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Multiplayer Weapon FAQ

by Wil_Stormchaser

 
  
Call of Duty: World at War
Multiplayer Weapon Guide version 1.0
Wil_Stormchaser
[email protected]

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Table of Contents:

1. Introduction
2. Legal Stuff
3. Weapons
4. Contact
5. Miscellaneous/Credits

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1. Introduction


Hello folks, I'm Wil_Stormchaser, Call of Duty fan like all of you,
and you're reading my first FAQ. I played Call of Duty: Finest Hour and
Call of Duty 2: Big Red One on the PS2; however I never went online with them.
More recently, I have come back to the series after a short Call of Duty
sabbatical to play Call of Duty 4: Modern Warfare and Call of Duty: World
at War on the Xbox 360, this time playing them online. I was inspired to make
this guide for several reasons. First, I wanted to contribute something to
my favorite site on the net, where I have wasted more time than anyplace else.
Second, such information as is contained in this FAQ is not to be found on
this site, and users must turn to other sources for answers. Third, several
of my online buddies have made FAQs, and peer pressure demands I follow suit.
And finally, I just wanted the fame, prestige, and attention from women that
comes from having a guide on GameFAQs.

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2. Legal Stuff

I am not Treyarch or Activision, and I do not own any of the
copyrights or trademarks relating to Call of Duty: World at War. All trademarks
and copyrights contained in this document are owned by their respective
trademark and copyright holders.

This FAQ, however, is the property of Wil_Stormchaser, and currently only
the sites listed below may host it. If you want to host it on your site,
go ahead and email me. If you are reading this guide on a site
not listed in this section, please email me.

Approved sites:

GameFAQs.com
supercheats.com
Neoseeker.com

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3. Weapons

We finally arrive at the meat of the guide! Here I'll give you the relevant
information for every weapon in the game, along with a short commentary.
The format will be as follows:

Name of Weapon (weapons will be listed by category and by order of unlocking)

Damage: (Maximum Value)/(Minimum Value) (Damage decreases over range)
Ammo: (Magazine Size)/(Reserve Ammo)
Reload: (Reload Animation Time)/(Actual Reload Time)
Empty Reload: (Animation)/(Actual Time)
Fire Rate: RPM (Bolt time for Bolt Actions)
Multipliers: (Any hit zones with multipliers other than 1.00)

Attachment Information (Repeated with each Attachment)

Attachment Name: Effect

Weapon Commentary

-=Pistols=-

Colt M1911

Damage: 40/20
Ammo: 8/24
Reload: 1.9/1.4
Empty Reload: 2.65/1.65
Fire Rate: Semiauto, capped at 1200 RPM
Multipliers: Head (1.4)

No Attachments

One of the three starting pistols. Statistically, it is the same as the Nambu,
Walther, and Tokarev, with the exception of reload times. An excellent weapon,
it has been in service with the US Military for close to 100 years. In game,
though, like all pistols there is nothing terribly remarkable about it.
-

Nambu

Damage: 40/20
Ammo: 8/24
Reload: 1.7/1.25
Empty Reload: 2.1/1.6
Fire Rate: Semiauto, capped at 1200 RPM
Multipliers: Head (1.4)

No Attachments

Japanese Sidearm. It is one of the three starting pistols, and is
statistically the same as the other three automatics. However, it has the
fastest reload of the four, but I have heard that to offset this it has
slightly misaligned sights. Confirmation would be appreciated.
-

Walther P38

Damage: 40/20
Ammo: 8/24
Reload: 2.1/1.6
Empty Reload: 2.5/1.6
Fire Rate: Semiauto, capped at 1200 RPM
Multipliers: Head (1.4)

No Attachments

A sturdy German sidearm designed to replace the difficult-to-manufacture
Luger at the start of the war. It's reload times are a bit on the long side,
but it has my favorite sights out of all the pistols.
-

Tokarev TT33

Damage: 40/20
Ammo: 8/24
Reload: 2.25/1.7
Empty Reload: 2.35/1.5
Fire Rate: Semiauto, capped at 1200 RPM
Multipliers: Head (1.4)

No Attachments

Russian sidearm unlocked later than the other automatics, it is my least
favorite pistol, with reload times on the longish side and mediocre sights.
However, this seems to be the most commonly used pistol other than the magnum.
-

.357 Magnum

Damage: 50/30
Ammo: 6/18
Reload: 3/3
Empty Reload: 3/3
Fire Rate: Semiauto, capped at 1200 RPM
Multipliers: Head (1.4)
-

-=Bolt Action Rifles=-

Springfield

Damage: 50/40
Ammo: 5/25
Reload: 2/1.65
Empty Reload: 2/1.65
Bolt Time: .87 seconds
Multipliers: Head(2.0) Neck(1.5) Chest(1.5) Stomach(1.1)

Attachments:

Sniper Scope: Adds a sniper scope to the weapon. Details Below.
Bayonet: Adds a bayonet that increases melee range.
Rifle Grenade: Gives two rifle mounted explosive projectiles. Takes perk 1.

The Springfield is one of four bolt action rifles in Call of Duty 5. They are
very similar statistically, but have slight differences. The Springfield has
the fastest bolt out of the bolt actions, but also the most difficult sight.
However, that might not matter so much if you actually prefer it's sight.
Adding a scope severely changes it's stats, so I'll list them below.

Springfield Scoped

Damage:70
Ammo: 5/15
Reload Animation: 1.15 for first round, .5 for each thereafter.
Actual Reload: 1 and 0.2
Bolt Time: .87 seconds
Multipliers: Head(1.5) Neck(1.5) Chest(1.5) Stomach(1.1)
-

Arisaka

Damage: 50/40
Ammo: 5/25
Reload: 2/1.65
Empty Reload: 2/1.65
Bolt Time: 1 Second
Multipliers: Head(2.0) Neck(1.5) Chest(1.5) Stomach(1.1)

Attachments

Sniper Scope: Adds a sniper scope to the weapon. Details below.
Bayonet: Adds a bayonet that increases melee range.
Rifle Grenade: Gives two rifle mounted explosive projectiles. Takes perk 1.

The Arisaka is one of the four statistically similar bolt actions in
Call of Duty 5. It has great sights, and looks cool with a scope. As
with the Springfield, and all other bolt actions, the scope changes the stats
wildly, so I'll list them below.

Arisaka Scoped

Damage: 70
Ammo: 5/15
Reload Animation: First Bullet 1.15, others .5
Actual Reload: 1/.2
Bolt Time: 1 second
Multipliers: head(1.5) Neck(1.5) Chest(1.5) Stomach(1.5)
-

Mosin-Nagant

Damage: 50/40
Ammo: 5/25
Reload: 2/1.65
Empty Reload: 2/1.65
Bolt Time: 1 Second
Multipliers: Head(2.0) Neck(1.5) Chest(1.5) Stomach(1.1)

Attachments:

Sniper Scope: Adds a sniper scope to the weapon. Details Below.
Bayonet: Adds a bayonet that increases melee range.
Rifle Grenade: Gives two rifle mounted explosive projectiles. Takes perk one.

The Mosin-Nagant is a Russian bold action rifle known for it's accuracy and
durability. My favorite Bolt Action (and one of my top 3 guns in the game), it
has a very precise yet unobtrusive sight. Adding a sniper scope considerably
alters the stats, so I have those listed below.

Mosin Nagant Scoped

Damage: 70
Ammo: 5/15
Reload Animation: 1.15 for first, then .5 for each
Actual Reload: 1 for the first, then .2 each
Bolt Time: 1 Second
Multipliers: Head(1.5) Neck(1.5) Chest(1.5) Stomach(1.1)
-

Kar 98

Damage: 50/40
Ammo: 5/25
Reload: 2/1.65
Empty Reload: 2/1.65
Bolt Time: .9 Seconds
Multipliers: Head(2.0) Neck(1.5) Chest(1.5) Stomach(1.1)

Attachments:

Sniper Scope: Adds a sniper scope to the weapon. Details Below.

Standard issue German Bolt Action Rifle. It has a faster bolt than the Mosin
or Arisaka, however, in my opinion it's sights are harder to use. They are
better than the Springfield's though. It's bayonet looks pretty cool, and with
a sniper scope the weapon's stats change dramatically, si they are listed
below.

Kar 98 Scoped

Damage: 70
Ammo: 5/15
Reload Animation: 1.15 for first, then .5 for each
Actual Reload Reload: 1 for first, then .2
Bolt Time: .9 Seconds
Multipliers: Head(1.5) Neck(1.5) Chest(1.5) Stomach(1.1)
-

PTRS-41

Damage: 70
Ammo: 5/10
Reload: 3.5/2.2
Empty Reload: 4.5/2
Bolt Time: .8 Seconds
Multipliers: Head(1.5) Neck(1.5) Chest(1.5) Stomach(1.1)

No attachments

The PTRS is a semiautomatic Russian anti-tank rifle. While it is actually
no more powerful than any other bolt action rifle, it had three advantages.
First, it has a slightly higher rate of fire than the other sniper rifles.
Second, It sways less than the other sniper rifles. And third, it
tears off limbs. The scope cannot be detatched.
-

-=Rifles=-

Tokarev SVT-40

Damage: 40-30
Ammo: 10/50
Reload: 3.23/2.15
Empty Reload: 4/2.15
Fire Rate: Semiauto, capped at 1200 RPM
Multipliers: Head(1.4)

Attachments:

Flash Hider: Increases Rate at which bullets lose damage but stops you from
appearing as a red dot on the map when you fire.
Aperture Sight: Gives the weapon a new sight.
Telescopic Sight: Gives a new sight which increases zoom and sway.

The Russian semiautomatic SVT-40 is another one of my top 3 weapons in this
game. It has good damage, range and accuracy, and in my opinion a better
sight then the Gehwehr 43. A good gun for all situations, I especially
like it for search and destroy.
-

Gehwehr 43

Damage: 40/30
Ammo: 10/50
Reload: 3/2.05
Empty Reload: 4/2.35
Fire Rate: Semiauto, capped at 1200 RPM
Multipliers: Head(1.4)

Attachments:

Silencer: Increases rate at which bullets lose damage but stops you from
appearing as a red dot on the map when you fire.
Aperture Sight: Gives the weapon a new sight.
Telescopic Sight: Gives a new sight which increases zoom and sway.
Rifle Grenade: Gives two rifle mounted explosive projectiles but takes perk 1.

The German semiautomatic Gehwehr 43 is one of the more common weapons you'll
see in the online, for good reason too. It has formidable stats (equal to the
SVT-40's), but a shorter reload and rifle grenades. However, it's sight is
slightly harder to use, and there is currently a glitch wherein a player
will have to do the empty reload whenever they reload while using a silencer,
even if the gun is only missing one bullet.
-

M1 Garand

Damage: 45/35
Ammo: 8/64
Reload: 3.4/1.6
Empty Reload: 1.6/2.5
Fire Rate: Semiauto, capped at 444 RPM
Multipliers: Head(1.4)

Attachments:

Flash Hider: Increases the rate at which bullets lose damage, but stops you
from appearing as a red dot on the map when firing.
Bayonet: Adds a bayonet that increases melee range.
Rifle Grenade: Gives two rifle mounted explosive projectiles but takes perk 1.
Sniper Scope: Adds a sniper scope. Details below.

The M1 Garand was the iconic weapon of World War 2. Standard issue for
American Soldiers, in the hands of an infantryman it was superior to the
bolt actions issued to other armies. However different damage amounts make
them balanced in this game. It's attachments vary from those had by
other rifles, and in my mind this is a good thing. Who needs a different
sight when you can have a bayonet or a sniper scope? Speaking of a sniper
scope, like with the bolt rifles the M1's stats are significantly altered
when using the scope, so they will be listed below.

M1 Garand Scoped

Damage: 70
Ammo: 8/24
Reload: 3.4/1.6
Empty Reload: 1.6/2.5
Fire Rate: Semiauto, capped at 444 RPM
Multipliers: Head(1.5) neck(1.1) Chest(1.1)
-

STG 44

Damage: 30-20
Ammo: 30/60
Reload: 2.45/1.55
Empty Reload: 3.35/1.55
Fire Rate: 535 RPM
Multipliers: Head(1.4)

Attachments:

Flash Hider: Increases the rate at which bullets lose damage but stops you
from appearing as a red dot on the map when you fire.
Aperture Sight: Gives the weapon a different sight.
Telescopic Sight: Gives a new sight which increases zoom and sway.

The German STG 44 was a revolutionary weapon. It is considered the world's
first assault rifle (STG stands for Sturmgehwehr, or Storm Rifle). However,
being invented in 1944, it came in too late to change the outcome of the war.
In Call of Duty 5, it is a solid choice of weapon that most closely resembles
the assault rifles of Call of Duty 4. However, some dislike it for it's low
damage compared to it's rate of fire.
-

M1 Carbine

Damage: 40/30
Ammo: 15/60
Reload: 2.9/2.2
Empty Reload: 3.7/2.3
Fire Rate: Semiauto, capped at 1200 RPM
Multipliers: head(1.4)

Attachments:

Flash Hider: Increases the rate at which bullets lose damage but stops you
from appearing as a red dot on the map when firing.
Aperture Sight: Changes the sight of the weapon.
Bayonet: Increases Melee Range
Box Magazine: Increases ammo capacity to 30, slightly increases reload time.

The M1 Carbine is one of the rarer guns to see online, thanks to it's
unlocking at rank 65, but it is an incredibly useful weapon. It's variety
of attachments make it a unique weapon, and it has very precise sights.
-

-=Submachine Guns=-

M1 Thompson

Damage: 40/20
Ammo: 20/60
Reload: 2.1/1.6
Empty Reload: 2.7/1.2
Fire Rate: 750 RPM
Multipliers: Head(1.4)

Attachments:

Silencer: Increases the rate at which bullets lose power, but stops you from
appearing as a red dot on the map while firing.
Aperture Sight: Gives the weapon a new sight.
Drum Magazine: Doubles ammo capacity to 40, slightly increases reload time.

Made famous by Chicago gangsters, the ubiquitous "Tommy Gun" was the
American Submachine Gun of World War 2. It has a good rate of fire and good
damage, but without the drum it's ammo is lacking. With the drum, though,
it can hipfire very well, and is my favorite SMG.

MP40

Damage: 40/29
Ammo: 32/64
Reload: 2.3/1.85
Empty Reload: 3.3/2.15
Fire Rate: 535 RPM
Multipliers: Head(1.4)

Attachments:

Silencer: Increases rate at which bullets lose power, but stops you from
appearing as a red dot on the map when you fire.
Aperture Sight: Gives the weapon a new sight.
Dual Magazines: Doubles ammo capacity to 64 and slightly increases reload time.

 The MP40 is the most common weapon in the online, and for good reason:
it's brutally effective at anything but long range. It is very damaging,
especially for it's rate of fire, and it has good sights and lots of ammo.
-

Type 100

Damage: 40/20
Ammo: 30/60
Reload: 2.25/1.95
Empty Reload: 2.75/1.75
Fire Rate: 750 RPM
Multipliers: Head(1.4)

Attachments:

Silencer: Increases rate at which bullets lose power but stops you from
appearing as a red dot on the map when you fire.
Aperture Sight: Gives the weapon a new sight.
Double magazine: Doubles ammo capacity to 60 and slightly lengthens reloads.

Statistically, the Type 100 is almost the same as the Thompson, with the
differences being that while the Type 100 carries more ammo, is has
slower reloads and slightly more difficult sights. Overall, Thompson
vs. Type 100 is personal preference.
-

PPSh-41

Damage: 22/14
Ammo: 35/70
Reload: 2.3/1.9
Empty Reload: 2.8/1.7
Fire Rate: 1250 RPM
Multipliers: Head (1.4)

Attachments:

Aperture Sight: Gives the weapon a new sight.

Drum Magazine: Doubles ammo capacity to 70 and slightly lengthens reloads.

The PPSh-41 was the Russian Submachine Gun of World War 2. Although
most games depict it with the drum magazine, in World at War you must
earn it (the box magazine did exist for it). The PPSh has a crazy fire rate
at 1250 RPM, even faster than in real life (although this is to balance
it's low damage).
-

-=Shotguns=-

M1897 Trench Gun

Damage: Fires 8 pellets. Each pellet does 30/10
Ammo: 7/21
Reload Animation: .9 for first, .6 for every shell thereafter.
Actual Reload: .75, .6
Pump Time: .8 Seconds
Multipliers: Head (1.4)

Attachments:

Grip: Adds a grip that reduces recoil but takes perk 1.

Bayonet: Adds a bayonet that increases melee range.

The Trench Gun is a decent shotgun, that in my opinion is better than the
W1200 from 4, thanks to it's better range. Unlike the Double Barrel Shotgun,
it's pellets do not disappear so quickly. I personally can't use it without
double tap, but maybe you can.
-

Double Barrel Shotgun

Damage: 40-0
Ammo: 2/18
Reload: 2.75/1.95
Empty Reload: 2.75/1.95
Fire Rate: Capped at 212 RPM
Multipliers: Head (1.4)

Attachments:

Grip: A grip that takes up perk 1 but reduces recoil.

Barrel Sawoff: Increases damage to 45 but increases the rate at which it
loses damage as well.

In my opinion, the Double Barrel Shotgun is the superior shotgun of
Call of Duty 5. The superior fire rate AND damage make it more useful
in difficult situations, and sleight of hand eliminates it's ammo weakness.
-

-=Machine Guns=-

Type 99

Damage: 45/33
Ammo: 30/60
Reload: 3.75/3.05
Empty Reload: 5/3.05
Fire Rate: 625 RPM
Multipliers: Head (1.4)

Attachments:

Bipod: Deployable Bipod to increase stability.

Bayonet: Adds a bayonet that increases melee range.

Overall, the Type 99 is a great LMG. It's sights are a bit tricky at first,
but are easy to get used to. It has a good ROF, low recoil and superb damage
for an automatic weapon. It is also the only LMG with a bayonet. On long
streaks it's ammo supply runs out fast, so bandolier might be a good first
perk.
-

BAR

Damage: 45/35
Ammo: 20/60
Reload: 2.75/1.95
Empty Reload: 3.25/1.7
Fire Rate: 375 RPM
Multipliers: Head (1.4)

Attachments:

Bipod: Deployable bipod to increase stability.

When I first got the Browning Automatic Rifle, I had a lot of trouble using it.
Except at short range, it's recoil is too unmanageable to fire
automatically, so instead take a hint from it's name and use it like a
rifle rather than a machine gun. Semiautomatic fire works great at range,
and up close you have the advantage of automatic fire and a larger magazine
over normal rifles.
-

DP-28

Damage: 45/35
Ammo: 47/47
Reload: 3.3/2.25
Empty Reload: 4.5/2.25
Fire Rate: 469 RPM
Multipliers: Head (1.4)

Attachments:

Bipod: Deployable bipod to increase stability.

The DP-28 is a distinctive looking Russian machine gun with good power
and ammo capacity. It's sights are good for up to medium range, and while
removing the old magazine during a reload it makes a cool sound. Only one
spare magazine means that bandolier is a good first perk.
-

MG42

Damage: 30
Ammo: 50/100
Reload: 6/2.8
Empty Reload: 6/2.8
Fire Rate: 937 RPM
Multipliers: Head (1.4)

Attachments:

Bipod: Deployable bipod to increase stability.

The MG42, one of the most iconic weapons of World War 2, makes it's appearance
in World at War. It's Beastly rate of fire combined with decent damage
are offset by a small drum relative to the ROF, and a long reload. The sights
are also a little bit difficult to handle beyond short range.
-

FG42

Damage: 30/22
Ammo: 20/60
Reload: 2.4/1.85
Empty Reload: 3.5/1.75
Fire Rate: 937 RPM
Multipliers: Head (1.4)

Attachments:

Bipod: Deployable bipod to increase stability.

Telescopic Sight: Grants a new sight that increases Zoom and Sway.

This German Paratrooper weapon is my #1 weapon in the game. It's fast rate of
fire, controllable and precise sights all make a delicious combo. It's
poor hipfire accuracy and small magazine make it a poor choice for close
range combat, but for anywhere else it is the ideal weapon.
-

Browning M1919

Damage: 40
Ammo: 50/150
Reload: 6.45/4.25
Empty Reload: 6.45/4.25
Fire Rate: 625 RPM
Multipliers: Head (1.4)

Attachments:

Bipod: Deployable bipod to increase stability.

The Browning M1919 is a great Machine gun for range, due to it's good sight
and not-dropping bullet power. It's RoF is decent, and Sleight of Hand
is a good counter to it's long reloads.

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4. Contact

I can be reached by emailing [email protected]

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5. Miscellaneous/Credits

Credit to DenKirson (http://www.xanga.com/DenKirson)
for having a great site with actual weapon stats
listed. The ones the game tells you are not
necessarily true.

Credit to Masterchef87 and Magus_Stragus
I looked at their FAQs to get an Idea of how to write
one, as this is my first.

http://www.gamefaqs.com/console/xbox360/file/939212/51617
and
http://www.gamefaqs.com/portable/ds/file/945837/54930

And finally me for writing this.