Modern Warfare III: Weapons Training and Tactics
- Prebrief
- Intel Card — Firing
- Intel Card — Firing Stances
- Firing — The Basics
- Firing — Advanced Tactics
- Intel Card — Advanced Firing Tactics
- Firing — Underwater Engagements
- Audio Cues and Non-Visable Information
- Intel Card — Audio Cues
- Strafing and Circle-Strafing
- Pre-Aiming and Leading Shots
- Targeting Operator Body Parts (Headshots)
- Taking Cover
- Mounting
- Drop Shotting (With/Without Slide)
- Quick Scoping
- Weapon Range
- Assault Rifles
- Battle Rifles
- Submachine Guns
- Shotguns
- Light Machine Guns
- Marksman Rifles
- Sniper Rifles
- Pistols
Learn to walk, run, jump, slide, and dive. Then perfect the tried-and-tested techniques of weapon choice, firing your weaponry, and using your full complement of equipment. Use this guide to get you started on your journey to become a highly skilled Call of Duty player.
Prebrief
After you start to play Call of Duty®: Modern Warfare® III for the first time, and continue to learn the finer points of the game, you should expect two basic improvements to your knowledge and competence:
· Your skills at using and firing an increasing variety of weapons.
· Your ability to perform advanced tactics beyond just the basics.
Though we can’t promise you that you’ll become one of the world-class Call of Duty players after following this guide, we aim to provide you with all the tools you need to move effectively, fire your weaponry successfully, and provide context and information so you can perfect your Loadout creations that cater to your preferred style of gameplay.
// INTEL CARD
- MWIII
- WZ
- WZM
Firing
// TRAINING // WEAPONS TRAINING AND TACTICS
Shoot First, Ask Questions Later — Unless you’re playing Hardcore. Hardcore modes are the only modes that have friendly fire. Playing Core Multiplayer? Then you won’t have to worry about that.
Heavy Trigger Finger — Keep firing until your opponent has been eliminated. This sometimes means you should equip a larger magazine to your weapon; the worst feeling is hitting the reload button before the enemy is dropped.
Switching is Faster Than Reloading — Switch to your Secondary weapon before you reload when you’re in a pinch. It’s faster.
// INTEL CARD
- MWIII
- WZ
- WZM
Firing Stances
// TRAINING // WEAPONS TRAINING AND TACTICS
Hipfire is Speed, Not Accuracy — Hipfire is something best used in an emergency. If you’re using a weapon with attachments that slow down the ADS speed, it can be more important to just fire from the hip.
Laser Focus ADS — If your playstyle is centered around ADS on your weapon as often as possible, do your best to build your weapon in Gunsmith with the lowest amount of ADS penalties as possible. Don’t sacrifice ADS speed when you enjoy the accuracy boon of sighting in on your target.
Don’t Doubt Yourself, Tac-Stance — If you’re not sure whether you’re about to get into a fight where you will need your sight or can get the job done otherwise, toggle Tac-Stance. Hipfire will work great, if the target is in your face, but if they’re just around the corner and you need the visibility around your weapon, use Tac-Stance to eliminate the enemy.
When entering your first multiplayer match, the very first plan is knowing how to effectively move around, both generally and within a specific map, as you rush from your spawn point. For information on getting started in this arena, check out the Movement Guide. Then continue to read on about the three main ways you can fire your weapon:
Here are the basics of how to successfully use your Primary and Secondary weapons, which constitute part of your Loadout:
Firing from the hip (Hipfire) – The most inaccurate method of shooting of the three available methods, but if your target is at close range, it is fast (as you can fire almost instantly without the need to aim down sights), and the results can be very effective.
Aiming down sights (ADS) - The most accurate method of firing on your target, but the downside is the time it takes to pull your weapon up to your Operator’s eye-level in order to ADS. Another minor downside is the fact that much of your screen is taken up by your sight when you ADS which can obscure anything you might have seen in your peripheral vision while not in ADS.
Tac-Stance – New to Call of Duty: Modern Warfare III, Tac-Stance is an excellent middle ground between Hipfire and ADS. Also see the Movement Guide for how to toggle Tac-Stance on and off. If you want to pull your weapon up, but don’t need your sight or don’t quite have the time to look down the sight, Tac-Stance is perfect for these kinds of situations.
Once Tac-Stance is toggled on for a weapon, it will stay toggled until you toggle it back off or change loadouts. This is an important note because it means using Tac-Stance and increasing your knowledge on when to use it will increase your effectiveness against your opponents, greatly. For example, in a situation where you are taking fire from the enemy of unknown location; move out of danger then, while attempting to find safety you know that you’re still in the same stance. This means that if an unexpected enemy comes flying out of nowhere, you’ll be ready to fight back.
You can also toggle Tac-Stance as you transition into a slide. So, if you need to keep moving because it’s not safe to stop, try sliding and toggling to the stance that you want to be. This is a bit of an advanced maneuver, but it will come in handy if you practice it.
There are so many strengths to the new feature that is Tac-Stance. Important note, there is still an accuracy penalty to firing from Tac-Stance. It is more accurate than Hipfire, but less so than ADS. However, being able to toggle this feature on and off, even while sliding, you have even more capability of being able to use your skills at different ranges on an even deeper level.
// INTEL CARD
- MWIII
- WZ
- WZM
Advanced Firing Tactics
// TRAINING // WEAPONS TRAINING AND TACTICS
Ammo Awareness — Reload only when you need to, or when you know it’s safe to do so. If you are someone that is used to reloading after every elimination, try equipping the Gunner Vest. The Gunner Vest gives you a faster reload speed but remember that duplicate effects do NOT stack.
Danger, Danger! — If you’re being shot at, don’t stand still. It is always better to live a few more moments than raise your kill count. Even if the mode is Team Deathmatch, one kill for your one death ends up in an even wash.
Take Cover — Whether you’re mounting your weapon or simply peaking from the edge of a wall, as long as your Operator’s silhouette is not fully exposed you are still more difficult to kill than if it was exposed.
Note: Only Sidearms and equipment can be used while swimming underwater.
Operators who fire their weapons into, within, or out of water will find that the increased density will affect their projectile’s flight path.
In these scenarios, your weapon’s aim may need to be slightly off target, depending how deep you or the enemy is underwater. Increasing a weapon’s Bullet Velocity via attachments will dampen the water’s effects on the projectile’s speed, but only slightly.
When underwater, it may be a better idea to surface temporarily so that accurate fire or a well-timed equipment throw can take place, rather than working against the flow of a denser medium.
Audio Cues and Non-Visible Information
// INTEL CARD
- MWIII
- WZ
- WZM
Audio Cues
// TRAINING // WEAPONS TRAINING AND TACTICS
Gather Information Before Advancing — Unless you’re in danger, stop and listen to what’s going on around you. If you are able, gather information with your ears and utilize Bone Conduction for even better effectiveness.
Follow the Footsteps — Footsteps should often be your clue to peak at the minimap. It is a tough habit to break if you are always looking at the minimap instead of what’s happening right in front of you. The minimap is powerful, but being distracted by it will affect your gameplay negatively.
Study the Sounds — The Call of Duty audio library is huge. The different cues can be confusing to a new player, but the more you listen and try to pick out the different sounds, the better you will get at recognizing which sound is which and use that information to your advantage.
Arguably the most important skill other than being able to shoot your weapon accurately, or in some cases even more important, is listening. Before loading into your first match, go to the Audio Settings and adjust the Master Volume so that it works best for your audio system. By default, the audio mix is set very well for any standard system, but it’s always best to double check them against yours. If you’re easily overwhelmed by too many sounds coming at you all at once, try turning down Dialogue Volume OR Effects Volume. Don’t turn them off, but turning one of them down can help you focus on the other. For those that are hearing impaired, there are a group of accessibility options that can help in the audio department, as well.
As mentioned, listening is very much a skill. Even if you can hear everything that is happening around your location in a match, it is not the same thing as listening to those sounds and using them to your advantage. Utilize the Bone Conduction Gear to gain an even bigger advantage toward using sound cues. Dampening combat noise goes a long way in gathering information that could favorably increase your Kill/Death/Assist ratio and help your team win.
Some of the major audio cues to listen for are footsteps, gunshots, and enemy players placing equipment. Gunshots are the most obvious sound in Call of Duty, followed by footsteps, and then equipment placing.
Starting with gunshots, they may be obvious to the ear when you’re hearing them, but what’s important about listening is being able to tell which direction they’re coming from and, paired with some visual elements, being able tell what they’re shooting. For example, if you hear some shooting and it sounds like they’re shooting toward you from the other side of your cover, take a quick look at your peripherals and see if there are bullet holes in front or around you. With the information you gather in these couple of seconds, you can tell whether moving forward is a good idea and not into their line of fire. Otherwise, making the decision to retreat and find another route is likely the more survivable option.
Footsteps, a sound that can be a player’s greatest tool to leveling up their skill in Call of Duty. Experienced players will often tell you that the minimap is the most important tool in your arsenal, which is why they will often recommend that new players equip a UAV as one of their killstreaks. The UAV scans the map and will ping enemy players on the minimap with a red dot. However, one of the biggest problems that new players run into is relying so much on looking at the minimap, they often forget to look at what’s right in front of them. So, how do you use the most useful tool on your HUD without getting too distracted? You use footstep audio to clue you in on whether you need to be looking at your minimap or not. This isn’t a tip that can be used 100% of the time, but it is something to practice so that the habit of staring too long at the minimap isn’t the cause of a K/D/A you are unhappy with.
Finally, players placing equipment; namely claymores, deployable cover, inflatable decoys, and the like. They all make sounds and they’re not the easiest thing in the game to hear, but listening for them as you round corners or as you set up and wait for enemies to come swinging through a doorway will clue you in on an enemy that’s operating dangerously close. A prime example of when it is important to listen for equipment is when you’re chasing an enemy into an objective like a hardpoint. Especially if you hit them a few times and they’re hurt, they will know you’re coming in right behind them, so the best tactic for them is to set up a claymore as soon as they’re out of your crosshairs. It doesn’t mean you will hear it, especially if there is some distance, but if you do hear that claymore being placed you know that you’ll need to destroy it before entering the objective. Listening to cues like this, or using defensive Loadout items, will increase your odds-on winning fights because the enemy’s advantage will be taken away from them.
Strafing and Circle-Strafing
Very simply, strafing is when you move your Operator left and right without dramatically changing where you’re aiming. Not so simply, knowing when to strafe is a bit more advanced. Strafing is slower than your forward movement, but it gives an advantage toward you not being such an easy target. Your main purpose for strafing is to become a difficult target while shooting at your opponent. Secondarily, strafing can give you a new angle on what you’re shooting at while keeping your weapon trained on the target. Keep in mind that when you’re moving, in any direction, you are suffering a slight accuracy penalty. So, if your target hasn’t spotted you yet, don’t strafe until they do indeed see you. But when they do, start strafing.
Strafing across doorways or small openings is often the best strategy while clearing an area. It allows you to continue covering that area with your weapon ready to shoot at any enemy you spot, while also making it harder for someone else to hit you. For a more advanced tactic to strafing, try strafing left and right in a non-uniform fashion to become an even harder target to hit and don’t forget to use Tac-Stance when you can.
Then, there is something called circle-strafing. Circle-strafing is a similar concept to strafing, the only difference is that you do it while centering your crosshairs on a specific point and moving in the shape of an arc or semi-circle. The point you’re focused on could be an enemy, it could be a doorway, or a specific area where you’re pretty sure an enemy is about to pop into view. For example, if you spot an enemy dipping into cover, you can circle-strafe the spot you think they’re going to pop out of so that you are not waiting for them. This strategy also uses aggression to attack while at the same time not acting recklessly.
Pre-aiming and leading shots
Pre-aiming, the art of seeming like you know exactly where the enemy is going to be before they’re actually there. You may not actually know that the enemy is going to be in the position you’re aiming, but the better you get, and the more your instincts are honed the more often you will be correct in this prediction. A good player hits their target, a great player predicts where their target is going to be and then hits their target.
Pre-aiming is an advanced skill that comes in clutch for almost every first-person shooter on the market, but because of the high-octane action of Call of Duty®, pre-aiming is essential when ascending to the top of the scoreboard. Remember to use audio queues and UAVs to know where to pre-aim, especially if your opponent close to your position.
The important part about pre-aiming is knowing where to aim as an enemy reveals themself. Additionally, aiming at a target which is either not there yet, or on the move, also requires a bit of leading as you fire on the target. A good rule of thumb is that if you’re playing on a multiplayer 6v6 map, there won’t be significant enough bullet travel to worry about leading your target, but bullet velocity builds can make a difference when firing at players from distance. Additionally, while playing Ground War or Call of Duty: Warzone, you always want to lead your shot because if you don’t you will miss.
Targeting Operator Body Parts (Headshots)
When firing your weapon, the primary purpose is to simply hit your target. Most of the time, if you’re making contact with your opponent, there’s a good chance you’ll eliminate them. However, there are bonus multipliers to the damage you do when hitting different parts of the body. The important part to focus on is the head of the enemy Operator.
Headshots provide such a bonus to damaging your opponent that it may surprise you how fast you can eliminate enemy players by hitting them in the head. With most weapons, headshots are not a one-hit kill but it will require far fewer rounds to the head than it would to the body. If you’re able to hit a mixture of head and body, that’s good too. The caveat to headshots is that the head hitbox on all Operators is the smallest hitbox available. Being able to fire and hit the head of your target is difficult, but practicing doing so will increase your success-rate, noticeably.
One of the easiest tricks to practice, which in turn will help you with landing headshots, is to constantly be aiming at head-height even when there is no enemy visible. There’s no better way to prepare to hit headshots than already be aiming at the proper height. As you traverse each of the 6v6 multiplayer maps, practice looking for landmarks or identifying architectural marks on walls and objects that can help you line up the correct sightlines allowing you to target headshots more effectively.
Taking Cover
Cover is one of the most available defenses to all players no matter their loadout. Especially because of the ability to slide and dive, being aware of where the closest cover is, at all times, one way to be playing defense when playing Call of Duty. Time to Kill, or TTK, is balanced in a way in the game so that unless the player shooting at you hits you with extremely high accuracy, you have a chance to escape to a close piece of soft or hard cover. Likely, you won’t have a ton of time to escape an enemy who is already firing effectively at you, but in the many cases where you can get away, use cover as protection while you reset and prepare for them to push in front of your crosshairs, giving you a fighting chance.
When you’re not getting shot at, it’s generally a good practice to always have something covering your back. Teammates are normally a great option to cover your back, but it’s unlikely that this will always be an option. When holding an angle or covering an objective, try placing yourself in a position where your field of view is the only area of your Operator’s view that is not obscured by an object. Deployable cover is a great way to make cover where there is none, or building a barricade in War mode is useful when you are normally exposed.
Mounting
Mounting is a feature in Call of Duty: Modern Warfare® III that enables you to physically mount your weapon on a surface. Players who love to run and gun likely won’t use this feature too often, but for those that love setting traps for their opponents mounting can be a key strategy. While mounting, recoil is virtually non-existent, and your accuracy shoots up tremendously. Mount your weapon only when you are purposely setting up for a strategy. Mounting in an intensely mobile engagement will likely be your demise.
There are some drawbacks to mounting your weapon but as long as you’re aware of them, it’s pretty easy to avoid being held back by these negatives. As you may be able to guess, mounting your weapon to a wall or object locks you into place. In order to unmount, all you need to do is move your Operator, release the ADS button, or click the unmount button/key again. You’re also locked into a small turning arc, which means setting up on the appropriate location is important.
When mounting be sure to protect your back. Either have something obscuring your Operator from behind or setup some equipment, like a Claymore or Proximity Mine. The best situations to use the mounting feature are most often when you are utilizing teamwork with your teammates. Because your mobility is greatly hindered, having someone watching your back is a great way to combat this drawback. Core Multiplayer maps like Favela and Terminal have great sightlines that work very well for mounting and holding powerful angles.
Drop Shotting (with/without Slide)
Diving and going prone are the primary methods for drop shotting and even though both methods end up in the same position, you would use them for different situations. Diving can only be accomplished while your Operator is in a sprint or Tac Sprint. The distance in which you sprint does not matter, so if you wish to dive, simply engage in a sprint and as soon as you know that you’re sprinting, hold the ‘crouch’ button while using a controller or tap the ‘prone’ button on PC. Remember that when you dive, you will suffer a noticeable accuracy penalty so hitting your target can be difficult, but diving makes it more difficult for the enemy to hit you. The alternative is standing or walking and changing your stance directly to prone with the same button combination. Dropping straight to prone without diving makes you a slightly easier target to hit for experienced players, but still more difficult than just standing in place. You will still suffer an accuracy penalty, but it is a lesser one.
Another version of drop shotting is shooting while sliding. Now in MWIII, shooting while sliding is a more viable method of drop shotting. In many cases, as long the weapon you have equipped allows it, while your operator is in a full slide you will fire your weapon from Tac-Stance. Additionally, there is a Boots Perk that can be added to your Loadout that allows full ADS while sliding. Drop shotting into a slide is a tactic worth practicing, especially while using SMGs and shotguns. Being able to slide while getting shot at and hitting your target is a high skill tactic that can really improve any players performance.
Quick Scoping
Quick scoping is defined not only by using ADS to look down your scope, but also firing at a very specific point in the ADS animation. Quick scoping is a strategy that involves using a high-powered rifle, preferably a sniper rifle. What makes this a strategy, that has become a staple in the Call of Duty franchise, an advanced tactic is due to how difficult it is for newer players.
Quick scoping sounds simple, and with a bit of practice it can feel that way, but learning the timing will require some reps. There is a specific point after you hit the ADS button/trigger/key that will shift a weapon from having a large accuracy spread to an almost perfect accuracy point. The key to knowing how early you can fire your weapon for this near perfect accuracy is by keeping your eye on the crosshairs in the middle of your screen. As you run around in-game, you’ll notice your crosshairs bloom in and out. Moving and hipfiring grants you the largest accuracy penalty, whereas full ADS and standing still grants you the highest accuracy that your current weapon can achieve. So, utilizing a Sniper Rifle class weapon, which has the highest damage per single shot other than Launchers is the main method of quick scoping.
Practice quick scoping by equipping a sniper rifle you feel comfortable with and attempting to eliminate enemy operators while not letting your rifle fully ADS. Equipping sights that do not have as much zoom as your standard sniper rifle scope, like a red dot, or a 4x sight like the HZ Clear Dot 4x Integrated Laser Optic will give you an even quicker scoping speed. But remember, equipping different sights to change the speed at which your operator aims down their sights can mess with your muscle memory and how you’ve timed the moment at which you are effectively quick scoping your targets. This tactic is highly effective when mastered, however mastering it is quite difficult.
Weapon Range
Every weapon in the game other than melee weapons will accomplish the job of eliminating your target at any range, however it is important to understand the effective weapon range of each weapon class and sometimes the weapon specifically. Generally, if you follow the basic break down of weapon class ranges described in the Weapons and Loadouts Guide, you will be the most efficient you can be in any given engagement.
Just because certain weapons may perform better at a specific range than others, this only means that, with the support of the Gunsmith, you can modify a weapon to perform a little better at its non-standard range. Not all weapons are able to be modified to a dramatically different effective range, but here are some attachments and Aftermarket Parts that you can quickly reference and swap to support your effectiveness as you complete challenges and win matches:
Muzzles
VT-7 Soulstealer Suppressor
Suppressor that increases the range at which your rifle maintains its full damage and increases bullet velocity all while also keeping the weapon accurate by increasing the amount of control your Operator has over the rifle.
Sonic Suppressor
Suppressor that increases the ranged damage falloff and bullet velocity, however it does not increase recoil control like the Soulstealer does. The Sonic Suppressor does make up for the recoil control penalty by not decreasing the weapon’s ADS speed.
ZULU-60
Sound-dampening device that does what both the VT-7 Soulstealer and the Sonic Suppressor do, but in a more extreme fashion. The ZULU-60 increases bullet velocity and ranged damage falloff even better than the previous two suppressors do, however the slowdown on ADS speed as well as the sway your Operator suffers while aiming is increased on a larger scale.
Harbinger D20
Tactical suppressor that is yet another step up on both directions from the ZULU-60. If you’re looking for range and damage, this is the suppressor to use, but beware of the large drawbacks.
Echoless-80
Suppressor that is almost as powerful as the Harbinger D20, however it does have the added bonus of being able to move a little quicker at walking speed than the Harbinger.
Ammunition
5.56 NATO High Grain
Higher damage, longer range, higher recoil.
5.56 NATO Low Grain
Lower damage, shorter range, lower recoil.
5.45 High Grain
Higher damage, longer range, higher recoil.
5.45 Low Grain
Lower damage, shorter range, lower recoil.
Aftermarket Parts
JAK Raven Kit (MCW — AR)
Versatile and modular, this .300 conversion of the MCW can be adopted to hit hard in nearly every combat scenario. This Kit is unlockable in the first weekly challenge post-launch.
JAK Heretic Carbine Kit (MTZ-762 — BR)
This powerful, 7.62 AR was crafted to deliver exceptional damage with moderate recoil.
Muzzles
VT-7 Soulstealer Suppressor
Suppressor that increases the range at which your rifle maintains its full damage and increases bullet velocity all while also keeping the weapon accurate by increasing the amount of control your Operator has over the rifle.
Polarfire-S
Suppressor that provides extra length for an added maximum range and bullet velocity. However, this suppressor does sacrifice aiming stability due to its length.
ZLR Talon 5
Silencing device that adds excellent range damage falloff at a greater distance. The handling takes a hit when attached to your rifle, but the recoil control and accuracy makes up for it, a bit.
ZULU-60
Sound-dampening device that does what both the VT-7 Soulstealer and the Sonic Suppressor do, but in a more extreme fashion. The ZULU-60 increases bullet velocity and ranged damage falloff even better than the previous two suppressors do, however the slowdown on ADS speed as well as the sway your Operator suffers while aiming is increased on a larger scale.
Ammunition
.277 Fury High Grain
Higher damage, longer range, higher recoil.
.277 Low Grain
Lower damage, shorter range, lower recoil.
762 High Grain
Higher damage, longer range, higher recoil.
762 Low Grain
Lower damage, shorter range, lower recoil.
Muzzles
Sonic Suppressor
Suppressor that increases the ranged damage falloff and bullet velocity, but lowers handling a bit.
XTEN RR-40
Suppression device with a significant increase in range and bullet velocity, but a decrease in speed and stability.
SA Schalldämpfer 99
Suppressor that provides a smoother recoil alongside its added bullet velocity and ranged damage falloff medium bonuses.
Singuard MKV
Suppressor that provides high bullet velocity and ranged damage falloff increases, however it heavily slows down ADS speed.
EXF Huntress-90
Suppressor that adds a moderate increase in bullet velocity and ranged damage falloff as well as some recoil smoothness. This suppressor also decreased ADS speed.
Ammunition
9mm High Grain
Higher damage, longer range, higher recoil.
9mm Low Grain
Lower damage, shorter range, lower recoil.
.45 Auto High Grain
Longer range, no enemy skulls, higher recoil.
.45 Auto Low Grain
Shorter range, no enemy skulls, lower recoil.
.45 Auto PTFE
No enemy skulls, higher vehicle damage, higher bullet penetration, slower bullets, lower range, and slightly higher recoil.
Aftermarket Parts
Broodmother .45 Kit (WSP-9 — SMG)
Muzzles
Tectonica Suppressor
Suppressor that is functional at keeping shotguns quiet, but decreases the range of the weapon.
SA Schweigen DX
“The top suppressor available for recoil smoothness, velocity, and damage range.” The drawback is that this attachment makes the weapon it’s attached to very difficult to handle.
SA Schweigen XS
“A slightly shorter version of the DX silencer. Offers smooth recoil and increased bullet velocity.”
SA MX-50
Suppressor that has an added length which gives the weapon it’s attached to much more maximum range, but makes it very slow to ADS.
SR70 TAQ Brake
Shotgun muzzle brake that decreases the range of the shotgun slightly, but adds a moderate amount of control for fast firing as well as a cheeky bonus to melee damage.
XTEN Full Choke
Shotgun choke meant for minor adjustments. This attachment adds minor range to your shotgun and slightly decreases the ADS speed.
Bryson Improved Choke
Shorter shotgun choke that increases the damage range of the weapon while tightening the pellet spread which also increases the effectiveness at range. There is a slight decrease in ADS speed and recoil steadiness, but it is a small price to pay.
Ammunition
410 Gauge Slug
Slug rounds, higher range, smaller damage radius.
410 Gauge Dragon’s Breath
Incendiary damage, lower velocity, lower range, lower penetration.
12 Gauge Slug
Slug rounds, higher range, higher bullet velocity, smaller damage radius.
12 Gauge Dragon’s Breath
Incendiary damage, lower velocity, lower range, lower penetration.
12 Gauge Explosive
Explosive slug rounds, higher range, smaller damage radius, slower bullet velocity.
Muzzles
VT-7 Soulstealer Suppressor
Suppressor that increases the range at which your rifle maintains its full damage and increases bullet velocity all while also keeping the weapon accurate by increasing the amount of control your Operator has over the rifle.
Sonic Suppressor
Suppressor that increases the ranged damage falloff and bullet velocity, however it does not increase recoil control like the Soulstealer does. The Sonic Suppressor does make up for the recoil control penalty by not decreasing the weapon’s ADS speed.
Colossus Suppressor
Suppressor effective for staying undetected by radar with a small increase in recoil control. It does moderately slow down ADS speed as well as slightly lower the damage range.
Polarfire-S
Suppressor that provides extra length for an added maximum range and bullet velocity. However, this suppressor does sacrifice aiming stability due to its length.
ZLR Talon 5
Silencing device that adds excellent range damage falloff at a greater distance. The handling takes a hit when attached to your rifle, but the recoil control and accuracy makes up for it, a bit.
ZULU-60
Sound-dampening device that does what both the VT-7 Soulstealer and the Sonic Suppressor do, but in a more extreme fashion. The ZULU-60 increases bullet velocity and ranged damage falloff even better than the previous two suppressors do, however the slowdown on ADS speed as well as the sway your Operator suffers while aiming is increased on a larger scale.
ELR Blackfire Compensator
“This heavily ported compensator loses out on some bullet velocity but provides excellent recoil control.”
Ammunition
7.62 High Velocity
Higher bullet velocity, lower damage range.
7.62 Incendiary
Incendiary damage, added vehicle damage, much lower bullet velocity, lower damage range, lower bullet penetration.
5.56 NATO High Grain
Higher damage, longer range, higher recoil.
5.56 NATO Low Grain
Lower damage, shorter range, lower recoil.
5.56 High Velocity
Higher bullet velocity, lower damage range.
5.56 Incendiary
Incendiary damage, added vehicle damage, much lower bullet velocity, lower damage range, lower bullet penetration.
5.8x42mm High Velocity
Higher bullet velocity, lower damage range.
5.8x42mm Incendiary
Incendiary damage, added vehicle damage, much lower bullet velocity, lower damage range, lower bullet penetration.
Aftermarket Parts
JAK Annihilator Bullpup Kit (Pulemyot 762 — LMG)
Muzzles
VT-7 Soulstealer Suppressor
Suppressor that increases the range at which your rifle maintains its full damage and increases bullet velocity all while also keeping the weapon accurate by increasing the amount of control your Operator has over the rifle.
Sonic Suppressor
Suppressor that increases the ranged damage falloff and bullet velocity, however it does not increase recoil control like the Soulstealer does. The Sonic Suppressor does make up for the recoil control penalty by not decreasing the weapon’s ADS speed.
Nilsound 90
Suppressor that significantly increases bullet velocity and ranged damage falloff. Due to its size, it also significantly decreases ADS speed.
Bruen Agent 90
Suppressor that significantly increases bullet velocity and ranged damage falloff. Due to its size, it also significantly decreases ADS and walking speed.
EX-01 Match Compensator
Compensator that slightly decreases ADS speed, bullet velocity, and ranged damage falloff, for the trade-off added bonus of a significant vertical recoil decrease.
Compensator that has fewer penalties than the EX-01 while keeping vertical recoil compensation, albeit slightly worse, but also adds moderate compensation for horizontal recoil.
V-8C Skyfire Brake
Compensator that offers a moderate horizontal recoil compensation as well as some firing aim stability and gun kick control for the penalty of lowering the damage range at a moderate amount.
Ammunition
6.8x51mm High Velocity
Higher bullet velocity, lowers damage range.
6.8x51mm Incendiary
Incendiary damage, vehicle damage, much lower bullet velocity, lower damage range, lower bullet penetration.
6.8x51mm Low Grain
Higher recoil control, lower damage range, lower bullet velocity.
6.8x51mm High Grain
Higher bullet velocity, higher damage range, lower recoil control.
7.62x54R High Velocity
Higher bullet velocity, lower damage range.
7.62x54R Low Grain
Higher recoil control, lower damage range, lower bullet velocity.
7.62x54R High Grain
Higher bullet velocity, higher damage range, lower recoil control.
5.56 NATO Low Grain
Higher recoil control, lower damage range, lower bullet velocity.
5.56 NATO High Grain
Higher bullet velocity, higher damage range, lower recoil control.
5.56 High Velocity
Higher bullet velocity, lower damage range.
5.56 Incendiary
Incendiary damage, vehicle damage, much lower bullet velocity, lower damage range, lower bullet penetration.
7.62 Low Grain
Lower recoil control, lower damage range, lower bullet velocity.
7.62 High Grain
Higher bullet velocity, higher damage range, lower recoil control.
7.62 High Velocity
Higher bullet velocity, lower damage range.
7.62 Incendiary
Incendiary damage, vehicle damage, much lower bullet velocity, lower damage range, lower bullet penetration.
Muzzles
VT-7 Soulstealer Suppressor
Suppressor that increases the range at which your rifle maintains its full damage and increases bullet velocity all while also keeping the weapon accurate by increasing the amount of control your Operator has over the rifle.
Sonic Suppressor
Suppressor that increases the ranged damage falloff and bullet velocity, however it does not increase recoil control like the Soulstealer does. The Sonic Suppressor does make up for the recoil control penalty by not decreasing the weapon’s ADS speed.
Echoline GS-X
Suppressor that effectively prevents the weapon’s fire from appearing on radar and stabilizes firing aim. In turn, the attachment also moderately lowers ranged damage falloff.
ZULU-60
Sound-dampening device that does what both the VT-7 Soulstealer and the Sonic Suppressor do, but in a more extreme fashion. The ZULU-60 increases bullet velocity and ranged damage falloff even better than the previous two suppressors do, however the slowdown on ADS speed as well as the sway your Operator suffers while aiming is increased on a larger scale.
Harbinger D20
Tactical suppressor that is yet another step up on both directions from the ZULU-60. If you’re looking for range and damage, this is the suppressor to use, but beware of the large drawbacks.
Echoless-80
Suppressor that is almost as powerful as the Harbinger D20, however it does have the added bonus of being able to move a little quicker at walking speed than the Harbinger.
ELR Blackfire Compensator
Compensator that has fewer penalties than the EX-01 while keeping vertical recoil compensation, albeit slightly worse, but also adds moderate compensation for horizontal recoil.
EX-01 Match Compensator
Compensator that slightly decreases ADS speed, bullet velocity, and ranged damage falloff, for the trade-off added bonus of a significant vertical recoil decrease.
V-8C Skyfire Brake
Compensator that offers a moderate horizontal recoil compensation as well as some firing aim stability and gun kick control for the penalty of lowering the damage range at a moderate amount.
Ammunition
7.62 Low Grain
Lower recoil control, lower damage range, lower bullet velocity.
7.62 High Grain
Higher bullet velocity, higher damage range, lower recoil control.
7.62 High Velocity
Higher bullet velocity, lower damage range.
.50 Cal High Velocity
Higher bullet velocity, lower damage range.
.50 Cal Incendiary
Incendiary damage, vehicle damage, much lower bullet velocity, lower damage range, lower bullet penetration.
.338 Lapua Magnum Incendiary
Incendiary damage, vehicle damage, much lower bullet velocity, lower damage range, lower bullet penetration.
.338 Lapua High Grain
Higher bullet velocity, damage range, lower recoil control.
.338 Lapua Low Grain
Lower recoil control, lower damage range, lower bullet velocity.
.338 Lapua Magnum Spitzer
Higher bullet velocity, higher damage range, lower bullet penetration, lower vehicle damage.
This carbine conversion kit for the COR-45 allows for optics and underbarrel attachments. It also introduces binary fire which effectively double the fire rate.
JAK Ferocity Carbine Kit (Renetti — Handgun)
This heavy carbine kit converts the Renetti pistol into a compact and maneuverable SMG. Allows for optics, stock, and underbarrel attachments.
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