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    Multiplayer Weapon FAQ by Wil_Stormchaser

    Version: 1.01 | Updated: 02/22/09 | Printable Version | Search This Guide

     
      
    Call of Duty: World at War
    Multiplayer Weapon Guide version 1.0
    Wil_Stormchaser
    twentytwooctopi@gmail.com
    
    ---
    
    Table of Contents:
    
    1. Introduction
    2. Legal Stuff
    3. Weapons
    4. Contact
    5. Miscellaneous/Credits
    
    ---
    
    1. Introduction
    
    
    Hello folks, I'm Wil_Stormchaser, Call of Duty fan like all of you,
    and you're reading my first FAQ. I played Call of Duty: Finest Hour and
    Call of Duty 2: Big Red One on the PS2; however I never went online with them.
    More recently, I have come back to the series after a short Call of Duty
    sabbatical to play Call of Duty 4: Modern Warfare and Call of Duty: World
    at War on the Xbox 360, this time playing them online. I was inspired to make
    this guide for several reasons. First, I wanted to contribute something to
    my favorite site on the net, where I have wasted more time than anyplace else.
    Second, such information as is contained in this FAQ is not to be found on
    this site, and users must turn to other sources for answers. Third, several
    of my online buddies have made FAQs, and peer pressure demands I follow suit.
    And finally, I just wanted the fame, prestige, and attention from women that
    comes from having a guide on GameFAQs.
    
    ---
    
    2. Legal Stuff
    
    I am not Treyarch or Activision, and I do not own any of the
    copyrights or trademarks relating to Call of Duty: World at War. All trademarks
    and copyrights contained in this document are owned by their respective
    trademark and copyright holders.
    
    This FAQ, however, is the property of Wil_Stormchaser, and currently only
    the sites listed below may host it. If you want to host it on your site,
    go ahead and email me. If you are reading this guide on a site
    not listed in this section, please email me.
    
    Approved sites:
    
    GameFAQs.com
    supercheats.com
    Neoseeker.com
    
    ---
    
    3. Weapons
    
    We finally arrive at the meat of the guide! Here I'll give you the relevant
    information for every weapon in the game, along with a short commentary.
    The format will be as follows:
    
    Name of Weapon (weapons will be listed by category and by order of unlocking)
    
    Damage: (Maximum Value)/(Minimum Value) (Damage decreases over range)
    Ammo: (Magazine Size)/(Reserve Ammo)
    Reload: (Reload Animation Time)/(Actual Reload Time)
    Empty Reload: (Animation)/(Actual Time)
    Fire Rate: RPM (Bolt time for Bolt Actions)
    Multipliers: (Any hit zones with multipliers other than 1.00)
    
    Attachment Information (Repeated with each Attachment)
    
    Attachment Name: Effect
    
    Weapon Commentary
    
    -=Pistols=-
    
    Colt M1911
    
    Damage: 40/20
    Ammo: 8/24
    Reload: 1.9/1.4
    Empty Reload: 2.65/1.65
    Fire Rate: Semiauto, capped at 1200 RPM
    Multipliers: Head (1.4)
    
    No Attachments
    
    One of the three starting pistols. Statistically, it is the same as the Nambu,
    Walther, and Tokarev, with the exception of reload times. An excellent weapon,
    it has been in service with the US Military for close to 100 years. In game,
    though, like all pistols there is nothing terribly remarkable about it.
    -
    
    Nambu
    
    Damage: 40/20
    Ammo: 8/24
    Reload: 1.7/1.25
    Empty Reload: 2.1/1.6
    Fire Rate: Semiauto, capped at 1200 RPM
    Multipliers: Head (1.4)
    
    No Attachments
    
    Japanese Sidearm. It is one of the three starting pistols, and is
    statistically the same as the other three automatics. However, it has the
    fastest reload of the four, but I have heard that to offset this it has
    slightly misaligned sights. Confirmation would be appreciated.
    -
    
    Walther P38
    
    Damage: 40/20
    Ammo: 8/24
    Reload: 2.1/1.6
    Empty Reload: 2.5/1.6
    Fire Rate: Semiauto, capped at 1200 RPM
    Multipliers: Head (1.4)
    
    No Attachments
    
    A sturdy German sidearm designed to replace the difficult-to-manufacture
    Luger at the start of the war. It's reload times are a bit on the long side,
    but it has my favorite sights out of all the pistols.
    -
    
    Tokarev TT33
    
    Damage: 40/20
    Ammo: 8/24
    Reload: 2.25/1.7
    Empty Reload: 2.35/1.5
    Fire Rate: Semiauto, capped at 1200 RPM
    Multipliers: Head (1.4)
    
    No Attachments
    
    Russian sidearm unlocked later than the other automatics, it is my least
    favorite pistol, with reload times on the longish side and mediocre sights.
    However, this seems to be the most commonly used pistol other than the magnum.
    -
    
    .357 Magnum
    
    Damage: 50/30
    Ammo: 6/18
    Reload: 3/3
    Empty Reload: 3/3
    Fire Rate: Semiauto, capped at 1200 RPM
    Multipliers: Head (1.4)
    -
    
    -=Bolt Action Rifles=-
    
    Springfield
    
    Damage: 50
    Ammo: 5/25
    Reload: 2/1.65
    Empty Reload: 2/1.65
    Bolt Time: .87 seconds
    Multipliers: Head(2.0) Neck(2.0) Chest(1.5) Stomach(1.5)
    
    Attachments:
    
    Sniper Scope: Adds a sniper scope to the weapon. Details Below.
    Bayonet: Adds a bayonet that increases melee range.
    Rifle Grenade: Gives two rifle mounted explosive projectiles. Takes perk 1.
    
    The Springfield is one of four bolt action rifles in Call of Duty 5. They are
    very similar statistically, but have slight differences. The Springfield has
    the fastest bolt out of the bolt actions, but also the most difficult sight.
    However, that might not matter so much if you actually prefer it's sight.
    Adding a scope severely changes it's stats, so I'll list them below.
    
    Springfield Scoped
    
    Damage:70
    Ammo: 5/15
    Reload Animation: 1.15 for first round, .5 for each thereafter.
    Actual Reload: 1 and 0.2
    Bolt Time: .87 seconds
    Multipliers: Head(1.5) Neck(1.5) Chest(1.5) Stomach(1.1)
    -
    
    Arisaka
    
    Damage: 50
    Ammo: 5/25
    Reload: 2/1.65
    Empty Reload: 2/1.65
    Bolt Time: 1 Second
    Multipliers: Head(2.0) Neck(2.0) Chest(1.5) Stomach(1.5)
    
    Attachments
    
    Sniper Scope: Adds a sniper scope to the weapon. Details below.
    Bayonet: Adds a bayonet that increases melee range.
    Rifle Grenade: Gives two rifle mounted explosive projectiles. Takes perk 1.
    
    The Arisaka is one of the four statistically similar bolt actions in
    Call of Duty 5. It has great sights, and looks cool with a scope. As
    with the Springfield, and all other bolt actions, the scope changes the stats
    wildly, so I'll list them below.
    
    Arisaka Scoped
    
    Damage: 70
    Ammo: 5/15
    Reload Animation: First Bullet 1.15, others .5
    Actual Reload: 1/.2
    Bolt Time: 1 second
    Multipliers: head(1.5) Neck(1.5) Chest(1.5) Stomach(1.5)
    -
    
    Mosin-Nagant
    
    Damage: 50
    Ammo: 5/25
    Reload: 2/1.65
    Empty Reload: 2/1.65
    Bolt Time: 1 Second
    Multipliers: Head(2.0) Neck(2.0) Chest(1.5) Stomach(1.5)
    
    Attachments:
    
    Sniper Scope: Adds a sniper scope to the weapon. Details Below.
    Bayonet: Adds a bayonet that increases melee range.
    Rifle Grenade: Gives two rifle mounted explosive projectiles. Takes perk one.
    
    The Mosin-Nagant is a Russian bold action rifle known for it's accuracy and
    durability. My favorite Bolt Action (and one of my top 3 guns in the game), it
    has a very precise yet unobtrusive sight. Adding a sniper scope considerably
    alters the stats, so I have those listed below.
    
    Mosin Nagant Scoped
    
    Damage: 70
    Ammo: 5/15
    Reload Animation: 1.15 for first, then .5 for each
    Actual Reload: 1 for the first, then .2 each
    Bolt Time: 1 Second
    Multipliers: Head(1.5) Neck(1.5) Chest(1.5) Stomach(1.1)
    -
    
    Kar 98
    
    Damage: 50
    Ammo: 5/25
    Reload: 2/1.65
    Empty Reload: 2/1.65
    Bolt Time: .9 Seconds
    Multipliers: Head(2.0) Neck(2.0) Chest(1.5) Stomach(1.5)
    
    Attachments:
    
    Sniper Scope: Adds a sniper scope to the weapon. Details Below.
    
    Standard issue German Bolt Action Rifle. It has a faster bolt than the Mosin
    or Arisaka, however, in my opinion it's sights are harder to use. They are
    better than the Springfield's though. It's bayonet looks pretty cool, and with
    a sniper scope the weapon's stats change dramatically, si they are listed
    below.
    
    Kar 98 Scoped
    
    Damage: 70
    Ammo: 5/15
    Reload Animation: 1.15 for first, then .5 for each
    Actual Reload Reload: 1 for first, then .2
    Bolt Time: .9 Seconds
    Multipliers: Head(1.5) Neck(1.5) Chest(1.5) Stomach(1.1)
    -
    
    PTRS-41
    
    Damage: 70
    Ammo: 5/10
    Reload: 3.5/2.2
    Empty Reload: 4.5/2
    Bolt Time: .8 Seconds
    Multipliers: Head(1.5) Neck(1.5) Chest(1.5) Stomach(1.1)
    
    No attachments
    
    The PTRS is a semiautomatic Russian anti-tank rifle. While it is actually
    no more powerful than any other bolt action rifle, it had three advantages.
    First, it has a slightly higher rate of fire than the other sniper rifles.
    Second, It sways less than the other sniper rifles. And third, it
    tears off limbs. The scope cannot be detatched.
    -
    
    -=Rifles=-
    
    Tokarev SVT-40
    
    Damage: 40-30
    Ammo: 10/50
    Reload: 3.23/2.15
    Empty Reload: 4/2.15
    Fire Rate: Semiauto, capped at 1200 RPM
    Multipliers: Head(1.4)
    
    Attachments:
    
    Flash Hider: Increases Rate at which bullets lose damage but stops you from
    appearing as a red dot on the map when you fire.
    Aperture Sight: Gives the weapon a new sight.
    Telescopic Sight: Gives a new sight which increases zoom and sway.
    
    The Russian semiautomatic SVT-40 is another one of my top 3 weapons in this
    game. It has good damage, range and accuracy, and in my opinion a better
    sight then the Gehwehr 43. A good gun for all situations, I especially
    like it for search and destroy.
    -
    
    Gehwehr 43
    
    Damage: 40/30
    Ammo: 10/50
    Reload: 3/2.05
    Empty Reload: 4/2.35
    Fire Rate: Semiauto, capped at 1200 RPM
    Multipliers: Head(1.4)
    
    Attachments:
    
    Silencer: Increases rate at which bullets lose damage but stops you from
    appearing as a red dot on the map when you fire.
    Aperture Sight: Gives the weapon a new sight.
    Telescopic Sight: Gives a new sight which increases zoom and sway.
    Rifle Grenade: Gives two rifle mounted explosive projectiles but takes perk 1.
    
    The German semiautomatic Gehwehr 43 is one of the more common weapons you'll
    see in the online, for good reason too. It has formidable stats (equal to the
    SVT-40's), but a shorter reload and rifle grenades. However, it's sight is
    slightly harder to use, and there is currently a glitch wherein a player
    will have to do the empty reload whenever they reload while using a silencer,
    even if the gun is only missing one bullet.
    -
    
    M1 Garand
    
    Damage: 45/35
    Ammo: 8/64
    Reload: 3.4/1.6
    Empty Reload: 1.6/2.5
    Fire Rate: Semiauto, capped at 444 RPM
    Multipliers: Head(1.4)
    
    Attachments:
    
    Flash Hider: Increases the rate at which bullets lose damage, but stops you
    from appearing as a red dot on the map when firing.
    Bayonet: Adds a bayonet that increases melee range.
    Rifle Grenade: Gives two rifle mounted explosive projectiles but takes perk 1.
    Sniper Scope: Adds a sniper scope. Details below.
    
    The M1 Garand was the iconic weapon of World War 2. Standard issue for
    American Soldiers, in the hands of an infantryman it was superior to the
    bolt actions issued to other armies. However different damage amounts make
    them balanced in this game. It's attachments vary from those had by
    other rifles, and in my mind this is a good thing. Who needs a different
    sight when you can have a bayonet or a sniper scope? Speaking of a sniper
    scope, like with the bolt rifles the M1's stats are significantly altered
    when using the scope, so they will be listed below.
    
    M1 Garand Scoped
    
    Damage: 70
    Ammo: 8/24
    Reload: 3.4/1.6
    Empty Reload: 1.6/2.5
    Fire Rate: Semiauto, capped at 444 RPM
    Multipliers: Head(1.5) neck(1.1) Chest(1.1)
    -
    
    STG 44
    
    Damage: 30-20
    Ammo: 30/60
    Reload: 2.45/1.55
    Empty Reload: 3.35/1.55
    Fire Rate: 535 RPM
    Multipliers: Head(1.4)
    
    Attachments:
    
    Flash Hider: Increases the rate at which bullets lose damage but stops you
    from appearing as a red dot on the map when you fire.
    Aperture Sight: Gives the weapon a different sight.
    Telescopic Sight: Gives a new sight which increases zoom and sway.
    
    The German STG 44 was a revolutionary weapon. It is considered the world's
    first assault rifle (STG stands for Sturmgehwehr, or Storm Rifle). However,
    being invented in 1944, it came in too late to change the outcome of the war.
    In Call of Duty 5, it is a solid choice of weapon that most closely resembles
    the assault rifles of Call of Duty 4. However, some dislike it for it's low
    damage compared to it's rate of fire.
    -
    
    M1 Carbine
    
    Damage: 40/30
    Ammo: 15/60
    Reload: 2.9/2.2
    Empty Reload: 3.7/2.3
    Fire Rate: Semiauto, capped at 1200 RPM
    Multipliers: head(1.4)
    
    Attachments:
    
    Flash Hider: Increases the rate at which bullets lose damage but stops you
    from appearing as a red dot on the map when firing.
    Aperture Sight: Changes the sight of the weapon.
    Bayonet: Increases Melee Range
    Box Magazine: Increases ammo capacity to 30, slightly increases reload time.
    
    The M1 Carbine is one of the rarer guns to see online, thanks to it's
    unlocking at rank 65, but it is an incredibly useful weapon. It's variety
    of attachments make it a unique weapon, and it has very precise sights.
    -
    
    -=Submachine Guns=-
    
    M1 Thompson
    
    Damage: 40/20
    Ammo: 20/60
    Reload: 2.1/1.6
    Empty Reload: 2.7/1.2
    Fire Rate: 750 RPM
    Multipliers: Head(1.4)
    
    Attachments:
    
    Silencer: Increases the rate at which bullets lose power, but stops you from
    appearing as a red dot on the map while firing.
    Aperture Sight: Gives the weapon a new sight.
    Drum Magazine: Doubles ammo capacity to 40, slightly increases reload time.
    
    Made famous by Chicago gangsters, the ubiquitous "Tommy Gun" was the
    American Submachine Gun of World War 2. It has a good rate of fire and good
    damage, but without the drum it's ammo is lacking. With the drum, though,
    it can hipfire very well, and is my favorite SMG.
    
    MP40
    
    Damage: 50/29
    Ammo: 32/64
    Reload: 2.3/1.85
    Empty Reload: 3.3/2.15
    Fire Rate: 535 RPM
    Multipliers: Head(1.4)
    
    Attachments:
    
    Silencer: Increases rate at which bullets lose power, but stops you from
    appearing as a red dot on the map when you fire.
    Aperture Sight: Gives the weapon a new sight.
    Dual Magazines: Doubles ammo capacity to 64 and slightly increases reload time.
    
     The MP40 is the most common weapon in the online, and for good reason:
    it's brutally effective at anything but long range. It is very damaging,
    especially for it's rate of fire, and it has good sights and lots of ammo.
    -
    
    Type 100
    
    Damage: 40/20
    Ammo: 30/60
    Reload: 2.25/1.95
    Empty Reload: 2.75/1.75
    Fire Rate: 750 RPM
    Multipliers: Head(1.4)
    
    Attachments:
    
    Silencer: Increases rate at which bullets lose power but stops you from
    appearing as a red dot on the map when you fire.
    Aperture Sight: Gives the weapon a new sight.
    Double magazine: Doubles ammo capacity to 60 and slightly lengthens reloads.
    
    Statistically, the Type 100 is almost the same as the Thompson, with the
    differences being that while the Type 100 carries more ammo, is has
    slower reloads and slightly more difficult sights. Overall, Thompson
    vs. Type 100 is personal preference.
    -
    
    PPSh-41
    
    Damage: 22/14
    Ammo: 35/70
    Reload: 2.3/1.9
    Empty Reload: 2.8/1.7
    Fire Rate: 1250 RPM
    Multipliers: Head (1.4)
    
    Attachments:
    
    Aperture Sight: Gives the weapon a new sight.
    
    Drum Magazine: Doubles ammo capacity to 70 and slightly lengthens reloads.
    
    The PPSh-41 was the Russian Submachine Gun of World War 2. Although
    most games depict it with the drum magazine, in World at War you must
    earn it (the box magazine did exist for it). The PPSh has a crazy fire rate
    at 1250 RPM, even faster than in real life (although this is to balance
    it's low damage).
    -
    
    -=Shotguns=-
    
    M1897 Trench Gun
    
    Damage: Fires 8 pellets. Each pellet does 30/10
    Ammo: 7/21
    Reload Animation: .9 for first, .6 for every shell thereafter.
    Actual Reload: .75, .6
    Pump Time: .8 Seconds
    Multipliers: Head (1.4)
    
    Attachments:
    
    Grip: Adds a grip that reduces recoil but takes perk 1.
    
    Bayonet: Adds a bayonet that increases melee range.
    
    The Trench Gun is a decent shotgun, that in my opinion is better than the
    W1200 from 4, thanks to it's better range. Unlike the Double Barrel Shotgun,
    it's pellets do not disappear so quickly. I personally can't use it without
    double tap, but maybe you can.
    -
    
    Double Barrel Shotgun
    
    Damage: 40-0
    Ammo: 2/18
    Reload: 2.75/1.95
    Empty Reload: 2.75/1.95
    Fire Rate: Capped at 212 RPM
    Multipliers: Head (1.4)
    
    Attachments:
    
    Grip: A grip that takes up perk 1 but reduces recoil.
    
    Barrel Sawoff: Increases damage to 45 but increases the rate at which it
    loses damage as well.
    
    In my opinion, the Double Barrel Shotgun is the superior shotgun of
    Call of Duty 5. The superior fire rate AND damage make it more useful
    in difficult situations, and sleight of hand eliminates it's ammo weakness.
    -
    
    -=Machine Guns=-
    
    Type 99
    
    Damage: 45/33
    Ammo: 30/60
    Reload: 3.75/3.05
    Empty Reload: 5/3.05
    Fire Rate: 625 RPM
    Multipliers: Head (1.4)
    
    Attachments:
    
    Bipod: Deployable Bipod to increase stability.
    
    Bayonet: Adds a bayonet that increases melee range.
    
    Overall, the Type 99 is a great LMG. It's sights are a bit tricky at first,
    but are easy to get used to. It has a good ROF, low recoil and superb damage
    for an automatic weapon. It is also the only LMG with a bayonet. On long
    streaks it's ammo supply runs out fast, so bandolier might be a good first
    perk.
    -
    
    BAR
    
    Damage: 45/35
    Ammo: 20/60
    Reload: 2.75/1.95
    Empty Reload: 3.25/1.7
    Fire Rate: 375 RPM
    Multipliers: Head (1.4)
    
    Attachments:
    
    Bipod: Deployable bipod to increase stability.
    
    When I first got the Browning Automatic Rifle, I had a lot of trouble using it.
    Except at short range, it's recoil is too unmanageable to fire
    automatically, so instead take a hint from it's name and use it like a
    rifle rather than a machine gun. Semiautomatic fire works great at range,
    and up close you have the advantage of automatic fire and a larger magazine
    over normal rifles.
    -
    
    DP-28
    
    Damage: 45/35
    Ammo: 47/47
    Reload: 3.3/2.25
    Empty Reload: 4.5/2.25
    Fire Rate: 469 RPM
    Multipliers: Head (1.4)
    
    Attachments:
    
    Bipod: Deployable bipod to increase stability.
    
    The DP-28 is a distinctive looking Russian machine gun with good power
    and ammo capacity. It's sights are good for up to medium range, and while
    removing the old magazine during a reload it makes a cool sound. Only one
    spare magazine means that bandolier is a good first perk.
    -
    
    MG42
    
    Damage: 30
    Ammo: 50/100
    Reload: 6/2.8
    Empty Reload: 6/2.8
    Fire Rate: 937 RPM
    Multipliers: Head (1.4)
    
    Attachments:
    
    Bipod: Deployable bipod to increase stability.
    
    The MG42, one of the most iconic weapons of World War 2, makes it's appearance
    in World at War. It's Beastly rate of fire combined with decent damage
    are offset by a small drum relative to the ROF, and a long reload. The sights
    are also a little bit difficult to handle beyond short range.
    -
    
    FG42
    
    Damage: 30/22
    Ammo: 20/60
    Reload: 2.4/1.85
    Empty Reload: 3.5/1.75
    Fire Rate: 937 RPM
    Multipliers: Head (1.4)
    
    Attachments:
    
    Bipod: Deployable bipod to increase stability.
    
    Telescopic Sight: Grants a new sight that increases Zoom and Sway.
    
    This German Paratrooper weapon is my #1 weapon in the game. It's fast rate of
    fire, controllable and precise sights all make a delicious combo. It's
    poor hipfire accuracy and small magazine make it a poor choice for close
    range combat, but for anywhere else it is the ideal weapon.
    -
    
    Browning M1919
    
    Damage: 40
    Ammo: 50/150
    Reload: 6.45/4.25
    Empty Reload: 6.45/4.25
    Fire Rate: 625 RPM
    Multipliers: Head (1.4)
    
    Attachments:
    
    Bipod: Deployable bipod to increase stability.
    
    The Browning M1919 is a great Machine gun for range, due to it's good sight
    and not-dropping bullet power. It's RoF is decent, and Sleight of Hand
    is a good counter to it's long reloads.
    
    ---
    
    4. Contact
    
    I can be reached by emailing twentytwooctopi@gmail.com
    
    ---
    
    5. Miscellaneous/Credits
    
    Credit to DenKirson (http://www.xanga.com/DenKirson)
    for having a great site with actual weapon stats
    listed. The ones the game tells you are not
    necessarily true.
    
    Credit to Masterchef87 and Magus_Stragus
    I looked at their FAQs to get an Idea of how to write
    one, as this is my first.
    
    http://www.gamefaqs.com/console/xbox360/file/939212/51617
    and
    http://www.gamefaqs.com/portable/ds/file/945837/54930
    
    And finally me for writing this.