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After a long wait by fans of Call of Duty, Infinity Ward returns with a
spectacular sequel. With missions spanning from North Africa to Moscow to
Pointe Du Hoc, Call of Duty 2 presents an even bigger hit than the original
COD, an amazing feat in itself. The old Quake 3 engine has been discarded and
replaced with a new proprietary engine developed specifically for COD2,
enabling a battle chatter system in Single Player, a robust particle system to
portray vivid weather effects and giving players the ability to use portable
concealment in Single Player. Infinity Ward also added several weapons, changed
many of the models and skins to make them easier to use and changed the weapon
sounds to be more realistic, as well as revamping the visual aspect of the game
to an astounding degree of detail.
Yet, some players were disappointed in the almost blatant disregard of all the
changes made by Gray Matter in the COD expansion, United Offensive. Gone are
vehicles, grenade cooking and sprint function, and so the multiplayer side of
COD2 is much more akin to COD1's multiplayer rather than UO's multiplayer,
which pleases many players but does leave something to be desired after the UO
experience.
The focus of this guide, however, is the weaponry aspect of COD2. Like COD1,
COD2 features an extensive array of weapons, and this guide is designed to
cover the historical background of these weapons and their in-game
characteristics.
As many of the weapons are retained from COD1, most of the entries in this
guide are direct ports from my CODUO Weapons Guide, although changes have been
made where appropriate.
===============================================================================
1.1 - Changes from COD
===============================================================================
While the weapons and gameplay of COD2 are essentially the same as COD1, there
are quite a few changes that should be noted. Most changes are cosmetic,
although some are major introductions or alterations. Note that this list
outlines changes from COD: United Offensive rather than COD, even though they
were developed by different companies.
-All weapons are remodelled
-Most weapon sounds have been changed
-Players can only carry two firearms, including the pistol
-Scoped weapons can now be held steady by "holding" breath
-Grenades can no longer be cooked
-Crosshairs disappear while running
-Crosshairs turn red when placed over an enemy
-Crosshairs now have a hit indicator
-Grenades are not selectable; they are thrown with a specific button
-Thompson now uses a 20-round magazine instead of 30 rounds
-Weapons no longer have select-fire modes
-M1A1 Carbine replaced by M1 Carbine (although name hasn't changed)
-Scoped Mosin-Nagant now reloads with individual rounds
-Iron sights have been generally enlarged
-Binoculars are standard-issue
-M18 Smoke Grenade replaced with AN-M8 Smoke Grenade (no gameplay changes)
-Deployable MGs have been removed
-Screen now changes angle and shakes while reloading or bashing
-Melee attacks supposedly connect easier
-----------------
General Changes
-----------------
Compared to COD1, COD2 seems to have reduced its "action" side and given it
a shot of tactical gameplay. While not the one-shot kill tactical gameplay of
the Tom Clancy series, all weapons are now substantially more powerful and
easier to handle, with easier-to-use sights and less recoil. This makes the
multiplayer aspect less about spamming and more about precision, although
players can still use saturation methods. However, as it is now easier to kill
and be killed, players should consider the weapons they use and adopt the right
tactics to prolong survival in the face of much more potent weaponry.
Because of the more tactical nature of the game, COD2 blurs the distinction
between different weapons. A semi-automatic rifle can now be handled just as
effectively as a bolt-action rifle at long range, and the MP44 can pick off
targets just as good as a semi-automatic rifle, and rub shoulders with
submachine guns. While each weapon still has their unique characteristics,
there is no longer the feel of each weapon dominating a certain aspect of the
game, which encourages players to use different types of weapons rather than
sticking with only one.
As in Call of Duty, Call of Duty 2 makes extensive use of iron sights in the
system known as ADS (Aiming Down the Sight, appropriately enough). By default,
the iron sights are toggled using the right mouse button, although this can be
changed to a different key or changed to manual control instead of toggle.
The major change from COD1 is the size of the iron sights. The iron sights are
now much larger, especially for rifles. Most notable is the Lee-Enfield's
pillar sights, which were very small and hard to use in COD1 but now facilitate
easier aim for players.
All hand-held weapons have iron sights, except sniper rifles, which have a
telescopic sight instead. The scopes are raised using the same button, which
brings up a solid aiming reticule. Scoped weapons are generally very unstable
to aim, although they can be held steady by COD2's breath-holding feature.
While in aiming mode, weapons are much more accurate than firing from the hip,
although it requires manual control to manage weapon recoil. Most weapons have
a zoom effect when aiming down the sight, the magnification being greatest on
scoped weapons and rifles and non-existent on pistols. Movement speed is also
reduced to walking pace when aiming down the sight, which may be a liability
when speed is crucial in a given scenario.
COD2, like its predecessor, does not model wind and bullet drop, so all bullets
travel in a straight line from the iron sight to the point of impact.
With the new disappearing crosshairs while running, the use of iron sights is
encouraged over random spraying, although many players disregard the need and
continue to run and gun.
In regards to crosshairs: COD2 has tried to nerf firing from the hip by
improving handling while aiming down the sight, and by making the crosshairs
disappear while running, making it more difficult for spamming techniques.
However, the crosshair has two new features: it goes red when pointed at an
enemy target, and it features a hit indicator in the form of diagonal lines
that appear when a target is struck by your attacks.
===============================================================================
1.3 - Health
===============================================================================
One of the early controversies of COD2 is its new health system. Unlike the
health bar system of COD1, COD2 features a 'regenerating' health system, where
players can regenerate all their health when not taking any damage for a few
seconds.
When the demo was released, many players were shocked at the Halo-like health
system and complained that it would be impossible to die, and that implementing
such a system in multiplayer would mean that players could run around freely
without getting killed.
The reality is that the system doesn't change much from the original gameplay.
The specifics are as follows:
-Players have a "virtual" health bar that regenerates over time
-When players take a certain amount of damage in a short period of time,
players "go critical". This is equivalent to a conventional health bar going
red. Players will experience dulled senses and a red tinge around the screen.
Further damage will kill the player. In multiplayer, players in critical mode
have their names in red, while non-critical players have green names.
-If players are not killed during "critical", players will recover and
regenerate their health back to full.
Consequently, the health system reflects more of a "shock" system rather than a
true damage system, even though the underlining mechanics are essentially that
of a health bar. Players can shrug off light wounds, but sustaining lots of
damage will kill a player.
The new health system removes the gameplay element of hunting around for health
packs, as players no longer sustain permanent damage. It also prevents players
from getting killed when struck by the occasional SMG round one too many times.
Players can still be killed with single shots from a powerful weapon.
The new health system does not result in impossible-to-kill players, despite
what skeptics may think, as most multiplayer engagements end in either player
getting killed. Because of the increased damage in each weapon, a single burst
is enough to bring a player down, and regenerating health only kicks in when a
player successfully disengages and takes time to catch some breath before re-
engaging.
In short, the regenerating health does not kick in for the vast majority of
multiplayer firefights.
This is slightly mentioned in the Changes and Health sections, but it deserves
its own section. As you probably know by now, the weapon damage in COD2 has
been greatly increased over COD1. Weapon damage is no longer arcade-like, and
bringing down players has become very easy. Every weapon can kill a player in
2-4 shots, if not less. A Sten can take on an MP44 toe-to-toe with a fair
chance of survival, and an MP44 can take on a rifle with a fair chance of
survival.
It's anyone's guess as to why Infinity Ward changed the damage system, but
working with what we've got, let's look at some scenarios that would change
between the games.
Let's say I'm using a Gewehr 43, the German semi-automatic rifle, and I run
around the corner and see five Russians spawn in front of me, looking the other
way. In CODUO, I could theoretically kill each of them with two shots, thereby
killing all five Russians with one magazine. In practice, I'd barely be able to
kill one before they turn their PPSh's onto me and turn me into Swiss cheese.
If the same scenario was played in COD2, because I can use the weapon to easily
inflict headshots and quick double-taps, I am more likely to take out all five
Russians with LESS than 10 rounds.
Take another scenario: I'm running around with an MP44, and I stumble across
the enemy flank, with most of their team respawning there. In COD1, I would
most likely be able to take out two or three enemies before I run out of
ammunition or I get killed. In COD2, I ran into that scenario in one of my
early games, and I killed EIGHT players in a row with less than 30 rounds, and
lived long enough to reload.
If a player using a Garand is able to flank an enemy line and find a good
vantage point in CODUO, they would have hard time capitalising on their
advantage because the kill speed in CODUO is quite long, especially for a semi-
automatic rifle. In COD2, the rifleman can immediately dispatch several targets
upon making the successful flanking move.
Basically, it requires less ammunition expenditure to "guarantee" a kill. In
COD1, it would take 10+ SMG rounds to make sure that the target was dead. In
COD2, it now takes under 5 SMG rounds to make sure that the target stays dead.
This is a huge tactical change from COD1.
From the above scenarios, the following can be concluded regarding the new
weapon damage and its impact on Multiplayer battles:
1)In COD1 and CODUO, engagements are decided primarily by INDIVIDUAL SKILL.
This factors in weapon familiarity, specific weapon advantages, player reflex
and kill speed. A "good" player in COD is someone who could "rambo" through a
dozen players with a PPSh and kill 6 before getting killed, or being able to
hold a position with a rifle against numerous enemies who are dispatched with
single shots. Essentially, "skill" in COD1 was defined by how good you were
with a specific weapon.
2)COD2's damage system places less emphasis on individual skill, but instead
rewards GOOD TACTICS. As everyone is now on equal footing with similar damage
properties with all weapons, the only way to maintain superiority is to improve
player tactics. A player who successfully flanks an enemy line, for example, is
rewarded by being able to take out a fair portion of the team. Reflex and skill
are still important, but tactical movement is what defines a "good" COD2
player.
This is not an argument as to which system is better. Rather, this is purely to
show the remarkably different pace of multiplayer action in COD2 in contrast to
what COD veterans grew up with.
A soldier wouldn't be complete without a trusty sidearm to fall back on, and
for some it is a badge of honor or power. Call of Duty disregards all that and
gives players pistols for exactly what they're meant for: a secondary weapon.
While all players in multiplayer are given pistols as standard sidearms,
pistols no longer have their own slot. Instead, the weapon slots consider the
pistol as taking up the same space as a regular rifle or submachine gun, which
means that players can only carry one weapon in addition to their pistol.
Each team has their own unique pistol. They all have the same general
characteristics, so there isn't much point in trading pistols, but they are
good weapons to fall back on if you don't have a better secondary weapon.
Name: M1911A1 Colt Automatic Pistol
Country of origin: USA
Available for: American
Calibre: .45 ACP
Magazine capacity: 7 rounds
Firing mechanism: Single-action, recoil-operated
Weight: 1.08kg
Designed by John Browning in 1900 and based off a previous civilian design, the
Colt M1911A1 was adopted by the US Army in 1911 after winning competitive
shooting trials in 1907. Various refinements were made after experience in the
First World War. When fired, the pistol recoils, allowing the barrel to move
downwards and back, ejecting the spent case and loading the next bullet. The
Colt also features a manual catch and external hammer, as well as a safety grip
that prevents the gun being fired unless held properly.
Initially, M1911A1's were not issued as a standard sidearm to American troops,
and was given only to officers and NCOs. However, many enlisted soldiers
acquired their own M1911A1's, and they were later issued as a standard weapon
for all troops.
The M1911A1 has remained the standard sidearm of the US Army until late in the
20th Century without any modifications; it needs none. A solid weapon and one
of the finest pistols ever made, the M1911A1 packs a fierce punch and was a
trusty companion for the American soldier.
----------------------
Call of Duty 2 notes
----------------------
The Colt .45 is pretty much the same in COD2 as it was in COD1. The weapon is
light to run with, and takes 3-4 torso hits to dispatch a target. While aiming
down the sight, the weapon kicks back quite a bit, making it hard to fire off
multiple rounds accurately, reducing its effectiveness as a close-quarters
weapon.
The iron sights consist of a rear notch and front blade, and while the sights
are large enough for you to see the front pin this time, the notch continues to
serve as the primary focus point.
Developed by George Luger and adopted by the Swiss army in 1900, the German
Army adopted the pistol in 1908, designating it as the 'Pistole '08'. The main
feature of the Luger was its toggle-joint breech lock, a fancy novelty that
made the Luger stand out from other pistols. The catch was that it required
precise manufacturing and perfect ammunition, both of which the German
manufacturing force was more than capable of. However, once the war was in full
stride, the difficulties of manufacturing the Luger became apparent, and the
German Army discarded the weapon in favour of the Walter P-38, which was much
simpler and achieved the same results. Despite this, the Luger remained a
popular weapon and continued to be produced to make up for the shortage of
P-38's. A variation of the Luger, the "Artillery Model", featured a longer
barrel, long-distance sights, wooden butt and 32-round drum magazine, allowing
the Luger to be used as a machine carbine, although the chances at hitting
something at those sorts of ranges were remote.
Even after the adoption of the P-38, the Luger remained in production until
1944, and there were enough spare parts left over to continue production. A
good-looking, distinctive weapon, it was a comfort to fire and was a prized
trophy for Allied soldiers.
----------------------
Call of Duty 2 notes
----------------------
As in COD1, there isn't a significant difference between the Luger and the Colt
.45. Visually, the Luger looks through it's been left out in the sun for too
long, but the weapon handles quite similarly to its COD1 counterpart.
The iron sight consists of a wide rear notch with a small front blade, which
designates the approximate point of impact. As with all pistols, the Luger
isn't very accurate, and the modified crosshair system makes the pistol harder
to use in close quarters than in COD1.
The weapon does not have as much recoil as the other pistols. However, the
knee-joint mechanism kicks up between each shot, making it impossible to aim
for successive shots. In COD1, this action took a split second, but now it
takes just under a second to pop up and down, substantially impairing vision.
This seems to balance out with the other pistols' muzzles kicking up.
Name: Webley revolver, .455, Mark VI
Country of origin: Great Britain
Available for: British
Calibre: .455in
Magazine capacity: 6 rounds
Firing mechanism: Double-action, revolver
Weight: 0.995kg
Designed by famed firearms developer Webley & Son Co., the Webley revolver was
among the first revolvers to feature the 'top-break' hinge, allowing the frame
to be released and the chamber to be reloaded quickly.
When the chamber is broken, the ejector rod is automatically activated,
removing all bullets from the chambers, allowing individual rounds to be
inserted. The original .455 Webley models used "half-moon" clips of three
rounds each, requiring the firer to insert two clips to fully reload the
weapon.
The military version used by Britain in the Second World War was the Webley Mk
IV .38 revolver, which was more or less a step down from the previous .455
calibre revolver, and used six-round speedloaders instead of half-moon clips.
The Webley remained in service with the British troops until the end of the
war, although it was supplemented by another revolver, the Enfield No. 2 Mk 1,
as well as the American Colt M1911A1.
----------------------
Call of Duty 2 notes
----------------------
The Webley in COD2 is technically a different gun to the Webley in CODUO, as
seen by the longer barrel (Thanks to Peter Banki for
that correction). The result is that the Webley looks more proportional and
less "goofy" than its CODUO counterpart, but gameplay-wise the weapon is still
the same.
The iron sight consists of a simple front blade, which marks the approximate
point of impact. The Webley fires slowly and has substantial recoil, and has
the least amount of ammunition in its clip. It also has the longest reload
time, as the player must empty the chambers and insert a speedloader before
snapping the weapon back into firing position. Thankfully, the slow reload
speed is compensated for by being the most powerful handgun out of the four,
but this is not as great as it sounds due to impracticality of using pistols as
a primary weapon.
Name: Tula/Tokarev model of 1933
Country of origin: Russia
Available for: Russian
Calibre: 7.62 x 25mm TT
Magazine capacity: 8 rounds
Firing mechanism: Single-action, short-recoil
Weight: 0.84kg
Prior to the adoption of the TT-33, the Red Army used the Nagant revolver.
Simple and reliable, the Nagant was liked by the troops, but it was clear that
a new pistol was needed for better performance.
Arms designer Fedor Tokarev based his design on the successful Browning design,
the Colt M1911 pistol, using the sliding breech and swinging link system. The
ammunition was picked based on previous experience with the German C96 pistol,
which was used by the Russians previously and whose 7.63mm rounds were greatly
liked for its performance. The design was complete in 1930, and after extensive
field-testing and improvements, the weapon was adopted in 1933. Post-war
versions had several external refinements, and was distributed to Eastern Bloc
countries. Production was ceased in 1952, although the TT-33 was still in use
by Russian police forces until the 1960's.
While based on good concepts, the TT-33 had several prominent flaws. Most
notable would be the lack of a manual safety, which meant that the weapon could
be accidentally discharged when being carried, and the only way of carrying the
weapon safely was to have an empty chamber. The design was also not very
ergonomic, and the grip turned out to be quite uncomfortable.
Furthermore, while a good weapon, it was more complex than the previous Nagant
revolvers, and the conscript forces preferred the simple Nagant. Consequently,
both pistols served in the Red Army throughout the war.
Overall, the TT-33 had good penetration at decent ranges, and was easy to
maintain. After the war, the TT-33 was replaced by the Makarov PM due to its
lighter weight and smaller size.
----------------------
Call of Duty 2 notes
----------------------
The TT-33 is pretty much the same as the Colt .45. Like the Colt, the TT-33 has
a larger iron sight which allows you the see both the rear notch and the front
blade, and the weapon recoils in the same manner as the Colt, making it
difficult to fire multiple shots in quick succession.
===============================================================================
2.5 - General Pistol Tactics
===============================================================================
Apart from being easier to aim and taking up one weapon slot, pistols haven't
changed much from their COD1 incarnation, even retaining some weapon sounds.
Pistols are still the same standard sidearm that are often overlooked in favour
of rapid-firing submachine guns. However, with the new disappearing crosshair
system, pistols have become harder to use as a personal defense weapon, and the
increased recoil while aiming down the sight makes using the pistol less
effective than it would be in COD1's gameplay.
One thing has been substantially changed in COD2, however. In COD1, pistols and
grenades had the fastest running speed, although there wasn't much difference
between them and the rifles and submachine guns. In COD2, grenades are no
longer selectable, and all primary weapons have taken a substantial drop in
running speed. This makes the pistol a viable weapon to have in the second slot
instead of the submachine gun, as players can revert to the pistol for quick
movement through safe areas, since even the bolt-action rifles carry a
noticeable amount of weight. Plus, player models look pretty cool while running
with a pistol, as it looks like they're doing bullet-time moves WWII-style.
Of course, for its speed, the pistol still has the shortcomings of being a
sidearm. Their damage is generally unimpressive, their ammunition capacity is
low and they are quite inaccurate beyond 20m or so. However, the pistol is one
of the fastest weapons to pull out, and is an important weapon for riflemen who
lack an automatic alternative until they pick one up.
Many players are still ready to discard the pistol the moment they run across
another weapon, and that's an understandable choice. However, remember that you
need to change to your pistol and hold it to swap it with another weapon, and
that can take some time and leave you vulnerable to being picked off. Some
players prefer to stick with their primary weapon and not swap their pistol for
that reason.
Although the pistol does take up a full slot, it should be used not as a
primary weapon by itself. It compares unfavourably to every other weapon, and
should only be used as a desperate measure. Standard operational procedure is
to expend primary weapon ammunition, then switch to the pistol instead of
reloading. Bolt-action riflemen should fire off one round before switching to
their sidearm. This removes the vulnerability of reloading in the middle of a
firefight while allowing you to finish off a wounded opponent.
Getting killed while using a pistol also prevents the enemy from picking up
your main weapon, leaving them instead with a rather crappy sidearm.
*SUMMARY*
-Short range only
-Takes up one weapon slot
-Fastest movement speed
-Good for finish off targets
-Best fired without aiming
-Low ammunition capacity, difficult to aim
All rifles from Call of Duty are back with better-looking models, more
realistic sounds and, most importantly, a huge revamp of their iron sights.
While still laser accurate in COD2, rifles are now generally much easier to use
than their COD1 counterparts.
COD2 retains all of the rifles from United Offensive, including both bolt-
action and semi-automatic rifles. The Russians and Germans retain their bolt-
action and semi-automatic options, while the Americans have heavy and light
semi-automatic rifles to compensate for its lack of a non-scoped bolt-action
rifle. The British, on the short end of the weaponry stick in COD1, are now
given the American Garand to supplement its Lee-Enfield.
Name: M1 Carbine
Country of origin: USA
Avaiable for: American
Calibre: .30in (7.62 x 33mm)
Magazine capacity: 15 rounds
Firing mechanism: Semi-automatic, gas-operated
Weight: 2.36kg without magazine
The First World War brought forward the need to equip rear units and auxillary
forces with an effective weapon. This group basically involved anyone whose
primary purpose was not to fire a rifle. A rifle, such as the M1 Garand, was
too large and too powerful, while a pistol required too much training and was
too ineffective. After the German war machine kicked into action, the project
was quickly implemented. Starting on June 15 1940, various rifles were tested
without success. In August, Winchester submitted a simple model, and it was
accepted on September 30 and was immediately put into production.
Despite the remarkable speed in which the design went through, the M1 Carbine
was an excellent weapon that not only equipped supporting arms, but also
front line troops, becoming almost as widespread as the M1 Garand. The firing
mechanism is different from the Garand. The gas piston is curved under the
barrel and becomes a flat extension with a slot cut in, which rotates the bolt
and opens it, ejecting the spent case and loading the next round. A short
handle allows the firer to clear jams and manually load rounds.
The M1 Carbine was modified for paratroopers by replacing the stock with an
iron folding stock and pistol grip, as well as providing a socket to attach a
bayonet and designated the M1A1. However, despite its ideal design, the M1A1
was not manufactured in the same numbers as the M1 model.
A generally good weapon, it is important to note that the M1 Carbine was a
close range weapon and not a full rifle. At short distances it was a solid and
effective weapon, but at longer ranges it was extremely poor due to the low
muzzle velocity. The bullet begins to lose accuracy and power at around 300m,
and there have been reports of M1 Carbine rounds being deflected by a mere
jacket. As long as the weapon is used in its optimum range, it was effective
enough to be preferred by troops from all arms.
Production was cut after the war, and the M1 Carbine was rendered obsolete by
the introduction of the M14 Rifle. However, many weapons were distributed
amongst friendly countries and were still used in the Korean and Vietnam Wars,
the latter in particular due to the close ranges and rough jungle terrain
typical of the war.
A brief variation of the M1 Carbine was the M2, which was the same weapon
combined with a select-fire feature and 30-round magazine. A further variant
was the M3, which was the M2 designed for night sights, and was used in Okinawa
and later in the Korean War.
----------------------
Call of Duty 2 notes
----------------------
Dubbed the "peashooter" in COD1 due to its poor damage and pathetic firing
sound, the Carbine is back with a vengeance. The weapon is now comparable to
the Garand and the other semi-automatic rifles, and handles almost the same
way. The key difference between the Carbine and other rifles is that the
Carbine is substantially lighter, making it more suitable for close-quarters
combat than the Garand, and its 15-round magazine allows for more sustained
fire and suppression.
The iron sights are now a LOT larger than they were in COD1. The sights consist
of a rear aperture sight and three forward pins, with the prominent centre pin
marking the point of impact. While the Carbine is statistically less accurate
than the Garand according to the weapon menu, the Carbine has the same first-
shot accuracy as the Garand. The weapon can kill in one headshot and 3-4 torso
shots.
Like the COD1 version, the Carbine reloads much quicker from a partially full
magazine rather than an empty one, in which case the player has to pull the
bolt handle back, which takes additional time to the already sluggish act of
slamming in the magazine.
Curiously, the Carbine seems to have slightly more recoil than the Garand,
unlike the almost recoilless COD1 version. This may have been done to balance
the Carbine with the Garand, but the Garand's lower recoil may render the
Carbine redundant when combined with the Garand's superior damage.
On a historical note, surprisingly Infinity Ward has given the Carbine the
wrong designation. The Carbine in COD2 is the M1 Carbine, not the M1A1 Carbine.
The M1A1 Carbine was the paratrooper model with skeleton folding stock, while
the M1 was the original model with wooden stock. The M1A1 Carbine was featured
in COD1.
Name: M1 Garand
Country of origin: USA
Available for: American, British
Calibre: .30-06 (7.62 x 63mm)
Magazine capacity: 8 rounds
Firing mechanism: Semi-automatic, gas-operated
Weight: 4.32kg
After the First World War, America realised the need to provide an automatic
weapon as a standard weapon for their troops. The M1903 Springfield, despite
its power, accuracy and reliability, did not provide a large volume of fire.
This was the requirement under which John C. Garand designed the Garand rifle.
Operated by a gas piston underneath the barrel, which rotated the bolt after
each shot, the Garand was able to fire as fast as the soldier could pull the
trigger. The only flaw in the design came with the fact that the Garand could
only be loaded with a full clip, preventing the firer from topping up.
Also as a result of en-bloc clip, the rifle made a characteristic "ping" sound
when the final round in a clip was fired. Japanese soldiers used this to time
their charges, and later the Chinese and North Koreans did the same in the
Korean War.
Officially adopted by the American army in 1932, America started the war as the
only country with a semi-automatic weapon as a standard-issue weapon. Despite
a shortage in M1 Garands, the weapon was issued to all frontline riflemen,
proving to be an effective weapon by providing fast and accurate fire, giving
Americans the firepower advantage over German riflemen. Indeed, the M1 Garand
is one of the best battle rifles ever designed, and remained in use in the
Korean and Vietnam Wars in both its original and its M1C/M1D sharpshooter
variants.
The Garand was eventually replaced by the M14 rifle, which was heavily based on
the Garand design; its prototypes being little more than a Garand with a box
magazine.
----------------------
Call of Duty 2 notes
----------------------
While powerful and accurate in COD1, the M1 Garand was the underdog rifle due
to many players finding it difficult to master and preferring the one-shot-kill
bolt-action rifles instead. COD2's changes to semi-automatic rifles have made
the Garand a very potent weapon, now with larger iron sights and almost no
recoil, allowing players to place numerous shots into a point target much
easier than in COD1.
The Garand's ghost ring sight is now slightly raised above the rear block, and
the forward pins are now much larger and clearer. The centre pin, used to
designate the point of impact, is a very clear and obvious marker. The low
recoil and low muzzle flash means that the sights won't shake much after each
shot, allowing very precise fire from the semi-automatic rifle.
As in COD1, the Garand cannot be reloaded in the middle of a clip. Reload time
is very quick, so players might want to fire off one or two loose rounds to
force the reload rather than running around with a near-empty clip.
As mentioned in the M1A1 Carbine section, the M1 Garand seems to have less
recoil than the Carbine, making it a more potent weapon for both long range and
short range.
Name: Mauser Karabiner 1898 Kurz
Country of origin: Germany
Available for: German
Calibre: 7.92 x 57mm Mauser
Magazine capacity: 5 rounds
Firing mechanism: Bolt-action
Weight: 3.92kg
A household name in arms production, Mauser's success began with the German
adoption of a Mauser rifle in 1871, which eventually culminated in the Gewehr
98. The Gewehr 98 proved to be the most powerful yet safest bolt-action rifle
of its time, and was used for civilian purposes such as sport. One of its
features was the inclusion of a fully internal magazine, which held 5 rounds
and was contained perfectly in the wooden furniture, making it comfortable to
sling. This later proved to be quite restrictive due to the low amount of
ammunition, but was welcome nonetheless. The Gewehr 98 was also manufactured
from the finest materials with precision gunmaking techniques, setting it apart
from other weapons of its kind. It was during this time that military
enthusiasts did away with the separate long rifles and carbines and used a
medium-length rifle for all units. This led to the shorter Karabiner 98 model,
and it was gradually refined to the standard-issue Kar98k model. Due to its
exceptional accuracy, many Kar98k's were issued with scopes as a standard
sniper's weapon.
The Kar98k's power and accuracy came from the locking mechanism. It consisted
of three locking lugs: two at the front of the bolt and one at the rear,
giving maximum power. The catch was that the bolt-action was somewhat awkward,
requiring a 90 degree rotation utilising the firer's right arm. Due to this
action, the Kar98k could not match the fast rate of fire of the Lee-Enfield,
which only required the use of the firer's wrist. Despite this, the Kar98k
proved to be extremely reliable and remained the standard infantry weapon of
the German army, especially with the shortage of Stg44's.
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Call of Duty 2 notes
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Despite its learning curve, the Kar98k was one of the most popular weapons in
COD1 due to its power and ease of snap-shooting. The Kar98k hasn't changed much
in COD2, still being a powerful rifle that is pinpoint accurate and can kill in
one hit to the head or torso.
The main change is its iron sights. Rather than the open sights of COD1, COD2's
sights use the hooded model, which has an elliptical ring around the front pin.
While some COD1 veterans may be put off by this change, the weapon handles
exactly the same as the COD1 version, and the hooded sight reduces the learning
curve encountered by new players.
As with all bolt-action rifles, the Kar98k has a slow rate of fire, and the 5-
round clip can be emptied unknowingly after sustained fire. The weapon is fast
to reload, however, and can be topped up at anytime with another 5-round
charger.
Name: Gewehr 43
Country of origin: Germany
Available for: German
Calibre: 7.92 x 57mm Mauser
Magazine capacity: 10 rounds
Firing mechanism: Semi-automatic, gas-operated
Weight: 4.33kg
Armed with bolt-action Kar98k rifles and the fearsome MG34 and MG42, the German
army had little need for semi-automatic rifles, and as such the concept did not
attract much interest. In 1941, two famed designers, Walther and Mauser,
submitted separate designs for self-loading rifle, designated the Gewehr 41(W)
and Gewehr 41(M) respectively. Both were quite similar in appearance and
operation, and featured a propietary "Bang-type" gas piston system, which ended
up causing immense trouble in operation. As a result, the weapon was
unsuccessful.
In 1943, the G-41 was combined with the successful gas system used in the
Soviet SVT-40, resulting in a highly workable weapon and designated as the
Gewehr 43. In 1944, the G43 was redesignated as the Karabiner 43, although no
changes were made to the weapon itself.
The G43 was often issued as a specialist sharpshooter weapon, and could
accomodate an optical sight. However, as with many other German weapons
manufactured late in the war, the finish was rough and quality was lacklustre,
and there are reports of malfunctions and even magazines falling out.
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Call of Duty 2 notes
----------------------
If the Garand was improved in COD2, the Gewehr 43 and the Russian SVT-40 have
received massive overhauls. The G-43 model looks thinner and more like the
carbine it actually is, and handles similarly to the American M1 Carbine. The
weapon's power has been increased to almost the same level as the Garand. One
headshot can kill, while a torso shot requires 2-3 hits to take down a target.
The iron sights have been changed from UO's oblong hood and block pin to an
elliptical hood and larger, sharper pin, making aiming much easier with
pinpoint precision. The G-43 has very little recoil, and like the Garand can
place numerous shots into the same target very quickly and accurately.
As it is practically as accurate as the Kar98k, some players may prefer the G-
43 over the Kar98k due to its semi-automatic capability and larger magazine
size, allowing for a faster kill rate than the bolt-action rifle.
On a side-note, the G-43 has probably one of the smoothest reload animations in
the game, which incidentally removes the unsynchronised reload glitch in CODUO.
Also, reload times are now consistent regardless of ammunition, whereas in
CODUO the G-43 reloaded faster from an empty magazine.
Name: No. 4 Rifle, Lee-Enfield
Country of origin: Great Britain
Available for: British
Calibre: .303 British
Magazine capacity: 10 rounds
Firing mechanism: Bolt-action
Weight: 4.11kg
Designed by James Paris Lee and manufactured at the Royal Small Arms Factory at
Enfield, the Lee-Enfield rifle was the standard infantry weapon from 1895 to
1957. The design was based off the Lee-Metford rifle, but was configured to
fire smokeless powder. The SMLE (Short Magazine, Lee-Enfield) was the most
common model, which was later simplified to form the Number 4 rifle.
Due to the British army's doctrine on musketry, accurate shooting was stressed
in British training, and the Lee-Enfield rifle provided both the accuracy and
the necessary rate of fire. One of the tests was the "Mad Minute", in which the
firer had to put 15 rounds into a target at 300 yards, and many could achieve
25 hits. Although slightly on the heavy side, the Lee-Enfield was a reliable
weapon and loved by the troops.
Several variations were designed, including the Jungle Carbine, which featured
a shorter length, flash-hider and rubber recoil pad in the butt. However, it
was a beast to fire and had excessive recoil and blast, making it unpopular
with the troops. In contrast, the most accurate Lee-Enfield rifles were
modified to become sniper rifles, becoming renown in the field of sniping.
The unique feature of the Lee-Enfield was the setup of its firing mechanism.
The Lee-Enfield had its locking lugs at the rear of the bolt, differing from
the conventional setup of locking lugs at the front and rear. Although experts
questioned the accuracy of this mechanism, firing tests and experience proved
them wrong, and the ability to fire 30-aimed shots a minute more than made up
for that doubt.
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Call of Duty 2 notes
----------------------
The Lee-Enfield was probably the least liked rifle in COD1. Despite its 10-
round magazine and solid power, the iron sights were just too small and too
difficult to use, compounded by the fact some British maps took place at night,
which did nothing to make it easier to use. COD2 rectifies these problems by
increase the size of iron sights in general, and enlarging the aiming pins on
the Lee-Enfield drastically. Players who went through the single player demo
were stunned at how utterly awesome the Lee-Enfield was.
The iron sights are similar to COD1's. The rifle features a rear aperture
sight, although the COD2 version is raised rather than drilled through a block.
The front sights have two pillars on either side, while the centre pin (it's
the pointy one, if you're not sure) is used to mark the point of impact. The
rifle is laser accurate, so the shot will land at exactly that point.
As with all bolt-action rifles, the Lee-Enfield can kill with one shot to the
head or torso. With its 10-round clip, players can sustain fire longer than
other bolt-action rifles. However, now that the Garand is available for the
British team, players may prefer using it as it provides the same amount of
accuracy and a much faster rate of fire for only a marginal drop in power.
Note that the Lee-Enfield can only be reloaded five rounds at a time, so you
cannot reload until your ammunition drops below 5.
Name: Mosin-Nagant M1891/38
Country of origin: Russia
Available for: Russian
Calibre: 7.62 x 54mm R
Magazine capacity: 5 rounds
Firing mechanism: Bolt-action
Weight: 3.45kg
Designed by the Russian S.I. Mosin and the Belgian Emil Nagant, the
Mosin-Nagant was developed to bypass costly patents and licenses by creating a
new weapon rather than borrow from already existing parts. The result was a
three-part cylinder bolt and a locking latch in the magazine compartment,
holding down the second and lower rounds. Although quite complex, these
features helped increase the robustness and reliability of the Mosin-Nagant,
especially with the Russian rimmed 7.62mm round, which would certainly have
jammed it if wasn't for the locking latch. Although crude compared to other
rifles, the Mosin-Nagant was exceptionally reliable, otherwise the Russians
would not have kept it.
As time passed, the Mosin-Nagant was refined and perfected. Changes include the
switch to a 'short' rifle, reconfiguring the sights due to a change in the
Russian measurement system and the inclusion of a folding bayonet. On a similar
note, early models were configured with a bayonet in mind, with sights tuned
to compensate for its imbalanced when attached. Due to its exceptional
accuracy, the Mosin-Nagant was the preferred sniper's weapon and was issued
with a scope.
The Mosin-Nagant remained in Russian service from 1891 to 1945, and was used by
Eastern Bloc countries throughout more recent conflicts such as the Vietnam
War. Simple to operate and incredibly reliable, the Mosin-Nagant was preferred
by Soviet troops over more complex rifles such as the SVT-40.
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Call of Duty 2 notes
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If the Lee-Enfield was one of the most hated rifles, the Mosin-Nagant was
probably the most liked. While not as easy to snap-shoot with as the Kar98k,
the Mosin-Nagant's simplistic iron sights were incredibly easy to use. With
only a front ring and pin, it was as close as you could get to hitting exactly
what you point at.
Thankfully, the Mosin-Nagant is still just as easy to use, if not easier. The
iron sights are much larger in COD2, and the front pin now has a sharp point to
precisely mark the point of impact. However, as all rifles get the same
benefit, the Mosin-Nagant is no longer the clear-cut best rifle, but it is
still a favourite among many.
The Mosin-Nagant kills with one shot to the head or torso, and like all bolt-
action rifles, has a slow rate of fire. Like the Kar98k, the Mosin-Nagant can
be topped up at anytime.
On a side-note, the Mosin-Nagant has a new reloading sound, which does sound
more catchy than the old reload sound. It's a bit inconsistent though, as the
sound of the bolt being pulled back during reload is different from the normal
sound of ejecting the cartridge.
COD2's Mosin-Nagant model is now correct, unlike COD1's model. The Mosin-Nagant
had a straight bolt handle, while sniper versions had curved handles.
Name: Samozaryadnaya Vintovka Tokareva 1940
Country of origin: Russia
Available for: Russian
Calibre: 7.62 x 54mm R
Magazine capacity: 10 rounds
Firing mechanism: Semi-automatic, gas-operated
Weight: 3.85kg
While not the first Russian semi-automatic rifle (previous rifles include the
Siminov AVS-36 and the Federov Avtomat, the latter being the first select-fire
rifle in the 1920s), the SVT-40 was an improved version of the previous SVT-38,
and was a good-quality weapon all around.
Using 10-round steel magazines, the SVT-40 had a rather simple design. In
contrast, its barrel extension is quite complicated. Featuring a muzzle break,
the front iron sight and a 5-position gas regulator, the extension could be
used to adjust gas settings according to different fighting conditions. The
SVT-40 could be reloaded by replacing the magazine, or by using 5-round
stripper clips used by the Mosin-Nagant.
The actual performance of the SVT-40 varied greatly. The Red Army itself was
not fond of the SVT-40, mainly because of the low education levels of the
conscript troops. Experience showed that conscripts were generally unable to
set the gas regulator to the correct position, resulting in poor performance
and damaging the rifle. In contrast to this, the Russian Marine Infantry,
consisting of well-trained volunteers, used the SVT-40 to great success.
Furthermore, the Germans saw the SVT-40 as a superior weapon and often re-
issued captured weapons to their own troops, and based their G43 design on the
successful SVT-40 gas system.
The SVT-40 was replaced by the SKS carbine after the war, but remained in issue
in Eastern Bloc countries. A rare modification, the AVT-40, was also developed
and featured full-automatic fire.
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Call of Duty 2 notes
----------------------
Known as the "Tok" among players, the SVT-40 had mixed reactions when it was
introduced in United Offensive. While it gave the Russians a powerful semi-
automatic rifle, its iron sight and handling were too difficult compared to the
relatively stable Gewehr 43, and the Mosin-Nagant provided more precision than
the rather clumsy SVT-40.
Thankfully, that's changed in COD2. The SVT-40 has lost its blunt iron sights
and now sports an iron sight that is very similar to the Mosin-Nagant,
featuring a plain iron ring and a sharp pin to mark the point of impact.
While the SVT-40 has more recoil than the other semi-automatic rifles, it is
nowhere near the amount of recoil in CODUO, making it easily controllable.
Like the G-43, the SVT-40 can kill in one headshot and 2-3 body shots, and has
a 10-round magazine to chew through. Reload time is a bit slow, but it reloads
consistently, unlike the CODUO version which reloaded faster from an empty
magazine.
===============================================================================
3.8 - General Rifle Tactics
===============================================================================
In United Offensive, the general introduction of semi-automatic rifles divided
riflemen into two distinct playing styles, with one focusing on pure accuracy
and power while the other relied on second-hit probabilities. This provided an
interesting alternative to riflemen, albeit an unpopular one.
COD2's rifles are fairly similar to each other regardless of bolt-action or
semi-automatic. While the weapon types focus on either accuracy/power or firing
speed, the line that divides their capabilities has been substantially blurred.
With the semi-automatic rifles being able to kill in one hit to the head and
having a fast rate of fire without much movement penalty, semi-autos can stand
toe-to-toe against bolt-action rifles. Of course, the bolt-action rifles are
still generally better at long range for their superior power and semi-
automatics are better at close range due to their faster speed, and that
characteristic alone will determine which rifle to use.
Regardless of which rifle is used, the tactics are fairly similar for both.
While rifles have good stopping power, they are no match for automatic weapons
at close range, and at long range they are threatened by snipers and automatic
support weapons. Due to the low ammunition capacity of rifles, riflemen should
not be the first ones to assault an enemy position or steal a flag, as those
roles are much better suited for submachine gunners. Rather, riflemen should
stay a bit further back from the frontline, taking vantage points such as
rooftops and long alleys to pick off targets instead of getting up close and
personal.
Rifles are powerful weapons, and can kill in one or two shots. Consequently,
there isn't a huge need to reload between shots, as a rifle with 2 rounds can
still kill two enemies, so be conservative with reloading and make each shot
count for maximum effect.
Semi-automatic rifles have a distinct advantage in being able to suppress
targets with rapid fire, something the bolt-action rifle cannot do. Bolt-action
rifles, on the other hand, are capable of a higher takedown probability when a
target pops up.
Riflemen should also relocate often. While not as vulnerable as snipers,
riflemen are unable to defend themselves at close quarters, so it would be a
good idea to swap the pistol for a submachine gun and move around often rather
than remaining at one vantage point, as enemies will eventually flank that
position or put it under heavy suppression. Riflemen need to adhere to survival
tactics more than regular assault players, and are more useful picking off
targets for assaulters to advance rather than taking point themselves.
The number of grenades issued depends on the type of rifle selected. Bolt-
action riflemen start with three frag grenades, while semi-automatic riflemen
start with 2 frag grenades. Riflemen are not issued with smoke grenades.
*SUMMARY*
-Preferably long-range weapons
-Can kill in 1-2 shots
-Vulnerable at close range
-Carry a submachine gun as a second weapon
-Should hold important points rather than assault
-GRENADES: 2 Frag, 0 Smoke (Semi-automatic)
3 Frag, 0 Smoke (Bolt-action)
The spammer's delight, the submachine guns of COD are back for more. But what's
this, the Thompson only has 20 rounds? 'Nerf', did you say? Ye gods!
COD2 takes a rather different approach to the selection of SMGs in multiplayer
by offering each team two different SMGs with different characteristics to suit
different players. This includes new weapons such as the Grease Gun and the
PPS-42. So weapons like the Thompson are still powerful weapons to use, but the
other options may appeal to certain gamers more.
Name: M1A1 Thompson
Country of origin: USA
Available for: American, British
Calibre: .45 ACP
Magazine capacity: 20 rounds
Firing mechanism: Selective-fire, delayed-blowback operated
Rate of fire: 700 rounds per minute
Weight: 4.78kg
Developed by General John T. Thompson during the First World War, the Thompson
was intended as a 'trench broom' to sweep German trenches. The war ended before
it was perfected, so it was produced and sold to various countries before being
adopted by the US Army. The Thompson was a completely new weapon, finely
machined and manufactured to the highest standards. Its main feature was the
Blish delayed-blowback system, which consisted of a wedge closing the breech
while chamber pressure was high, but opened after the bullet left the barrel,
allowing the bolt to recoil, eject the spent case and load the next round. On
top of this, the Thompson featured a Cutts compensator, which reduced the gun's
tendency to rise when fired on full automatic, and a wooden pistol fore-grip.
Designated the M1928, the Thompson was common in US and British forces, being
issued 20- and 30-round box magazines as well as a 50-round drum which was
later phased out due to the loud noise it made when on the move.
During this time, the Thompson was popular among American police units as well
as crime organisations, being the favoured weapon of many hit-and-runs.
The M1928 Thompson was a complicated weapon to manufacture and was very
expensive. To simplify production, the Cutts compensator was discarded, the
wooden-foregrip was replaced with a conventional fore-end stock, the separate
firing pin was fixed to the bolt and the Blish system was replaced with a
conventional delayed blowback system. The latter caused some grief, since the
Blish system was what made the Thompson a unique weapon, but this was resolved
after threats of independent production. This model became the M1 Thompson, and
remained in favour with troops even after cheaper weapons such as the M3 Grease
Gun came into service. A final modification came in the form of the M1A1, which
replaced the firing pin and hammer with a firing pin machined into the bolt
face.
Although slightly on the heavy side, the Thompson was the most reliable weapon
of its type, and remained in service until the Vietnam War.
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Call of Duty 2 notes
----------------------
Apart from a different look and different firing sounds, the Thompson is
essentially the exact same weapon from COD1. The biggest change would be the
reduction of its magazine capacity from 30 rounds to 20 rounds. The recoil is
slightly different, but not a major difference and players coming from COD1
probably won't notice it. The recoil pattern tends to go straight up rather
than to the sides, and resembles COD1's PPSh recoil more than COD1's Thompson.
In contrast, the Grease Gun seems to have taken the old Thompson's recoil
pattern.
The iron sights haven't changed a bit. They still consisted of a rear V-notch
with a small pin at the front marking the approximate point of impact. The
Thompson does technically have a rear peephole sight, but that is purely
cosmetic in COD2 and only the notch is used. The weapon will still jerk up and
to the sides when firing on full automatic, and with less ammunition it might
be better idea to fire in short bursts rather than long sustained fire.
While the 20-round magazine does reduce the Thompson's spam capacity, it is
still a beast at close quarters and 10 less bullets doesn't make a huge
difference. The Thompson is still the favoured machine gun, despite the
availability of the 32-round M3 Grease Gun.
The reload time of the Thompson has been slightly increased. While it is still
fast, there is a slight delay between removing the magazine and inserting the
new one, which makes it less capable of spamming non-stop.
Name: M3A1 "Grease Gun"
Country of origin: USA
Available for: American
Calibre: .45 ACP
Magazine capacity: 32 rounds
Firing mechanism: Full-automatic, blowback-operated
Rate of fire: 450 rounds per minute
Weight: 3.7kg
Joining the growing trend of cheap, easy-to-manufacture weapons, the American
Army designed and adopted the M3 submachine gun to replace the expensive
Thompson submachine gun. Like the MP40 and Sten, the M3 was manufactured using
primarily stamped and machined parts. The final product resembled the grease
gun used by mechanics, hence the weapon's nickname.
The M3 featured an adjustable wire-frame stock with a pistol grip at the rear.
Like the MP40, the firer used the magazine port as a front grip. The firer had
to open the ejection port cover before firing, and close it while not in use to
protect it. The weapon featured an unsually slow rate of fire, but allowed
firers to squeeze off single shots when necessary.
In December 1944 the M3A1 was introduced, rectifying some problems encountered
in the M3 design. The ejection port was enlarged, the cover spring was
strengthened, and the cocking mechanism was changed to allow the firer to pull
back the bolt using their finger. The M3A1 could be modified to use the 9mm
Parabellum rounds used in the MP40 and Sten, and could be adapted to use Sten
magazines.
The steel wire stock was odd in that it could act as a cleaning rod for the
weapon when removed, and also featured a magazine-loading tool. The M3 and M3A1
also had a conical flash suppressor designed to be attached onto the muzzle.
Despite its cheaper cost, the M3 was unpopular with troops due to its low rate
of fire and relatively low accuracy. While the Thompson was relegated to a
substitute weapon, anyone who had a Thompson preferred to keep it. The M3A1
remained in use with tank crews due to its small size until late in the 20th
Century, when it was replaced by the M4 Carbine.
----------------------
Call of Duty 2 notes
----------------------
New to the COD series, the Grease Gun replaces the Thompson as the high-
capacity spam weapon. Most players will easily overlook the Grease Gun in
favour of the Thompson, but the Grease Gun has some good qualities.
The biggest advantage of the Grease Gun is its 32-round magazine and slower
rate of fire, which allows for longer sustained fire than the rapid-firing
Thompson. The Grease Gun has the same power, and a very similar recoil pattern
to COD1's Thompson, so COD veterans may have an easier time adapting to the
Grease Gun. All-in-all, the Grease Gun handles the same way as the Thompson,
but with an uglier look.
The iron sights are a bit awkward to use. It consists of a rear plate
(technically it's an aperture sight, but the peephole isn't used in COD2) and a
small front pin. The front pin marks the approximate point of impact, but it is
very inaccurate at medium-long range. The recoil pattern goes up and shakes to
the sides.
While similar to the COD1 Thompson, in COD2 the Grease Gun seems to emulate the
role of COD1's MP40, with the same ammunition capacity, similar rate of fire
and the same reload animation, essentially making the Grease Gun the American
counterpart to the German submachine gun in COD2. As both the Grease Gun and
MP40 are unpopular thanks to the Thompson and MP44, this doesn't really matter.
Nonetheless, the Grease Gun is a viable alternative to the Thompson, and
perhaps more suited for supporting assault players using the Thompson.
Name: Maschinenpistole 1940
Country of origin: Germany
Available for: German
Calibre: 9 x 19mm Parabellum
Magazine capacity: 32 rounds
Firing mechanism: Full-automatic, blowback-operated
Rate of fire: 500 rounds per minute
Weight: 4.7kg
Prior to the Second World War, the German Army began re-arming its war machine.
After observing events in the Spanish Civil War, the German Army approached
designer Berthold Giepel to design a submachine gun. Giepel submitted a
pre-made prototype in 1938, which was accepted into service as the Maschinen
Pistole 38, or MP38. However, it was still manufactured using traditional
methods, so it was improved and designated the MP40, using more steel stampings
and welding to facilitate mass-production and incorporating several safety
features.
The MP40 was a revolutionary weapon for its time. It was the first weapon to
use all-metal construction as well as featuring a folding metal stock. It also
featured a small 'lip' under the muzzle, allowing it to be fired from a vehicle
without it jerking back. It was incredibly light, and more importantly it was
cheap and easy to manufacture. Firing up to 500 rounds per minute, the MP40 was
an extremely effective weapon and issued to officers and assault units.
Although crude in appearance compared to traditional weapons such as the
Thompson, the MP40 was distinctive in its appearance and become the trademark
image of the Wehrmacht soldier.
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Call of Duty 2 notes
----------------------
COD2's MP40 remains generally the same as COD1's. The MP40 is lighter and
easier to assault with than the MP44 while being less accurate and less
powerful. Like COD1, the MP40 is generally overlooked with most players
preferring the more powerful MP44.
The iron sights are still the same, with a rear notch and front hooded pin. The
pin designates the approximate point of impact. The MP40's recoil has been
increased from COD1, and while the initial recoil is light, the weapon will
jerk up substantially after sustained fire. The weapon is best fired in 4-5
round bursts. The relatively slow rate of fire allows the weapon to fired
longer before needing to reload.
Despite its rather easy handling, the MP44 is still greatly preferred, and as
COD2's MP44 has less recoil than the MP40, players will quickly pick up the
MP44 over the somewhat redundant MP40. The MP40 does have one advantage over
the MP44, however: as a submachine gun, the MP40 comes with a smoke grenade,
while the MP44 does not.
Name: Sten Mark II
Country of origin: Great Britain
Available for: British
Calibre: 9 x 19mm Parabellum
Magazine capacity: 32 rounds
Firing mechanism: Full-automatic, blowback-operated
Rate of fire: 450 rounds per minute
Weight: 3.18kg without magazine
------------------------
Historical Information
------------------------
In 1940, Britain suffered a shortage of weapons, and with the only submachine
guns available being the US Thompson and the rushed Lanchester (which was a
copy of the German MP28), the British Army needed a cheaper weapon in larger
quantities. To solve this dilemma, the Sten was introduced and adopted. Taking
its name from the first letter of its designers' surnames, Major R.V. Shepherd
and Mr. H.J. Turpin, and the first two letters of the Enfield factory, the Sten
consisted of a heavy bolt and spring in a tubular metal sleeve with the barrel
screwed on. This caused great grief amongst traditional gunmakers due to the
extremely crude look of the weapon.
The Mark I had a wooden stock, but this was soon discarded and the weapon was
simplified to form the most common model, the Mark II. It was found that the
manufacture of the parts was so simple that the British Army contracted smaller
manufacturers and even large garages to make the smaller parts of the weapon,
then gather them into a main factory to be assembled.
Firing 550 rounds per minute, the Sten was an ugly gun and was never liked by
the troops. Although its construction protected it from dirt and mud, the MP40-
based magazine caused immense trouble, having a reputation for jamming at
awkward moments (the MP40 suffered from this problem as well). Various versions
were simplified and tried out, culminating in the luxurious Mark V, which had
wooden furniture, a forward pistol grip and bayonet socket. Produced after the
demand was satisfied and equipping the British paratroopers at Arnhem, the
Mark V would have been a good weapon had it not been for its unreliable
magazine.
Although unpopular, it did the job, and was an effective weapon in winning the
war considering its circumstances, and due to its portability it was a
a favourite amongst the French Resistance. Other resistance groups in Europe
were able to manufacture the Sten themselves due to its simplicity.
Many Sten Mk II's were also manufactured with an integral silencer for
clandestine operations, and remained in use in the Vietnam War by special
forces units.
----------------------
Call of Duty 2 notes
----------------------
The Sten makes a rather late appearance in Single Player, where it only appears
in the Caen mission in Normandy. The Sten has received a substantial model
change, now looking slimmer with a rougher texture than the smooth, thick
polished tube of COD1. The weapon sounds have been changed, but the Sten is
essentially the same as it was in COD1.
The iron sight consists of a rear aperture and forward stump with v-notch. The
sight is the same as the COD1 model, but different from the CODUO, which had a
forward stump instead of a v-notch. The weapon has little recoil, and steadily
moves upwards with sustained fire. While easy to control, it is best to fire
the weapon in short bursts for more accuracy, although it can fire its entire
32-round magazine in one long stream without going out of control.
The Sten's weapon model has been changed, and now features a wire-frame stock
instead of a steel tube stock, although the weapon icon hasn't changed. The
Sten no longer has a wimpy jab melee attack, and instead has the same swing
attack as all other weapons.
The Sten's role has somewhat changed too. While still an assault submachine
gun, since the Thompson is now available to the British team the Sten has taken
a similar role to the American Grease Gun. That is, it is now the high-capacity
assault weapon alongside the high-firepower Thompson. While the Thompson has
better power and handling, the Sten is still a formidable weapon at close
range, and many players prefer the Sten for its lower recoil and higher
magazine capacity.
Name: Pistolet Pulemet Shpagina 1941
Country of origin: Russia
Available for: Russian
Calibre: 7.62 x 25mm TT
Magazine capacity: 71 rounds
Firing mechanism: Selective-fire, blowback-operated
Rate of fire: 900 rounds per minute
Weight: 5.45kg (3.63kg without magazine)
After the German advance in 1941, the Russians lost a massive amount of
materials and weapons. To replace these losses, a new weapon had to be
designed, cheap and easy to manufacture to practically re-arm the entire Red
Army. For this purpose, the PPSh-41 was developed. Taking its name from the
Russian designation for a submachine gun, 'Pistolet Pulemet', and the name of
the designer, Georgii Shpagin, the PPSh-41 was a simplified version of the
previous PPD submachine gun, using stamped parts as much as possible. The
PPSh-41 used a simple blowback operation, and the stamped metal jacket was
extended over the muzzle to act as a fairly effective compensator, reducing the
tendency for the barrel to rise when firing on full-automatic. Using the
distinctive 71-round drum, later models were also issued with a curved 35-round
box clip, and had the selectable semi-automatic mode removed.
The PPSh-41 proved its worth, and soon become the standard weapon of the Red
Army, often with whole units being equipped with only the PPSh-41. After the
war, PPSh-41's were sold to Eastern Bloc nations and remained in use through
the Vietnam War.
The weapon was highly valued by the Germans, who would use captured weapons
against the Russians. The German Army also manufactured its own version of the
PPSh based on captured models, but the Germans found it easier to take weapons
and ammunition from the battlefield.
----------------------
Call of Duty 2 notes
----------------------
The king of spam weapons is back, and still wielding the lovable 71-round
magazine. With a sharper weapon model and retaining its blazing rate of fire,
the PPSh is available as the primary assault weapon of the Russian team.
The iron sights consist of a simple hooded front pin, which marks the
approximate point of impact. The pin is useless for precision shots, however,
as the recoil makes it impossible to fire accurately. The recoil pattern has
changed from COD1. Instead of the barrel moving upwards, the weapon now shakes
violently up and to the sides. While still controllable, the PPSh is now a very
erratic weapon and hard to control at medium range.
Players who were more fond of COD1's recoil might prefer the PPS-42, which has
a very similar recoil pattern to the COD1 PPSh. While the PPS-42 might be
easier to handle, the PPSh is still dominant at close combat, and should be
used exclusively for that.
While the PPSh-41 was definitively successful as a weapon, it was by no means
the perfect weapon. There was some issues regarding its size and weight, and
its 71-round drum was difficult to manufacture. The answer to this was the PPS-
42, which was made completely from stamped steel parts. The PPS-42 featured a
folding stock, which made the weapon easier to carry and ideal for tank crews,
paratroopers and recon units, and the 35-round curved magazine was easy to
manufacture and reduced the weight of the weapon.
The PPS-42 was quickly refined with some minor changes to become the PPS-43,
the main model produced throughout the war. Its 35-round magazine would later
be used with the PPSh-41, with troops usually loading their PPSh with one drum
and carrying 5-6 stick magazines. The PPS-43, however, could not use the 71-
round drum.
Around 500,000 of these weapons were produced throughout the war. It remained
popular with tank crews, and during the Cold War many units were distributed to
Eastern Bloc countries, and eventually equipped some Communist units in the
Korean and Vietnam Wars.
----------------------
Call of Duty 2 notes
----------------------
A new addition to the COD series, some players might be wondering what the
point of throwing in a 35-round submachine gun is when the 71-round monster
known as the PPSh is also freely available. The answer is quite simple:
handling. The PPSh now has a very erratic recoil pattern, while the PPS-42 has
a predictable and steady rise upwards, much like the COD1 PPSh recoil. This
makes the weapon easier to control and easier to pick up for COD veterans.
The iron sights consist of a rear notch and forward blade-pin, with a U-shaped
bracket at the front. The pin designates the approximate point of impact, and
remains rather steady with the controllable recoil. Fire can be sustained
without the weapon going out of control, but for accurate fire it should be
used in short bursts before the recoil pushes the barrel too far.
The actual role of the PPS-42 is a bit odd. As other teams have a fast and
powerful/high-capacity combination, the Russians have speed and high-capacity
in the PPSh. The PPS-42 is therefore a medium-range submachine gun with good
close-quarters capability, but inferior to the PPSh at that range.
===============================================================================
4.7 - General Submachine Gun Tactics
===============================================================================
Spam, glorious spam! Or at least, that's what SMGs were good for in COD1.
They're still good for that in COD2, but a couple of gameplay changes have made
it less effective in pure saturation: the removal of crosshairs while running,
and the fact that it takes less effort to eliminate a target.
SMGs should be used for close quarters combat, where accuracy is less important
and rate of fire takes precedence. Because of the high movement speed of the
SMG, it is an ideal weapon for assaulting enemy positions, and excellent for
capturing flags due to its good personal defense capability, although it is
slightly slower in movement speed than the pistol.
Recoil patterns in COD2 are relatively easier to control than in COD1, so it is
possible to rip out a full 30-round burst without the SMG going out of control,
although most SMGs will tend to stray off target after sustained fire. Best
results come from 3-5 round bursts, especially at medium-long range targets. At
extreme close quarters, longer bursts are necessary, but only fire for as long
as you need to eliminate threats. While SMGs do have high ammunition capacity,
they're not limitless, and there's little point in wasting 25 rounds on one
target when you can kill it in 5 bullets and use the other 20 rounds on more
enemies.
To get more bang for your buck, it is essential to use the SMG as accurately as
possible. Most players will disregard iron sights and instead run in with a
spray-and-pray attitude. This works to an extent, and the lack of a crosshair
doesn't do much to stop players from spamming effectively, but it's also very
inaccurate and tends to waste precious ammunition. As an assault player, it is
always important to have ammunition ready to fire at all times, especially when
there are multiple threats. When assaulting, try to use iron sights whenever
possible, as an aimed burst will dispatch enemies more quickly and accurately
than firing from the hip. Only fire from the hip when there is no time to aim,
or when you need suppressive fire to move to another position.
As SMGs are the preferred assault weapon, it is important to follow some
general assault guidelines. Never run straight towards a position or a flag;
that exposes you to fire from all directions. Instead, take cover, take the
safest route and follow the edges of the area to encircle enemy positions
rather than running straight to them. It may seem to be unnecessary, but as it
is so easy to get killed in COD2, any technique that increases safety should be
heeded.
Do not reload until the area is clear. Reloading in the middle of a firefight
gets you killed, and it is the number one mistake that many players make.
Apparently it becomes instinctive to reload a weapon immediately after killing
someone. Do NOT do that; reloading takes time and time is not on your side when
two more enemies run at you with guns blazing. The logic is simple: if you
have 32 rounds, and you kill someone using a 5-round burst, you still have
enough ammunition to theoretically kill another five people. In fact, with the
more tactical multiplayer approach, it's not uncommon for one player to take
out 3-4 players with one magazine if they have proper assault techniques.
Finally, SMGs are ideal for assaults for one additional reason: apart from
their one frag grenade, SMGs are also the only weapon class that receives smoke
grenades, which can greatly aid an assault.
*SUMMARY*
-Short range specialist weapons
-High rate of fire, high ammo capacity
-Inaccurate at long range, uses bursts for maximum efficiency
-Usually tears apart targets at close quarters
-Use iron sights for better results
-Fast run speed
-Good for suppression
-GRENADES: 1 Frag, 1 Smoke
*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*
5.0 - SUPPORT WEAPONS
*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*
The big three are back: The BAR, the MP44 and the Bren. The Russians, as usual,
don't get a heavy support weapon. Support weapons are either light machine guns
or specialist assault weapons, providing a good compromise between the
automatic fire of submachine guns and the accuracy of rifles.
Note that the M1897 Trench Gun could technically be considered a support
weapon. I have decided to include it in the Miscellaneous Weapons section due
to its substantially different purpose.
===============================================================================
5.1 - BAR
===============================================================================
Name: M1918A2 Browning Automatic Rifle
Country of origin: USA
Available for: American
Calibre: .30-06 (7.62 x 63mm)
Magazine capacity: 20 rounds
Firing mechanism: Full-automatic, gas-operated
Rate of fire: 450 or 650 rounds per minute, selectable
Weight: 8.8kg with empty magazine
Designed in 1915-16 by John M. Browning, who also developed the M1911 Colt
pistol and .30 and .50 cal machine guns, the Browning Automatic Rifle filled
the role of 'squad automatic weapon'. Although intended as an assault weapon,
the BAR proved to be an effective support weapon and was adopted by the
Belgian, Polish and Swedish armies. The BAR underwent some modifications,
including changing the position of the bipod, and later models had a variable
fire option, changing from 550 rounds per minute to faster rates of fire.
A typical squad had one BAR gunner, and later in the war the number was
increased to two per squad. BAR gunners usually had an assistant to carry more
ammunition, and because of the importance of the BAR's steady firepower, it was
often entrusted to the most reliable soldier. Many men preferred to use the BAR
without its bipod to save weight.
Despite its effectiveness, the BAR was never as good as the designer hoped. It
was way too heavy to be an effective rifle. The weight alone made it a pain to
shoulder, and the vibration from firing made it impossible to maintain a steady
aim. On the other hand, it was too light to be an effective light machine gun.
It was unsteady on its bipod, its 20-round magazine meant it had to be reloaded
frequently, the bottom-mounted magazine made it difficult to reload from a
prone position, and the barrel couldn't be changed when it overheated.
Despite these shortcomings, the BAR remained a solid weapon and was kept in
service for over 50 years in various armies, while leftovers were sold to other
nations.
----------------------
Call of Duty 2 notes
----------------------
Despite the visual change, including a bipod attached to the weapon model, the
BAR is the same heavy weapon it was in COD1, and indeed in most games featuring
the BAR. The BAR no longer has a selectable firing mode, so it only fires on
COD1's fast-auto rate, which is slightly slower than the Thompson.
The iron sights have been changed. Rather than the long straight fore-pin of
COD1, it now has a more conventional rear-notch/forward hooded pin, which is
used in the same way as the Kar98k. The hood helps single out targets while the
pin marks the point of impact. The recoil pattern goes upwards and is easy to
control, but the muzzle will jerk quickly upwards after the initial shot,
making sustained accurate fire difficult.
The BAR is a very powerful automatic weapon, and can kill in 2-3 torso shots or
one headshot. Note that the bipod is purely cosmetic, and cannot be deployed
in-game.
The reload time of the BAR is quite long, so try to avoid reloading as much as
possible until the area is clear.
Name: Sturmgewehr 44
Country of origin: Germany
Available for: German
Calibre: 7.92 x 33mm Kurz
Magazine capacity: 30 rounds
Firing mechanism: Selective-fire, gas-operated
Rate of fire: 500 rounds per minute
Weight: 5.22kg
In the 1930's, German military authorities questioned the purpose of the
standard infantry rifle. It was realised that even the earliest rifles were
capable of firing a bullet to distances over 1000m. It was almost impossible
for a soldier to see that far, let alone aim and hit something at that
distance. This realisation set off the possibility of using a shorter
cartridge, reducing effective range, but at the same time reducing weight,
allowing the soldier to carry more ammunition. In 1940, the Maschinen Karabiner
42 was developed as a prototype weapon and tested on the Russian Front. It was
an effective weapon according to the principles behind it, and many features
were taken from it and incorporated into the new rifle in development. The
developers eagerly requested Hitler's permission to produce the weapon. Hitler
proved stubborn, and using the very beliefs that the principles proved wrong,
Hitler criticised the ineffective range of the new cartridge and denied
permission for the weapon to be produced.
This caused a problem for the designers. They had already equipped their
factories to mass-produce the weapon, and in fact had already started making
them. Without Hitler's permission, they continued to manufacture the weapon
and issued it to troops as the "MP44", disguised as a submachine gun. This in
turn please Hitler due to exceptional submachine gun production figures. That
was until Hitler held a meeting with his generals, who requested more of the
"new rifles". After a brief period of anger, the Fuhrer finally accepted the
rifle and named it the "Sturmgewehr", the "Storm Rifle" or "Assault Rifle".
Despite this official acceptance, production never caught up with demand. Being
made out of steel-stampings and plastics, the Sturmgewehr 44 was a
revolutionary weapon, the first of a class of weapons that are now standard in
today's armies.
----------------------
Call of Duty 2 notes
----------------------
The MP44 hasn't changed much from COD1 in appearance, but in gameplay, the MP44
has become one of the most potent weapons in the game. Other WW2 shooters have
portrayed the MP44 as a highly effective weapon that is superior to everything
else. Well, COD2's MP44 is closer to that effect than the COD1 weapon.
The iron sight is similar to the COD1 sights. The MP44 still has a rear notch
and front hooded pin. The COD2 pin is much sharper, however, which makes it
easier to locate the point of impact. The recoil is steady, raising the muzzle
slightly upwards. The MP44 can kill in one headshot, and 2-3 torso shots.
The big issue amongst players is that the MP44 has practically no recoil. This
isn't entirely true, as it does have a reasonable amount of recoil, but it does
not kick like a wild beast as it does in COD1. Instead, the recoil is much
softer and more controllable, comparable to the MP40. In fact, it feels like
the MP44 has LESS recoil than the MP40. Whether it does or not doesn't really
matter, as most players will readily pick up the MP44 instead of the MP40 due
to its power and accuracy. The only disadvantage of using the MP44 as an
assault weapon is that it lacks smoke grenades.
Note that as an assault weapon, the MP44 has a relatively fast reload speed,
especially whe compared to the slow BAR and Bren reload times.
Name: Bren Mark III
Country of origin: Great Britain
Available for: British
Calibre: .303 British
Magazine capacity: 30 rounds
Firing mechanism: Full-automatic, gas-operated
Rate of fire: 500 rounds per minute
Weight: 8.68kg
Looking for a replacement for the revolutionary Lewis gun in the 1930's, the
British had several options, including the Madsen, which was discarded due to
its complex mechanism, and the Vickers-Berthier, which seemed the most obvious
choice since it was already in service with the Indian Army. However, a Czech
design was discovered, and after intensive firing tests, was adopted by the
British Army as the Bren, gaining its name from its original factory in Brno
and its new factory in Enfield.
The Bren had a few remarkable features: a quick-release barrel with a carrying
handle, preventing the barrel from overheating and the changer from burning
himself, a relatively simple mechanism and very few moving parts. It was an
immediate success, proving to be accurate, powerful and reliable. For this,
there were a few problems. The rimmed .303 cartridge had to be inserted a
certain way to prevent jamming, and 28 rounds were often loaded instead of 30
to prevent this. The top-mounted magazine also meant the sights had to be
offset to the left, causing difficulties to left-handed firers. The magazine
itself was sensitive to damage as well, leading to more jamming issues.
Other than that, the Bren was a robust weapon, rarely breaking any other parts.
After the war, the Bren was converted for the 7.62mm NATO round, which
incidentally cured the rimmed jamming problems, and remained in service as the
L4A1 until late in the 20th century.
----------------------
Call of Duty 2 notes
----------------------
Of the three support weapons, the Bren has probably changed the least, if at
all. The weapon model looks the same, only a little thinner. The iron sights
are still in the same configuration, although enlarged like the other iron
sights. The weapon handles the same, has the same role, and overall is still
the Bren that we know from COD1.
The iron sight consists of a rear aperture sight with a front brack and pin.
The sharp centre pin marks the point of impact. Because of the top-mounted
magazine, the sights are offset to the left, which obstructs a fair bit of
vision to the right. Like COD1, the Bren recoils heavily when fired from the
hip, but when fired from the shoulder the weapon has very controllable recoil,
with the muzzle moving slightly upwards, but usually returning to its initial
position before the next shot.
Because of its low recoil, the Bren can be fired for a prolonged period of time
without going out of control, something that was exclusive to it in COD1 but is
now also done by the MP44.
The Bren, like the BAR, has a rather long reload time, and longer when the
weapon is completely emptied, so be wary of wasting ammunition in an
engagement, as the weapon cannot be reloaded in time to continue the firefight
without getting killed.
The Bren is generally unpopular in COD2 due to the fact that the British team
now get the accurate and powerful Garand rifle and the fast and accurate
Thompson submachine gun.
===============================================================================
5.4 - General Support Tactics
===============================================================================
While COD1's support weapons were generally quite distinctive between
themselves, COD2's support weapons now have very similar roles. The BAR, MP44
and Bren are all accurate weapons, making them good for long-range engagements,
and have fast automatic fire, making them good for close-range actions as well.
Of course, they are outshot by rifles and submachine guns in their respective
ranges, but their all-rounder capability makes the support weapons very useful.
While they are good for defensive purposes, most players who use support
weapons use them as a heavy assault weapon, which they perform very well as,
the MP44 most of all as it was designed for that purpose. The BAR is popular in
close combat, but due to its weight and 20-round magazine, it is probably not
the best weapon for leading an assault. Furthermore, as the support weapons
lack smoke grenades, they cannot provide their own concealment.
Support weapons, like submachine guns, are effectively fired using short bursts
to maintain maximum accuracy, and long bursts for closer ranges. Due to longer
reload times, it is important to avoid wasting ammunition. Unlike submachine
guns, support weapons are capable of killing with one headshot, and with superb
first-shot accuracy, support weapons can be used like semi-automatic rifles to
pick off heads and helmets with a guaranteed kill.
For all their strengths, support weapons have a couple of weaknesses. The major
disadvantage is that they have a slower movement speed than submachine guns and
rifles, reducing their effectiveness as assault weapons and making redeployment
painfully slow. Their reload times are generally slower than SMGs and rifles,
and they lack smoke grenades to cover movement.
Nonetheless, the support weapon category provides players with weapons that can
do a bit of everything and stand toe-to-toe with specialist weapons.
*SUMMARY*
-Good all-rounder weapons
-Good first-shot accuracy, can kill in one headshot
-Kills in 2-3 torso shots
-Slow movement speed
-Good for defending and assaulting
-GRENADES: 2 Frag, 0 Smoke
Sniper rifles are generally the same in COD2 from COD1, typically scoped
versions of their bolt-action counterparts. COD2 features new scope reticules
as well as a steady aim function, which allows players to hold their breath
shortly for straight aim. Unlike COD1, and like CODUO, the scopes appear larger
when aiming, facilitating easier usage than the smaller scope diameter in COD1.
===============================================================================
6.1 - Springfield
===============================================================================
Name: M1903A4 Springfield
Country of origin: USA
Available for: American
Calibre: .30-06 (7.62 x 63mm)
Magazine capacity: 5 rounds
Firing mechanism: Bolt-action
Weight: 3.94kg
In the 1890's, the US Army was looking into several rifle designs for adoption.
Among them, the Mauser caught their eye, and soon they purchased licenses to
copy certain parts of the Mauser. In 1900, the first Springfield rifle was
developed. However, this weapon proved to be unsatisfactory, and it was
re-designed along with its bullet. Chambered for the .30 round developed in
1906 (hence, .30-06), the Springfield modified several features of the Mauser
design, including a two-piece bolt and improved rear-sights. The Springfield
was the standard-issue rifle of the American Army in WWI.
The Springfield underwent some refinements and modifications, including the
Pederson Device, which converted the Springfield into a light automatic weapon
firing a special round, intended to allow a charging soldier to continue to
suppress enemy positions out of machine gun range. However, the war ended
before it could be used, so all converted Springfields were scrapped. The
M1903A3 was introduced in 1942, designed for mass-production and supplied units
before the M1 Garand was finally shipped to all units, which was somewhat later
in the Pacific theatre.
The M1903A4 was the sniper variant of the Springfield, featuring permanent
blocks to attach a telescopic sight and had the iron sights removed, giving a
curious "naked" look. The standard weapon for snipers, the Springfield was
incredibly accurate and reliable.
----------------------
Call of Duty 2 notes
----------------------
The Springfield is identical to the COD1 version, with the only change being
the loss of its cool firing echo, replaced with a sharper shot sound. It is the
only scoped weapon that does not have a corresponding unscoped version, making
the American team the only team without an unscoped bolt-action rifle.
The scope consists of a black cross reticule, with the intersection of both
lines marking the exact point of impact. The weapon has perfect accuracy and
will hit where it is pointed at. As a bolt-action rifle, it has a slow rate of
fire, and it reloads one round at a time.
On a small note, the weapon model for the Springfield is incorrect. The M1903A4
sniper variant lacked iron sights, while the in-game model has a front post
above the muzzle. The M1903A5 variant retained the iron sights.
Name: Mauser Karabiner 1898 Kurz
Country of origin: Germany
Available for: German
Calibre: 7.92 x 57mm Mauser
Magazine capacity: 5 rounds
Firing mechanism: Bolt-action
Weight: 3.92kg
Due to the reliability, power and accuracy of the Kar98k, it was the weapon of
choice for German snipers and was issued with a telescopic sight. It continued
to be the standard sniper weapon even after semi-automatic weapons were
introduced, such as the Gewehr 43, due to the snipers' need for the best
precision possible, which is not possible with semi-automatic weapons.
Refer to 3.3 - Kar98k for the historical background to the unscoped rifle.
----------------------
Call of Duty 2 notes
----------------------
The Scoped Kar98k is identical to the COD1 version, down to the same firing and
reload sounds. Like the Springfield, the Scoped Kar98k reloads one bullet at
the time and holds five rounds in its magazine. The COD2 Scoped Kar98k now has
a proper telescopic sight instead of the weird clamped-on sight of COD1.
The scope consists of a T-shaped reticule. The horizontal line aids in sighting
a target, while the tip of the thick centre line designates the exact point of
impact. This scope more closely resembles the COD1 scope rather than the CODUO
crosshair.
Name: Gewehr 43
Country of origin: Germany
Available for: German
Calibre: 7.92 x 57mm Mauser
Magazine capacity: 10 rounds
Firing mechanism: Semi-automatic, gas-operated
Weight: 4.33kg
As a semi-automatic rifle, the Gewehr 43 was often issued as a specialist
weapon to marksmen in squads. While an accurate weapon, it was susceptible to
poor production quality and favoured poorly against the preferred sniper's
weapon, the Kar98k.
Refer to Section 3.4 - Gewehr 43 for additional background on the weapon.
----------------------
Call of Duty 2 notes
----------------------
The Scoped Gewehr 43 is not selectable from the Multiplayer menu, and is only
available in Single Player at certain (usually out of the way) locations. The
Gewehr 43 is the only semi-automatic scoped weapon in the game. Unlike the FG-
42 from COD1, it cannot double up as a close-combat weapon.
The scope sight is the same as the Scoped Kar98k, with a T-shaped reticule. The
tip of the middle line designates the exact point of impact. Because of its
semi-automatic capability, the Scoped G-43 can fire a second-shot immediately
after the first. However, the recoil is significantly noticeable while aiming
down the sight, making accurate second-shots impossible.
The Scoped Gewehr 43 has the same damage as the regular G-43, so it can kill in
one headshot and 2 torso shots. Because of its poor second-shot accuracy, it is
essential that the first shot be aimed at the head to guarantee a kill.
Like the G-43, the Scoped Gewehr 43 is reloaded with a full 10-round box
magazine.
Name: No.4 Mk.1(T)
Country of origin: Great Britain
Available for: British
Calibre: .303 British
Magazine capacity: 10 rounds
Firing mechanism: Bolt-action
Weight: 4.11kg
Like other sniper rifles during the war, the No.4 Mk.1(T) was from the derived
from the standard Lee-Enfield rifle. The most accurate rifles were fitted with
3.5x telescopic sights for use as a sniper's weapon, and is regarded as one of
the best sniper rifles in the war.
For further information on the Lee-Enfield, refer to section 3.5 - Lee-Enfield.
----------------------
Call of Duty 2 notes
----------------------
The British have lost the American Springfield in COD2, and instead have their
own unique sniper rifle. The Scoped Lee-Enfield has the 10-round magazine of
its unscoped version, and features an off-set telescopic sight, which makes it
easier to see when carrying the weapon.
The scope contains features from the other scopes. It has the think black
crosshair of the Springfield, the thick middle line of the German scopes, and
the arrow-shaped tip of the Russian scope. It's really hard not to figure out
where the point of impact is; it's at the intersection of the horizontal and
vertical lines, made even more obvious by the thick line and arrow-head.
The Scoped Lee-Enfield is one of the more dangerous sniper rifles, as its 10-
round magazine allows the sniper to take out many more targets than other
sniper rifles. Like its regular version, the Scoped Lee-Enfield cannot reload
with single rounds, but instead uses 5-round clips.
Name: Mosin-Nagant M1891/38
Country of origin: Russia
Available for: Russian
Calibre: 7.62 x 54mm
Magazine capacity: 5 rounds
Firing mechanism: Bolt-action
Weight: 3.8kg
Like the Kar98k, the Mosin-Nagant was a superb rifle in terms of power,
reliability and accuracy. As a result, it was the snipers' weapon of choice and
was issued with a scope and was kept in use well after the war, even after the
introduction of the semi-automatic SVT-40.
For the rest of the Mosin-Nagant history, refer to section 3.6 - Mosin-Nagant.
----------------------
Call of Duty 2 notes
----------------------
Like Scoped Kar98k, the Scoped Mosin-Nagant is practically the same as the COD1
version, including the weapon sounds. However, it has received a visual
overhaul. The Scoped Mosin-Nagant how has some cosmetic camouflage effects,
with an olive-coloured cloth wrapped around the barrel and some hessian cloth
wrapped around the scope, giving it a pretty cool appearance. It's purely
cosmetic though, as the player model isn't camouflaged, hence rendering weapon
camouflage ineffective.
The scope has changed from CODUO. Rather than using the T-crosshair (now used
by the German scopes), the crosshair consists of a centre line tipped with an
arrow-head. The point of impact is at the point of convergence of the arrow-
head and centre line, in other words the tip of the arrow.
The Scoped Mosin-Nagant can no longer be reloaded with a 5-round charger, and
is instead reloaded with individual rounds like the Springfield and Kar98k.
===============================================================================
6.6 - General Sniper Tactics
===============================================================================
Firstly, it is essential to understand how the scope works in COD2. In COD1 and
CODUO, the stability of the scope depended on your stance. This is no longer
true for COD2, as the scope has a consistent sway regardless of whether the
player is standing, crouching or prone. The sway is easy to counteract, but the
fact that it's there may make sniping a bit frustrating.
There's a simple reason for the consistent sway though: COD2 now has a feature
that allows snipers to hold their breath temporarily. This is activated by
holding the Steady Aim button (SHIFT by default) while looking down the scope.
While in Steady Aim mode, players will hear their heartbeat as the rest of
their sound awareness is dulled. Most importantly, the scope is perfectly
stable while players hold their breath, regardless of stance. This allows
snipers to pull off perfectly accurate shots, and a good sniper can release
their breath after each shot and steady for another shot after the next round
is loaded. Using this feature, snipers can take out 3-4 targets within seconds.
The Steady Aim function only works for around 7-8 seconds (or 5 heartbeats).
You won't die from holding your breath too long, thankfully. Instead, your
character will suddenly release his breath, your scope will move around very
erratically, and you will unable to use the Steady Aim function again for
around five seconds. Consequently, it would be a good idea not to use the
Steady Aim function until the moment of the shot. Shots can still be fired
accurately without being steadied, but the perfect stability of the scope is
highly desirable, and arguably makes scoped weapons too easy to use.
Snipers should avoid close combat at all costs, and remain in the rear to
support advancing allies. Due to their precision, snipers are large threats
when in a good vantage point, such as looking down an alley or towards a
chokepoint.
However, it is also important to follow some general sniping guidelines. Pick
vantage points that provide good cover when needed, and relocate now and then
to throw enemies off your trail. Pick a position that is easy to defend when
cornered and hard to flank, such as a building with only one entrance or one
stairwell, or a rooftop that can only be accessed by running through your team
spawn. When possible, swap the pistol for a submachine gun, as the pistol is
poor at personal defense while the submachine gun is a solid weapon to use when
you are aware of enemies coming up to flank you. If in a good position, the
submachine gun is more than enough to deal with flankers.
Note that while looking down the scope, you will not see any HUD indicators, so
you will not able to see the grenade indicator. Be strongly aware of the sound
of grenades, footsteps and enemy weapons, as your hearing is your only early
warning system. Often it is better to be cautious and suspend your sniping
until you are sure your rear is clear. Ideally, work with someone who can cover
your flank. Your personal defense is improved by the fact that the sniper
carries a total of three frag grenades, more than any other class.
On a random note, the physical size of the scope on the weapon model is
substantially larger in COD2 than in COD1. While is isn't a problem while
standing or crouching, the scope takes up a lot of space on the screen when
prone, so be wary of scanning target areas when prone, as you will be unable to
see unless you look through the scope.
Because of the large scopes and moderate zoom level, snipers are effective at
both long and medium ranges, but are no match in a short-range engagement. The
key to sniping is to find the right position, and the weapon will do all the
work.
*SUMMARY*
-Good for long/medium range
-Precision weapon
-Can take out numerous targets in quick succession
-Pick good vantage points for best effect
-Swap sidearm for an SMG
-Stay away from frontlines
-GRENADES: 3 Frag, 0 Smoke
Retaining all the grenades from COD1 as well as a new smoke grenade similar to
CODUO's, the grenades have remained generally unchanged. What has changed is
the way they are handled in-game. Grenades can no longer be selected as weapon,
and instead are carried automatically and thrown using a specific button (Frag
grenades are through using G or Middle Mouse Button by default, smoke grenades
are thrown using the number 4). COD2 also features a grenade indicator to show
the approximate direction of grenades to avoid being blown up.
COD2 includes new animations for grenade explosions, rendering them more
accurately as fragmentation grenades rather than high explosive grenades.
Because all of the grenades are practically identical in properties, only the
historical background will be presented.
When the United States entered the First World War, it became apparent that
they lacked a standard-issue hand grenade. Basing their designs off the
existing British Mills Bomb and the French F-1 grenade, the Mk I grenade was
developed.
The Mk I grenade featured a serrated surface, with 40 segments divided into 8
columns and five rows, which sprayed shrapnel in all directions upon
detonation. The grenade also featured a complicated safety mechanism to ensure
that the thrower did not harm himself before the grenade was thrown.
This safety mechanism was the ultimate cause to the failure of the Mk I
grenade. The throw had to remove the split pin, then turn the safety lever
before throwing the grenade. Consequently, when trialed in combat, a fair
proportioned of grenades were not properly armed. Commanders immediately
demanded that the grenade be put out of service.
The Mark II grenade was then designed. It used the same charge and
configuration as the Mark I, but featured a shorter safety lever, resembling
the Mills grenade. The thrower could hold the grenade as long as he wanted to,
provided he kept the lever closed. As soon as the lever is released, the five
second fuse kicked in. These grenades were initially painted bright yellow, the
official color of ordnance, but was repainted in olive drab due to the
impracticality of carrying a bright yellow grenade in combat.
Nicknamed the "Pineapple" due to its shape, the Mk II had a tendency to break
up into large chunks upon detonation, resulting in uneven fragmentation
patterns. It was used until the Vietnam War in the 1960's, supplementing the
M26 grenade. After the War they were phased out of combat.
Nicknamed the "Potato Masher" due to its curious shape, this German stick
grenade became a typical image of the Wehrmact soldier. The Stielhandgranate
featured a small explosive "head" attached to a long wooden handle. The handle
allowed the thrower to throw the grenade much further than an ordinary grenade.
To arm the grenade, the thrower had to unscrew the cap off the base and pull
it, which started the 4-5 second fuse.
Despite its distance advantage, the Stielhandgranate was not as effective as
other grenades. The main reason was because it relied more in explosive damage
rather than fragmentation. The rather erratic fuse also meant that it was
difficult to cook properly, resulting in grenades being thrown back or even
blowing up in the thrower's hand.
Despite popular belief, the Stielhandgranate was not the only grenade used by
the German army. The Germans also used an "Egg" grenade which resembled
contemporary grenades and was much smaller.
Designed by the famous William Mills, the No. 36 grenade was based off the
previous No. 5 grenade, which featured an attached rod to be used as a rifle
grenade. The No. 36 grenade removed the rod and used a detachable base plate
for use as a rifle grenade.
Instead of a serrated surface, the Mills Bomb (the name retained from the No. 5
grenade) featured deep grooves along its surface, allowing for large fragments
to be dispersed on detonation. Originally the Mills Bomb had a 7 second fuse,
but this was reduced to 4 seconds after experienced proved that 7 seconds was
too long for a hand-thrown grenade, but was retained for use as a rifle
grenade.
Like many other fragmentation grenades of its time, the No. 36 had a rather
erratic fragmentation pattern. However, its blast radius was so large and
powerful that the thrower had to immediately find cover to prevent self-injury.
In fact, the grenade could be considered "overkill" in enclosed spaces.
The No. 36 grenade was modified to be waterproof later in the war, and was re-
designated the No. 36M.
An odd weapon in design, the RGD-33 was designed to replace the M1914/30
grenade used in WWI. The grenade itself was quite complicated. The RGD-33
consisted of three main parts:
- The grenade body, which contained the explosive elements and internal
fragments, and sealed in an iron "pot".
- The handle, which is used to arm the grenade.
- The "sleeve", which is placed over the body and provides the majority of the
fragmentation. The grenade could be used without the sleeve as a defensive
weapon, while the fragmentation of the sleeve allowed it to be used as an
offensive grenade.
The fuse must first be inserted into the top of the grenade. The grenade was
armed by pulling the handle, twisting it, then pushing it back up. This started
the 4 second fuse, giving the thrower time to throw the grenade at the desired
target.
Because of its complexity, the RGD-33 could not be manufactured in large
numbers, although it did remain in use until the Vietnam War.
The AN-M8 smoke grenade was used by the US Army during World War II for
signalling and screening purposes. The AN-M8 produces a thick white smoke
screen that lasts for 105-150 seconds. Unlike the M18 smoke grenade, the AN-M8
only produces white smoke.
The grenade contains a hydrochloric filler to produce the smoke. Consequently,
the smoke is slightly toxic and can cause irritance to the eyes, throat and
lungs if exposed to the smoke for a prolonged amount of time. Military
guidelines advise not to use the smoke grenade in enclosed areas without gas
masks.
===============================================================================
7.6 - General Grenade Tactics
===============================================================================
Due to the revamped grenade system, grenades have a different feel to them.
Grenades can no longer be cooked, so they are now a throw-and-forget weapon.
The grenade indicator will indicate hostile grenades, so enemies will have more
chance of running out of the grenade's blast radius, resulting in less grenade
kills.
With the loss of overall effectiveness, the new one-button throw system makes
throwing grenades much smoother. In COD1, players had to select grenades as a
separate weapon, throw it, then switch back to their previous weapon. In COD2,
with the press of a button, the player will automatically pull out a grenade
and throw it before quickly picking their weapon again. While they are
vulnerable while holding the grenade, they are no longer exposed to awkward
weapon switching.
This does mean, however, that grenades are easier to spam. As grenades cannot
be cooked (although some servers have a grenade cooking mod), there is little
point in holding a grenade for long, so it becomes easy to throw multiple
grenades within seconds.
Grenades follow an arc trajectory, with the maximum throw distance being around
30-40 metres. Grenades have a fair blast radius, and can kill multiple enemies
in one explosion. Because of the 5-second fuses, it's hard to get everyone in
one go, but many players become so caught up in the action that they don't
notice the grenade indicator, which results in an instant death. It is possible
to survive a grenade explosion by being barely inside the blast radius,
although it will set you into critical status.
Smoke grenades are very useful items indeed, despite only being available to a
few weapon classes. Smoke takes a few seconds to thicken, but after a few
seconds they can completely cover an area. Players will not be able to see
friendly names in smoke, but their crosshairs will still turn red over an enemy
target. Smoke is excellent for covering assaults and flag grabs. One of the
techniques used in CODUO was to saturate the flag with smoke in Capture the
Flag games. However, often this presented difficulties in actually locating the
flag and grabbing it. Assault players should therefore smoke the entry and exit
routes rather than the flag itself, as smoking the flag will often have
detrimental results by making it more difficult to see and kill enemies.
Unlike frag grenades, smoke grenades do not have a 5-second timer, and will
detonate and begin releasing smoke upon hitting the ground.
Because of the fast throw speeds, it is possible to throw both a smoke and a
frag grenade in quick succession, having the effect of laying smoke cover and
suppressing enemies with grenades and possibly lure them into a false sense of
security by letting them think that the only grenade around is the harmless
smoke grenade.
The exact number of grenades a player receives is dependent of their weapon.
Each weapon section lists the number of grenades given, but for convenience
this section will also list them:
-SUBMACHINE GUNS: 1 Frag, 1 Smoke
-BOLT-ACTION RIFLES: 3 Frag, 0 Smoke
-SEMI-AUTO RIFLES: 2 Frag, 0 Smoke
-SUPPORT WEAPONS: 2 Frag, 0 Smoke
-SNIPERS: 3 Frag, 0 Smoke
-TRENCH GUN: 1 Frag, 1 Smoke
In Single Player, player can carry a maximum of 4 Frag Grenades and 4 Smoke
Grenades. In Single Player, players can only hold 3 Frag Grenades. Players
cannot pick up Smoke Grenades, with the only Smoke Grenades being those that
SMGs and Shotguns spawn with.
This section covers weapons that are not distinctively defined by the above
categories, including machine guns, rocket launchers and stationary weapons.
Name: Winchester M1897 Shotgun
Country of origin: USA
Available for: All
Calibre: 12 gauge
Magazine capacity: 6 rounds (including one in chamber)
Firing mechanism: Pump-action
Weight: 3.15kg
Another design by the famed John M. Browning, the Winchester M1897 was
developed to dominate the conditions found in the First World War. During the
American Civil War, shotguns were used to some success, and were employed
sporadically throughout military history. The Americans in the First World War
realised the suitable combat environment for shotguns in the narrow trenches of
the Western Front, and by designing a rapid-fire shotgun and issuing it to
frontline troops, devastating impacts were made.
The M97 Winchester shotgun was lighter than the contemporary Springfield M1903
rifle and had a much shorter barrel, allowing it to be easily carried and swung
around. The 12 gauge shotgun shells, at such close ranges, tore through enemy
soldiers. There are reports of Germans attacking American lines, running into a
torrent of shotgun pellets and quickly being turned into a pile of carcasses.
Because of how devastating the Winchester shotgun was, the Germans demanded
that such a weapon be banned under the rules of war.
A special heat shield grip was used in trenches to prevent the weapon from
being damaged during and between shots. Five rounds were stored in the tubular
magazine under the barrel, with one round in the chamber itself. Some shotguns
had a special bayonet adapter, which could attach a standard-issue bayonet.
The M97 was used by all military arms at some point or another, and was
employed in smaller numbers in the Second World War. As newer and better
shotguns were developed, the Winchester began to be phased out, but still saw
use in Korea and Vietnam.
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Call of Duty 2 notes
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A new addition to Call of Duty, the shotgun developed a notorious reputation
from the moment of the game's release. Prior to COD2, the same shotgun was
featured in Allied Assault, where it was strongly disliked by the community as
being too strong, too fast and too accurate. Not surprisingly, COD2's shotgun
has met with the same dislike.
The shotgun's iron sight consists of nothing more than a steel pin above the
muzzle. Being a shotgun, the weapon sprays a burst of pellets at a target
rather than a single bullet. While having a large damage area, the pellets do
little damage individually. The weapon is best used at close range, where
practically all pellets hit, resulting in overkill. At longer ranges it
requires more shots to bring an enemy down, and at long range it is impossible
to hit a target. The Shotgun requires a pump action between shots, reducing its
rate of fire, and reloads with individual shells. The reload can be cut off at
anytime to resume firing when needed.
Interestingly, the Shotgun is the only weapon that doesn't lose its crosshairs
while moving. This makes it far easier for the shotgun to run around and pump
people full of lead without much accuracy penalty.
While the damage of the Shotgun is realistic enough (any less damaging and it
wouldn't be a shotgun), the free availability of it from the menu for all teams
makes it a cookie cutter of a weapon in close quarter maps. The main concern
that many players have with the Shotgun is that it is too easy to use and
impossible to defend against, making it a popular weapon with noobs and hated
by other players. Veteran players argue that while it is possible to kill
several enemies in a row with several rifle shots, it takes skill to use a
rifle, while a Shotgun can kill 5-6 players in a row by pointing the weapon in
the general direction of the target. In maps like El Alamein, which is
essentially a big trench system, the Shotgun simply cannot be stopped unless by
another Shotgun or by a long range rifle shot.
Because of its controversial power and availability, some servers remove the
weapon from the menu. Arguably, the weapon would be better left as something
that can only be picked up, like the FG-42 in COD1, but it is most likely that
competitive circles will bar the weapon entirely. There is a good chance that
Infinity Ward will nerf the weapon in some form in a future patch.
The Shotgun has the same grenade loadout as the submachine guns, with one frag
grenade and one smoke grenade.
Name: Maschinengewehr 1942
Country of origin: Germany
Available for: Stationary weapon in Single and Multi-Player
Calibre: 7.92 x 57mm Mauser
Magazine capacity: 250-round linkable belts
Firing mechanism: Full-automatic, recoil-operated
Rate of fire: 1200 rounds per minute
Weight: 11.5kg on bipod
In the 1930's, the German Army required a machine gun to rearm its forces.
After a few unsatisfactory adoptions, the Mauser company came up with a
revolutionary design: the MG34. It incorporated several new features: the
"straight-line" principle, where the butt is part of the barrel line, reducing
the tendency to rise when firing on full-automatic, the use of 50-round belts
that could be linked to form longer belts, and even the use of a double-drum
magazine. A fast, accurate weapon, the MG-34 was a good weapon.
Too good, perhaps. It used the same manufacturing techniques as traditionally-
made weapons, being very time- and labor-consuming. To rectify this problem,
changes were made to the MG34, using as much metal stampings and pressings as
possible, making it easier to produce the weapon while maintaining reliability.
This was achieved and designated the MG42, as well as notching the rate of fire
over 1200 rounds per minute. At this level, it is impossible for the human ear
to pick out individual rounds being fired, only hearing a "brrp" sound that was
feared by anyone on the receiving end. This extremely high rate of fire tended
to overheat the barrel, which could easily be changed in a few seconds.
The MG42 was a General Purpose Machine Gun, being used as a light machine gun
as well as a heavy machine gun mounted on a tripod. Interestingly, many
infantry tactics were centered around the MG42. This was fair, since the
MG42 provided more firepower than an entire squad. The MG squad was handpicked
and consisted of seasoned veterans. The most decorated soldier carried and
fired the MG42, while the second best soldier fed the MG42 and replaced the
barrel. The two least experienced soldiers, usually new conscripts, did nothing
but carry ammunition. The rest of the crew covered all possible approaches to
the MG42. The MG42 itself was exempt from a 'stand fast' order, relocating to
a better, pre-planned position to resume firing. This order of battle was
extremely effective. The squad may be crippled, but as long as the MG42 was
still operational, the remainder could put up more firepower than any Allied
squad.
Although the original MG42 has been phased out, many of its features are used
in modern machine guns like the M60. As a testament to its revolutionary
design though, the MG42 is still in use by the German Army as the MG3,
rechambered for the 7.62mm NATO round.
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Call of Duty 2 notes
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The MG-42 returns with its awesome sound effects and tons of lead spewing out.
The MG-42 is only seen as a stationary weapon, and mainly in single player.
Germans generally pre-deploy MG-42s at key positions throughout the levels,
while some levels feature Germans carrying MG-42s, which you can take out
before they can deploy them. In multiplayer, most stages have an MG-42 located
in some places, typically on the German side of the map for team-based maps.
The MG-42 uses a white crosshair similar to the black crosshair in COD1. The
intersection of the crosshairs designates the approximate point of impact, as
the weapon will vibrate violently when fired. The MG-42 does not overheat,
unlike CODUO, so it can be fired indefinitely without any penalty. An easy way
to determine hit probability is to fire the weapon only when the crosshairs go
red, which they do when pointing directly at an enemy. Some players see this
method is cheap, but that's how the game mechanics are coded.
The weapon can kill targets in 1-2 hits, and anyone caught in its spray is
practically shredded instantaneously. The catch is that the weapon is
stationary, which means that the firer is a sitting duck for as long as they
are using the MG-42. While enemies from the front will have trouble taking out
the gunner, flanking enemies will have no problem in neutralising the threat.
Therefore, try to minimise the amount of time spent on the MG and only use it
when there are targets of opportunity.
The MG-42 cannot be moved around by the player. However, in a couple of
missions the MG-42 is carried by German troops and deployed at certain
locations. Players can take out the machine gunner before they deploy the MG-
42, removing a potential threat.
===============================================================================
8.3 - .30 cal
===============================================================================
Name: Browning M1919A4 .30cal Light Machine Gun
Country of origin: USA
Available for: Stationary weapon in Single and Multi-Player
Calibre: .30-06 (7.62 x 63mm)
Magazine capacity: 250-round belts
Firing mechanism: Full-automatic, recoil-operated, air-cooled
Rate of fire: 400-550 rounds per minute
Weight: 14.5kg
Developed by famed weapons design John M. Browning, the M1919 was a rather
late-issue infantry machine gun. Prior to the M1919, the Americans used the
M1917A1 water-cooled machine gun in the First World War. However, experience
showed that the water-cooling made the weapon excessively heavy, so it was
redesigned with an air-cooled perforated barrel jacket and, after several
refinements to infantry needs, became the M1919A4 light machine gun.
The M1919A4 was the dominant version of the M1919 series, and was issued as a
support weapon for infantry mounted on a tripod, as well as mounted on tanks
and jeeps.
However, further combat experience brought complaints that the M1919A4, using a
tripod, was too unwieldy and took too long to set up in combat. The M1919A4 was
improved by reducing the weight, replacing the tripod with an integral bipod
and added a shoulder-stock to the weapon, making it much easier to set up and
fire. This model was designated the M1919A6.
As with all air-cooled machine guns, the M1919A6 was less efficient and could
not output the same amount of sustained fire as the older M1917. Consequently,
the M1917 saw a resurgence in use in the Korean War, when heavy sustained fire
was required and the M1919 machine guns failed to deliver.
Despite the improvements of the M1919A6, only 43,500 were produced in WWII,
compared to the 390,000 M1919A4 models.
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Call of Duty 2 notes
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The .30 cal, present in CODUO as the M1919A6 deployable machine gun, is now the
stationary M1919A4 machine gun. The weapon is practically identical to the
German MG-42, except that it has a different firing sound and is usually found
in the American side of multiplayer maps.
The .30 cal uses the same white static crosshair as the MG-42, which goes red
when pointing at targets, almost guaranteeing a kill if fired at this stage.
Like the MG-42, the .30 cal does not overheat, and also renders the gunner
vulnerable to flanking attacks.
In a certain American mission in Single Player, the M1919A4 .30 cal is mounted
on the DUKW, which the player uses while it is advancing across the river onto
the bank.
During the North Africa campaign, the German army discovered an amazing
American weapon: the "Bazooka", a rocket launcher firing fin-stablised shaped-
charge warheads, and capable of devastating tanks. Realising the potential for
this weapon, and acknowledging that it was superior to any infantry anti-tank
weapon they had, the Bazooka was copied and improved, forming the
Raketenpanzerbüchse 43, "Rocket Tank Rifle".
Popularly known as the Panzerschreck, "Tank Terror", and Ofenrohr, "Stove
Pipe", among the troops, the weapon was essentially the same as the M9A1
Bazooka. The Panzerschreck used a metal shoulder stock and fired rockets using
an electric ignition system. However, to improve the performance of the
Panzerschreck, the Germans opted for the 8.8cm rocket as the projectile, rather
than the smaller 6.0cm rocket used in the Bazooka, resulting in a far superior
weapon.
The trigger assembly had two triggers: one trigger cocked the magnetic ignition
system, and the second trigger pushed the magnetic rod through a coil,
generating the electric current necessary to fire the rocket. The rocket itself
was stablised in flight by a steel ring at the rear, similar to aircraft bombs.
The rockets were available in summer and winter version, each with different
propellent loadings for different thermal conditions.
One of the flaws of the Panzerschreck was that the rocket propellent continued
to burn for a few seconds after launch, putting the firer at risk of being
burnt. Initially, firers wore gloves and a mask, but the later
Raketenpanzerbüchse 54 rectified the problem by installing a metal blast shield
at the front of the trigger assembly.
Like the American Bazooka teams, the Panzerschreck was best used in a two-man
team with a gunner and a loader. Early teams had little success due to
overconfidence in the Panzerschreck's design, resulting in engagements of up to
1000m, despite the Panzerschreck only being effective to 150m or so. It took
some time for the Panzerschreck's abilities to be gauged and realised,
surpassing the Panzerfaust.
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Call of Duty 2 notes
----------------------
With vehicles no longer in multiplayer, and with the Panzerfaust being a
disliked weapon in COD1 as an anti-infantry weapon, the Panzerschreck is no
longer available in multiplayer and is only found in several single player
missions.
The iron sights have changed greatly from CODUO. The player now looks closly
through the rear shield and uses the front aiming device. The iron stump marks
the approximate point of impact, although the rocket is quite inaccurate, so it
is better to place the entire upper sight hole over the target for a great hit
probability. The weapon is best fired at close-medium range, where the rocket
won't spiral out of control.
The Panzerschreck is first seen in the Russian mission "Comrade Sniper", where
the rocket launcher is dropped in one of the rooms and used to dispose of the
German half-track.
The Panzerschreck is also prominently used in the British Caen campaign, where
the player uses it from the back of a truck to take out a pursuing German tank.
A later British level also contains the Panzerschreck with limited ammunition.
Players can keep the Panzerschreck through the level to take out enemy tanks in
one hit, or otherwise they can use sticky bombs.
One of the most feared weapons in the German arsenal, the Flak 88 was the bane
of the armored vehicle. Capable of knocking out practically any tank in
existence during WWII, the Flak 88 was a formidable multi-purpose weapon used
both as standalone artillery and as primary armament for tanks.
The name "Flak" is derived from "Fliegerabwehrkanone", meaning "anti-aircraft
gun". Originally designed for a calibre of 75mm, the Flak was intended to
combat the problems faced by anti-aircraft artillery, namely the lack of
altitude and difficulty in hitting fast-moving targets. This was achieved by
increasing the muzzle velocity of the cannons to extend their range, and to
improve their rate of fire.
After overcoming the military speedbump of the Versailles Treaty, the Germans
quickly accelerated development of their new weapon. The first prototypes for
the new 88mm calibre were produced, and after testing and approval were
designed the Flak 18, also known as the Flak 88/L56, derived from the barrel
length of 56 calibres. The Flak 18 featured a "semi-automatic" loading system,
allowing spent cases to be ejected and new shells loaded with a single handle,
increasing the rate of fire to 20 rounds a minute. The Flak 18 was used in the
Spanish Civil War and proved to be best anti-aircraft weapon.
The Flak 36 model improved on the Flak 18 by using a three-piece barrel that
could be easily replaced from exposure and wear, and featured a heavy crucifix-
shaped base that could easily be deployed from its carriage, allowing the Flak
to commence firing after a very quick interval; essential to the German
blitzkrieg strategy.
During the North Africa campaign, Field Marshal Erwin Rommel realised that he
was short of anti-tank guns, which in any case proved to be ineffective against
Allied armor. To supplement his batteries, Rommel borrowed Flak 88's from other
batteries and used them to repel the British advance. The 88mm shells
devastated their tanks, and from then onwards the Flak 88 was used as a dual-
purpose gun, with time-delayed fuses for anti-air and high-explosive shells for
anti-tank and anti-infantry.
Despite the terrifying effectiveness of the Flak 88, it was a relatively
uncommon gun. It's heavy base made transportation and mobility difficult, and
most of the time its firepower was decisive only in ambush scenarios rather
than pitched battles.
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Call of Duty 2 notes
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The Flak 88 is only available in Single Player. Like COD1, the Flak 88 is not
usable in multiplayer due to it being an infantry-only game, but it is often
the target for Search and Destroy games.
The artillery piece is most often the target of single player assaults, with
the objective being to either destroy them or eliminate their crews. In one or
two levels, players can man the 88 themselves to take out tanks and infantry.
The Flak 88 has a white crosshair, and because the weapon has a flat
trajectory, the shells will travel straight to the point of impact with a large
splash radius. The Flak 88 can typically knock out enemy tanks in one hit, and
wipe out masses of enemy infantry.
As the Flak 88 is a dual purpose Anti-Air/Anti-Tank artillery piece, many Flak
cannons in single player will be pointed towards the sky, forcing the player to
bring the weapon down if they want to use it against ground forces.
===============================================================================
8.6 - Flak AA Gun
===============================================================================
Name: 2cm Flak 38 "Flakvierling"
Country of origin: Germany
Available for: Single-Player only
Calibre: 20mm
Magazine capacity: 4 x 20 rounds
With four barrels, a practical firing rate of over 800 rounds per minute and
featuring a compact frame design including flip-up seats and raisable stands,
the Flakvierling was the best anti-aircraft gun the Germans had.
The Flakvierling was a capable of firing in semi-automatic and full-automatic,
and its barrels could quickly be replaced to prevent overheating and wear and
tear. It could fire both armor-piercing/high explosive shells, as well as
conventional HE shells.
The Flakvierling could elevate from -10 degrees to +100 degrees, was capable of
traversing 360 degrees and had separate sights for air and ground targets.
----------------------
Call of Duty 2 notes
----------------------
The Flak AA gun is only available in one British North Africa mission. Like its
COD1 appearance, the AA gun is used to ward off a German air attack. The AA gun
uses a white crosshair, although the crosshair is only sighted to a certain
range, beyond which the bullets will continue to travel.
When shooting down the enemy planes, players need to lead the planes slightly
to compensate for travel time. The easiests point to shoot the planes is when
they start heading directly towards you, where it is almost impossible to miss.
Name: Crusader Mark III
Country of origin: Great Britain
Available for: Single Player, British
Main armament: 6-pounder (57mm) gun
Secondary armament: 1 Besa MG
Crew: 3
After the Covenanter tank was deemed to be too light to be an effective tank,
the heavier Crusader tank was designed, and was a major component of armoured
units in the North Africa campaign.
The primary advantage of the Crusader over other tanks was that it was
substantially faster than any other tank. The disadvantage of this, however,
was that the Crusader had a very weak gun. The initial Crusader model featured
a 2-pounder (40mm) gun, which was no match in power and range of German tanks
and AT guns. Another problem encountered by the Crusader was that they were not
supplied with High Explosive ammunition, rendering them incapable of
neutralising infantry or artillery. The Germans exploited these flaws by luring
British Crusader tanks into an ambush of AT guns, which could bombard the
Crusaders with impunity as they were outside the range of the Crusaders' guns.
The British in turn developed spearhead tactics that were designed to allow the
Crusader to rush German guns and tanks and close the distance as soon as
possible to allow the tanks to fire directly at German units and using speed to
their advantage. A brutal and costly tactic, it was nonetheless one of the few
options the British had in deploying the Crusader tank.
There were three main Crusader tank models used. The Crusader Mark II featured
thicker frontal armor and removed the auxillary turret where the secondary MG
was located in the Mark I. The Mark III Crusader was up-gunned to the 6-pounded
(57mm) gun and was ready for use at the First Battle of El Alamein in May 1942.
However, the larger gun meant less space in the turret, resulting in the crew
being reduced from four to three, with the commander acting as the loader.
Towards the end of the North Africa campaign, the Crusader was being phased out
by the American Grant and Sherman tanks, and later the British Cromwell tank.
The Crusader was relegated to secondary duties, with the chasis being used
mainly for mobile Anti-Air guns.
----------------------
Call of Duty 2 notes
----------------------
In COD1, players controlled a T-34 tank in the Russian armoured push across the
snow-filled plains of Eastern Europe. In COD2, players assume the role of Tank
Commander David Welsh of the 7th Armoured Division, controlling a Crusader tank
across the deserts of North Africa. The mission introduces players to the
British spearhead doctrine and pits them against German tanks and 88's, with
some additional support by Sherman tanks.
The first thing players might notice about the Crusader tanks is that it's
fast. In fact, it's VERY fast. The sheer speed of the Crusader allows it to run
circles around the German tanks. However, at the beginning of each assault,
players must close the distance by sprinting across the open desert and smash
into the German lines before they can fight effectively against the German
tanks.
The main gun uses a crosshair to designate the point of impact. The gun takes
two or more shells to knock out a German tank, or one shell to the turret. One
shell is enough to take out the Flak gun, and the gun is moderately effective
against infantry, although it is often easier to run over them rather than
shooting them. Shells fire in a flat trajectory, so there is no need to figure
out firing angles; it's just a simple point-and-click procedure.
Like COD1, the Crusader tank has an MG mounted in the hull, which will
automatically fire at infantry in sight, and is quite effective at taking out
ground troops.
The regenerating health system works the same way with the tank as it does on
foot, oddly enough. The tank will go into critical status when struck by an
enemy shell, and will explode if struck again during critical. If not struck
again, it will replenish itself and can take further hits from there. As it is
so easy to take out German tanks and evade fire, being hit isn't a huge
problem, but when in critical ensure that all threats are taken out as soon as
possible. Being an open desert, there aren't any places to hide to regenerate
apart from friendly tanks, and they tend to blow up rather quickly when faced
against the German tanks.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
VERSION HISTORY
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
Version 1.11 (Nov 13 2005) - Fixed Grenade entry:
SP Max nades are 4 Frag, 4 Smoke
MP Max nades are 3 Frag, 1 Smoke
Version 1.1 (Nov 11 2005) - Fixed many typographical errors
- Added minor details to various entries
- Added Crusader tank entry
- Corrected Grenade entry regarded rifles
Version 1.0 (Nov 10 2005) - Version 1.0 Complete
- Future updates may contain more single player
entries
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END OF FILE
Copyright (c) 2005 David "Scott Lee" Nguyen
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