hide results

    Multiplayer Weapon Guide by masterchef87

    Version: 1.4 | Updated: 05/26/08 | Search Guide | Bookmark Guide

    For PC ONLY!
    Version 1.3
    By Alexander Young (aka Calder)
    e-mail: calder87@gmail.com
    Do not copy in part or in full for reproduction on the internet without my 
    1. Introduction
    I noticed the other day that GameFAQs had no comprehensive guide to the 
    multiplayer features of Call of Duty 4. Being the sort of person who likes to 
    categorize weapons and the like, I decided to make this guide. Note that this 
    is NOT a guide to maps or game mode strategies. Experience is the best solution 
    for both, in my opinion. This is also not a guide to the rank-up levels or 
    challenges in the game; other guides list that information, and the game will 
    tell you all you need to know about when challenges will be unlocked/fulfilled 
    and what to do to unlock/fulfill them.
    A word on how to read the weapon stats: in the custom class screen, accuracy 
    (how close the shot will go compared to where you aim), damage, range (how far 
    the bullet can go and still damage a target), fire rate, and mobility (how fast 
    you move) are listed as bars on the screen. I converted those bars into number 
    rankings out of 12. The bar values don't always perfectly correspond to 
    increments of 1/12, so some rankings will have a + indicating that the bar is 
    slightly fuller than normal. So, a damage rank of 9+ is slightly higher than 9 
    but less than 10. 
    I recorded magazine sizes and reserve ammo myself, and used a stopwatch to
    estimate the reload times for the weapons. I judged recoil by playing alone on 
    the Crash map and firing a whole magazine of each weapon into a wall at medium 
    distance, checking the bullet hole grouping afterwards.
    v1.4 - 4/14/08
    -Corrected information on .50 caliber ammunition again
    -Corrected information on UAV
    -Changed every instance of "clip" to "magazine"
    -Updated sections on R700, sniper rifles intro, spotting cheaters, Mini-Uzi
    -New section: Tactics, a section giving suggestions for manuevering and using 
    several techniques like knifing
    v1.3 - 3/7/08
    -Corrected information on .50 caliber ammunition in the Barrett and Desert 
    Eagle entries
    -Updated info on M14 assault rifle, M60E4 LMG, and Desert Eagle
    -Updated info for helicopter, knife, flashbang grenade, smoke grenade, and 
    silencer attachment
    -Updated info for Juggernaut, Last Stand, Martyrdom, and Overkill perks
    -Added info on no-scoping to the sniper rifle intro
    -Added Camping to both the Do and Don't Complain lists
    v1.2 - 2/5/08
    -Added "What Not To Complain About" and "What To Complain About" sections to 
    -Improved info for Juggernaut and Martyrdom perks, Airstrike support, and 
    grenade launcher attachment
    -Added smoke grenade info, improved stun and flashbang grenade info
    -Improved some weapons perk and equipment recommendations
    -Added ghillie suit and basic tactics info to Sniper Rifle overview
    -Corrected fire rates for various semi-automatic weapons in light of their 
    dependence on how fast you can click the mouse
    2. Table of Contents
    Searching: press Ctrl+F in your web browser and enter the section number and 
    letter for the section you want to read, then hit next until you see the 
    3. Equipment, Attachments, and Support
    	3a. Equipment/Camouflage
    	3b. Attachments
    	3c. Support
    4. Perks
    	4a. Tier One
    	4b. Tier Two
    	4c. Tier Three
    5. Weapons
    	5a. Assault Rifles
    	5b. SMGs
    	5c. LMGs
    	5d. Shotguns
    	5e. Sniper Rifles
    	5f. Pistols
    6. Miscellaneous
    	6a. What Not To Complain About
    	6b. What To Complain About
    	6c. Tactics
    7. Acknowledgements
    3. Equipment, Attachments, and Support
    3a. Equipment/Camouflage
    Note: All grenades do a small amount of damage to enemies if they hit before 
    exploding, just as if you had thrown a rock at your opponent. You can use this 
    to kill wounded opponents and fulfill some of the Humiliation challenges 
    unlocked at ranks 47 and 48! It's also really funny, so try it if the 
    opportunity arises.
    Frag Grenades: When you press the grenade key (G or whatever), you'll lob a 
    grenade with a 5-second fuse on it. Unless you want to flush enemies out of 
    hiding or get the nade lobbed back at you, this isn't a good idea. Instead, 
    hold the key down. Your crosshairs will start pulsing, and the grenade will 
    explode at the fifth pulse. For best results, lob the grenade at your opponent 
    at the third or fourth pulse (fourth if they're close) and they won't have time 
    to react. You can throw any frag grenade you're standing on by hitting the 
    grenade key. This takes a second or two, so unless you have no other choice, 
    run instead of going for the throw. Also, you can kill yourself by throwing a 
    friend's grenade even if friendly fire is off.
    Flashbang Grenades: Detonates 1 second after you throw it; cannot be cooked.  
    Sets off a loud bang and a bright flash about two seconds after it is thrown, 
    blinding anyone facing it (including you but not your teammates if FF is off) 
    for several seconds.  Blinded players can still move and fire freely, so be 
    careful of wild fire when you flash and enter an area.
    Knoah reports that flash grenades do not report a damage tick if they blind 
    someone, unlike the stun grenade.
    [BLiTZ] Yippo claims that a flashed player cannot sprint until the flash wears 
    off. I tested this with a friend and confirmed it.
    Stun Grenades: Arms one second after being thrown, CAN be cooked. Once armed, 
    it detonates on impact with the ground.  Momentarily blinds and mildly damages 
    those in its radius and slows their motion and turning for several seconds.  
    You don't have to be facing it for it to stun you.  Ideally you should use this 
    on enemies with their backs to you so you can take a leisurely headshot or 
    backstab. Stunned players can still fire their weapons and STAB at normal 
    speed, so be careful when approaching from the front. I've actually stabbed an 
    attacker while stunned, and it can't have been enjoyable for him. :)
    Knoah pointed out that if the stun grenade stuns someone, it returns a tick 
    like when you hit someone with a bullet. You can use this to tell you if 
    someone's in a room. Thanks, Knoah!
    Smoke Grenades: Takes about 1-2 seconds to put up a decent-sized cloud of smoke 
    after hitting the ground. As far as I know you can't inflict impact damage with 
    this like you can with the other hand grenades. Despite the passive nature of 
    the smoke screen, it turns out to be a great stalemate-breaker on 
    objective-based maps. It can hide your team as they move to an objective, blind 
    a group of enemies while you fire into their position, or even act as a decoy 
    to drain enemy explosives (sometimes smoke clouds attract a LOT of enemy frag 
    grenades). In my experience, teams using smoke grenades on objective maps tend 
    to make breakthroughs more often than teams that don't.
    NOTE: Keep in mind that being in the smoke doesn't mean you're invisible from 
    every angle! If you really want to stay hidden, stay either in the center of 
    the smoke or (preferably) on the other side of the smoke from your enemies.
    Knife: Hit melee to whip out the knife regardless of how impossible it is to 
    carry your potentially heavy gun in one hand and slash quickly and effectively 
    with the other. The combat knife one-shot kills any target, unless you're on a 
    feedback FF server where the damage you inflict on friendlies goes to you 
    instead. In that case, you take damage to within one point of death. I'm not 
    sure on how the game decides to have you stab or slash someone... perhaps you 
    slash if you're strafing.  Slashing is rather quick, whereas stabbing has a 
    recovery time of a couple seconds, which can be perilous if you miss your 
    target but the stab animation happens anyway. Remember to treat the knife like 
    a gun; aim with your crosshairs and don't compensate for where the knife 
    "should go" in real life.
    Camouflage: Paint your gun! In some cases having the proper camo on your gun 
    will actually disguise you better, but don't sweat this too much because you 
    can't change camo in the middle of a round. Mainly you use camo to make your 
    gun look cool and for prestige. All primary weapons that you have unlocked 
    automatically come with desert and woodlands camo. The following camos are 
    unlocked for all weapons by completing their respective Expert Challenges 
    (headshot quotas):
    Digital Camouflage (25 headshots): gray, blocky micropattern camo good in 
    concrete-filled maps like Countdown, Pipeline and Vacant, as well as Wet Work.
    Blue Tiger Camouflage (75 headshots): blue and dark gray tigerstriped camo, 
    most likely to blend in in Wet Work and the concrete maps.
    Red Tiger Camouflage (150 headshots): red and dark gray tigerstriped camo.
    Gold: Available for the AK-47, Mini-Uzi, M60E4, M1014, and Dragunov when you 
    complete all Marksman and Expert challenges for every gun in their respective 
    classes. Shiny and easily noticeable by everyone, but you should be proud to 
    show it off!
    3b. Weapon Attachments
    These items can be attached to the specified weapon classes with the exceptions 
    of the Desert Eagle and MP44. All equipment except for the grenade launcher and 
    pistol silencer must be unlocked for each individual weapon by completing the 
    Marksman (kill quota) challenges for that weapon. The kills needed to unlock 
    the equipment are listed next to the equipment names.
    Grenade Launcher (assault rifles) (replaces Tier One perk): The n00b tube!  
    Equip this attachment with 5 to bring up the grenade reticule, and fire. The 
    impact grenade won't arm until a second or two after leaving the barrel, so aim 
    for at least medium-distance targets. The exception is impact kills. If you can 
    hit someone up close with an undetonated grenade, they die instantly! The kill 
    icon is rather amusing. As fun as the noob tube is, there's a reason it has 
    that name. Players often get annoyed at those who ALWAYS use the grenade 
    launcher every spawn. It feels cheap after a while, and besides that it doesn't 
    get you weapon experience towards equipment or camo and if you're decent at 
    aiming you can usually get more kills by moving around with your gun than by 
    moving around with your 2-shot noob tube. Use in moderation, for everyone's 
    Silencer (assault rifles 75, SMGs 75, pistols): A silenced weapon suffers a 2+ 
    penalty to range and an unspecified minor penalty to damage (SEE BELOW), but 
    when fired it won't appear on enemy radar. I believe the silencer reduces 
    recoil somewhat as well. Use if you don't want to be detected as easily.
    The PFC says that the silencer does not inflict a damage penalty on a weapon, 
    but by reducing the range it reduces the maximum range at which the bulet will 
    do any damage.
    Red Dot Sight (assault rifles 25, SMGs 25, LMGs 25, shotguns 25): Replaces your 
    weapon's iron sights with a battery-powered laser red dot sight. If you have 
    trouble lining up shots easily with the iron sights, switch to the red dot. The 
    laser dot will obscure your target at long range, but it's bright and easy to 
    aim quickly. I always use this if I don't need any other attachment for my 
    primary weapon.
    Grip (LMGs 75, shotguns 75) (replaces Tier One perk): Increases weapon accuracy 
    by 3 and therefore decreases recoil.  A considerable benefit for high-recoil 
    weapons if you don't mind losing the Tier One perk; not really necessary for 
    the relatively low-recoil SAW LMG.
    ACOG Scope (assault rifles 150, SMGs 150, LMGs 150, sniper rifles 100): 
    Advanced Combat Optical Gunsight. A telescopic sight intermediate between the 
    iron sight/red dot zoom and the sniper scope zoom, with a reticule illuminated 
    by radioactive tritium.  Decreases accuracy by 1 and increases range by 2+. Use 
    with fairly accurate weapons that you prefer to use at long range if you can't 
    line up or reach enemies with the iron/red dot sights.
    3c. Support
    As you rack up kills, you will be notified of support abilities that you can 
    use by pressing the 6 key. These should be used whenever you get them, as they 
    can help your team immensely. You can only have one support ability at a time, 
    so be careful to use your ability before increasing your streak. If you die, 
    you keep any support ability you had.
    3-kill streak: UAV (Unmanned Aerial Vehicle): scans the map, pinging the 
    locations of all enemies who don't have the UAV Jammer perk.  Everyone on your 
    team can see the pings. One call lasts for 30 seconds. Anakronos and damoore38 
    informed me that calling a new UAV on top of an existing one DOES NOT STACK.  
    You end up wasting the new UAV entirely. This is fine if you want to use the 
    UAV to get XP, but if you've maxed out your rank, try to only use a UAV when 
    your team doesn't already have one in effect.
    5-kill streak: Airstrike: if no jet icons are on the radar map, you may call an 
    airstrike. The map will appear and you can click where you want the bombs to 
    fall. The area around your click will be bombarded with three strikes in quick 
    succession. Try to hold your strike until your team's UAV is active, and don't 
    bomb enemies under solid roofs (it won't do anything). Missing roofs, such as 
    those in parts of the building in Vacant, are fair game. This support can 
    sometimes be more effective at taking out enemies than the helicopter, so make 
    sure to use it before racking up a larger kill streak.  Be extremely careful 
    when using this on a friendly fire server!  Also, consider saving it for 
    critical offensives or saving efforts in Headquarters, Sabotage, Search and 
    Destroy, and Domination.
    7-kill streak: Helicopter: if no helicopter icon is on the radar map, you can 
    call an AI helicopter gunship to fly around the map shooting at any enemy it 
    can find. The chopper has missiles and a minigun with considerable bullet 
    penetration. Any kill the chopper makes goes towards your kill count. If you're 
    dealing with an enemy chopper, shoot at it if your fire won't give your 
    position away to the enemy. All bullets that can reach the chopper (i.e. not 
    shotgun shells) will damage it, and every little bit helps. RPGs usually either 
    kill choppers or reduce their HP to within a few bullets of damage, but LMGs 
    also do considerable damage. Some servers have custom settings for the 
    chopper's HP; I recall a server where the chopper spawned with only one HP!  
    Don't count on something like that, though. :)
    Phillee93 pointed out that the chopper has weak points at its rotors. I haven't 
    been able to confirm this beyond a doubt, but it seems to have worked a couple 
    of times, so try it and let me know if you have definite proof!
    4. Perks
    These are special abilities and equipment that you can attach to your custom 
    classes. You may choose one from each tier, unless a weapon attachment you have 
    forbids Tier One perks.
    4a. Tier One Perks
    C4 x 2: Adds 2 C4 charges to your inventory; equip with the 5 key. When 
    equipped, you'll pull out a detonator. Right click to throw a C4 pack, and 
    left-click to detonate it. When you have something other than the detonator 
    equipped, double-tap the Use key (default F) to detonate. Good for traps and 
    hilarious room-clearing attempts.
    Special Grenades x 3: Increases the number of flashbang or stun grenades you 
    have to 3; sorry, no triple smoke.
    RPG-7 x 2: Adds two RPG-7s to your inventory; equip with 5. These are intended 
    for taking out enemies at medium range (or close for the lols), as well as 
    enemy helicopters. They're too inaccurate for long-distance attacks, and the 
    smoke trail will give away your position, so move away after firing.
    Claymore x 2 (Unlocked at rank 23 Master Gunnery Sergeant): Adds two claymore 
    antipersonnel mines to your inventory.  A red V will show the detection and 
    blast direction of the mine; thankfully these are friend-or-foe so your allies 
    won't trigger them, friendly fire or not. One shot from any weapon will destroy 
    it. Place mines so that enemies will have to run towards or away from the V, 
    not across it! It's easy to sprint past a claymore, trigger it, and escape 
    unharmed by running in the right direction.
    Frag Grenade x 3 (Unlocked at Rank 41 Colonel): Gives you three frag nades 
    instead of one.  Great for nade spammers, but nobody loves a nade spammer! If 
    you don't care, or if you tend to use lots of grenades strategically instead of 
    chucking them across the map all at once, feel free to use this perk.
    Bandolier (Unlocked at Rank 32 Captain): Increases the ammunition for all guns 
    you carry.  Highly recommended for low-ammo guns as noted in the Weapons 
    Bomb Squad (Unlocked at Rank 14 Staff Sergeant): Nearby enemy C4 and claymores 
    appear as black and white explosion+skull icons. You can see these through 
    walls and floors.  Take advantage of bullet penetration and your own explosives 
    to get rid of these hazards, hopefully taking out camping enemies at the same 
    time. In general, though, this perk should be foregone in favor of more 
    frequently useful Tier Ones.
    4b. Tier Two Perks
    Stopping Power: Increases bullet damage for all of your weapons. Recommended to 
    compensate for weak weapon damage or to tip powerful weapons like the M16 into 
    the realm of one-shot kills.
    Juggernaut: Increases health, so you can take more damage in rapid succession 
    before biting it. Recommended for ninjas who frequently charge the enemy. If 
    you shoot an enemy who uses Juggernaut, a red cross symbol will appear under 
    your crosshairs to tell you that you'll need to shoot your target a little more 
    than usual for a kill.
    The PFC notes that if you have Juggernaut, you cannot be one-shotted by any 
    gun, even a sniper rifle, unless it has Stopping Power. This is different for 
    Hardcore mode, but my guide doesn't cover hardcore.
    Sleight of Hand (Unlocked at Rank 20 Master Sergeant): Decreases reload time by 
    up to half depending on the weapon and on whether you're loading a full 
    magazine or not. Recommended for ninjas, shotguns, LMGs, and bolt-action sniper 
    Double Tap (Unlocked at Rank 29 1st Lieutenant): Increases fire rate for your 
    weapons. I didn't notice a difference with fast semi-auto weapons like the 
    pistols, M1014, and G3 because Double Tap increased the fire rate above what I 
    could achieve by clicking the mouse, so keep in mind your physical limitations 
    when choosing this perk for fast single-shot weapons. Automatic weapons tend to 
    empty their magazines anywhere from 20% to 30% faster. Recommended for slower 
    automatic weapons like the AK-47 and M60E4 LMG.
    Overkill (Unlocked at Rank 38 Lieutenant Colonel): Allows you to carry two main 
    weapons. The weapon you choose as your secondary can't have camouflage, and if 
    you choose two guns that use the same ammo (like the R700 and M40A3), they will 
    share ammo between them. Recommended if your primary is a less versatile weapon 
    like a shotgun or sniper rifle.
    Thanks to SpaceTimeMorph for this:
    Your run and sprint speeds are always determined by the mobility rating of your 
    primary weapon. So, if you use Overkill with an LMG and a shotgun, put the 
    shotgun as your primary unless you really want camo on the LMG.
    UAV Jammer (Unlocked at Rank 11 Sergeant): You don't show up on enemy UAV 
    scans, but you still show up if your weapon makes noise. Recommended for 
    snipers (lone blips on UAV scans are dead giveaways for snipers and afk-ers) 
    and stealthy players. Combine with silenced weapons to be completely invisible 
    on radar!
    Sonic Boom: Increased explosive damage from your frags, C4, RPGs, and 
    claymores. Useful if you particularly enjoy using explosives, otherwise use 
    something else.
    4c. Tier Three Perks
    Extreme Conditioning: Allows you to sprint about twice as long as normal.  
    Recommended for ninjas, the impatient, and those who frequently go after bombs 
    and headquarters in Sabotage and Headquarters respectively.  
    Steady Aim: Increases hip-fire (not zoomed in) accuracy. Recommended for 
    run-and-gunners and users of automatic low-accuracy weapons like the LMGs.
    Last Stand (Unlocked at Rank 8 Corporal): When fatally wounded, you fall down 
    and whip out your pistol to try and take out as many enemies as you can before 
    going under.  One point of damage will kill you, and you'll die anyway in about 
    15 seconds. You can hold F to kill yourself immediately if you Last Stand in a 
    position with no enemies around. You don't get a Last Stand if an explosion 
    kills you.
    Thanks to SpaceTimeMorph for telling me about this:
    You don't get a Last Stand if you die by headshot.
    If you have a secondary weapon other than a pistol when you die, the pistol you 
    draw for Last Stand will be an M9 with full ammo. When you go into Last Stand 
    while cooking a grenade, you can still throw the grenade for a nice surprise 
    for your killer!  
    You can also knife at will during Last Stand!
    You get twice the experience for a kill achieved during Last Stand than you do 
    for a normal kill.
    Martyrdom (Unlocked at Rank 17 Gunnery Sergeant): When you die, you drop a live 
    frag grenade with a 2.5-pulse timer on it, hopefully killing at least one enemy 
    from beyond the grave. Be aware that some servers will kick you for using this 
    perk because of how annoying it can get when everyone uses it.
    You'll probably end up killing as many of your teammates as you kill enemies, 
    and definitely more teammates than you'd like.
    SpaceTimeMorph adds that you get twice as much XP for martyrdom kills than you 
    do for normal kills, but for everyone's sake don't let that encourage you to 
    always use it!
    Deep Impact: Your bullets penetrate harder cover. If you want to kill someone 
    through a wall with an SMG or kill through steel drums with an assault rifle, 
    use this perk.
    Iron Lungs (Unlocked at Rank 26 2nd Lieutenant): When sniping, you can hold 
    your breath (Shift) for up to 9 seconds instead of 4. It will take you 10 
    seconds to catch your breath after a 9 second hold, compared to 5 seconds for a 
    4 second hold. If you snipe, use this to be able to take steady shots more 
    frequently and to get more time to line up your shots.
    Dead Silence (Unlocked at Rank 44 Brigadier General): You make less noise when 
    moving. Good for stealthy players; add silencers and UAV Jammer for the 
    ultimate in stealth. Not generally as useful as most other Tier Three perks, 
    but handy on sparsely populated servers where enemies can actually hear the 
    sounds you make over the gunfire and explosions.
    Eavesdrop (Unlocked at Rank 35 Major): You can listen in on the voice chat of 
    nearby enemies. This perk is practically useless on the servers I go to, where 
    there's either no voice chat or chat consisting entirely of smack talk. Maybe 
    on serious clan servers it might be useful, but aside from that, avoid this 
    5. Weapons
    5a. Assault Rifles
    Accuracy                 10 / 12
    Damage                   7 / 12
    Range                    9 / 12
    Fire Rate                9+ / 12
    Mobility                 8 / 12
    Magazine Size/Reserve Ammo   30/60
    Recoil                   low cluster
    Reload Time              2.1/2.3
    Good Perks/Attachments: Stopping Power, Red Dot Sight, Steady Aim, Double Tap, 
    Deep Impact
    Standard service rifle for the U.S. Armed Forces. Fires a 3-round burst.  With 
    the Stopping Power perk, this rifle is pretty much a guaranteed one-burst kill 
    if you can land all three shots on your target. Definitely not recommended for 
    the aggressive, run-and-gun player, but one of the deadliest guns in the game 
    for those who like to hang back a little and engage in medium-long range fire.
    Accuracy                 6 / 12
    Damage                   9 / 12
    Range                    9 / 12
    Fire Rate                6 / 12
    Mobility                 8 / 12
    Magazine Size/Reserve Ammo   30/60
    Recoil                   low/moderate cluster
    Reload Time              2.7/3.3
    Good Perks/Attachments: Stopping Power, Red Dot Sight, Steady Aim, Double Tap, 
    Deep Impact
    Still the most iconic and best-selling assault rifle worldwide. Fires on full 
    auto.  The rifle has a noticeable vertical kick to it, but its recoil 
    suppressor ensures that the rifle levels again before firing the next shot.  
    Good for closer-quarters combat than the M16 or M4, but still pulls off good 
    middle-long distance single shots.
    M4 Carbine (unlock at Rank 10 Sergeant)
    Accuracy                 9 / 12
    Damage                   5 / 12
    Range                    9 / 12
    Fire Rate                9 / 12
    Mobility                 8 / 12
    Magazine Size/Reserve Ammo   30/60
    Recoil                   low cluster
    Reload Time              2.2/2.5
    Good Perks/Attachments: Stopping Power, Deep Impact, Red Dot Sight, Steady Aim
    Standard service carbine of the U.S. Armed Forces, preferred weapon of the 
    Marine Corps. Fires on full-auto. This is one of the most popular guns you'll 
    see on most servers, since it can lay a lot of bullets on a target in a very 
    short amount of time with minimal recoil. On paper it's not very powerful, but 
    if you aim it carefully it'll drop enemies in short order. If you just can't 
    seem to draw a bead on moving targets with the burst-fire M16, switch to the M4 
    and you should get better results. This one does just about everything you'll 
    want it to, except for maybe max-range sniping and super-fast ninja-ing.
    Heckler & Koch G3 (unlock at Rank 25 2nd Lieutenant)
    Accuracy                 11 / 12
    Damage                   7 / 12
    Range                    9 / 12
    Fire Rate                4 / 12 (limited by clicking rate)
    Mobility                 8 / 12
    Magazine Size/Reserve Ammo   20/40
    Recoil                   very low cluster
    Reload Time              2.9/4.0
    Good Perks/Attachments: Bandolier, Stopping Power, Deep Impact, Red Dot Sight, 
    ACOG scope
    Battle rifle designed in Germany and Spain; used by NATO and non-NATO 
    militaries worldwide. CoD4 features a single-shot version of the rifle.  Don't 
    let the low fire rate score fool you; the rifle will fire about as fast as you 
    can click your mouse, making Double Tap redundant. The combined accuracy and 
    damage on this gun make it sort of a mini-sniper rifle limited only by how 
    sharp your eye is or, if you attach an ACOG, how steady your hand is. With 
    Stopping Power, two consecutive shots will drop a target.  Take advantage of 
    the accuracy and go for headshots when you can. Not recommended at all for 
    close quarters, since the poor running accuracy can cripple you. You don't get 
    many shots with this gun, so consider bulking your ammo with Bandolier.
    Heckler & Koch G36C (unlock at Rank 37 Lieutenant Colonel)
    Accuracy                 8+ / 12
    Damage                   7 / 12
    Range                    9 / 12
    Fire Rate                7 / 12
    Mobility                 8 / 12
    Magazine Size/Reserve Ammo   30/60
    Recoil                   moderate cluster
    Reload Time              2.3/3.1
    Good Perks/Attachments: Bandolier, Stopping Power, Red Dot Sight
    The compact version of the G36, a successor to the G3 used in militaries 
    worldwide. Fires in full-auto. This rifle tends to work better in medium-close 
    quarters. I tend not to use it because it's not as lethal close-up as the M4 
    and not as effective long-range as the M16 or G3. You may want to use Bandolier 
    to bolster your ammo, because it's a spray-friendly kind of gun.
    M14 (unlock at Rank 46 Major General)
    Accuracy                 9 / 12
    Damage                   9+ / 12
    Range                    9 / 12
    Fire Rate                4 / 12 (limited by clicking rate)
    Mobility                 8 / 12
    Magazine Size/Reserve Ammo   20/40
    Recoil                   high vertical
    Reload Time              2.7/3.3
    Good Perks/Attachments: Bandolier, Steady Aim, Stopping Power, Silencer, Red 
    Dot Sight, ACOG scope
    This battle rifle has been in active U.S. military service since the Korean War 
    era. CoD4 gives you the single-shot version. I had issues with this rifle 
    because of the fierce recoil you get after every shot (highest recoil for any 
    assault rifle) and because you couldn't aim it as well as you could a sniper 
    rifle, even though they have similar optimal ranges. Since then, I've tried 
    some new things and have been able to get more out of the M14.
    The PFC suggested using Red Dot and aiming at the low/mid torso of an enemy, 
    then rapidly clicking two or three times. With or without Stopping Power, this 
    tactic works pretty damn well at middle distance, although two taps is better 
    for long distance. This firing method will almost always walk your shots up the 
    enemy's torso, hopefully ending in either fatal damage or a headshot.
    Because of the high power and range of the rifle, the silencer allows you to 
    still operate at medium range with the added bonus of stealth. The M14 is not 
    great for close combat or situations where you can't take your time when 
    firing, although in theory you can fire it as fast as the G3 (limited by your 
    clicking speed). Spamming it with hip fire at close range can get you some 
    kills, but if you usually fight close up, choose another rifle.
    MP44 (unlock at Rank 52 General)
    Accuracy                 6 / 12
    Damage                   9 / 12
    Range                    9 / 12
    Fire Rate                3 / 12
    Mobility                 8 / 12
    Magazine Size/Reserve Ammo   30/60
    Recoil                   moderate/high vertical
    Reload Time              3.0/3.7
    Good Perks/Attachments: Stopping Power, Double Tap, Steady Aim; NO ATTACHMENTS 
    AVAILABLE, but camo IS available
    One of the first true assault rifles, developed by the German Army during World 
    War II. Fires in full-auto. This gun is a salute to fans of the Call of Duty 
    series throughout its WWII phase, where the MP44 was one of the best guns in 
    the game. In CoD4, this gun is here mainly for nostalgia and if you want to 
    test your skills with a gun that isn't quite as good as the AK-47 and doesn't 
    have attachments available. Use it the same as the AK.
    5b. SMGs (Submachine Guns)
    Along with the shotguns, these weapons are the most mobile, so you'll want to 
    consider these for any ninja class you want to make. Some of them are almost as 
    versatile as the assault rifles, and one is a contender for the best gun in the 
    game. Because of their obvious potential as ninja weapons and because they 
    become more deadly with lowered recoil, I have recommended the silencer for all 
    SMGs if you favor a close-combat ninja playstyle.
    Heckler & Koch MP5
    Accuracy                 10 / 12
    Damage                   9 / 12
    Range                    5+ / 12
    Fire Rate                8 / 12
    Mobility                 12 / 12
    Magazine Size/Reserve Ammo   30/60
    Recoil                   low/moderate horizontal/cluster
    Reload Time              2.6/3.7
    Good Perks/Attachments: Stopping Power, Steady Aim, Silencer
    Another one of the most recognizable guns in video gaming. Very popular 
    worldwide among militaries, law enforcement agencies, and special forces. Like 
    all SMGs, it fires in full auto. The combination of stopping power, fire rate, 
    and accuracy makes this gun another all-purpose weapon in CoD4. Not as good at 
    long range as the M4, it makes up for it in added effectiveness in close 
    quarters. If you like to run around a lot and never spend much time taking 
    long-distance shots, this gun is for you.
    Skorpion vz. 61
    Accuracy                 11 / 12
    Damage                   9 / 12
    Range                    3+ / 12
    Fire Rate                9 / 12
    Mobility                 12 / 12
    Magazine Size/Reserve Ammo   20/60
    Recoil                   low horizontal
    Reload Time              2.6/3.0
    Good Perks/Attachments: Stopping Power, Steady Aim, Bandolier, Red Dot Sight, 
    A Czech SMG currently in use in Eastern Europe and several African countries.  
    The accuracy is this gun is impressive, but unfortunately so is the speed at 
    which you'll find yourself reloading. 20 bullets per magazine is pitifully 
    small for a gun with this kind of fire rate. You'll need to be really twitchy 
    to make the most of the gun's accuracy within its small effective range.  
    Stopping Power helps make the gun's magazine last a bit longer, but either way 
    you should be careful not to spray-and-pray with this one.
    Mini-Uzi (unlock at Rank 13 Staff Sergeant)
    Accuracy                 9+ / 12
    Damage                   9 / 12
    Range                    5 / 12
    Fire Rate                10 / 12
    Mobility                 12 / 12
    Magazine Size/Reserve Ammo   32/64
    Recoil                   low/moderate vertical
    Reload Time              2.6/3.8
    Good Perks/Attachments: Stopping Power, Steady Aim, Bandolier, Silencer
    A compact version of the famous Israeli machine pistol. This gun is great for 
    close-quarters spray, and can pick off medium-range enemies if you need it to.  
    Mainly I see it as a good ninja gun until you get the P90.
    AK-74u (unlock at Rank 28 1st Lieutenant)
    Accuracy                 8 / 12
    Damage                   10 / 12
    Range                    5 / 12
    Fire Rate                7 / 12
    Mobility                 12 / 12
    Magazine Size/Reserve Ammo   30/60
    Recoil                   low/moderate cluster
    Reload Time              2.7/3.5
    Good Perks/Attachments: Double Tap, Steady Aim, Bandolier, Silencer
    An SMG version of the AK-74, the AK-47's successor. As the most powerful SMG in 
    the game, this gun is good for pretty much the same function as the Mini-Uzi, 
    with more attention needed for lining up your shots to compensate for the 
    slower fire rate.
    Fabrique Nationale P90 (unlock at Rank 40 Colonel)
    Accuracy                 9+ / 12
    Damage                   7 / 12
    Range                    5 / 12
    Fire Rate                11 / 12
    Mobility                 12 / 12
    Magazine Size/Reserve Ammo   50/100
    Recoil                   low cluster
    Reload Time              3.0/3.7
    Good Perks/Attachments: Stopping Power, Steady Aim, Red Dot Sight, ACOG Scope, 
    This Belgian bullpup SMG should be familiar to fans of Ghost in the Shell, 
    Stargate SG-1, and Battlefield 2. Once you unlock it, it just might become your 
    favorite weapon. Sometimes I suspect that fully half the people on any given 
    server I join are using this gun. It combines a high rate of fire, some of the 
    lowest recoil of any SMG, great accuracy, decent damage, and a huge magazine to 
    be unmatchably lethal in the hands of almost any player. This gun does 
    everything better than the M4 does except for a very slight increase in recoil 
    and a moderate drop in effective range.  Every time I use it it just feels 
    easier to rack up kills than with whatever gun I was using before.  That said, 
    I tend to avoid it because it feels like an easy button for the game. So use it 
    for whatever role you play in a match, but be mindful that only using this gun 
    (which you may be tempted to do) makes you miss out on other fun weapons.
    Zombiecompacter mentioned that the Mini-Uzi is still more powerful than the P90 
    and still has a good magazine size, so it still makes a good alternative if you 
    want to kill with fewer bullets.
    5c. LMGs (Light Machine Guns)
    If you like guarding objectives or sitting in one place and spamming bullets 
    for a long time, these guns are good to consider. They excel at shelling out 
    lots of damage per bullet and lots of bullets per magazine at longer ranges 
    than the SMGs. Be careful not to reflexively reload these weapons! Even with 
    Sleight of Hand, it still takes longer to reload these guns than most other 
    weapons in the game. If you accidentally reload too early, switch to your other 
    weapon to cancel the reload.
    M249 Squad Automatic Weapon
    Accuracy                 8+ / 12
    Damage                   5 / 12
    Range                    9 / 12
    Fire Rate                9+ / 12
    Mobility                 4 / 12
    Magazine Size/Reserve Ammo   100/100
    Recoil                   moderate cluster
    Reload Time              6.7/6.7
    Good Perks/Attachments: Stopping Power, Steady Aim, Deep Impact, Sleight of 
    Hand, Red Dot Sight, ACOG Scope
    Used by the U.S. and other NATO militaries. Full auto, like all LMGs. Easily 
    the most accurate LMG under sustained fire, this is the LMG you'd most likely 
    consider for close encounters. Go for headshots with this one when you can, and 
    be careful to fire in burst to conserve ammo unless you expect many enemies to 
    come rushing through the same point.
    Accuracy                 7 / 12
    Damage                   9 / 12
    Range                    9 / 12
    Fire Rate                6 / 12
    Mobility                 8 / 12
    Magazine Size/Reserve Ammo   100/100
    Recoil                   moderate cluster
    Reload Time              10.0/10.0
    Good Perks/Attachments: Stopping Power, Steady Aim, Deep Impact, Sleight of 
    Hand, Red Dot Sight, ACOG Scope
    Soviet LMG currently still in use in Asia and Africa. Use in the Soviet Union 
    itself was halted by the AK-47-derived RPK, known to Battlefield 2 players.  
    This is possibly the best LMG overall, compromising between accuracy, damage, 
    and rate of fire. Use for close encounters, long-distance shots, or massive 
    fire as you see fit.
    M60E4 (unlock at Rank 19 Master Sergeant)
    Accuracy                 8 / 12
    Damage                   10 / 12
    Range                    9 / 12
    Fire Rate                3 / 12
    Mobility                 4 / 12
    Magazine Size/Reserve Ammo   100/200
    Recoil                   high random
    Reload Time              10.0/10.0
    Good Perks/Attachments: Double Tap, Steady Aim, Deep Impact, Sleight of Hand, 
    Red Dot Sight, Grip, ACOG scope
    U.S. general purpose machine gun, used on vehicle mounts and for medium MG 
    support. As the heaviest LMG in the game, this technically inflicts the most 
    damage per bullet, but its slow rate of fire and massive recoil make it my 
    least favorite LMG. I prefer the RPD in almost any situation.
    The PFC suggests using Red Dot or ACOG combined with double-click shots for 
    long distance, and it works. The LMG's superior damage means you can use this 
    gun like a rifle, only needing to land two or three shots (depending on 
    Stopping Power and whether the target has Juggernaut) for a kill. For medium 
    range, The PFC suggests aiming low on the torso and holding down the trigger.  
    The recoil should walk your shots up regularly enough to kill the target.
    I recommend using some kind of scope, either ACOG or Red Dot, to replace the 
    iron sights on this gun, but if you feel you can use them easily then don't 
    listen to me.
    5d. Shotguns
    If you really like one-shotting enemies as you ninja your way around the map 
    and don't like how long it takes to recover from a knife stab, use a shotgun.  
    These deal a lot of power per shot while letting you move as quickly as 
    possible.  Beware the short range, though!  Be prepared to switch to your 
    pistol or (if you use Overkill) a longer-range main weapon if your target gets 
    too far away.
    Winchester W1200 Defender (unlock at Rank 2 Private along with Demolitions 
    preset class)
    Accuracy                 3 / 12
    Damage                   11 / 12
    Range                    2+ / 12
    Fire Rate                2+ / 12
    Mobility                 12 / 12
    Magazine Size/Reserve Ammo   7/21
    Recoil                   very high upper right
    Reload Time              2.0*/5.8
    *Because the shotguns accept individual shells, you can press fire while 
    reloading to halt the reloading process and chamber whichever shell you loaded 
    last, in case you need to attack while reloading.
    Good Perks/Attachments: Double Tap, Sleight of Hand, Steady Aim, Grip
    The combat version of the American-made pump-action shotgun. You're more likely 
    to get a one-shot kill with this gun than with the M1014, but you'll need to be 
    more accurate with your shots and more careful about taking on groups of 
    enemies. I have yet to test this gun with Double Tap, but I suspect it may give 
    this gun an edge over the M1014 depending on how much the fire rate increases.  
    The grip gives a considerable reduction in recoil (possibly 1/3 to 1/2 
    reduction), so I highly recommend using it if you can forego the Tier 1 perk.
    M1014 (Benelli M4 Super 90) (unlock at Rank 31 Captain)
    Accuracy                 3+ / 12
    Damage                   9+ / 12
    Range                    2+ / 12
    Fire Rate                4 / 12
    Mobility                 12 / 12
    Magazine Size/Reserve Ammo   4/16
    Recoil                   moderate/high upper right
    Reload Time              2.1*/3.8
    *Because the shotguns accept individual shells, you can press fire while 
    reloading to halt the reloading process and chamber whichever shell you loaded 
    last, in case you need to attack while reloading.
    Good Perks/Attachments: Stopping Power, Sleight of Hand, Bandolier, Steady Aim, 
    An Italian-made semi-automatic combat shotgun used by the U.S. Armed Forces.  
    The potentially devastating effectiveness of this gun, known well to 
    auto-shotty-hating CounterStrike players everywhere, has been reduced by the 
    use of a 4-shell capacity. You will need to reload this gun constantly when 
    you're not firing it, making Sleight of Hand very useful. If you don't trust 
    your aim enough to use the W1200 or if you're playing on heavily populated 
    servers filled with groups of enemies too large to handle efficiently with 
    pump-action, choose this shotgun. The grip gives a considerable reduction in 
    recoil (possibly 1/3 to 1/2 reduction), so I highly recommend using it if you 
    can do without Bandolier.
    5e. Sniper Rifles
    BOOM HEADSHOT! These guns are, obviously, for those who prefer very 
    long-distance kills. The guns are not necessarily more accurate or powerful 
    than some of the assault rifles, but they maintain accuracy over much longer 
    ranges and all come with telescopic sights, allowing you to line up shots from 
    much safer positions. The sniper scope allows you to hold your breath for up to 
    4 seconds (9 seconds with Iron Lungs perk), which are counted off by loud 
    heartbeats you can hear. You must recover your breath for up to a second more 
    than the time you spent holding it before you can hold your breath again, and 
    the recoil from you sucking in air is sometimes larger than when you fire 
    without holding your breath. Several of the rifles offered in CoD4 are 
    semi-automatic and all have an unlockable ACOG scope, making them potentially 
    useful as high-powered substitutes for the G3 and M14 assault rifles.
    Sniping Tips: Be patient, line up your shot and hold your breath before firing, 
    and remember to change positions after each couple of shots if possible to 
    avoid being located. This is most important with the slow bolt-action M40A3 and 
    R700. You don't have to worry as much about making every shot count with the 
    semi-auto rifles, but you should still move after each volley. If your class 
    has a sniper rifle as your primary weapon and you're playing on a Spetsnaz vs.  
    SAS map, your soldier will spawn in a ghillie suit, a mesh suit covered in 
    foliage which you used in the snipe rlevels in the single player game. This 
    suit will actually help you blend in to grasses, especially the grass in the 
    Russian levels like Bloc, Pipeline, Downpour, Overgrown, and Vacant.  Keep this 
    in mind when you choose a hiding spot, and also keep in mind that you stand out 
    like a wooly sore thumb against metal, dirt, and concrete.
    More sniping tips: It is possible, in a pinch, to no-scope the sniper rifles, 
    especially the semi-automatics. If you have to deal with someone at shotgun 
    range and all you have is a sniper rifle, you can risk spamming a semi-auto 
    sniper, or even a bolt-action. You actually have a decent chance of getting a 
    kill, especially if you use Steady Aim with a semi-auto sniper rifle (I've 
    actually seen players do this).
    Ghillie suit bonus tip (thanks to Spangle Monkey): on grassy Spetsnaz vs. SAS 
    maps like Overgrown, Pipeline, and Creek (when Creek eventually comes out on 
    the PC, that is), you can use Overkill to use any weapon you like and enjoy the 
    added camouflage of the ghillie suit! Keep in mind that the suit really doesn't 
    add that much visual protection unless you're prone and unmoving in the grass, 
    M40A3 (unlock at Rank 3 Private along with Sniper preset class)
    Accuracy                 9+ / 12
    Damage                   9+ / 12
    Range                    12 / 12
    Fire Rate                2+ / 12
    Mobility                 8 / 12
    Magazine Size/Reserve Ammo   5/15
    Recoil                   moderate/high random
    Reload Time              2.1*/3.8
    *Because the bolt action rifles accept individual rounds, you can press fire 
    while reloading to halt the reloading process and chamber whichever round you 
    loaded last, in case you need to attack while reloading.
    Good Perks/Attachments: Iron Lungs, UAV Jammer, Bandolier, Claymore x2, 
    Overkill + SMG, Sleight of Hand
    Modified from the Remington 700 hunting rifle and used by the U.S. Marine 
    Corps. Bolt-action. The Marines took the R700 and gave it lower recoil, a 
    larger magazine, and improved accuracy at the cost of bullet damage. That's the 
    tradeoff you have to consider when choosing between this gun and the R700.  
    Because it's bolt-action, choosing this gun restricts you to long-range sniping 
    unless you enjoy using a pistol or using a second main weapon with Overkill.
    M21 (unlock at Rank 7 Corporal)
    Accuracy                 7 / 12
    Damage                   8 / 12
    Range                    12 / 12
    Fire Rate                6 / 12 (limited by clicking rate)
    Mobility                 8 / 12
    Magazine Size/Reserve Ammo   10/20
    Recoil                   moderate cluster
    Reload Time              2.8/3.4
    Good Perks/Attachments: Iron Lungs, UAV Jammer, Bandolier, Claymore x2, ACOG 
    scope, Overkill + SMG
    U.S. Army sniper rifle in active service since the Vietnam Era. The Army has 
    switched its standard sniper rifle to the R700-based M24, but they also still 
    use M21s and I guess the makers of CoD4 didn't want a third R700-based rifle in 
    the lineup. The M21 is adapted from the M14, so it basically functions as the 
    M14 was supposed to anyway. The recoil goes from excessive for a battle rifle 
    (M14) to acceptable for a semi-automatic sniper (M21). With the lowest recoil 
    of any sniper rifle, this is the one most likely to be modified with an ACOG 
    and taken to a closer range. Feel free to take several rapid shots at your 
    enemy to take them down instead of the painstaking one shot, one kill method 
    required by the bolt-action rifles. You may wish not to hold your breath when 
    taking several shots in a row, since the recoil is actually increased by taking 
    a breath-held shot.
    Dragunov (SVD, Snayperskaya Vintovka Dragunova) (unlock at Rank 22 Master 
    Gunnery Sergeant)
    Accuracy                 7 / 12
    Damage                   9+ / 12
    Range                    12 / 12
    Fire Rate                6 / 12 (limited by clicking rate)
    Mobility                 8 / 12
    Magazine Size/Reserve Ammo   10/20
    Recoil                   high vertical/random
    Reload Time              3.0/3.8
    Good Perks/Attachments: Iron Lungs, UAV Jammer, Bandolier, Claymore x2, 
    Overkill + SMG
    Soviet sniper rifle still in active use in the former Soviet nations, the 
    Middle East, and Asia. This gun has an essentially direct tradeoff with the 
    M21: the Dragunov has more power, but the M21 has smaller recoil. If you try 
    pulling off rapid shots with the Dragunov in the same way you would with the 
    M21, be prepared to compensate for the considerable vertical recoil. Take your 
    shots more slowly than with the M21 and think twice before carrying it in close 
    with an ACOG, but otherwise use it in the same way.
    Remington R700 (unlock at Rank 34 Major)
    Accuracy                 8+ / 12
    Damage                   11 / 12
    Range                    12 / 12
    Fire Rate                2+ / 12
    Mobility                 8 / 12
    Magazine Size/Reserve Ammo   4/12
    Recoil                   very high upper right
    Reload Time              2.0*/3.5
    *Because the bolt action rifles accept individual rounds, you can press fire 
    while reloading to halt the reloading process and chamber whichever round you 
    loaded last, in case you need to attack while reloading.
    Good Perks/Attachments: Iron Lungs, UAV Jammer, Bandolier, Claymore x2, 
    Overkill + SMG, Sleight of Hand
    The unmodified Remington 700 hunting rifle. It's larger and more powerful than 
    the M40A3, but kicks like a bionically augmented mule with the largest recoil 
    in the game. As a bolt-action sniper rifle and with only 4 bullets per 
    magazine, you should be very discrete about positioning yourself and should 
    follow the rule of "one shot, one kill" very strictly. If that's too boring for 
    you, or if you think you'll need to engage in close quarters occasionally, 
    either build your pistol skills or use Overkill with an SMG or shotgun.
    Barrett .50cal (M82, Special Applications Scoped Rifle) (unlock at Rank 49 
    Lieutenant General)
    Accuracy                 7 / 12
    Damage                   11 / 12
    Range                    12 / 12
    Fire Rate                4 / 12 (limited by clicking rate)
    Mobility                 8 / 12
    Magazine Size/Reserve Ammo   10/20
    Recoil                   high upper right
    Reload Time              4.4/4.9
    Good Perks/Attachments: Iron Lungs, UAV Jammer, Bandolier, Claymore x2, 
    Overkill + SMG
    Used by a number of militaries and special forces worldwide for explosive 
    ordinance disposal and attacks on military hardware (vehicles, buildings, 
    personnel behind significant cover). Semi-automatic. I'm not sure if the 
    Barrett has the highest penetration of any weapon in the game, but it would 
    make sense. If you like the ability to kill enemies behind cover without using 
    the Deep Penetration perk, this gun delivers. It can be thought of as the 
    semi-auto alternative to the R700 in terms of power, but it's less accurate, 
    and you can't fire an accurate volley of rounds nearly as easily as you can 
    with the M21. It's a matter of personal preference whether you choose this or 
    the R700 for a highest-power sniper rifle, but being semi-auto doesn't make 
    this gun much better at closer range due to the recoil, which is a bit larger 
    than the Dragunov's. If you want power but prefer to fire more rapidly at 
    closer range, choose this over the R700. If you love your accuracy and 
    headshots, choose the R700.
    .50 caliber info as corrected by Disraeli, Ryan Ardito, Toadifer:
    ".50 caliber" refers to the inner diameter (.50 inches) of the gun barrel and 
    therefore the bullet itself, NOT the cartridge. The amount of propellant in any 
    .50 caliber round gives it a lot of range and high speed, while the size 
    (caliber) of the bullet itself gives it massive stopping power. That power, by 
    the way, also means massive recoil. Toadifer says that the Barrett kicks so 
    hard that it can only be fired accurately in the prone position in real life. 
    Follow this link to see the size of the round: 
    The round on the left is a .223 like one you might find in an M16. The middle 
    one is a 30.06 hunting round similar to what you would get in an M1 Garand. The 
    one on the right is a .50 caliber sniper round. Whoa. Obviously, using 
    something like this on a human target for real is overkill.
    5f. Pistols
    The game doesn't give stats for pistols, so I had to guess based on in-game 
    descriptions, experience, and my understanding of how the game tends to balance 
    damage and magazine size. Pistols constitute your default secondary weapon if 
    you aren't using Overkill; they have the advantage of giving you a quick draw, 
    so you pull them out faster than with any other weapon. Snipers who forego 
    Overkill in favor of UAV Jammer or some other Tier 2 Perk will rely on pistols 
    to take out nearby enemies. They're also what you'll be using when your Last 
    Stand perk activates when you take fatal nonexplosive damage, so a certain 
    element of conscious choice is necessary. Of course, you can always drop the 
    pistol in favor of a better weapon you found on the ground... Also, like the 
    G3, M14, M21, Dragunov, and Barrett, the pistols will fire about fast as you 
    can click the mouse, so go ahead and let loose if you think you can hit your 
    target with all the shots.
    M9 (Beretta 92FS)
    Accuracy                 see recoil
    Damage                   low
    Range                    close
    Fire Rate                limited by clicking rate
    Mobility                 12 / 12
    Magazine Size/Reserve Ammo   15/30
    Recoil                   very low cluster
    Reload Time              1.7/2.0
    This Italian-made U.S. Military 9mm pistol is undoubtedly the weakest of the 
    bunch, but can also fire the most shots before reloading, which is important if 
    it's all you have to rely on against multiple enemies until you can find a 
    better dropped weapon (or in Last Stand). Aim for the head to make the most of 
    your large magazine.
    Heckler & Koch USP .45
    Accuracy                 see recoil
    Damage                   medium
    Range                    close
    Fire Rate                limited by clicking rate
    Mobility                 12 / 12
    Magazine Size/Reserve Ammo   10/20
    Recoil                   low vertical
    Reload Time              1.7/2.0
    You may remember this pistol from Half-Life 2 and CounterStrike. A favorite of 
    special forces, the USP gives you decent magazine size and good accuracy.  
    Consider silencing this one, since you'll retain decent damage while 
    gaining the benefit of silenced shots.
    Browning M1911 .45 (unlock at Rank 16 Gunnery Sergeant)
    Accuracy                 see recoil
    Damage                   medium
    Range                    close
    Fire Rate                limited by clicking rate
    Mobility                 12 / 12
    Magazine Size/Reserve Ammo   8/24
    Recoil                   very low cluster
    Reload Time              1.7/2.1
    The second throwback to Call of Duty's WWII years (but still in active military 
    and law enforcement service worldwide today), this pistol has a smaller 
    magazine than the USP but better grouping. Decide for yourself which one suits 
    your needs.
    Israel Military Industries Desert Eagle (unlock at Rank 43 Brigadier General)
    Accuracy                 see recoil
    Damage                   high
    Range                    close
    Fire Rate                limited by clicking rate, slightly slower
    Mobility                 12 / 12
    Magazine Size/Reserve Ammo   7/14
    Recoil                   moderate/high vertical
    Reload Time              2.2/2.4
    This .50 caliber hand cannon made for Magnum Research is used mainly for 
    competition and sport. Because of its considerable recoil and small magazine, 
    real-life militaries and law enforcement tend not to use it, despite what 
    CounterStrike may lead you to believe. Also, the .50 caliber Action Express 
    pistol round, only slightly smaller than the average thumb, is overkill for a 
    human target. Given that, every soldier in the CoD4 world must have bionic 
    wrists to be able to fire the Deagle as quickly and accurately you can in 
    multiplayer. Use this pistol if you like to go for pistol kills frequently 
    instead of using the pistol as a second or last resort.  It's very loud and not 
    silenceable, so don't use it if you favor stealth. To account for the recoil, 
    aim at your target's middle or lower torso and fire as fast as you can; they 
    should go down in short order. You'll get a separate golden Deagle when you hit 
    rank 55; there's no performance difference between it and the normal gun.
    The PFC adds that the silver Deagle is actually a .44 magnum version, whereas 
    the golden Deagle is a .50 Action Express. He bases this on differences in the 
    firing rates and ammo types in the X360 version, and says that really there's 
    no PRACTICAL difference between the guns. Use whichever you prefer.
    Just like for the Barrett, .50 caliber refers to the diameter of the bullet and 
    therefore the inner diameter of the gun barrel.  For comparison with other 
    bullets, see this:
    The M9 fires something the size of the Luger round to the right. The M1911 and 
    USP fire the .45 ACP in the middle, and the Deagle fires the two round types on 
    the left. The .44 and .50 caliber rounds are almost as tall as a double-A 
    battery (look at the .44 Remington Magnum in the first photo):
    6. Miscellaneous
    6a. What Not To Complain About
    Call of Duty 4 is a GAME. You're meant to have a good time playing with other 
    people online, which means that if you're pissing everyone off by whining 
    contantly, you're doing it wrong. Often I notice that whiners are complaining 
    about everything that they can possibly blame for their poor performance or 
    their team's poor performance, including or ommitting their own lack of skill 
    from case to case. Here's a list of things that are never worth whining about, 
    but first and foremost:
    -"Cheater!/Hax!/Aimbot!" This gets so common it's tragic. Look. I'll give you 
    some indications of actual cheating in the next section, but just because 
    someone always seems to be killing you before you can kill them doesn't 
    necessarily mean they're hacking the game or using an aimbot or whatever. If 
    it's enabled on your server, watch the killcam after you die and study what 
    happened from your killer's perspective. Sometimes it'll turn out that from his 
    perspective, less shots hit him that you thought because of how the server 
    decides to compensate for lag (difference in connection speed). Sometimes an 
    apparent wallhack will turn out to be someone peeking out from a hole in a 
    corrugated iron fence or the narrow slit between stairs or two window edges at 
    an angle.  You'll be able sometimes to see the same slight movement or odd 
    shape (i.e. you) that they saw before shooting.  Keep in mind that this game 
    has bullet penetration!  Also, use the killcam to check your opponent's perks.  
    The appearance of Double Tap, Stopping Power, Deep Impact, etc. may explain how 
    they were able to drop you so quickly.  Also remember that enemies can see you 
    on radar and hear you moving and making Quick Chat (B key default) voice calls 
    (e.g.  "Move Out!") from a distance, so don't cry foul instantly after someone 
    pops out from behind a corner 
    -"My team sucks!" Maybe you're right, but you're not helping them get any 
    better by just complaining about them. Maybe they're all inexperienced, in 
    which case if you're a veteran you should give them advice via team chat (Y by 
    default).  Maybe they're not used to the game mode you're playing. Use 
    constructive criticism and hopefully something will improve. Also, check your 
    kill/death ratio every round and keep track of how much you help with 
    objectives. If YOU'RE not helping your team at all, then fix yourself before 
    complaining about others.
    -"Player X sucks!" Come on now. For all you know they might have just had a bad 
    round or a bad day.  Even if they really aren't good at CoD4, you're just being 
    an asshole by rubbing their face in it. See the advice for "My team sucks" if 
    Player X is on your team or even if they aren't. They deserve a chance to learn 
    to be good at multiplayer.
    -"Nade spammers/n00b tubers suck and have no skill or tactics!" This is 
    sometimes true.  Unfortunately, you can't stop them if the server has enough of 
    them. If you can't stand it, the best thing to do is switch servers or come 
    back later.  If it's just a couple of noob tubers, chances are they're not 
    making a big dent in the scoreboard or in the map objectives if that's all they 
    do, so don't worry so much about it. It's worth it to try asking persistent 
    noob tubers to stop, but don't be surprised at all if nothing happens.
    -"LAG LAG LAG" So your connection sucks or someone else's connection sucks.  
    There's probably nothing the players can do about it unless they work for the 
    broadband/phone company. Complaining about lag solves nothing and creates no 
    useful dialogue, so switch to a server with a better ping. On those rare 
    occasions where one or two people have significantly higher lag than anyone 
    else (like in the 200s compared to 40s-70s) and they're doing really well 
    because they're impossible to hit (i.e. they're teleporting short distances), 
    use all-chat to ask the admins to kick the lagger. Some server have filters in 
    place to remove high-ping players, but be prepared to leave or ask the admin to 
    help if that's not working.
    -"fukin campers" There are two kinds of campers that I usually see complaints 
    about: the ones on the enemy team who keep killing you from the same spot over 
    and over, and the ones on your team who sit in one spot that doesn't guard any 
    of the objectives on the map.
    The enemy campers are the ones you SHOULD NOT complain about. First of all, 
    some players actually complain about enemy snipers camping. The whole POINT of 
    a sniper is to sit still in a relatively secure, distant location and kill 
    enemies with impunity. If you're getting angry about an enemy sniper who's just 
    doing his/her job well, you need to sort some things out. If any camper, 
    regardless of weapon, is camping from the same spot every time, you know where 
    they are!  Most maps allow at least two ways to strike back at a camping 
    position. These include sneaking up behind the camper, counter-sniping, and 
    grenade lobbing. Knowing which methods you can use to best get rid of a camper 
    comes with map and gameplay experience. If you can't get rid of the camper no 
    matter what you do, blind him with a smoke/flash grenade or just avoid him if 
    possible. Or air strike him :D
    6b. What to Complain About
    There are a number of legitimate complaints that you should make if the 
    situation arises. These are things that need to be taken care of to improve 
    general enjoyment of the game.
    -REAL cheating: One of the easiest ways to spot a cheater is through his/her 
    killcam or through his/her kills on the kill list that scrolls up the screen.  
    Example: I was playing on Downpour once when this one guy started racking up 
    headshots like nobody's business (at least 10 in rapid succession). Every one 
    of his shots was a headshot, and in the killcam I could see him just spraying a 
    group of enemies with a horizontal sweep and shooting every single one in the 
    head.  This is highly unlikely to happen without an aimbot. Point something 
    like this out on general chat (T key default) and ask if an admin is spectating 
    or playing. If enough people call out the aimbotter, he'll either leave or get 
    booted shortly. Rarely, someone will be stupid enough to use an aimbot that 
    declares every headshot he makes in the general chat (this happened once on 
    Bloc!). Separate example: If you shoot someone with a volley you KNOW to be 
    100% lethal (like a full burst from the M16 with Stopping Power enabled) and 
    you're ABSOLUTELY SURE that you landed all three shots by the sound of the 
    impact ticks, then go ahead and accuse the player of using an invincibility 
    hack, although I've never encountered this. In general, get really good, 
    preferably repeated, evidence of cheating before making a declaration.
    Other signs of aimbotting: 
    The killcam shows the suspect's aim instantly adjusting across the screen or 
    farther to shoot an enemy
    The killcam shows the suspect's crosshairs darting instantly to the heads or 
    chests of several distant enemies one after another, shooting each one dead 
    with no wasted bullets
    -"My team isn't listening to my advice" If you've been giving your team good 
    advice on how to improve their play and they're still sucking, then you may be 
    able to get them to listen by insisting (MILDLY) that they listen to you on 
    team chat.  Don't press the issue too much; some people just don't listen. If 
    there's no hope, switch servers or note the problem players and try to not be 
    on their team from now on.
    -"Stop bothering me" If someone's being truly offensive or just really annoying 
    over voice or text chat, tell them to knock it off as nicely as possible. They 
    probably won't listen if you tell them to "shut the fuck up." Even if you ask 
    nicely, they may not shut up, especially if they're talking with their clan 
    members, but it's worth a try. In that case, either bear with them, mute your 
    speakers/headphones if it's voice chat, or switch servers.
    -"you're not camping anything useful" These are the campers on your team that 
    you SHOULD complain about. On objective-based maps (Sabotage, Search and 
    Destroy, Headquarters, Domination), there are always plenty of camping/sniping 
    spots that can get you a good number of kills. NOT ALL OF THESE SPOTS HELP YOUR 
    TEAM.  If you're sniping or otherwise camping from a position where you can't 
    defend an objective, you're doing it terribly wrong and are hurting your team.  
    It's very possible in these maps to over-camp. Prime example: on a linear 
    Domination map like Bog, if you only have one of three flags, resist the urge 
    to fall back and camp that one flag or snipe from that one flag. If more than 
    3-4 members of your team are sitting at the flag defending, you need to 
    encourage your team to attack the middle flag or at least camp from positions 
    that allow them to provide cover fire for teammates who are assaulting the 
    middle flag.
    6c. Tactics
    There are a number of general maneuvers and techniques that can help you be a 
    more effective player in COD4. Some of these techniques require simple common 
    sense, while others may require you to accept that this game is less realistic 
    than you might like. None of this advice is crucial to your enjoyment of the 
    game, but some of it might help your performance. Take it or leave it as you 
    Jumping - At some point in multiplayer, you've probably had to deal with 
    someone jumping sideways from behind a corner and killing you before you can 
    adjust your aim, or jumping around so you can't hit them. Some players call 
    this "cheap bunny-hopping," but you have to accept that it's not a hack or an 
    exploit; it's a valid maneuver. Always keep in mind that you can jump to try 
    and shake off your opponent's aim if you think it'll work. Remember also: 
    Jumping can always be countered by a player with sufficiently good aim! You 
    have stamina when jumping. After jumping once, you cannot jump at full height 
    again for about 2 seconds, so true bunny-hopping is impossible unless you're 
    actually cheating or the server's been modified.
    Crouching - Crouching can be a quick and easy way to improve your accuracy for 
    a distant shot. At close range, it can also be a quick and easy way to bring 
    your head in front of the stream of bullets previously aimed at your chest.  
    This really does happen! Don't crouch for the extra accuracy when someone's 
    aiming at you already; weave back and forth and use your sights to aim instead. 
    Better yet, get to cover!
    Hit the dirt! - Going prone without cover to evade fire is usually a bad idea; 
    if you don't throw off your opponents' aim long enough to kill them all, 
    you're a sitting (lying?) duck. It's better to stay mobile and get behind cover 
    in order to throw off enemy crosshairs. Usually you should only go prone for 
    long-distance accuracy and to get behind low cover. Only go prone right in 
    front of an enemy if you think you can throw off their aim long enough to kill 
    them. Remember again: manuevers like jumping and diving can always be countered 
    by a player with good enough aim!!
    Weaving - Between two standing opponents shooting at each other, the one 
    standing still will be much easier to kill than the one strafing back and forth 
    and adjusting his/her aim. Normally keeping still is better for your accuracy, 
    but in cases where both you and your target are firing at each other in plain 
    sight, it's helpful to be able to dodge back and forth while keeping your 
    crosshairs centered on the target. In general, you should never try to run 
    straight towards or away from an enemy shooter; weaving back and forth a little 
    can make all the difference in getting to cover alive. Of course, as always, 
    weaving is much worse than hard cover if you're up against a seasoned FPS 
    player with good aim and tracking. Use weaving as a last resort.
    Frag Grenades - Throwing from cover: pay attention to the time it takes for you 
    to actually throw a grenade once you press the grenade key/button. Try to pop 
    out from behind cover only just before the nade leaves your hand, not when you 
    start throwing it.
    Flushing vs. Killing: for kills, make sure your grenade will explode right when 
    it gets where you want it to go. This usually means cooking it unless you're 
    throwing the nade very far away. To make someone run out of cover to avoid the 
    grenade, don't cook the grenade at all or only cook it for 1 pulse, but watch 
    out for throwbacks!
    Evading grenades: in general, don't bother running towards a grenade to pick it 
    up and throw it back. You won't have enough time to find it, go through the 
    throwing animation, and let it get far enough away to not damage you. Don't 
    attempt to throw a Martyrdom grenade unless you can pick it up IMMEDIATELY 
    after it drops. The safest thing to do if a grenade lands near you is to sprint 
    directly away from it and don't stop until you can get behind cover or it 
    explodes. Keep in mind that you might be sprinting away towards the enemy, 
    though. In some cases, when that grenade lands you're just screwed, but it's 
    worth trying to stay alive.
    Knifing - Someone please give me advice on this! I would like to know in 
    particular what determines whether you make the quick slashing motion or slow 
    stabbing motion.
    7. Acknowledgements
    Thanks to Infinity Ward for a successful leap to the modern era for the CoD 
    series. Also, thanks to Wikipedia for some of the weapon information. Thanks to 
    gamefaqs.com for hosting the guides that inspired me to make my own.
    Thanks to the following sites for offering to host my guide:
    Jerad Flatt's clan website
    Special thanks to cod4central.com for offering to merge my guide with their 
    graphics and incredibly detailed weapons information.
    Thanks to the following contributors:
    Knoah for advice on stun and flash grenades
    Disraeli, Toadifer, Ryan for .50 caliber info
    The PFC for advice on the M14, M60E4, Deagle, headshots, and Juggernaut
    [BLiTZ] Yippo for info on flashbang sprinting (I wasn't able to confirm what 
    you said about detonation of explosives through walls needing more bullets than 
    usual... sorry)
    SpaceTimeMorph for info on Overkill and Last Stand
    Phillee93 for info on weak points on the chopper
    Anakronos, damoore38 for correction on UAV info
    Zombiecompacter for emphasizing the advantages of the mini-uzi over the p90
    Spangle Monkey for ghillie suit + Overkill tips
    Steve for reminding me that the weapons in the game use ammo magazines, not 

    View in: