /&gt;
[[File:KF M14 holding.jpg|thumb|600px|none|]]&lt;br /&gt;
[[File:KF M14 irons.jpg|thumb|600px|none|Iron sights.]]&lt;br /&gt;
[[File:KF M14 misc1.jpg|thumb|600px|none|The dot produced from the laser.]]&lt;br /&gt;
[[File:KF M14 reloading1.jpg|thumb|600px|none|Reloading. Pulling out the empty mag that still has bullets modelled in it.]]&lt;br /&gt;
[[File:KF M14 reloading2.jpg|thumb|600px|none|About to insert a new mag. Note the green magpul.]]&lt;br /&gt;
[[File:KF M14 reloading3.jpg|thumb|600px|none|Pulling the charging handle. As common in video games, the bolt is not depicted as locking back.]]&lt;br /&gt;
&lt;br /&gt;
== &amp;quot;M7A3&amp;quot; ==&lt;br /&gt;
A futuristic [[Kel-Tec_RFB#Kel-Tec_RFB_Carbine|Kel-Tec RFB Carbine]]-looking weapon, called the &amp;quot;M7A3&amp;quot;, was added in in the 2012 summer event. In is fitted with a red dot reflex sight (with a digital ammunition counter below the sight itself), vertical foregrip, and a medication dart launcher.&lt;br /&gt;
&lt;br /&gt;
The M7A3 packs a mean recoil and rather slow rate of fire, but comes with a futuristic red dot sight as well as good DPS making for a for a stronger weapon than the other medic guns that is also capable of launching medic-darts.&lt;br /&gt;
[[Image:RFB-18.jpg|none|thumb|500px|Kel-Tec RFB Carbine - 7.62x51mm NATO]]&lt;br /&gt;
[[File:AguninKFwtf.jpg|thumb|none|600px|A survivor wields his M7A3 while hopping through a low-gravity moonbase. Note the digital ammunition counter - it keeps track of both the bullets in the current magazine and the medication dart launcher's charge. The crosshair on the sight will even turn red when the magazine is almost empty.]]&lt;br /&gt;
[[File:KF M7A3 irons.jpg|thumb|none|600px|Reticle of the sight.]]&lt;br /&gt;
[[File:KF M7A3 reloading1.jpg|thumb|600px|none|Reloading. Removing the empty magazine. Note the open area on top of the rifle, which is acts as the ejection port. Not the best placement, as it would mean anyone who has their face close to it would have gases blown in their face and potentially brass hitting them.]]&lt;br /&gt;
[[File:KF M7A3 reloading2.jpg|thumb|600px|none|Inserting another full mag.]]&lt;br /&gt;
[[File:KF M7A3 reloading3.jpg|thumb|600px|none|Pulling the charging handle.]]&lt;br /&gt;
[[Image:KF-M7A3Promo.jpg|thumb|none|400px|Promotional image of the M7A3.]]&lt;br /&gt;
&lt;br /&gt;
= Sniper Rifles =&lt;br /&gt;
== Barrett M99 ==&lt;br /&gt;
Appearing as the &amp;quot;M99 AMR&amp;quot;, a [[Barrett M99]] with black and gray urban camo is one of the Sharpshooter weapons added in the 2012 Summer Sideshow event. It is an incredibly powerful and heavy weapon, capable of killing nearly every specimen in the game with a single headshot, but only Support Specialists have the carrying capacity to take any other weapon aside from the 9mm pistol alongside it. Since it's a single shot weapon, it must be reloaded after every shot, which takes a very long time without high Sharpshooter levels, and on top of that its ammunition is prohibitively expensive at £250 per bullet.&lt;br /&gt;
[[File:Barett m99-1.jpg|500px|thumb|none|Barrett M99 - .50 BMG]]&lt;br /&gt;
[[File:KF M99 holding.jpg|thumb|600px|none|Preparing for some sniping on the &amp;quot;mountain pass&amp;quot; map.]] &lt;br /&gt;
[[File:KF M99 irons.jpg|thumb|600px|none|Looking down the scope of the M99. Note that the outside of the scope isn't magnified.]] &lt;br /&gt;
[[File:KF M99 reloading1.jpg|thumb|600px|none|Reloading. Pulling back the bolt.]] &lt;br /&gt;
[[File:KF M99 reloading2.jpg|thumb|600px|none|Inserting a new .50 BMG round.]] &lt;br /&gt;
[[File:KF M99 reloading3.jpg|thumb|600px|none|Chambering said round.]]&lt;br /&gt;
[[File:KF-M99Promo.jpg|450px|thumb|none|A ''mirrored'' promotional image of the M99 AMR.]]&lt;br /&gt;
&lt;br /&gt;
= Explosives =&lt;br /&gt;
== L2A2 ==&lt;br /&gt;
The standard grenade players are equipped with are [[M26 hand grenade#L2A2 Hand Grenade|L2A2]]'s. Unlike the knife and other melee weapons having a dedicated slot, they are thrown by simply pressing a key. Players can carry 5 grenades (though Demolition or Support Specialist levels allow greater carrying capacity for grenades, up to 11). A grenade caught within the blast radius of another will explode immediately alongside it rather than needing its fuse to burn down, widening the blast radius. The Firebug and Field Medic classes get unique variants of the grenade at level 3; the former gets incendiary grenades that light Zeds on fire, while the latter gets grenades that release a green gas similar to the effect from their medication dart launchers; the gas will simultaneously heal teammates and damage Specimens that are within the cloud.&lt;br /&gt;
[[Image:L2A2.jpg|thumb|none|175px|L2A2 High-Explosive Fragmentation grenade]]&lt;br /&gt;
[[File:KF grenade misc1.jpg|thumb|600px|none|Briar throwing a grenade at some Zeds.]]&lt;br /&gt;
[[Image:KF-Grenade.jpg|thumb|none|200px|Trader image for the in-game L2A2.]]&lt;br /&gt;
&lt;br /&gt;
== M79 Grenade Launcher ==&lt;br /&gt;
An [[M79 grenade launcher]] can be used in the game. It is the third firearm that can be gold plated by way of a DLC pack released alongside the 2012 Christmas update. &lt;br /&gt;
&lt;br /&gt;
The M79 is a rather solid explosive weapon, useful for crowds of low level enemies and is rather light, though its single shot capacity gives it low DPS.&lt;br /&gt;
[[Image:M79-Grenade-Launcher.jpg|thumb|none|500px|M79 grenade launcher - 40x46mm]]&lt;br /&gt;
[[File:KF M79 holding.jpg|thumb|600px|none|Strolling through the &amp;quot;Waterworks&amp;quot; map with an M79.]] &lt;br /&gt;
[[File:KF M79 irons.jpg|thumb|600px|none|Iron sights. The leaf sight can't be used.]] &lt;br /&gt;
[[File:KF M79 reloading1.jpg|thumb|600px|none|Reloading. Dropping out the spent case.]] &lt;br /&gt;
[[File:KF M79 reloading2.jpg|thumb|600px|none|In with a new 40mm grenade.]] &lt;br /&gt;
[[Image:KF-GoldThumper.jpg|none|thumb|350px|At the motorway, a survivor wields his gold-plated variant, complete with gold engraving on the wooden parts.]]&lt;br /&gt;
[[Image:KF-GoldThumperReload.jpg|none|thumb|400px|Said survivor reloading the golden M79. Yes, the grenade is also gold-plated, with a biohazard symbol engraved over the primer.]]&lt;br /&gt;
&lt;br /&gt;
== Milkor MGL Mk 1S ==&lt;br /&gt;
A [[Milkor MGL#MGL Mk 1S|Milkor MGL Mk 1S]] with a Trijicon RX01 red dot sight can be used in the game, incorrectly called M32, which is the USMC's designation for the Mk 1L. It is the fourth and final weapon to be given an alternate camouflage pattern with the Camo Weapons Pack, gaining the same digital pattern as the M4A1. The M32 packs a large blast radius and damage, and can quickly fire all six grenades in an emergency, but takes a long time to reload; the upside is that, like the shotguns and Winchester, the reload can be interrupted.&lt;br /&gt;
[[Image:MGL32.jpg|thumb|none|500px|Milkor MGL Mk 1S in desert tan finish fitted with Armson OEG reflex sight - 40x46mm]]&lt;br /&gt;
[[File:KF Mk 1L holding.jpg|thumb|600px|none|Briar strolling through the &amp;quot;Steamland&amp;quot; themepark with his Mk 1S.]]&lt;br /&gt;
[[File:KF Mk 1L irons.jpg|thumb|600px|none|The red dot.]]&lt;br /&gt;
[[File:KF Mk 1L reloading2.jpg|thumb|600px|none|Reloading. Instead of using the extractor, each grenade is individually removed and replaced. Here one is removed...]]&lt;br /&gt;
[[File:KF Mk 1L reloading1.jpg|thumb|600px|none|...and then replaced with a fresh one as a Crawler appears from nowhere.]]&lt;br /&gt;
[[Image:KF-CamoM32.jpg|none|thumb|500px|Promotional image of the MGL Mk 1S with digital desert-style camouflage.]]&lt;br /&gt;
&lt;br /&gt;
== LAW 80 ==&lt;br /&gt;
A missile launcher called the &amp;quot;LAW&amp;quot; is obtainable in the game; before a balancing patch and the addition of the above M99, it was the heaviest and most destructive weapon available. The SAS insignia and motto, &amp;quot;Who dares wins&amp;quot;, is printed on the side of it. It has a passing resemblance to the [[LAW 80]].&lt;br /&gt;
[[Image:Law94mm.jpg|thumb|none|500px|LAW 80 for comparison - 94mm]]&lt;br /&gt;
[[File:KF LAW holding.jpg|thumb|600px|none|Finding himself in Hell, the survivor makes sure to bring adequate firepower.]]&lt;br /&gt;
[[File:KF LAW irons.jpg|thumb|600px|none|The sight of the LAW. The weapon cannot be hip fired.]]&lt;br /&gt;
[[File:KF LAW reloading.jpg|thumb|600px|none|Reloading the LAW.]]&lt;br /&gt;
[[Image:Killing floor LAW.jpg|none|thumb|400px|A &amp;quot;LAW&amp;quot; lying discarded on the ground.]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Video Game]]&lt;br /&gt;
[[Category:First-Person Shooter]]&lt;br /&gt;
[[Category:Science-Fiction]]&lt;br /&gt;
[[Category:Zombie]]&lt;br /&gt;
[[Category:Horror]]&lt;/div&gt;</summary>
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		<summary type="html">&lt;p&gt;AnActualAK47: {{SS}}&lt;/p&gt;
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&lt;div&gt;{{SS}}&lt;/div&gt;</summary>
		<author><name>AnActualAK47</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Killing_Floor&amp;diff=1106582</id>
		<title>Killing Floor</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Killing_Floor&amp;diff=1106582"/>
		<updated>2017-05-16T15:36:38Z</updated>

		<summary type="html">&lt;p&gt;AnActualAK47: /* Milkor MGL Mk 1S */ screwed up the file names. Oh well&lt;/p&gt;
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&lt;div&gt;{{Infobox Video Game|{{PAGENAME}}&lt;br /&gt;
|name = Killing Floor&lt;br /&gt;
|picture = Killing Floor.jpg&lt;br /&gt;
|caption =  PC Boxart&lt;br /&gt;
|date = May 14, 2009&lt;br /&gt;
|developer = Tripwire Interactive&lt;br /&gt;
|platforms= PC&amp;lt;br&amp;gt;Mac OS X&lt;br /&gt;
|publisher = Tripwire Interactive&lt;br /&gt;
|genre = First-Person Shooter&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''''Killing Floor''''' (also known as '''''KF''''') is a first-person shooter video game developed and published by Tripwire Interactive for the PC and Mac OS X. It is a stand-alone version of the original total conversion mod for ''Unreal Tournament 2004'', officially announced on March 2009, and was built on a heavily modified version of the ''Unreal Engine 2.5'' owned by ''Epic Games''. The game was released on May 14, 2009 for the PC and on May 5, 2010 for the Mac OS X.&lt;br /&gt;
&lt;br /&gt;
The story of Killing Floor follows the aftershock of a mutant breakout from multiple labs in London run by the Biotech company Horzine. Following a alleged protest, various Police and Military Units are called in to deal with the &amp;quot;protest&amp;quot;, only to find hordes of mutated humans called &amp;quot;Specimens&amp;quot; waiting. By the end of August, these specimen have destroyed London, ripping anything living to shreds and spreading to the rest of the country. The British Government, fearing this outbreak will spill to other neighboring countries sends various people called survivors into infected areas to deal with the specimens and contain them before they spill into Europe and beyond. These survivors contain a mixture of British army troops, Riot Police officers, civilians, surviving Horzine scientists and workers and such. Aided by the mysterious Trader, these survivors are sent to various infected locations, from West London streets to abandoned Horzine labs to a experimental Moon Base to combat the specimen.&lt;br /&gt;
&lt;br /&gt;
Following the annual Christmas update in 2012, most event updates have coincided with the release of DLC that gives players the option of buying versions of existing weapons with alternate skins. There are currently 12 weapons with alternate skins - eight gold-plated (only five of which are proper firearms), four properly camouflaged. Weapons with alternate DLC skins are noted.&lt;br /&gt;
&lt;br /&gt;
'''The following weapons appear in the game ''Killing Floor'':'''&lt;br /&gt;
__TOC__&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Handguns =&lt;br /&gt;
All handguns can be dual-wielded.&lt;br /&gt;
== Beretta M9A1 ==&lt;br /&gt;
The [[Beretta 92 pistol series#Beretta M9A1|Beretta M9A1]], fitted with a functional weaponlight, appears as the &amp;quot;9mm Tactical&amp;quot; and is the default sidearm for all survivors. Like in many games, the hammer is always shown as uncocked.&lt;br /&gt;
[[Image:BerettaM9A1.jpg|none|thumb|350px|Beretta M9A1 - 9x19mm]]&lt;br /&gt;
[[File:KF M9 holding.jpg|thumb|600px|none|As his only method of escape flies away, the British soldier wonder why he was only issued a M9A1 and nothing else.]] &lt;br /&gt;
[[File:KF M9 irons.jpg|thumb|600px|none|Sighting up the incoming hordes.]] &lt;br /&gt;
[[File:KF M9 misc1.jpg|thumb|600px|none|Turning on the torch before entering the local hotel.]] &lt;br /&gt;
[[File:KF M9 reloading1.jpg|thumb|600px|none|Reloading. Dropping out the dry mag while showcasing horrible trigger discipline. Here the torch can be more easily seen. It appears to be modeled after a M3X Tactical Illuminator.]] &lt;br /&gt;
[[File:KF M9 reloading2.jpg|thumb|600px|none|In with a new mag.]] &lt;br /&gt;
[[File:KF M9 reloading3.jpg|thumb|600px|none|The chambering the gun with the slide-release as the Zeds draw ''very'' close.]]&lt;br /&gt;
[[File:KF M9 akimbo irons.jpg|thumb|600px|none|Later that day, on top the Horizon office buliding, he finds himself dual wielding M9A1s against the Zed hordes.]]&lt;br /&gt;
[[File:KF M9 akimbo reloading.jpg|thumb|600px|none|Reloading the two guns, showing off terrible trigger discipline and the ability to release the mag on the left gun with pure will.]]&lt;br /&gt;
&lt;br /&gt;
== Heckler &amp;amp; Koch Mark 23 Mod 0 ==&lt;br /&gt;
The [[Heckler &amp;amp; Koch Mark 23|H&amp;amp;K Mark 23 Mod 0]], appearing as the &amp;quot;MK23&amp;quot;, was introduced during the Summer Sideshow 2012 event as a new weapon for the Sharpshooter Perk. It has comparable power to the .44 Magnum (which is rather absurd since it's chambered in a much smaller cartridge)  with twice the capacity, though it shares the same price as the Handcannon and has the slowest reload speed among the automatic pistols, particularly when dual-wielded. The Mark 23 is notable as it's the only sidearm in the game with its hammer cocked. It also has green tritium night-sights that glow in the dark.&lt;br /&gt;
[[Image:Mk23.jpg|none|thumb|350px|Heckler &amp;amp; Koch Mark 23 Mod 0 - .45 ACP]]&lt;br /&gt;
[[File:KF MK23 holding.jpg|thumb|600px|none|A survivor readying his Mk23 on the &amp;quot;Hillybilly horror&amp;quot; map.]] &lt;br /&gt;
[[File:KF MK23 irons.jpg|thumb|600px|none|The irons sights.]] &lt;br /&gt;
[[File:KF MK23 reloading1.jpg|thumb|600px|none|Reloading. Dropping out the dry mag while showcasing remarkably better trigger discipline than with the other pistols.]] &lt;br /&gt;
[[File:KF MK23 reloading2.jpg|thumb|600px|none|Loading in a new magazine. Note that the slide release is in its active position.]] &lt;br /&gt;
[[File:KF MK23 reloading3.jpg|thumb|600px|none|Chambering a round with the use of the slide release.]]&lt;br /&gt;
[[File:KF MK23 Akimbo holding.jpg|thumb|600px|none|Feeling that one Mk23 isn't enough, he buys himself another one on the &amp;quot;Waterworks&amp;quot; map.]] &lt;br /&gt;
[[File:KF MK23 Akimbo reloading1.jpg|thumb|600px|none|The Mk23 has a rather unusual reload animation when dual wielding. First the magazines are dropped (which is more believable in comparison to the M9 and Desert Eagle as the Mk23 actually has an ambidextrous mag-release), then the character will holster the gun in the right hand before inserting a new magazine in the left one and then racking the slide.]] &lt;br /&gt;
[[File:KF MK23 Akimbo reloading2.jpg|thumb|600px|none|The same process is repeated one the right-hand gun, but instead of racking the slide with their left hand, the character will instead grab the other gun before smacking the slide with it. Atleast proper trigger discipline is shown.]]&lt;br /&gt;
&lt;br /&gt;
== IMI/Magnum Research Desert Eagle Mark XIX ==&lt;br /&gt;
The [[Desert Eagle#Desert Eagle Mark XIX|Desert Eagle Mark XIX]], appearing as the &amp;quot;Handcannon&amp;quot;, is a Sharpshooter Perk weapon. While it features an 8-round magazine, it is modelled after the .50 AE version, which should hold only 7 rounds. The &amp;quot;Handcannon&amp;quot; is the most powerful handgun in the pistol lineup, the trade off being its high recoil and small magazine. It has been given a gold-plated variant with the second Golden Weapons Pack, with the &amp;quot;Golden Handcannon&amp;quot; coming in Magnum Research's Tiger Stripe finish.&lt;br /&gt;
[[Image:Desert-Eagle.jpeg|none|thumb|350px|Desert Eagle Mark XIX - .50AE]]&lt;br /&gt;
[[File:KF DEagle holding.jpg|thumb|600px|none|A survivor taking a look at some sort of abomination on the &amp;quot;Transit&amp;quot; map. Like with the M9, the hammer is uncocked. Unlike the M9 however, the Desert Eagle is a SAO weapon, meaning it can't ever be fired with an uncocked hammer.]] &lt;br /&gt;
[[File:KF DEagle irons.jpg|thumb|600px|none|Iron sights.]] &lt;br /&gt;
[[File:KF DEagle reloading.jpg|thumb|600px|none|Reloading. The Desert Eagle shares the exact same reload animation as the M9. Note that the slide isn't far back enough for the slide catch to actually ''catch'' it.]] &lt;br /&gt;
[[File:KF DEagle Akimbo holding.jpg|thumb|600px|none|A survivor brings his akimbo handcannons to hell.]]&lt;br /&gt;
[[File:KF DEagle Akimbo reloading.jpg|thumb|600px|none|Reloading. Inserting a magazine in the right hand gun in a rather awkward fashion.]]&lt;br /&gt;
[[Image:KF-GoldDeagle.jpg|thumb|none|500px|Promo image of the Golden Handcannons, with a gold tiger-stripe finish on everything but the grip. Note that whoever made this image apparently forgot the game is trying to pretend the &amp;quot;Desert Eagle&amp;quot; name isn't a thing.]]&lt;br /&gt;
&lt;br /&gt;
== Smith &amp;amp; Wesson Model 29 ==&lt;br /&gt;
The [[Smith &amp;amp; Wesson Model 29]], as the &amp;quot;.44 Magnum&amp;quot;, was introduced during the 2011 Twisted Christmas event and is a new weapon for the Sharpshooter Perk. It is sort of a middle ground between the 9mm Tactical and the Handcannon: more powerful than the former, cheaper than the latter, but with less ammo and a longer reload time than both. &lt;br /&gt;
[[Image:Smith&amp;amp;WessonModel29.jpg|none|thumb|350px|Smith &amp;amp; Wesson Model 29 - .44 Magnum]]&lt;br /&gt;
[[Image:KF-M29.jpg|none|thumb|300px|A survivor wanders an abandoned motorway with his Model 29.]]&lt;br /&gt;
&lt;br /&gt;
== Colt 1851 Navy ==&lt;br /&gt;
The 2012 Halloween event adds a modified [[Colt 1851 Navy]] revolver. Like the other handguns, it can be dual-wielded - unlike the other handguns, it is meant for the Firebug Perk, and as such it is modified to launch .36-caliber flares rather than bullets. This is one of four weapons which cannot be bought without the Community Weapons Pack DLC. The Flare Revolver's an interesting weapon, while being lighter than most of the other Firebug weapons, its damage is pretty mediocre and even the Siren's scream can destroy flares.&lt;br /&gt;
[[Image:1851Navy.jpg|thumb|none|350px|Colt 1851 Navy - .36 caliber]]&lt;br /&gt;
[[Image:KF-Flaregun.jpg|thumb|none|300px|A survivor wanders a warehouse with his Flare Revolver.]]&lt;br /&gt;
[[Image:KF-FlaregunReload.jpg|thumb|none|450px|Having found some friends, the survivor reloads the Flare Revolver. Likely due to it's specialized ammunition, the weapon is reloaded with full cylinders rather than a loading gate or other method. Also note that the Flare Revolver does have a hinge and top strap to make it a top-break revolver.]]&lt;br /&gt;
&lt;br /&gt;
= Submachine Guns =&lt;br /&gt;
== Heckler &amp;amp; Koch MP5A4 ==&lt;br /&gt;
A [[Heckler &amp;amp; Koch MP5#Heckler &amp;amp; Koch MP5A4|Heckler &amp;amp; Koch MP5A4]], referred to as the &amp;quot;MP5M&amp;quot;, was added in late 2011 as a second weapon for the Medic. Like the MP7, it is equipped with a Trijicon RX01 red dot sight and a medication dart launcher. The model in-game also features OD green furniture and a Surefire 628 dedicated forend weaponlight, though due to the medication dart launcher already taking the secondary-fire function, the light cannot be used. It's magazine holds 32 rounds. The MP5M is a solid SMG for any medic, with its easy to read sight and plentiful back-up ammo only nullified with a rather weak damage per shot. It is one of four weapons given proper camouflage with the &amp;quot;Camo Weapon Pack&amp;quot; DLC - it is given a blood-splattered woodland finish referred to as &amp;quot;Blood camo&amp;quot;.&lt;br /&gt;
[[Image:H&amp;amp;KMP5A4Surefire.jpg|none|thumb|500px|H&amp;amp;K MP5A4 with Surefire 628 dedicated forend weaponlight - 9x19mm]]&lt;br /&gt;
[[File:KF MP5 holding.jpg|thumb|600px|none|Freezing in the rain with an MP5 on the &amp;quot;Stronghold&amp;quot; map.]]&lt;br /&gt;
[[File:KF MP5 irons.jpg|thumb|600px|none|The red dot sight.]]&lt;br /&gt;
[[File:KF MP5 reloading1.jpg|thumb|600px|none|Reloading. Pulling back the charging handle.]]&lt;br /&gt;
[[File:KF MP5 reloading2.jpg|thumb|600px|none|Kicking out the dry mag with the new one.]]&lt;br /&gt;
[[File:KF MP5 reloading3.jpg|thumb|600px|none|And then finishing the reload with a HK-slap.]]&lt;br /&gt;
[[Image:KF-CamoMP5.jpg|thumb|none|500px|The promotional image of the MP5M with &amp;quot;blood camo&amp;quot; in the advertisement for the &amp;quot;Camo Weapon Pack&amp;quot;. Note that the fire-selector is on burst.]]&lt;br /&gt;
&lt;br /&gt;
== Heckler &amp;amp; Koch MP7 ==&lt;br /&gt;
The first of the Medic Perk's primary weapons is the [[Heckler &amp;amp; Koch MP7]], referred to as &amp;quot;MP7M&amp;quot; in-game. As a Medic weapon, it is equipped with a medication dart launcher attached to the left side of the gun, which allows the user to heal teammates from long range. It is also fitted with a Trijicon RX01 red dot sight and 20-round magazine (though with a sufficiently-leveled Medic perk that can be doubled, unintentionally setting the precedent for future Medic weapons to have ridiculously-incorrect capacities at high perk levels). The real rate of fire for the MP7 is 950 RPM, but in-game its rate of fire is near 1200 RPM. The MP7M is another solid medic weapon choice, with a high rate of fire, low weight and even serving as a spawn weapon for Level 6 medics. Its MAC-10-like rate of fire is a pain to deal with though, forcing short bursts to stay on target and a ton of reloads.&lt;br /&gt;
[[Image:Original_MP7.jpg|thumb|none|400px|Heckler &amp;amp; Koch MP7 - 4.6x30mm]]&lt;br /&gt;
[[File:KF MP7 holding.jpg|thumb|600px|none|A medic with his MP7 on a map based of the game Portal.]]&lt;br /&gt;
[[File:KF MP7 irons.jpg|thumb|600px|none|Aiming on some Zeds with the red dot.]]&lt;br /&gt;
[[File:KF MP7 reloading1.jpg|thumb|600px|none|Reloading. Dropping out the empty mag.]]&lt;br /&gt;
[[File:KF MP7 reloading2.jpg|thumb|600px|none|Then in a needlessly awkward fashion, the character will grab a new mag with their right hand will still holding onto the weapon via the foregrip. Note that the bolt isn't depicted as locking back. The left side hasn't been modelled with the ambidextrous safety and bolt-release an actual MP7 has.]]&lt;br /&gt;
[[File:KF MP7 reloading3.jpg|thumb|600px|none|After all that, the charging handle is pulled instead of using the bolt-release.]]&lt;br /&gt;
&lt;br /&gt;
== Thompson Submachine Gun ==&lt;br /&gt;
Multiple versions of the [[Thompson Submachine Gun]] have been added to the game. The first was the M1A1 in one of the four Community Pack DLC weapons.&lt;br /&gt;
&lt;br /&gt;
The other two are both M1928s fitted with the distinctive drum magazines and pistol-grip forend. The normal variant is gained by owning both ''Killing Floor'' and ''[[Red Orchestra 2: Rising Storm]]'', and is named the &amp;quot;Rising Storm Tommy Gun&amp;quot;. The Rising Storm Thompson is very similar to the standard M1A1 in raw power and damage, reliably decapitating weak enemies with a couple of shots. The bonus with the Rising Storm is that it packs the largest base magazine size for all the Commando weapons (50 rounds) and isn't too expensive in comparison with its counterparts. Its faults are its even weaker power against bigger enemies, its low ammo reserve, and the fact you have to own ''Rising Storm'', a completely different game, to actually use it.&lt;br /&gt;
&lt;br /&gt;
The second Community Weapon Pack includes a &amp;quot;steampunk&amp;quot; version of the weapon referred to as &amp;quot;Dr. T's Lead Delivery System&amp;quot;, and loads from 40-round drums instead of 50 because Steampunk. Again, it has the same pros as both other versions of the Thompson, but with some more annoying cons added on, such as producing smoke when firing and a slower reload. &lt;br /&gt;
[[Image:M1sb.jpg|none|thumb|450px|Colt M1A1 Thompson - .45 ACP]]&lt;br /&gt;
[[Image:M1928.jpg|none|thumb|450px|Colt M1928 Thompson - .45 ACP]]&lt;br /&gt;
[[File:KF M1A1 holding.jpg|thumb|600px|none|A member of what once was the British army prepares to enter a not particularly amusing amusement park.]] &lt;br /&gt;
[[File:KF M1A1 irons.jpg|thumb|600px|none|Taking a look at a rather gruesome scene. Note that the weapon is aimed through the top part of the sight and not the peep sight.]] &lt;br /&gt;
[[File:KF M1A1 reloading1.jpg|thumb|600px|none|Reloading. First by pulling out the magazine without actually using the mag-release.]] &lt;br /&gt;
[[File:KF M1A1 reloading2.jpg|thumb|600px|none|In with a new 30 round stick mag.]] &lt;br /&gt;
[[File:KF M1A1 reloading3.jpg|thumb|600px|none|The pulling the charging handle, showing that the bolt does not actually move when doing so.]] &lt;br /&gt;
[[Image:KF-M1928.jpg|none|thumb|400px|While wandering an underground destroyed research lab, a survivor brings his M1928 &amp;quot;Rising Storm Tommy Gun&amp;quot; to bear.]]&lt;br /&gt;
[[Image:KF-DrT.jpg|none|thumb|400px|Finally, there is the M1928 &amp;quot;Dr. T's Lead Delivery System&amp;quot;, complete with brass finish, various gears, and steampunk swooshes.]]&lt;br /&gt;
&lt;br /&gt;
== MAC-10 ==&lt;br /&gt;
A Firebug weapon, the [[MAC-10]] is equipped with its distinctive Sionics two-stage suppressor and has a 30-round magazine. The MAC-10 can be fired in semi-auto and full-auto fire modes, and features damage comparable to the Bullpup. If used in conjunction with the Firebug Perk, bullets which do not instantly kill specimens will set them on fire. The MAC-10 is a good starting round weapon for a Firebug, being a effective mid-range weapon and with a high rate of fire in comparison to the other Firebug starting weapons. Its rather obtrusive iron sights and high recoil makes the weapon less effective in later rounds.&lt;br /&gt;
[[Image:Ingram-mac10 new.jpg|none|thumb|400px|Ingram MAC-10 with Sionics Two-Stage Sound Suppressor - .45 ACP]]&lt;br /&gt;
[[File:KF MAC10 holding.jpg|thumb|600px|none|Finding himself in a cold ice cave, a British soldier brings his fire spitting MAC-10.]]&lt;br /&gt;
[[File:KF MAC10 irons.jpg|thumb|600px|none|Iron sights.]]&lt;br /&gt;
[[File:KF MAC10 misc1.jpg|thumb|600px|none|Lighting some Zeds on fire with the MAC.]]&lt;br /&gt;
[[File:KF MAC10 reloading1.jpg|thumb|600px|none|Reloading. Pulling out the magazine without touching the magazine catch.]]&lt;br /&gt;
[[File:KF MAC10 reloading2.jpg|thumb|600px|none|Inserting a new one.]]&lt;br /&gt;
[[File:KF MAC10 reloading3.jpg|thumb|600px|none|Pulling back the charging handle. Note that the bolt is in its correct backwards position.]]&lt;br /&gt;
&lt;br /&gt;
== TDI Vector ==&lt;br /&gt;
Named the &amp;quot;Schneidzekk Medic Gun&amp;quot;, the [[TDI Vector]] was added with the 2012 Twisted Christmas update, possessing a high rate of fire. It has a correct 25-round magazine capacity and like the other Field Medic guns, in addition to the usual healing dart launcher, its mag capacity can be doubled to 50 with a high enough perk level. Unlike the other medic guns, it does not possess a red dot sight of any kind, relying solely on ironsights. The Schneidzekk, which means &amp;quot;Zed Cutter&amp;quot; in German, is an interesting weapon choice for a medic wanting the power of the Thompson while still being able to use medical darts. The downsides of the weapon would be its high price, poor accuracy, and ridiculous fire rate combined with a relatively slow reload.&lt;br /&gt;
[[Image:KrissSuperV.jpg|none|thumb|450px|TDI Vector - .45 ACP]]&lt;br /&gt;
[[Image:KF-Vector.jpg|none|thumb|400px|A survivor wanders a Moon Base - yes, a Moon Base - with his Vector.]]&lt;br /&gt;
[[Image:KF-VectorReload.jpg|none|thumb|450px|Even in space, no one can escape the Specimens. The survivor reloads his Vector and prepares for some low-gravity Zed cutting.]]&lt;br /&gt;
&lt;br /&gt;
= Shotguns =&lt;br /&gt;
== 12 Gauge Double Barreled Shotgun ==&lt;br /&gt;
A [[12_Gauge_Double_Barreled_Shotgun|double barreled hunting shotgun]] is available in the game. Called the &amp;quot;Hunting Shotgun&amp;quot;, it is incredibly powerful at close-range, especially when both barrels are fired at once via the secondary-fire function. Support Specialists at the highest level spawn with one. The weapon's accuracy is rather poor and reloading it takes time, additionally, it cannot be reloaded unless one has fired both barrels. &lt;br /&gt;
[[Image:IGA-Coach-Gun.jpg|thumb|none|500px|Stoeger/IGA coach gun - 12 gauge]]&lt;br /&gt;
[[File:KF DB holding.jpg|thumb|600px|none|Creeping through a creepy mansion with a double-barrel shotty.]] &lt;br /&gt;
[[File:KF DB irons.jpg|thumb|600px|none|Iron sights. Or rather, a bead sight.]] &lt;br /&gt;
[[File:KF DB reloading1.jpg|thumb|600px|none|Reloading. Chucking out the spent shells.]] &lt;br /&gt;
[[File:KF DB reloading2.jpg|thumb|600px|none|Loading in one shell...]] &lt;br /&gt;
[[File:KF DB reloading3.jpg|thumb|600px|none|...and the other.]]&lt;br /&gt;
&lt;br /&gt;
== AA-12 CQB ==&lt;br /&gt;
The main weapon of the Support Specialist Perk is an [[AA-12|AA-12 CQB automatic shotgun]]. It uses 20-round drum magazines and has the largest reserve ammo pool of the shotguns at 80 rounds, something it goes through quickly due to its fully automatic nature however. While it's very powerful and has a quick reload compared to the tube-fed shotguns, the AA-12 is heavy and very expensive. Unlike the real AA-12, it has a semi-automatic fire mode. It is the second of two firearms given a gold-plated variant with the second Golden Weapon Pack and is one of the most elaborately plated guns in the pack.&lt;br /&gt;
[[Image:AA-12 CQB.jpg|thumb|500px|none|AA-12 CQB - 12 gauge]]&lt;br /&gt;
[[File:KF AA12 holding.jpg|thumb|600px|none|A survivor preparing to tear up some Zeds with his AA-12 on the &amp;quot;Fright Yard&amp;quot; map.]]&lt;br /&gt;
[[File:KF AA12 irons.jpg|thumb|600px|none|Iron sights.]]&lt;br /&gt;
[[File:KF AA12 reloading1.jpg|thumb|600px|none|Reloading. Beginning with pulling and then pushing the charging handle forward, which is correct. Since the AA-12 is an open bolt weapon, it is possible to cock the weapon before actually inserting a new magazine.]]&lt;br /&gt;
[[File:KF AA12 reloading2.jpg|thumb|600px|none|Pulling out the empty drum.]]&lt;br /&gt;
[[File:KF AA12 reloading3.jpg|thumb|600px|none|Inserting a new one full of 12 gauge.]]&lt;br /&gt;
[[Image:KF-GoldAA12.jpg|none|thumb|500px|Promotional image of the Golden AA12, showing off the rather extreme plating and engraving.]]&lt;br /&gt;
&lt;br /&gt;
== Benelli M3 Super 90 ==&lt;br /&gt;
The basic shotgun in the game is a [[Benelli M Series Super 90 Shotguns#Benelli M3|Benelli M3 Super 90]], called the &amp;quot;Shotgun&amp;quot;, it comes with a working forend dedicated weaponlight and holds 8 rounds despite it being modeled with a 5-round tube magazine. While the real M3 can be toggled between semi-auto and pump-action, in-game it is locked to pump-action only. The M3 Super 90 is a solid shotgun for earlier rounds, and is the weapon that level 5 Support Specialists can spawn with, but loses its effectiveness at later ones and its iron sights are a bit obtrusive. A variant with the same blood-splattered woodland camouflage as the MP5M was added with the Camo Weapons Pack. &lt;br /&gt;
[[Image:Benelli M3 pistol grip.jpg|none|thumb|500px|Benelli M3 Super 90 with pistol grip stock combination,  ghost ring sights, and 5-round tube - 12 gauge]]&lt;br /&gt;
[[File:KF Benelli M3 holding.jpg|thumb|600px|none|A survivor creeping through a creepy facility with his M3 at hand.]] &lt;br /&gt;
[[File:KF Benelli M3 irons.jpg|thumb|600px|none|The ghost ring sight.]] &lt;br /&gt;
[[File:KF Benelli M3 misc1.jpg|thumb|600px|none|After unloading into some Zeds, the action is racked in an overly dramatic way.]] &lt;br /&gt;
[[File:KF Benelli M3 reloading.jpg|thumb|600px|none|Loading up on shells.]] &lt;br /&gt;
[[File:KF Benelli M3 misc2.jpg|thumb|600px|none|Turning on the flashlight before descending into the depths of the facility.]] &lt;br /&gt;
[[Image:KF-CamoBenelliM3.jpg|none|thumb|500px|Promotional image of the Benelli M3 Super 90 with &amp;quot;blood camo&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
== Benelli M4 Super 90 ==&lt;br /&gt;
The [[Benelli M Series Super 90 Shotguns#Benelli M4|Benelli M4 Super 90]] shotgun was added in the Twisted Christmas 2011 update, appearing as the &amp;quot;Combat Shotgun&amp;quot;. Like the M3, it has a weaponlight attached to the magazine tube as well as a red dot sight on the top rail. It is about on-par with the M3: the two deal equal damage, but the M4 has a much higher rate of fire in return for slightly slower per-shell reloading and a lowered capacity of 6 shells, indicating the use of three-inch shells; incidentally, the two combined mean that both weapons take the same amount of time to fully reload from empty. This is one of three firearms that can be given a gold finish by way of DLC added for the Twisted Christmas 2012 update.&lt;br /&gt;
[[Image:M4Super90.jpg|none|thumb|500px|Benelli M4 Super 90 with 7-round tube - 12 gauge]]&lt;br /&gt;
[[File:KF Benelli M4 holding.jpg|thumb|600px|none|A survivor finds himself on an Icebreaker ship on the stormy ocean.]] &lt;br /&gt;
[[File:KF Benelli M4 irons.jpg|thumb|600px|none|The red dot sight.]] &lt;br /&gt;
[[File:KF Benelli M4 misc1.jpg|thumb|600px|none|Turning on the flashlight.]] &lt;br /&gt;
[[File:KF Benelli M4 reloading1.jpg|thumb|600px|none|Reloading. Inserting a shell. Note that the bolt doesn't lock back when the gun is dry.]] &lt;br /&gt;
[[File:KF Benelli M4 reloading2.jpg|thumb|600px|none|Pulling the charging handle. A shell can be seen inside the chamber.]]  &lt;br /&gt;
[[Image:KF-GoldBenelli.jpg|none|thumb|450px|The Golden Combat Shotgun; everything but the flashlight, its mount, and the rail has been gold-plated or engraved. One wonders how much it takes to gold-plate and engrave a red dot sight.]]&lt;br /&gt;
&lt;br /&gt;
== Kel-Tec KSG ==&lt;br /&gt;
Appearing as the &amp;quot;HSG-1 Shotgun&amp;quot;, a modified version of the [[Kel-Tec KSG]] appears as of the 2012 Summer Sideshow event. It is a pump-action shotgun and feeds from a magazine placed in the loading port for the dual tube magazines, holding 12 shells per magazine. It comes with an adjustable choke - pressing the fire mode button switches between wide and tight shell spreads. In keeping with its &amp;quot;futuristic&amp;quot; appearance, the KSG makes strange &amp;quot;power-up&amp;quot; type sounds when a new magazine is inserted or when the pump-handle is cycled. While it is lighter and has a better effective range, the HSG-1 does less damage than the other shotguns.&lt;br /&gt;
[[Image:Kel-Tec KSG Shotgun Oleg Volk 1.jpg|500px|thumb|none|Kel-Tec KSG - 12 gauge]]&lt;br /&gt;
[[File:KF KSG holding.jpg|thumb|600px|none|A dosh enthusiast with his KSG on the local moon base.]] &lt;br /&gt;
[[File:KF KSG irons.jpg|thumb|600px|none|The rather wonky fiber-optic sights.]] &lt;br /&gt;
[[File:KF KSG misc1.jpg|thumb|600px|none|Pumping the shotgun after blasting some Zeds.]] &lt;br /&gt;
[[File:KF KSG reloading1.jpg|thumb|600px|none|Reloading. Removing the magazine. Note the poor trigger discipline.]] &lt;br /&gt;
[[File:KF KSG reloading2.jpg|thumb|600px|none|About to load in a new mag.]] &lt;br /&gt;
[[File:KF KSG reloading3.jpg|thumb|600px|none|Chambering a round.]] &lt;br /&gt;
[[Image:KF-HSG1Promo.jpg|400px|thumb|none|Promotional image of the HSG-1.]]&lt;br /&gt;
&lt;br /&gt;
== Winchester Model 1897 &amp;quot;Trench Gun&amp;quot; ==&lt;br /&gt;
Added to the game with the 2012 Halloween update is the Trench Gun version of the [[Winchester Model 1897]], unsurprisingly called &amp;quot;Trenchgun&amp;quot; in-game. As a Firebug weapon, it is the only shotgun in the game to load incendiary &amp;quot;Dragon's Breath&amp;quot; shells, setting any specimen it doesn't immediately kill on fire. It holds a semi-incorrect 6 shells in the tube - the real weapon could hold this many, but you have to load a round in the chamber then load the other 5 shells in the tube. &lt;br /&gt;
[[Image:Winchester1897TrenchTakedown.jpg|none|thumb|500px|Winchester Model 1897 &amp;quot;Trench Gun&amp;quot; - 12 gauge]]&lt;br /&gt;
[[File:KF M1897 holding.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:KF M1897 irons.jpg|thumb|600px|none|Iron sights.]] &lt;br /&gt;
[[File:KF M1897 misc1.jpg|thumb|600px|none|Pumping the weapon after firing, revealing the brass shells used.]] &lt;br /&gt;
[[File:KF M1897 reloading1.jpg|thumb|600px|none|Reloading. Loading in a new shell.]] &lt;br /&gt;
[[File:KF M1897 reloading2.jpg|thumb|600px|none|Chambering a shell after loading up.]]&lt;br /&gt;
&lt;br /&gt;
= Rifles =&lt;br /&gt;
== Winchester Model 1894 ==&lt;br /&gt;
One of the cheapest weapons in the game is a [[Winchester Model 1894]] called the &amp;quot;Lever Action Rifle&amp;quot;. In previous versions, it has been referred to as the &amp;quot;Winchester&amp;quot;. It is equipped with a rear tang peep sight. It deals nearly twice the damage of the Mk 14 EBR per bullet, though with half the capacity, a slower reload and slower rate-of-fire due to its lever-action nature. At high Sharpshooter levels, it can kill anything weaker than a Scrake in a single headshot.&lt;br /&gt;
[[Image:Win94saddlering.jpg|thumb|none|500px|Winchester 1894 Saddle Ring Carbine - .30-30.]]&lt;br /&gt;
[[File:KF Model 1894 holding.jpg|thumb|600px|none|Standing outside a blood-stained barn, Winchester in hand.]]&lt;br /&gt;
[[File:KF Model 1894 irons.jpg|thumb|600px|none|Peeping through the peep sight.]]&lt;br /&gt;
[[File:KF Model 1894 reloading.jpg|thumb|600px|none|Reloading. Not attempts at chambering a round is done after loading up, regardless if there's a round in the chamber or not.]]&lt;br /&gt;
[[File:KF Model 1894 misc1.jpg|thumb|600px|none|Cycling the action, showing a new round being chambered.]]&lt;br /&gt;
&lt;br /&gt;
== Short Magazine Lee-Enfield No. 4 Mk. I ==&lt;br /&gt;
Added in the second Community Weapon Pack DLC. As with the other weapons in the pack, it is not an original [[Short Magazine Lee-Enfield (SMLE)|SMLE]], but rather a &amp;quot;steampunk&amp;quot;-style weapon named the &amp;quot;Single-Piston Long Musket&amp;quot;. As a Sharpshooter weapon, it is effectively a longer-ranged version of the lever-action rifle, with a short-ranged scope attached. Instead of the usual procedure of reloading via stripper clips, it is reloaded by replacing the detachable magazine - Killing Floor shares the distinction with the earlier ''Call of Duty: Finest Hour'' and the later ''ZombiU'' of being possibly the only games ever in which a Lee-Enfield is reloaded in this manner.&lt;br /&gt;
[[Image:Smle4mk1t.jpg|none|thumb|500px|Lee-Enfield No.4 Mk.I(T) with magazine and scope - .303 British]]&lt;br /&gt;
[[Image:KF-SPLM.jpg|none|thumb|400px|A promotional image showing the &amp;quot;Single-Piston Long Musket&amp;quot; in gameplay, giving a nice profile view of the weapon. The user could have picked a better time to reload, though.]]&lt;br /&gt;
[[Image:KF-SPLMPromo.jpg|none|thumb|500px|Another promotional image of the &amp;quot;Single-Piston Long Musket&amp;quot;, showing off the eagle-head forend.]]&lt;br /&gt;
&lt;br /&gt;
= Assault Rifles and Carbines =&lt;br /&gt;
== Colt M4A1 Carbine ==&lt;br /&gt;
The [[M16 rifle series#M4/M4A1 Carbine|M4A1]] was introduced during the 2011 Twisted Christmas event. Available in two configurations: the cheaper one for the Commando Perk appears as simply the &amp;quot;M4&amp;quot;, fitted with an Aimpoint M68 Close Combat Optic (aka CompM2) and compared to the [[AK-47#AIMR|AIMR]] it has a higher fire rate and more reserve ammo, but a slower reload and less damage per bullet. The much more expensive version for the Demolitions Perk appears as the &amp;quot;M4 203&amp;quot;, using iron sights rather than the M68 CCO and fitted with a [[M203 grenade launcher|Knight's Armament M203A1 grenade launcher]] which gives it more raw firepower than the standard version. &lt;br /&gt;
&lt;br /&gt;
Both M4A1 models feature a Vltor Improved Modstock, Knight's Armament rear flip-up BUIS, Magpul PMAGs, and a Knight's Armament M4 RAS handguard with rail covers. The Commando M4 is also available with a desert-style digital camo pattern for those who own the &amp;quot;Camo Weapons Pack&amp;quot; DLC.&lt;br /&gt;
[[Image:ColtM4.jpg|none|thumb|500px|Colt M4A1 Carbine with Aimpoint M68 Close Combat Optic, Knight's Armament M4 RAS handguard with rail covers and vertical foregrip - 5.56x45mm NATO]]&lt;br /&gt;
[[File:KF M4 holding.jpg|thumb|600px|none|A survivor with his newly acquired M4A1 on the &amp;quot;Freight Yard&amp;quot; map.]] &lt;br /&gt;
[[File:KF M4 irons.jpg|thumb|600px|none|Sighting up a Husk with the red dot.]] &lt;br /&gt;
[[File:KF M4 reloading1.jpg|thumb|600px|none|As some Zeds draw closer, the survivor reloads his rifle. While somewhat difficult to spot, the fire-selector is set to safe. It's possible to switch between semi and full auto, but the selector won't move when doing so.]] &lt;br /&gt;
[[File:KF M4 reloading2.jpg|thumb|600px|none|About to insert a new PMAG.]] &lt;br /&gt;
[[File:KF M4 reloading3.jpg|thumb|600px|none|Pulling the charging handle. Time to start shooting.]] &lt;br /&gt;
[[Image:KF-CamoM4.jpg|none|thumb|500px|Promotional image of the M4A1 with digital desert-style camo.]]&lt;br /&gt;
[[Image:CM4-M203.jpg|thumb|none|500px|Colt M4A1 Carbine with Knight's Armament M203A1 grenade launcher - 5.56x45mm NATO and 40x46mm]]&lt;br /&gt;
[[File:KF M4 M203 holding.jpg|thumb|600px|none|A survivor with a more explosive version of the M4.]] &lt;br /&gt;
[[File:KF M4 M203 irons.jpg|thumb|600px|none|Sight picture of the KAC flip-up sights.]] &lt;br /&gt;
[[File:KF M4 M203 reloading.jpg|thumb|600px|none|Reloading the M203.]]&lt;br /&gt;
[[Image:Xmas_m4203.jpg|thumb|none|550px|M4A1 with M203 as shown in a promotional image.]]&lt;br /&gt;
&lt;br /&gt;
== L22A2 ==&lt;br /&gt;
The first of the Commando Perk weapons is the [[L22A2]], dubbed the &amp;quot;Bullpup&amp;quot;. It has a mounted EOTech XPS red dot sight (which is unrealistic, as the rail on top of the L22A2 is not a Picatinny rail and as such would be unable to hold the EOTech in place) and uses 40-round magazines. It's very weak and unaccurate with heavy recoil.&lt;br /&gt;
[[Image:Sa80A2-l22a2.jpg|thumb|none|500px|L22A2 with 20-round magazine and SUSAT scope - 5.56x45mm NATO]]&lt;br /&gt;
[[File:KF L22 holding.jpg|thumb|600px|none|A British soldier with his L22A2, preparing to defend the last of the phone boots from the Zed hordes.]] &lt;br /&gt;
[[File:KF L22 irons.jpg|thumb|600px|none|The sight picture of the EOTech.]] &lt;br /&gt;
[[File:KF L22 reloading1.jpg|thumb|600px|none|Reloading. About to pull out the magazine.]] &lt;br /&gt;
[[File:KF L22 reloading2.jpg|thumb|600px|none|Then mashing in a new mag. No attempt at using the bolt-release or yanking the charging-handle is done however, the round seemingly chambering itself.]] &lt;br /&gt;
[[Image:KF-L22Ground.jpg|none|thumb|450px|Examination of the L22A2 on the ground shows that the right side of weapon is a mirror of the left, thus no ejection port or charging handle. Note the lightened A2 fore-end and the bit of Picatinny rail sticking out behind the top of the non-proprietary vertical grip.]]&lt;br /&gt;
&lt;br /&gt;
== Romanian AIMR ==&lt;br /&gt;
The [[AK-47#AIMR|AIMR]], referred to as an &amp;quot;AK47&amp;quot;, is the second Commando weapon. The AIMR serves as a rather good all-rounder weapon with higher power in comparison to the M4A1, though is tempered with rather lackluster accuracy, a high recoil on par with the SCARMk17 on full auto and always recoiling into the right, requiring a lot of re-aiming. A version with a gold finish can be obtained with a DLC package released for the 2012 Christmas update, with plating on all metal components and golden engraving on the wooden parts as well.&lt;br /&gt;
[[Image:PM md. 90 Krinkov.jpg|thumb|none|500px|AIMR - 7.62x39mm. The original Romanian designation for this rifle is the PM md. 90 cu țeavă scurtă (short barrelled).]]&lt;br /&gt;
[[File:KF AK holding.jpg|thumb|600px|none|A British soldier enjoying the sun set with his AIMR.]] &lt;br /&gt;
[[File:KF AK irons.jpg|thumb|600px|none|Iron sights.]] &lt;br /&gt;
[[File:KF AK reloading1.jpg|thumb|600px|none|Reloading. About to pull out the dry mag.]] &lt;br /&gt;
[[File:KF AK reloading2.jpg|thumb|600px|none|Rocking in a new one.]] &lt;br /&gt;
[[File:KF AK reloading3.jpg|thumb|600px|none|Pulling the charging handle with an overhand technique.]] &lt;br /&gt;
[[Image:KF-GoldDraco.jpg|none|thumb|400px|The Golden AK47: the AIMR with gold plating or engraving on everything but the pistol grip.]]&lt;br /&gt;
[[Image:KF-DracoGround.jpg|thumb|none|400px|A dropped AIMR. Since it apparently must be one or the other, it actually has a charging handle and ejection port, but also has the safety on. Note the two lined up detents below the selector switch for full-auto and semi-auto fire modes respectively, indicating it is the AIMR and not the similar semi-auto-only Draco Carbine.]]&lt;br /&gt;
&lt;br /&gt;
== MKb 42(H) ==&lt;br /&gt;
The Halloween 2012 event added the [[Sturmgewehr 44|MKb42(H)]] to the game as another Commando weapon. Sporting a reference to ''Red Orchestra 2: Heroes of Stalingrad'', the MKb 42 is another all-rounder weapon, with rather controllable recoil and rate of fire.&lt;br /&gt;
[[Image:German WW2 MP-44 copy Sport-Systeme Dittrich 'BD42(H)' designed from the MKB42(H).jpg|thumb|none|500px|Haenel MKb 42(H) - 7.92x33mm Kurz]]&lt;br /&gt;
[[File:KF MKb holding.jpg|thumb|600px|none|Wielding the MKb on the &amp;quot;Stronghold&amp;quot; map.]]&lt;br /&gt;
[[File:KF MKb irons.jpg|thumb|600px|none|Aiming for the head on a Zed.]]&lt;br /&gt;
[[File:KF MKb reloading1.jpg|thumb|600px|none|Reloading. The magazine is thrown away.]]&lt;br /&gt;
[[File:KF MKb reloading2.jpg|thumb|600px|none|Inserting a new one.]]&lt;br /&gt;
[[File:KF MKb reloading3.jpg|thumb|600px|none|The charging handle travelling forward after being pulled.]]&lt;br /&gt;
&lt;br /&gt;
= Battle Rifles =&lt;br /&gt;
== FN FAL &amp;quot;G Series&amp;quot; ==&lt;br /&gt;
Added for the 2012 summer event, the [[FN FAL#FN FAL|FN FAL &amp;quot;G Series&amp;quot;]] is a powerful Commando weapon called the &amp;quot;FNFAL ACOG&amp;quot;, likely standing-in for the British [[FN FAL#L1A1|L1A1 SLR]]. It shares the SCAR-H's high power as well as having lower recoil than the SCAR-H, though with a higher firing rate and a higher cost. The FAL in-game is customized with a wooden pistol grip, an original FAL 50.00 flash-hider, a rail on top of the receiver, and an ACOG scope mounted on said rail giving it a higher zoom level than the SCAR.&lt;br /&gt;
[[File:Fn_fal_g_series.jpg|thumb|none|500px|FN FAL &amp;quot;G Series&amp;quot; - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:C1A1.jpg|500px|thumb|none|L1A1 SLR with wood furniture for comparison - 7.62x51mm NATO]]&lt;br /&gt;
[[File:KF FAL holding.jpg|thumb|600px|none|Wandering through the &amp;quot;Siren's Belch&amp;quot; map with a FAL. Note that the reticle of the sight can be seen, which would mean that the reticle would be a part of the actual glass of the scope.]]&lt;br /&gt;
[[File:KF FAL irons.jpg|thumb|600px|none|Aiming with the sight. The reticle is not close to that of an actual ACOG.]]&lt;br /&gt;
[[File:KF FAL reloading1.jpg|thumb|600px|none|Reloading. Throwing away the empty mag.]]&lt;br /&gt;
[[File:KF FAL reloading2.jpg|thumb|600px|none|Rocking in a new one which has bullets nicely modelled in it.]]&lt;br /&gt;
[[File:KF FAL reloading3.jpg|thumb|600px|none|Pulling the charging handle with the palm of the hand.]]&lt;br /&gt;
&lt;br /&gt;
== FN SCAR-H (Mk 17 Mod 0) ==&lt;br /&gt;
The [[FN SCAR#FN SCAR-H|FN SCAR-H]], appearing as the &amp;quot;SCARMK17&amp;quot;, is one of the most powerful Commando Perk weapons available in-game, alongside the more recently introduced FN FAL. At high Commando levels, it can hold up to 25 rounds per magazine, increased from the default 20. Although the real-life cyclic rate is about 625rpm, it has one of the fastest RPM in the game as well as the highest recoil on par with the AIMR. It features a Tango Down vertical foregrip and the newer version of the Aimpoint M68 Close Combat Optic, the Aimpoint CompM4s, without lens cover caps and mounted on a high riser mount.&lt;br /&gt;
[[Image:FN_SCAR-H_STD.jpg|none|thumb|500px|Third Generation FN SCAR-H - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:Killing floor SCAR H.jpg|none|thumb|400px|Nearing the end of a match, a survivor wields his newly purchased SCAR-H.]]&lt;br /&gt;
&lt;br /&gt;
== Mk 14 Mod 0 Enhanced Battle Rifle ==&lt;br /&gt;
One of the primary Sharpshooter weapons in the game is a [[M14#Mk_14_Mod_0/1_Enhanced_Battle_Rifle|Mk 14 Mod 0 EBR]], a model with a fixed Sage tactical stock, using rail covers instead of the standard Kydex hand guard, and is equipped with a laser aiming module. In-game it is referred to as the &amp;quot;M14EBR&amp;quot;, the US Army designation. While it has a high price at the trader and rather high recoil, it comes with 20-round magazines, a high DPS, and usable laser sight for accurate hip firing.&lt;br /&gt;
[[Image:M14 ebr cvfs.jpg|none|thumb|500px|M14 EBR with Fixed Synthetic Stock and Butt Pad - 7.62x51mm NATO]]&lt;br /&gt;
[[File:KF M14 holding.jpg|thumb|600px|none|]]&lt;br /&gt;
[[File:KF M14 irons.jpg|thumb|600px|none|Iron sights.]]&lt;br /&gt;
[[File:KF M14 misc1.jpg|thumb|600px|none|The dot produced from the laser.]]&lt;br /&gt;
[[File:KF M14 reloading1.jpg|thumb|600px|none|Reloading. Pulling out the empty mag that still has bullets modelled in it.]]&lt;br /&gt;
[[File:KF M14 reloading2.jpg|thumb|600px|none|About to insert a new mag. Note the green magpul.]]&lt;br /&gt;
[[File:KF M14 reloading3.jpg|thumb|600px|none|Pulling the charging handle. As common in video games, the bolt is not depicted as locking back.]]&lt;br /&gt;
&lt;br /&gt;
== &amp;quot;M7A3&amp;quot; ==&lt;br /&gt;
A futuristic [[Kel-Tec_RFB#Kel-Tec_RFB_Carbine|Kel-Tec RFB Carbine]]-looking weapon, called the &amp;quot;M7A3&amp;quot;, was added in in the 2012 summer event. In is fitted with a red dot reflex sight (with a digital ammunition counter below the sight itself), vertical foregrip, and a medication dart launcher.&lt;br /&gt;
&lt;br /&gt;
The M7A3 packs a mean recoil and rather slow rate of fire, but comes with a futuristic red dot sight as well as good DPS making for a for a stronger weapon than the other medic guns that is also capable of launching medic-darts.&lt;br /&gt;
[[Image:RFB-18.jpg|none|thumb|500px|Kel-Tec RFB Carbine - 7.62x51mm NATO]]&lt;br /&gt;
[[File:AguninKFwtf.jpg|thumb|none|600px|A survivor wields his M7A3 while hopping through a low-gravity moonbase. Note the digital ammunition counter - it keeps track of both the bullets in the current magazine and the medication dart launcher's charge. The crosshair on the sight will even turn red when the magazine is almost empty.]]&lt;br /&gt;
[[File:KF M7A3 irons.jpg|thumb|none|600px|Reticle of the sight.]]&lt;br /&gt;
[[File:KF M7A3 reloading1.jpg|thumb|600px|none|Reloading. Removing the empty magazine. Note the open area on top of the rifle, which is acts as the ejection port. Not the best placement, as it would mean anyone who has their face close to it would have gases blown in their face and potentially brass hitting them.]]&lt;br /&gt;
[[File:KF M7A3 reloading2.jpg|thumb|600px|none|Inserting another full mag.]]&lt;br /&gt;
[[File:KF M7A3 reloading3.jpg|thumb|600px|none|Pulling the charging handle.]]&lt;br /&gt;
[[Image:KF-M7A3Promo.jpg|thumb|none|400px|Promotional image of the M7A3.]]&lt;br /&gt;
&lt;br /&gt;
= Sniper Rifles =&lt;br /&gt;
== Barrett M99 ==&lt;br /&gt;
Appearing as the &amp;quot;M99 AMR&amp;quot;, a [[Barrett M99]] with black and gray urban camo is one of the Sharpshooter weapons added in the 2012 Summer Sideshow event. It is an incredibly powerful and heavy weapon, capable of killing nearly every specimen in the game with a single headshot, but only Support Specialists have the carrying capacity to take any other weapon aside from the 9mm pistol alongside it. Since it's a single shot weapon, it must be reloaded after every shot, which takes a very long time without high Sharpshooter levels, and on top of that its ammunition is prohibitively expensive at £250 per bullet.&lt;br /&gt;
[[File:Barett m99-1.jpg|500px|thumb|none|Barrett M99 - .50 BMG]]&lt;br /&gt;
[[File:KF M99 holding.jpg|thumb|600px|none|Preparing for some sniping on the &amp;quot;mountain pass&amp;quot; map.]] &lt;br /&gt;
[[File:KF M99 irons.jpg|thumb|600px|none|Looking down the scope of the M99. Note that the outside of the scope isn't magnified.]] &lt;br /&gt;
[[File:KF M99 reloading1.jpg|thumb|600px|none|Reloading. Pulling back the bolt.]] &lt;br /&gt;
[[File:KF M99 reloading2.jpg|thumb|600px|none|Inserting a new .50 BMG round.]] &lt;br /&gt;
[[File:KF M99 reloading3.jpg|thumb|600px|none|Chambering said round.]]&lt;br /&gt;
[[File:KF-M99Promo.jpg|450px|thumb|none|A ''mirrored'' promotional image of the M99 AMR.]]&lt;br /&gt;
&lt;br /&gt;
= Explosives =&lt;br /&gt;
== L2A2 ==&lt;br /&gt;
The standard grenade players are equipped with are [[M26 hand grenade#L2A2 Hand Grenade|L2A2]]'s. Unlike the knife and other melee weapons having a dedicated slot, they are thrown by simply pressing a key. Players can carry 5 grenades (though Demolition or Support Specialist levels allow greater carrying capacity for grenades, up to 11). A grenade caught within the blast radius of another will explode immediately alongside it rather than needing its fuse to burn down, widening the blast radius. The Firebug and Field Medic classes get unique variants of the grenade at level 3; the former gets incendiary grenades that light Zeds on fire, while the latter gets grenades that release a green gas similar to the effect from their medication dart launchers; the gas will simultaneously heal teammates and damage Specimens that are within the cloud.&lt;br /&gt;
[[Image:L2A2.jpg|thumb|none|175px|L2A2 High-Explosive Fragmentation grenade]]&lt;br /&gt;
[[File:KF grenade misc1.jpg|thumb|600px|none|Briar throwing a grenade at some Zeds.]]&lt;br /&gt;
[[Image:KF-Grenade.jpg|thumb|none|200px|Trader image for the in-game L2A2.]]&lt;br /&gt;
&lt;br /&gt;
== M79 Grenade Launcher ==&lt;br /&gt;
An [[M79 grenade launcher]] can be used in the game. It is the third firearm that can be gold plated by way of a DLC pack released alongside the 2012 Christmas update. &lt;br /&gt;
&lt;br /&gt;
The M79 is a rather solid explosive weapon, useful for crowds of low level enemies and is rather light, though its single shot capacity gives it low DPS.&lt;br /&gt;
[[Image:M79-Grenade-Launcher.jpg|thumb|none|500px|M79 grenade launcher - 40x46mm]]&lt;br /&gt;
[[File:KF M79 holding.jpg|thumb|600px|none|Strolling through the &amp;quot;Waterworks&amp;quot; map with an M79.]] &lt;br /&gt;
[[File:KF M79 irons.jpg|thumb|600px|none|Iron sights. The leaf sight can't be used.]] &lt;br /&gt;
[[File:KF M79 reloading1.jpg|thumb|600px|none|Reloading. Dropping out the spent case.]] &lt;br /&gt;
[[File:KF M79 reloading2.jpg|thumb|600px|none|In with a new 40mm grenade.]] &lt;br /&gt;
[[Image:KF-GoldThumper.jpg|none|thumb|350px|At the motorway, a survivor wields his gold-plated variant, complete with gold engraving on the wooden parts.]]&lt;br /&gt;
[[Image:KF-GoldThumperReload.jpg|none|thumb|400px|Said survivor reloading the golden M79. Yes, the grenade is also gold-plated, with a biohazard symbol engraved over the primer.]]&lt;br /&gt;
&lt;br /&gt;
== Milkor MGL Mk 1S ==&lt;br /&gt;
A [[Milkor MGL#MGL Mk 1S|Milkor MGL Mk 1S]] with a Trijicon RX01 red dot sight can be used in the game, incorrectly called M32, which is the USMC's designation for the Mk 1L. It is the fourth and final weapon to be given an alternate camouflage pattern with the Camo Weapons Pack, gaining the same digital pattern as the M4A1. The M32 packs a large blast radius and damage, and can quickly fire all six grenades in an emergency, but takes a long time to reload; the upside is that, like the shotguns and Winchester, the reload can be interrupted.&lt;br /&gt;
[[Image:MGL32.jpg|thumb|none|500px|Milkor MGL Mk 1S in desert tan finish fitted with Armson OEG reflex sight - 40x46mm]]&lt;br /&gt;
[[File:KF Mk 1L holding.jpg|thumb|600px|none|Briar strolling through the &amp;quot;Steamland&amp;quot; themepark with his Mk 1S.]]&lt;br /&gt;
[[File:KF Mk 1L irons.jpg|thumb|600px|none|The red dot.]]&lt;br /&gt;
[[File:KF Mk 1L reloading2.jpg|thumb|600px|none|Reloading. Instead of using the extractor, each grenade is individually removed and replaced. Here one is removed...]]&lt;br /&gt;
[[File:KF Mk 1L reloading1.jpg|thumb|600px|none|...and then replaced with a fresh one as a Crawler appears from nowhere.]]&lt;br /&gt;
[[Image:KF-CamoM32.jpg|none|thumb|500px|Promotional image of the MGL Mk 1S with digital desert-style camouflage.]]&lt;br /&gt;
&lt;br /&gt;
== LAW 80 ==&lt;br /&gt;
A missile launcher called the &amp;quot;LAW&amp;quot; is obtainable in the game; before a balancing patch and the addition of the above M99, it was the heaviest and most destructive weapon available. The SAS insignia and motto, &amp;quot;Who dares wins&amp;quot;, is printed on the side of it. It has a passing resemblance to the [[LAW 80]].&lt;br /&gt;
[[Image:Law94mm.jpg|thumb|none|500px|LAW 80 for comparison - 94mm]]&lt;br /&gt;
[[File:KF LAW holding.jpg|thumb|600px|none|Finding himself in Hell, the survivor makes sure to bring adequate firepower.]]&lt;br /&gt;
[[File:KF LAW irons.jpg|thumb|600px|none|The sight of the LAW. The weapon cannot be hip fired.]]&lt;br /&gt;
[[File:KF LAW reloading.jpg|thumb|600px|none|Reloading the LAW.]]&lt;br /&gt;
[[Image:Killing floor LAW.jpg|none|thumb|400px|A &amp;quot;LAW&amp;quot; lying discarded on the ground.]]&lt;br /&gt;
&lt;br /&gt;
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[[Category:Video Game]]&lt;br /&gt;
[[Category:First-Person Shooter]]&lt;br /&gt;
[[Category:Science-Fiction]]&lt;br /&gt;
[[Category:Zombie]]&lt;br /&gt;
[[Category:Horror]]&lt;/div&gt;</summary>
		<author><name>AnActualAK47</name></author>
	</entry>
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		<updated>2017-05-16T15:32:11Z</updated>

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		<updated>2017-05-16T15:32:02Z</updated>

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		<updated>2017-05-16T15:31:37Z</updated>

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