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After a long wait by fans of Call of Duty, Infinity Ward returns with a
spectacular sequel. With missions spanning from North Africa to Moscow to
Pointe Du Hoc, Call of Duty 2 presents an even bigger hit than the original
COD, an amazing feat in itself. The old Quake 3 engine has been discarded and
replaced with a new proprietary engine developed specifically for COD2,
enabling a battle chatter system in Single Player, a robust particle system to
portray vivid weather effects and giving players the ability to use portable
concealment in Single Player. Infinity Ward also added several weapons, changed
many of the models and skins to make them easier to use and changed the weapon
sounds to be more realistic, as well as revamping the visual aspect of the game
to an astounding degree of detail.
Yet, some players were disappointed in the almost blatant disregard of all the
changes made by Gray Matter in the COD expansion, United Offensive. Gone are
vehicles, grenade cooking and sprint function, and so the multiplayer side of
COD2 is much more akin to COD1's multiplayer rather than UO's multiplayer,
which pleases many players but does leave something to be desired after the UO
The focus of this guide, however, is the weaponry aspect of COD2. Like COD1,
COD2 features an extensive array of weapons, and this guide is designed to
cover the historical background of these weapons and their in-game
As many of the weapons are retained from COD1, most of the entries in this
guide are direct ports from my CODUO Weapons Guide, although changes have been
made where appropriate.
1.1 - Changes from COD
While the weapons and gameplay of COD2 are essentially the same as COD1, there
are quite a few changes that should be noted. Most changes are cosmetic,
although some are major introductions or alterations. Note that this list
outlines changes from COD: United Offensive rather than COD, even though they
were developed by different companies.
-All weapons are remodelled
-Most weapon sounds have been changed
-Players can only carry two firearms, including the pistol
-Scoped weapons can now be held steady by "holding" breath
-Grenades can no longer be cooked
-Crosshairs disappear while running
-Crosshairs turn red when placed over an enemy
-Crosshairs now have a hit indicator
-Grenades are not selectable; they are thrown with a specific button
-Thompson now uses a 20-round magazine instead of 30 rounds
-Weapons no longer have select-fire modes
-M1A1 Carbine replaced by M1 Carbine (although name hasn't changed)
-Scoped Mosin-Nagant now reloads with individual rounds
-Iron sights have been generally enlarged
-Binoculars are standard-issue
-M18 Smoke Grenade replaced with AN-M8 Smoke Grenade (no gameplay changes)
-Deployable MGs have been removed
-Screen now changes angle and shakes while reloading or bashing
-Melee attacks supposedly connect easier
Compared to COD1, COD2 seems to have reduced its "action" side and given it
a shot of tactical gameplay. While not the one-shot kill tactical gameplay of
the Tom Clancy series, all weapons are now substantially more powerful and
easier to handle, with easier-to-use sights and less recoil. This makes the
multiplayer aspect less about spamming and more about precision, although
players can still use saturation methods. However, as it is now easier to kill
and be killed, players should consider the weapons they use and adopt the right
tactics to prolong survival in the face of much more potent weaponry.
Because of the more tactical nature of the game, COD2 blurs the distinction
between different weapons. A semi-automatic rifle can now be handled just as
effectively as a bolt-action rifle at long range, and the MP44 can pick off
targets just as good as a semi-automatic rifle, and rub shoulders with
submachine guns. While each weapon still has their unique characteristics,
there is no longer the feel of each weapon dominating a certain aspect of the
game, which encourages players to use different types of weapons rather than
sticking with only one.
As in Call of Duty, Call of Duty 2 makes extensive use of iron sights in the
system known as ADS (Aiming Down the Sight, appropriately enough). By default,
the iron sights are toggled using the right mouse button, although this can be
changed to a different key or changed to manual control instead of toggle.
The major change from COD1 is the size of the iron sights. The iron sights are
now much larger, especially for rifles. Most notable is the Lee-Enfield's
pillar sights, which were very small and hard to use in COD1 but now facilitate
easier aim for players.
All hand-held weapons have iron sights, except sniper rifles, which have a
telescopic sight instead. The scopes are raised using the same button, which
brings up a solid aiming reticule. Scoped weapons are generally very unstable
to aim, although they can be held steady by COD2's breath-holding feature.
While in aiming mode, weapons are much more accurate than firing from the hip,
although it requires manual control to manage weapon recoil. Most weapons have
a zoom effect when aiming down the sight, the magnification being greatest on
scoped weapons and rifles and non-existent on pistols. Movement speed is also
reduced to walking pace when aiming down the sight, which may be a liability
when speed is crucial in a given scenario.
COD2, like its predecessor, does not model wind and bullet drop, so all bullets
travel in a straight line from the iron sight to the point of impact.
With the new disappearing crosshairs while running, the use of iron sights is
encouraged over random spraying, although many players disregard the need and
continue to run and gun.
In regards to crosshairs: COD2 has tried to nerf firing from the hip by
improving handling while aiming down the sight, and by making the crosshairs
disappear while running, making it more difficult for spamming techniques.
However, the crosshair has two new features: it goes red when pointed at an
enemy target, and it features a hit indicator in the form of diagonal lines
that appear when a target is struck by your attacks.
1.3 - Health
One of the early controversies of COD2 is its new health system. Unlike the
health bar system of COD1, COD2 features a 'regenerating' health system, where
players can regenerate all their health when not taking any damage for a few
When the demo was released, many players were shocked at the Halo-like health
system and complained that it would be impossible to die, and that implementing
such a system in multiplayer would mean that players could run around freely
without getting killed.
The reality is that the system doesn't change much from the original gameplay.
The specifics are as follows:
-Players have a "virtual" health bar that regenerates over time
-When players take a certain amount of damage in a short period of time,
players "go critical". This is equivalent to a conventional health bar going
red. Players will experience dulled senses and a red tinge around the screen.
Further damage will kill the player. In multiplayer, players in critical mode
have their names in red, while non-critical players have green names.
-If players are not killed during "critical", players will recover and
regenerate their health back to full.
Consequently, the health system reflects more of a "shock" system rather than a
true damage system, even though the underlining mechanics are essentially that
of a health bar. Players can shrug off light wounds, but sustaining lots of
damage will kill a player.
The new health system removes the gameplay element of hunting around for health
packs, as players no longer sustain permanent damage. It also prevents players
from getting killed when struck by the occasional SMG round one too many times.
Players can still be killed with single shots from a powerful weapon.
The new health system does not result in impossible-to-kill players, despite
what skeptics may think, as most multiplayer engagements end in either player
getting killed. Because of the increased damage in each weapon, a single burst
is enough to bring a player down, and regenerating health only kicks in when a
player successfully disengages and takes time to catch some breath before re-
In short, the regenerating health does not kick in for the vast majority of
This is slightly mentioned in the Changes and Health sections, but it deserves
its own section. As you probably know by now, the weapon damage in COD2 has
been greatly increased over COD1. Weapon damage is no longer arcade-like, and
bringing down players has become very easy. Every weapon can kill a player in
2-4 shots, if not less. A Sten can take on an MP44 toe-to-toe with a fair
chance of survival, and an MP44 can take on a rifle with a fair chance of
It's anyone's guess as to why Infinity Ward changed the damage system, but
working with what we've got, let's look at some scenarios that would change
between the games.
Let's say I'm using a Gewehr 43, the German semi-automatic rifle, and I run
around the corner and see five Russians spawn in front of me, looking the other
way. In CODUO, I could theoretically kill each of them with two shots, thereby
killing all five Russians with one magazine. In practice, I'd barely be able to
kill one before they turn their PPSh's onto me and turn me into Swiss cheese.
If the same scenario was played in COD2, because I can use the weapon to easily
inflict headshots and quick double-taps, I am more likely to take out all five
Russians with LESS than 10 rounds.
Take another scenario: I'm running around with an MP44, and I stumble across
the enemy flank, with most of their team respawning there. In COD1, I would
most likely be able to take out two or three enemies before I run out of
ammunition or I get killed. In COD2, I ran into that scenario in one of my
early games, and I killed EIGHT players in a row with less than 30 rounds, and
lived long enough to reload.
If a player using a Garand is able to flank an enemy line and find a good
vantage point in CODUO, they would have hard time capitalising on their
advantage because the kill speed in CODUO is quite long, especially for a semi-
automatic rifle. In COD2, the rifleman can immediately dispatch several targets
upon making the successful flanking move.
Basically, it requires less ammunition expenditure to "guarantee" a kill. In
COD1, it would take 10+ SMG rounds to make sure that the target was dead. In
COD2, it now takes under 5 SMG rounds to make sure that the target stays dead.
This is a huge tactical change from COD1.
From the above scenarios, the following can be concluded regarding the new
weapon damage and its impact on Multiplayer battles:
1)In COD1 and CODUO, engagements are decided primarily by INDIVIDUAL SKILL.
This factors in weapon familiarity, specific weapon advantages, player reflex
and kill speed. A "good" player in COD is someone who could "rambo" through a
dozen players with a PPSh and kill 6 before getting killed, or being able to
hold a position with a rifle against numerous enemies who are dispatched with
single shots. Essentially, "skill" in COD1 was defined by how good you were
with a specific weapon.
2)COD2's damage system places less emphasis on individual skill, but instead
rewards GOOD TACTICS. As everyone is now on equal footing with similar damage
properties with all weapons, the only way to maintain superiority is to improve
player tactics. A player who successfully flanks an enemy line, for example, is
rewarded by being able to take out a fair portion of the team. Reflex and skill
are still important, but tactical movement is what defines a "good" COD2
This is not an argument as to which system is better. Rather, this is purely to
show the remarkably different pace of multiplayer action in COD2 in contrast to
what COD veterans grew up with.
A soldier wouldn't be complete without a trusty sidearm to fall back on, and
for some it is a badge of honor or power. Call of Duty disregards all that and
gives players pistols for exactly what they're meant for: a secondary weapon.
While all players in multiplayer are given pistols as standard sidearms,
pistols no longer have their own slot. Instead, the weapon slots consider the
pistol as taking up the same space as a regular rifle or submachine gun, which
means that players can only carry one weapon in addition to their pistol.
Each team has their own unique pistol. They all have the same general
characteristics, so there isn't much point in trading pistols, but they are
good weapons to fall back on if you don't have a better secondary weapon.
Designed by John Browning in 1900 and based off a previous civilian design, the
Colt M1911A1 was adopted by the US Army in 1911 after winning competitive
shooting trials in 1907. Various refinements were made after experience in the
First World War. When fired, the pistol recoils, allowing the barrel to move
downwards and back, ejecting the spent case and loading the next bullet. The
Colt also features a manual catch and external hammer, as well as a safety grip
that prevents the gun being fired unless held properly.
Initially, M1911A1's were not issued as a standard sidearm to American troops,
and was given only to officers and NCOs. However, many enlisted soldiers
acquired their own M1911A1's, and they were later issued as a standard weapon
for all troops.
The M1911A1 has remained the standard sidearm of the US Army until late in the
20th Century without any modifications; it needs none. A solid weapon and one
of the finest pistols ever made, the M1911A1 packs a fierce punch and was a
trusty companion for the American soldier.
Call of Duty 2 notes
The Colt .45 is pretty much the same in COD2 as it was in COD1. The weapon is
light to run with, and takes 3-4 torso hits to dispatch a target. While aiming
down the sight, the weapon kicks back quite a bit, making it hard to fire off
multiple rounds accurately, reducing its effectiveness as a close-quarters
The iron sights consist of a rear notch and front blade, and while the sights
are large enough for you to see the front pin this time, the notch continues to
serve as the primary focus point.
Developed by George Luger and adopted by the Swiss army in 1900, the German
Army adopted the pistol in 1908, designating it as the 'Pistole '08'. The main
feature of the Luger was its toggle-joint breech lock, a fancy novelty that
made the Luger stand out from other pistols. The catch was that it required
precise manufacturing and perfect ammunition, both of which the German
manufacturing force was more than capable of. However, once the war was in full
stride, the difficulties of manufacturing the Luger became apparent, and the
German Army discarded the weapon in favour of the Walter P-38, which was much
simpler and achieved the same results. Despite this, the Luger remained a
popular weapon and continued to be produced to make up for the shortage of
P-38's. A variation of the Luger, the "Artillery Model", featured a longer
barrel, long-distance sights, wooden butt and 32-round drum magazine, allowing
the Luger to be used as a machine carbine, although the chances at hitting
something at those sorts of ranges were remote.
Even after the adoption of the P-38, the Luger remained in production until
1944, and there were enough spare parts left over to continue production. A
good-looking, distinctive weapon, it was a comfort to fire and was a prized
trophy for Allied soldiers.
Call of Duty 2 notes
As in COD1, there isn't a significant difference between the Luger and the Colt
.45. Visually, the Luger looks through it's been left out in the sun for too
long, but the weapon handles quite similarly to its COD1 counterpart.
The iron sight consists of a wide rear notch with a small front blade, which
designates the approximate point of impact. As with all pistols, the Luger
isn't very accurate, and the modified crosshair system makes the pistol harder
to use in close quarters than in COD1.
The weapon does not have as much recoil as the other pistols. However, the
knee-joint mechanism kicks up between each shot, making it impossible to aim
for successive shots. In COD1, this action took a split second, but now it
takes just under a second to pop up and down, substantially impairing vision.
This seems to balance out with the other pistols' muzzles kicking up.
Designed by famed firearms developer Webley & Son Co., the Webley revolver was
among the first revolvers to feature the 'top-break' hinge, allowing the frame
to be released and the chamber to be reloaded quickly.
When the chamber is broken, the ejector rod is automatically activated,
removing all bullets from the chambers, allowing individual rounds to be
inserted. The original .455 Webley models used "half-moon" clips of three
rounds each, requiring the firer to insert two clips to fully reload the
The military version used by Britain in the Second World War was the Webley Mk
IV .38 revolver, which was more or less a step down from the previous .455
calibre revolver, and used six-round speedloaders instead of half-moon clips.
The Webley remained in service with the British troops until the end of the
war, although it was supplemented by another revolver, the Enfield No. 2 Mk 1,
as well as the American Colt M1911A1.
Call of Duty 2 notes
The Webley in COD2 is technically a different gun to the Webley in CODUO, as
seen by the longer barrel (Thanks to Peter Banki for
that correction). The result is that the Webley looks more proportional and
less "goofy" than its CODUO counterpart, but gameplay-wise the weapon is still
The iron sight consists of a simple front blade, which marks the approximate
point of impact. The Webley fires slowly and has substantial recoil, and has
the least amount of ammunition in its clip. It also has the longest reload
time, as the player must empty the chambers and insert a speedloader before
snapping the weapon back into firing position. Thankfully, the slow reload
speed is compensated for by being the most powerful handgun out of the four,
but this is not as great as it sounds due to impracticality of using pistols as
a primary weapon.
Prior to the adoption of the TT-33, the Red Army used the Nagant revolver.
Simple and reliable, the Nagant was liked by the troops, but it was clear that
a new pistol was needed for better performance.
Arms designer Fedor Tokarev based his design on the successful Browning design,
the Colt M1911 pistol, using the sliding breech and swinging link system. The
ammunition was picked based on previous experience with the German C96 pistol,
which was used by the Russians previously and whose 7.63mm rounds were greatly
liked for its performance. The design was complete in 1930, and after extensive
field-testing and improvements, the weapon was adopted in 1933. Post-war
versions had several external refinements, and was distributed to Eastern Bloc
countries. Production was ceased in 1952, although the TT-33 was still in use
by Russian police forces until the 1960's.
While based on good concepts, the TT-33 had several prominent flaws. Most
notable would be the lack of a manual safety, which meant that the weapon could
be accidentally discharged when being carried, and the only way of carrying the
weapon safely was to have an empty chamber. The design was also not very
ergonomic, and the grip turned out to be quite uncomfortable.
Furthermore, while a good weapon, it was more complex than the previous Nagant
revolvers, and the conscript forces preferred the simple Nagant. Consequently,
both pistols served in the Red Army throughout the war.
Overall, the TT-33 had good penetration at decent ranges, and was easy to
maintain. After the war, the TT-33 was replaced by the Makarov PM due to its
lighter weight and smaller size.
Call of Duty 2 notes
The TT-33 is pretty much the same as the Colt .45. Like the Colt, the TT-33 has
a larger iron sight which allows you the see both the rear notch and the front
blade, and the weapon recoils in the same manner as the Colt, making it
difficult to fire multiple shots in quick succession.
2.5 - General Pistol Tactics
Apart from being easier to aim and taking up one weapon slot, pistols haven't
changed much from their COD1 incarnation, even retaining some weapon sounds.
Pistols are still the same standard sidearm that are often overlooked in favour
of rapid-firing submachine guns. However, with the new disappearing crosshair
system, pistols have become harder to use as a personal defense weapon, and the
increased recoil while aiming down the sight makes using the pistol less
effective than it would be in COD1's gameplay.
One thing has been substantially changed in COD2, however. In COD1, pistols and
grenades had the fastest running speed, although there wasn't much difference
between them and the rifles and submachine guns. In COD2, grenades are no
longer selectable, and all primary weapons have taken a substantial drop in
running speed. This makes the pistol a viable weapon to have in the second slot
instead of the submachine gun, as players can revert to the pistol for quick
movement through safe areas, since even the bolt-action rifles carry a
noticeable amount of weight. Plus, player models look pretty cool while running
with a pistol, as it looks like they're doing bullet-time moves WWII-style.
Of course, for its speed, the pistol still has the shortcomings of being a
sidearm. Their damage is generally unimpressive, their ammunition capacity is
low and they are quite inaccurate beyond 20m or so. However, the pistol is one
of the fastest weapons to pull out, and is an important weapon for riflemen who
lack an automatic alternative until they pick one up.
Many players are still ready to discard the pistol the moment they run across
another weapon, and that's an understandable choice. However, remember that you
need to change to your pistol and hold it to swap it with another weapon, and
that can take some time and leave you vulnerable to being picked off. Some
players prefer to stick with their primary weapon and not swap their pistol for
Although the pistol does take up a full slot, it should be used not as a
primary weapon by itself. It compares unfavourably to every other weapon, and
should only be used as a desperate measure. Standard operational procedure is
to expend primary weapon ammunition, then switch to the pistol instead of
reloading. Bolt-action riflemen should fire off one round before switching to
their sidearm. This removes the vulnerability of reloading in the middle of a
firefight while allowing you to finish off a wounded opponent.
Getting killed while using a pistol also prevents the enemy from picking up
your main weapon, leaving them instead with a rather crappy sidearm.
-Short range only
-Takes up one weapon slot
-Fastest movement speed
-Good for finish off targets
-Best fired without aiming
-Low ammunition capacity, difficult to aim
All rifles from Call of Duty are back with better-looking models, more
realistic sounds and, most importantly, a huge revamp of their iron sights.
While still laser accurate in COD2, rifles are now generally much easier to use
than their COD1 counterparts.
COD2 retains all of the rifles from United Offensive, including both bolt-
action and semi-automatic rifles. The Russians and Germans retain their bolt-
action and semi-automatic options, while the Americans have heavy and light
semi-automatic rifles to compensate for its lack of a non-scoped bolt-action
rifle. The British, on the short end of the weaponry stick in COD1, are now
given the American Garand to supplement its Lee-Enfield.
The First World War brought forward the need to equip rear units and auxillary
forces with an effective weapon. This group basically involved anyone whose
primary purpose was not to fire a rifle. A rifle, such as the M1 Garand, was
too large and too powerful, while a pistol required too much training and was
too ineffective. After the German war machine kicked into action, the project
was quickly implemented. Starting on June 15 1940, various rifles were tested
without success. In August, Winchester submitted a simple model, and it was
accepted on September 30 and was immediately put into production.
Despite the remarkable speed in which the design went through, the M1 Carbine
was an excellent weapon that not only equipped supporting arms, but also
front line troops, becoming almost as widespread as the M1 Garand. The firing
mechanism is different from the Garand. The gas piston is curved under the
barrel and becomes a flat extension with a slot cut in, which rotates the bolt
and opens it, ejecting the spent case and loading the next round. A short
handle allows the firer to clear jams and manually load rounds.
The M1 Carbine was modified for paratroopers by replacing the stock with an
iron folding stock and pistol grip, as well as providing a socket to attach a
bayonet and designated the M1A1. However, despite its ideal design, the M1A1
was not manufactured in the same numbers as the M1 model.
A generally good weapon, it is important to note that the M1 Carbine was a
close range weapon and not a full rifle. At short distances it was a solid and
effective weapon, but at longer ranges it was extremely poor due to the low
muzzle velocity. The bullet begins to lose accuracy and power at around 300m,
and there have been reports of M1 Carbine rounds being deflected by a mere
jacket. As long as the weapon is used in its optimum range, it was effective
enough to be preferred by troops from all arms.
Production was cut after the war, and the M1 Carbine was rendered obsolete by
the introduction of the M14 Rifle. However, many weapons were distributed
amongst friendly countries and were still used in the Korean and Vietnam Wars,
the latter in particular due to the close ranges and rough jungle terrain
typical of the war.
A brief variation of the M1 Carbine was the M2, which was the same weapon
combined with a select-fire feature and 30-round magazine. A further variant
was the M3, which was the M2 designed for night sights, and was used in Okinawa
and later in the Korean War.
Call of Duty 2 notes
Dubbed the "peashooter" in COD1 due to its poor damage and pathetic firing
sound, the Carbine is back with a vengeance. The weapon is now comparable to
the Garand and the other semi-automatic rifles, and handles almost the same
way. The key difference between the Carbine and other rifles is that the
Carbine is substantially lighter, making it more suitable for close-quarters
combat than the Garand, and its 15-round magazine allows for more sustained
fire and suppression.
The iron sights are now a LOT larger than they were in COD1. The sights consist
of a rear aperture sight and three forward pins, with the prominent centre pin
marking the point of impact. While the Carbine is statistically less accurate
than the Garand according to the weapon menu, the Carbine has the same first-
shot accuracy as the Garand. The weapon can kill in one headshot and 3-4 torso
Like the COD1 version, the Carbine reloads much quicker from a partially full
magazine rather than an empty one, in which case the player has to pull the
bolt handle back, which takes additional time to the already sluggish act of
slamming in the magazine.
Curiously, the Carbine seems to have slightly more recoil than the Garand,
unlike the almost recoilless COD1 version. This may have been done to balance
the Carbine with the Garand, but the Garand's lower recoil may render the
Carbine redundant when combined with the Garand's superior damage.
On a historical note, surprisingly Infinity Ward has given the Carbine the
wrong designation. The Carbine in COD2 is the M1 Carbine, not the M1A1 Carbine.
The M1A1 Carbine was the paratrooper model with skeleton folding stock, while
the M1 was the original model with wooden stock. The M1A1 Carbine was featured
After the First World War, America realised the need to provide an automatic
weapon as a standard weapon for their troops. The M1903 Springfield, despite
its power, accuracy and reliability, did not provide a large volume of fire.
This was the requirement under which John C. Garand designed the Garand rifle.
Operated by a gas piston underneath the barrel, which rotated the bolt after
each shot, the Garand was able to fire as fast as the soldier could pull the
trigger. The only flaw in the design came with the fact that the Garand could
only be loaded with a full clip, preventing the firer from topping up.
Also as a result of en-bloc clip, the rifle made a characteristic "ping" sound
when the final round in a clip was fired. Japanese soldiers used this to time
their charges, and later the Chinese and North Koreans did the same in the
Officially adopted by the American army in 1932, America started the war as the
only country with a semi-automatic weapon as a standard-issue weapon. Despite
a shortage in M1 Garands, the weapon was issued to all frontline riflemen,
proving to be an effective weapon by providing fast and accurate fire, giving
Americans the firepower advantage over German riflemen. Indeed, the M1 Garand
is one of the best battle rifles ever designed, and remained in use in the
Korean and Vietnam Wars in both its original and its M1C/M1D sharpshooter
The Garand was eventually replaced by the M14 rifle, which was heavily based on
the Garand design; its prototypes being little more than a Garand with a box
Call of Duty 2 notes
While powerful and accurate in COD1, the M1 Garand was the underdog rifle due
to many players finding it difficult to master and preferring the one-shot-kill
bolt-action rifles instead. COD2's changes to semi-automatic rifles have made
the Garand a very potent weapon, now with larger iron sights and almost no
recoil, allowing players to place numerous shots into a point target much
easier than in COD1.
The Garand's ghost ring sight is now slightly raised above the rear block, and
the forward pins are now much larger and clearer. The centre pin, used to
designate the point of impact, is a very clear and obvious marker. The low
recoil and low muzzle flash means that the sights won't shake much after each
shot, allowing very precise fire from the semi-automatic rifle.
As in COD1, the Garand cannot be reloaded in the middle of a clip. Reload time
is very quick, so players might want to fire off one or two loose rounds to
force the reload rather than running around with a near-empty clip.
As mentioned in the M1A1 Carbine section, the M1 Garand seems to have less
recoil than the Carbine, making it a more potent weapon for both long range and
A household name in arms production, Mauser's success began with the German
adoption of a Mauser rifle in 1871, which eventually culminated in the Gewehr
98. The Gewehr 98 proved to be the most powerful yet safest bolt-action rifle
of its time, and was used for civilian purposes such as sport. One of its
features was the inclusion of a fully internal magazine, which held 5 rounds
and was contained perfectly in the wooden furniture, making it comfortable to
sling. This later proved to be quite restrictive due to the low amount of
ammunition, but was welcome nonetheless. The Gewehr 98 was also manufactured
from the finest materials with precision gunmaking techniques, setting it apart
from other weapons of its kind. It was during this time that military
enthusiasts did away with the separate long rifles and carbines and used a
medium-length rifle for all units. This led to the shorter Karabiner 98 model,
and it was gradually refined to the standard-issue Kar98k model. Due to its
exceptional accuracy, many Kar98k's were issued with scopes as a standard
The Kar98k's power and accuracy came from the locking mechanism. It consisted
of three locking lugs: two at the front of the bolt and one at the rear,
giving maximum power. The catch was that the bolt-action was somewhat awkward,
requiring a 90 degree rotation utilising the firer's right arm. Due to this
action, the Kar98k could not match the fast rate of fire of the Lee-Enfield,
which only required the use of the firer's wrist. Despite this, the Kar98k
proved to be extremely reliable and remained the standard infantry weapon of
the German army, especially with the shortage of Stg44's.
Call of Duty 2 notes
Despite its learning curve, the Kar98k was one of the most popular weapons in
COD1 due to its power and ease of snap-shooting. The Kar98k hasn't changed much
in COD2, still being a powerful rifle that is pinpoint accurate and can kill in
one hit to the head or torso.
The main change is its iron sights. Rather than the open sights of COD1, COD2's
sights use the hooded model, which has an elliptical ring around the front pin.
While some COD1 veterans may be put off by this change, the weapon handles
exactly the same as the COD1 version, and the hooded sight reduces the learning
curve encountered by new players.
As with all bolt-action rifles, the Kar98k has a slow rate of fire, and the 5-
round clip can be emptied unknowingly after sustained fire. The weapon is fast
to reload, however, and can be topped up at anytime with another 5-round
Armed with bolt-action Kar98k rifles and the fearsome MG34 and MG42, the German
army had little need for semi-automatic rifles, and as such the concept did not
attract much interest. In 1941, two famed designers, Walther and Mauser,
submitted separate designs for self-loading rifle, designated the Gewehr 41(W)
and Gewehr 41(M) respectively. Both were quite similar in appearance and
operation, and featured a propietary "Bang-type" gas piston system, which ended
up causing immense trouble in operation. As a result, the weapon was
In 1943, the G-41 was combined with the successful gas system used in the
Soviet SVT-40, resulting in a highly workable weapon and designated as the
Gewehr 43. In 1944, the G43 was redesignated as the Karabiner 43, although no
changes were made to the weapon itself.
The G43 was often issued as a specialist sharpshooter weapon, and could
accomodate an optical sight. However, as with many other German weapons
manufactured late in the war, the finish was rough and quality was lacklustre,
and there are reports of malfunctions and even magazines falling out.
Call of Duty 2 notes
If the Garand was improved in COD2, the Gewehr 43 and the Russian SVT-40 have
received massive overhauls. The G-43 model looks thinner and more like the
carbine it actually is, and handles similarly to the American M1 Carbine. The
weapon's power has been increased to almost the same level as the Garand. One
headshot can kill, while a torso shot requires 2-3 hits to take down a target.
The iron sights have been changed from UO's oblong hood and block pin to an
elliptical hood and larger, sharper pin, making aiming much easier with
pinpoint precision. The G-43 has very little recoil, and like the Garand can
place numerous shots into the same target very quickly and accurately.
As it is practically as accurate as the Kar98k, some players may prefer the G-
43 over the Kar98k due to its semi-automatic capability and larger magazine
size, allowing for a faster kill rate than the bolt-action rifle.
On a side-note, the G-43 has probably one of the smoothest reload animations in
the game, which incidentally removes the unsynchronised reload glitch in CODUO.
Also, reload times are now consistent regardless of ammunition, whereas in
CODUO the G-43 reloaded faster from an empty magazine.
Designed by James Paris Lee and manufactured at the Royal Small Arms Factory at
Enfield, the Lee-Enfield rifle was the standard infantry weapon from 1895 to
1957. The design was based off the Lee-Metford rifle, but was configured to
fire smokeless powder. The SMLE (Short Magazine, Lee-Enfield) was the most
common model, which was later simplified to form the Number 4 rifle.
Due to the British army's doctrine on musketry, accurate shooting was stressed
in British training, and the Lee-Enfield rifle provided both the accuracy and
the necessary rate of fire. One of the tests was the "Mad Minute", in which the
firer had to put 15 rounds into a target at 300 yards, and many could achieve
25 hits. Although slightly on the heavy side, the Lee-Enfield was a reliable
weapon and loved by the troops.
Several variations were designed, including the Jungle Carbine, which featured
a shorter length, flash-hider and rubber recoil pad in the butt. However, it
was a beast to fire and had excessive recoil and blast, making it unpopular
with the troops. In contrast, the most accurate Lee-Enfield rifles were
modified to become sniper rifles, becoming renown in the field of sniping.
The unique feature of the Lee-Enfield was the setup of its firing mechanism.
The Lee-Enfield had its locking lugs at the rear of the bolt, differing from
the conventional setup of locking lugs at the front and rear. Although experts
questioned the accuracy of this mechanism, firing tests and experience proved
them wrong, and the ability to fire 30-aimed shots a minute more than made up
for that doubt.
Call of Duty 2 notes
The Lee-Enfield was probably the least liked rifle in COD1. Despite its 10-
round magazine and solid power, the iron sights were just too small and too
difficult to use, compounded by the fact some British maps took place at night,
which did nothing to make it easier to use. COD2 rectifies these problems by
increase the size of iron sights in general, and enlarging the aiming pins on
the Lee-Enfield drastically. Players who went through the single player demo
were stunned at how utterly awesome the Lee-Enfield was.
The iron sights are similar to COD1's. The rifle features a rear aperture
sight, although the COD2 version is raised rather than drilled through a block.
The front sights have two pillars on either side, while the centre pin (it's
the pointy one, if you're not sure) is used to mark the point of impact. The
rifle is laser accurate, so the shot will land at exactly that point.
As with all bolt-action rifles, the Lee-Enfield can kill with one shot to the
head or torso. With its 10-round clip, players can sustain fire longer than
other bolt-action rifles. However, now that the Garand is available for the
British team, players may prefer using it as it provides the same amount of
accuracy and a much faster rate of fire for only a marginal drop in power.
Note that the Lee-Enfield can only be reloaded five rounds at a time, so you
cannot reload until your ammunition drops below 5.
Designed by the Russian S.I. Mosin and the Belgian Emil Nagant, the
Mosin-Nagant was developed to bypass costly patents and licenses by creating a
new weapon rather than borrow from already existing parts. The result was a
three-part cylinder bolt and a locking latch in the magazine compartment,
holding down the second and lower rounds. Although quite complex, these
features helped increase the robustness and reliability of the Mosin-Nagant,
especially with the Russian rimmed 7.62mm round, which would certainly have
jammed it if wasn't for the locking latch. Although crude compared to other
rifles, the Mosin-Nagant was exceptionally reliable, otherwise the Russians
would not have kept it.
As time passed, the Mosin-Nagant was refined and perfected. Changes include the
switch to a 'short' rifle, reconfiguring the sights due to a change in the
Russian measurement system and the inclusion of a folding bayonet. On a similar
note, early models were configured with a bayonet in mind, with sights tuned
to compensate for its imbalanced when attached. Due to its exceptional
accuracy, the Mosin-Nagant was the preferred sniper's weapon and was issued
with a scope.
The Mosin-Nagant remained in Russian service from 1891 to 1945, and was used by
Eastern Bloc countries throughout more recent conflicts such as the Vietnam
War. Simple to operate and incredibly reliable, the Mosin-Nagant was preferred
by Soviet troops over more complex rifles such as the SVT-40.
Call of Duty 2 notes
If the Lee-Enfield was one of the most hated rifles, the Mosin-Nagant was
probably the most liked. While not as easy to snap-shoot with as the Kar98k,
the Mosin-Nagant's simplistic iron sights were incredibly easy to use. With
only a front ring and pin, it was as close as you could get to hitting exactly
what you point at.
Thankfully, the Mosin-Nagant is still just as easy to use, if not easier. The
iron sights are much larger in COD2, and the front pin now has a sharp point to
precisely mark the point of impact. However, as all rifles get the same
benefit, the Mosin-Nagant is no longer the clear-cut best rifle, but it is
still a favourite among many.
The Mosin-Nagant kills with one shot to the head or torso, and like all bolt-
action rifles, has a slow rate of fire. Like the Kar98k, the Mosin-Nagant can
be topped up at anytime.
On a side-note, the Mosin-Nagant has a new reloading sound, which does sound
more catchy than the old reload sound. It's a bit inconsistent though, as the
sound of the bolt being pulled back during reload is different from the normal
sound of ejecting the cartridge.
COD2's Mosin-Nagant model is now correct, unlike COD1's model. The Mosin-Nagant
had a straight bolt handle, while sniper versions had curved handles.
Name: Samozaryadnaya Vintovka Tokareva 1940
Country of origin: Russia
Available for: Russian
Calibre: 7.62 x 54mm R
Magazine capacity: 10 rounds
Firing mechanism: Semi-automatic, gas-operated
While not the first Russian semi-automatic rifle (previous rifles include the
Siminov AVS-36 and the Federov Avtomat, the latter being the first select-fire
rifle in the 1920s), the SVT-40 was an improved version of the previous SVT-38,
and was a good-quality weapon all around.
Using 10-round steel magazines, the SVT-40 had a rather simple design. In
contrast, its barrel extension is quite complicated. Featuring a muzzle break,
the front iron sight and a 5-position gas regulator, the extension could be
used to adjust gas settings according to different fighting conditions. The
SVT-40 could be reloaded by replacing the magazine, or by using 5-round
stripper clips used by the Mosin-Nagant.
The actual performance of the SVT-40 varied greatly. The Red Army itself was
not fond of the SVT-40, mainly because of the low education levels of the
conscript troops. Experience showed that conscripts were generally unable to
set the gas regulator to the correct position, resulting in poor performance
and damaging the rifle. In contrast to this, the Russian Marine Infantry,
consisting of well-trained volunteers, used the SVT-40 to great success.
Furthermore, the Germans saw the SVT-40 as a superior weapon and often re-
issued captured weapons to their own troops, and based their G43 design on the
successful SVT-40 gas system.
The SVT-40 was replaced by the SKS carbine after the war, but remained in issue
in Eastern Bloc countries. A rare modification, the AVT-40, was also developed
and featured full-automatic fire.
Call of Duty 2 notes
Known as the "Tok" among players, the SVT-40 had mixed reactions when it was
introduced in United Offensive. While it gave the Russians a powerful semi-
automatic rifle, its iron sight and handling were too difficult compared to the
relatively stable Gewehr 43, and the Mosin-Nagant provided more precision than
the rather clumsy SVT-40.
Thankfully, that's changed in COD2. The SVT-40 has lost its blunt iron sights
and now sports an iron sight that is very similar to the Mosin-Nagant,
featuring a plain iron ring and a sharp pin to mark the point of impact.
While the SVT-40 has more recoil than the other semi-automatic rifles, it is
nowhere near the amount of recoil in CODUO, making it easily controllable.
Like the G-43, the SVT-40 can kill in one headshot and 2-3 body shots, and has
a 10-round magazine to chew through. Reload time is a bit slow, but it reloads
consistently, unlike the CODUO version which reloaded faster from an empty
3.8 - General Rifle Tactics
In United Offensive, the general introduction of semi-automatic rifles divided
riflemen into two distinct playing styles, with one focusing on pure accuracy
and power while the other relied on second-hit probabilities. This provided an
interesting alternative to riflemen, albeit an unpopular one.
COD2's rifles are fairly similar to each other regardless of bolt-action or
semi-automatic. While the weapon types focus on either accuracy/power or firing
speed, the line that divides their capabilities has been substantially blurred.
With the semi-automatic rifles being able to kill in one hit to the head and
having a fast rate of fire without much movement penalty, semi-autos can stand
toe-to-toe against bolt-action rifles. Of course, the bolt-action rifles are
still generally better at long range for their superior power and semi-
automatics are better at close range due to their faster speed, and that
characteristic alone will determine which rifle to use.
Regardless of which rifle is used, the tactics are fairly similar for both.
While rifles have good stopping power, they are no match for automatic weapons
at close range, and at long range they are threatened by snipers and automatic
support weapons. Due to the low ammunition capacity of rifles, riflemen should
not be the first ones to assault an enemy position or steal a flag, as those
roles are much better suited for submachine gunners. Rather, riflemen should
stay a bit further back from the frontline, taking vantage points such as
rooftops and long alleys to pick off targets instead of getting up close and
Rifles are powerful weapons, and can kill in one or two shots. Consequently,
there isn't a huge need to reload between shots, as a rifle with 2 rounds can
still kill two enemies, so be conservative with reloading and make each shot
count for maximum effect.
Semi-automatic rifles have a distinct advantage in being able to suppress
targets with rapid fire, something the bolt-action rifle cannot do. Bolt-action
rifles, on the other hand, are capable of a higher takedown probability when a
target pops up.
Riflemen should also relocate often. While not as vulnerable as snipers,
riflemen are unable to defend themselves at close quarters, so it would be a
good idea to swap the pistol for a submachine gun and move around often rather
than remaining at one vantage point, as enemies will eventually flank that
position or put it under heavy suppression. Riflemen need to adhere to survival
tactics more than regular assault players, and are more useful picking off
targets for assaulters to advance rather than taking point themselves.
The number of grenades issued depends on the type of rifle selected. Bolt-
action riflemen start with three frag grenades, while semi-automatic riflemen
start with 2 frag grenades. Riflemen are not issued with smoke grenades.
-Preferably long-range weapons
-Can kill in 1-2 shots
-Vulnerable at close range
-Carry a submachine gun as a second weapon
-Should hold important points rather than assault
-GRENADES: 2 Frag, 0 Smoke (Semi-automatic)
3 Frag, 0 Smoke (Bolt-action)
The spammer's delight, the submachine guns of COD are back for more. But what's
this, the Thompson only has 20 rounds? 'Nerf', did you say? Ye gods!
COD2 takes a rather different approach to the selection of SMGs in multiplayer
by offering each team two different SMGs with different characteristics to suit
different players. This includes new weapons such as the Grease Gun and the
PPS-42. So weapons like the Thompson are still powerful weapons to use, but the
other options may appeal to certain gamers more.
Name: M1A1 Thompson
Country of origin: USA
Available for: American, British
Calibre: .45 ACP
Magazine capacity: 20 rounds
Firing mechanism: Selective-fire, delayed-blowback operated
Rate of fire: 700 rounds per minute
Developed by General John T. Thompson during the First World War, the Thompson
was intended as a 'trench broom' to sweep German trenches. The war ended before
it was perfected, so it was produced and sold to various countries before being
adopted by the US Army. The Thompson was a completely new weapon, finely
machined and manufactured to the highest standards. Its main feature was the
Blish delayed-blowback system, which consisted of a wedge closing the breech
while chamber pressure was high, but opened after the bullet left the barrel,
allowing the bolt to recoil, eject the spent case and load the next round. On
top of this, the Thompson featured a Cutts compensator, which reduced the gun's
tendency to rise when fired on full automatic, and a wooden pistol fore-grip.
Designated the M1928, the Thompson was common in US and British forces, being
issued 20- and 30-round box magazines as well as a 50-round drum which was
later phased out due to the loud noise it made when on the move.
During this time, the Thompson was popular among American police units as well
as crime organisations, being the favoured weapon of many hit-and-runs.
The M1928 Thompson was a complicated weapon to manufacture and was very
expensive. To simplify production, the Cutts compensator was discarded, the
wooden-foregrip was replaced with a conventional fore-end stock, the separate
firing pin was fixed to the bolt and the Blish system was replaced with a
conventional delayed blowback system. The latter caused some grief, since the
Blish system was what made the Thompson a unique weapon, but this was resolved
after threats of independent production. This model became the M1 Thompson, and
remained in favour with troops even after cheaper weapons such as the M3 Grease
Gun came into service. A final modification came in the form of the M1A1, which
replaced the firing pin and hammer with a firing pin machined into the bolt
Although slightly on the heavy side, the Thompson was the most reliable weapon
of its type, and remained in service until the Vietnam War.
Call of Duty 2 notes
Apart from a different look and different firing sounds, the Thompson is
essentially the exact same weapon from COD1. The biggest change would be the
reduction of its magazine capacity from 30 rounds to 20 rounds. The recoil is
slightly different, but not a major difference and players coming from COD1
probably won't notice it. The recoil pattern tends to go straight up rather
than to the sides, and resembles COD1's PPSh recoil more than COD1's Thompson.
In contrast, the Grease Gun seems to have taken the old Thompson's recoil
The iron sights haven't changed a bit. They still consisted of a rear V-notch
with a small pin at the front marking the approximate point of impact. The
Thompson does technically have a rear peephole sight, but that is purely
cosmetic in COD2 and only the notch is used. The weapon will still jerk up and
to the sides when firing on full automatic, and with less ammunition it might
be better idea to fire in short bursts rather than long sustained fire.
While the 20-round magazine does reduce the Thompson's spam capacity, it is
still a beast at close quarters and 10 less bullets doesn't make a huge
difference. The Thompson is still the favoured machine gun, despite the
availability of the 32-round M3 Grease Gun.
The reload time of the Thompson has been slightly increased. While it is still
fast, there is a slight delay between removing the magazine and inserting the
new one, which makes it less capable of spamming non-stop.