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Launch Comms: Upping Your Arsenal: Primary and Secondary Weapons Detail for Modern Warfare III

  • MWIII

Inspect all the Primary and Secondary weapons scheduled for launch, including Aftermarket Parts, and learn about the weapon-balancing pass. The Gunsmith receives a statistical overhaul, and we break this all down for you.

  • 新闻
  • 公告
  • 特色
  • 加强版情报
  • 武器详情

Launch Comms: Upping Your Arsenal: Primary and Secondary Weapons Detail for Modern Warfare III

  • MWIII

Inspect all the Primary and Secondary weapons scheduled for launch, including Aftermarket Parts, and learn about the weapon-balancing pass. The Gunsmith receives a statistical overhaul, and we break this all down for you.

  • 新闻
  • 公告
  • 特色
  • 加强版情报
  • 武器详情

Upping Your Arsenal: Primary and Secondary Weapons (MP, MWZ)

The Pre-season of Modern Warfare III brings an impressive arsenal of 37 different weapons (as well as 6 Aftermarket Parts) to complement the 77 armaments carrying forward from Modern Warfare II and the six seasons of free weapon content. This brings the total number of weapons available to 114. Here’s some additional context to assist you as you build your weaponry from the largest selection ever seen in a Modern Warfare game:

Primary Weapons: This is your main offensive weapon, and there is an impressive depth of choice, both in terms of weapon type and individual armaments within a particular category. Level up weapons to unlock attachments that can further increase a weapon’s capabilities.

Secondary Weapons: These are firearms or equipment that a player can carry in addition to their primary weapon. These secondary weapons serve various purposes and can be ued in different situations to complement the primary weapon.

Distinguishing Markers: Both MWII and MWIII weapons are easily distinguishable in the Weapon Select menus, as each features the logo of the game it originates from (see above).

Carry Forward Confirmation: If you’re a Modern Warfare II player with a sizable collection of weapons, these are carried forward at the weapon level you reached, along with any unlocked attachments and camos. You can continue to unlock these weapons in MWIII.

“Missing” MWII Weapons: If you’re a brand-new Modern Warfare player, or you’re a MWII player who missed collecting some of the available weapons, every MWII weapon is available in MWIII. You simply complete an unlock Challenge in either Multiplayer, or extract the weapon if you find it during a Modern Warfare Zombies session.

Weapons Balancing: All MWII weapons will receive a weapons pass by Sledgehammer Games (see later in this article) so that all armaments have balanced advantages (and shortfalls) no matter which MW game they originated in.

Weapon Selection Streamlining: There are shortcut buttons along the bottom of the screen allowing you to quickly Preview, Equip and Open Gunsmith, enter the Firing Range, or Preview the weapon.

Attachments Available: Outside of the MWII Riot Shield, all Primary Weapons and the Handgun Secondary Weapon category can be modified with attachments in Gunsmith.

 

Assault Rifles (6 New)

Total Available: 15 (MWII) + 6 (MWIII) = 21.

Medium range Primary Weapons. Aiming down sights or Tac-Stance. Full-auto, usually. Average mobility. Often versatile due to attachment options.

 

SVA 545

This weapon system fires the first two rounds nearly at the same time, making this an incredibly lethal weapon in careful hands.

 

MTZ-556

Boasting an exceptional fire rate for a 5.56 weapon, this close-quarters AR excels at close and mid-range.

 

Holger 556

Chambered in 5.56, this AR offers exceptional range and reliability for most engagements.

 

MCW

This remarkably adaptable AR features phenomenal recoil control and versatility from a lightweight frame chambered in 5.56.

 

DG-58

With excellent recoil control and three-round burst fire, this bullpup AR dominates at mid- to long range.

 

FR 5.56

A three round burst bullpup AR. A well-placed burst can be extremely deadly at intermittent ranges.

 

Battle Rifles (3 New)

Total Available: 5 (MWII) + 3 (MWIII) = 8.

Medium- to long-range Primary Weapons. Aiming down sights. Semi-auto or three-round burst, usually. Average mobility. High accuracy with high damage.

 

BAS-B

A highly controllable and powerful Battle Rifle chambered in 6.8 Wrath designed for all-around reliability and performance.

 

Sidewinder

A highly adaptable Battle Rifle chambered in .450 that delivers high damage at close to mid-range.

 

MTZ-762

A fully automatic Battle rifle designed to send hard-hitting 7.62 rounds downrange at high velocity.

 

Submachine Guns (6 NEW)

Total Available: 12 (MWII) + 6 (MWIII) = 18.

Short-range Primary Weapons. Aiming down sights, Tac-Stance, or hip-firing. Full-auto, usually. High mobility.

 

Striker

A hard-hitting and controllable SMG chambered in .45 Auto. Reliable at close to mid-range.

 

WSP Swarm

Ultra combat and maneuverable, this 9mm SMG overwhelms targets with a fast fire rate.

 

AMR9

A fully automatic SMG chambered in 9mm, the AMR9 is a go-to for Operators who prefer to shred the competition from close to mid-range.

 

WSP-9

A fully automatic SMG featuring a slow rate of fire balanced by high damage, control, and mobility.

 

Rival-9

The Rival-9 is a lightweight, 9mm SMG built for agility and quick room-clearing.

 

Striker 9

This compact SMG handles like a carbine while taking advantage of the low recoil and versatility of 9mm rounds.

 

Shotguns (3 New)

Total Available: 6 (MWII) + 3 (MWIII) = 9.

Extreme close-range Primary Weapons. Hip-fire, Tac-Stance, or aiming down sights. Variety of firing mechanisms. High mobility. Easiest weapon to spray.


Lockwood 680

This highly effective and versatile 12-gauge pump shotgun can be modified to excel in most scenarios.

 

Haymaker

Highly effective at close range, this mag-fed combat shotgun will clear rooms with rounds to spare.

 

Riveter

A full-auto, .310 shotgun built around an AR receiver, the Riveter is a hole-punching machine.

 

Light Machine Guns (5 New)

Total Available: 6 (MWII) + 5 (MWIII) = 11.

Medium- to long-range Primary Weapons. Aiming down sights. Full-auto, usually. Low mobility. Mounting preferred.

 

Pulemyot 762

Chambered in 7.62, this belt-fed heavy machine gun provides excellent suppressive fire, dealing a massive amount of damage at long ranges.

 

DG-58 LSW

A lightweight squad weapon for controlling zones and laying down suppressive 5.8x42mm fire.

 

Holger 26

A highly modular light machine gun that can be adapted to most combat scenarios. Chambered in versatile 5.56 ammunition.

 

Bruen Mk9

The Bruen Mk9 is a fully automatic, air-cooled light machine gun chambered in 5.56. Support your team and pin down the enemy with a high fire rate and overwhelming covering fire.

 

TAQ Eradicator

Fully automatic LMG that utilizes a prototype firing method going from a closed to open bolt systems starting out at a blazingly fast rate of fire before quickly slowing down and becoming more accurate.

NOTE: The TAQ Eradicator will become available to use in-game via a Challenge, shortly after game launch.

 

Marksman Rifles (4 New)

Total Available: 8 (MWII) + 4 (MWIII) = 12.

Medium- to long-range Primary Weapons. Aiming down sights. Semi-auto or bolt/lever action, usually. Above average mobility. More aggressive play preferred.

 

KVD Enforcer

A Marksman Rifle chambered in 7.62. Lightweight construction results in excellent recoil control for rapid follow-up shots.

 

MCW 6.8

Chambered in 6.8, this highly modular Marksman Rifle features exceptional damage and reliability.

 

DM56

A titan of ballistic ingenuity, this Marksman Rifle boasts best-in-class rate of fire and exceptional controllability.

 

MTZ Interceptor

A high-powered Marksman Rifle chambered in 7.62. Control mid to long distances with this semi-auto weapon.

 

Sniper Rifles (3 New)

Total Available: 7 (MWII) + 3 (MWIII) = 10.

Extreme long-range Primary Weapons. Aiming down sights. Semi-auto or bolt/lever action, usually. Low Mobility. More patient play preferred.

 

KATT-AMR

This devastating .50 cal bolt-action sniper rifle delivers massive damage downrange with every shot.

 

Longbow

A lightweight, heavily modified sniper rifle designed for precision shooting and repeat shots thanks to recoil control and magazine capacity.

 

KV Inhibitor

This semi-auto sniper rifle chambered in .338 offers undeniable recoil control and stability for the discerning Operator.

 

 

Pistols (4 New)

Total Available: 8 (MWII) + 4 (MWIII) = 12.

Close-range Secondary Weapons. Aiming down sights or hip-firing. Variety of firing mechanisms. Second fastest mobility. Fastest weapon to swap to.

 

COR-45

Semi-auto ballistic pistol chambered in .45 Auto. Delivers excellent handling and recoil control.

 

Renetti

A burst-fire pistol with a staggering fire rate and controllability in the right hands.

 

TYR

This deadly revolver chambered in devastating 12.7x55mm hits like a cannon and leaves no survivors.

 

WSP Stinger

Keep your enemies close with this highly effective, room-clearing weapon with a blazing fire rate.

 

Launchers (1 New)

Total Available: 4 (MWII) + 1 (MWIII) = 5.

Secondary Weapons. Any range against technology or large groups. Aiming down sights. Single-load, usually. Low Mobility.

 

RGL-80

An infantry carried, revolving grenade launcher that fires 40mm projectiles that explode on impact.

 

Melee (2 New)

Total Available: 6 (MWII) + 2 (MWIII) = 8.

Fisticuffs range. Secondary Weapons aside from the Riot Shield, which is a Primary Weapon. Usually nonprojectile. Fastest mobility. Knives and other close-combat tools.

 

Gutter Knife

Standard issue combat knife. Great for quick stealth takedowns.

 

Karambit

A small, curved talon-style blade. Extremely sharp and discreet for fast and deadly melee attacks.

 

Aftermarket Parts (6 at Launch)

The following Aftermarket Parts are available immediately at launch, and each one has a designated unlock challenge. Expect further Aftermarket Parts to become available throughout each Season (including Pre-Season) via the Weekly Challenges system. To apply certain Aftermarket Parts to a weapon, the weapon needs to be at maximum level.

Note: For Aftermarket Parts unlocked via Weekly Challenges, once the challenges expire at the end of the Season, the Aftermarket Part moves into the Armory Challenges section for a new (and always-available) unlock Challenge.

 

JAK Raven Kit (MCW – AR)

Versatile and modular, this .300 conversion of the MCW can be adapted to hit hard in nearly every combat scenario. This Kit is unlockable in the first weekly challenge post-launch.

 

JAK Heretic Carbine Kit (MTZ-762 – BR)

This powerful, 7.62 AR was crafted to deliver exceptional damage with moderate recoil.

 

Broodmother .45 Kit (WSP-9 – SMG)

A high-damage conversion kit that rides the line between SMG and AR with hard-hitting .45 Auto rounds.

 

JAK Annihilator Bullpup Kit (Pulemyot 762 – LMG)

A modified, bullpup LMG that provides superior maneuverability while still delivering heavy and consistent fire.

 

XRK IP-V2 Conversion Barrel (COR-45 – Handgun)

This carbine conversion kit for the COR-45 allows for optics and underbarrel attachments. It also introduces binary fire which effectively doubles the fire rate.

 

JAK Ferocity Carbine Kit (Renetti – Handgun)

This heavy carbine kit converts the Renetti pistol into a compact and maneuverable SMG. Allows for optics, stocks, and underbarrel attachments.

 

Modern Warfare II Weapon Balancing

The entire complement of the Modern Warfare II weaponry will receive a weapon balancing pass by Sledgehammer Games, with additional adjustments after launch, as needed.

These aspects of MWII weapons may be changed as part of this balancing pass:

    Damage ranges

    Damage values

    Damage location multipliers (head, torso, legs)

    Attachment value magnitudes (e.g., reducing MWII laser ADS speeds)

    Attachment PROS and CONS values

This weapon balancing pass will ensure weapons from Modern Warfare II are optimized to perform alongside the new Modern Warfare III weapons arsenal, while maintaining the identity of the MWII weapons as much as possible. The team will be observing weapons performance at launch and beyond as part of ongoing post-launch game refinements.

 

Gunsmith: A Robust Weapon Builder (MP, MWZ)

Expect the Modern Warfare III Gunsmith to be an approachable, familiar, and vastly customizable weapon builder. Its goal is to make nearly every weapon in the game a true extension of your personal playstyle.

 

Modifications and Attachments

As with MWII, building your weapon involves leveling up the weapon by obtaining Weapon XP (WXP) and unlocking modification slots to add attachments to your weapon. These attachments enhance your weapon’s performance. You can add up to five attachments to most weapons.

MWIII Aftermarket Parts: Some weapons have Aftermarket Parts, a modification system that dramatically after a weapon’s functionality and character. These unique upgrades are earned through weekly in-game challenges once a weapon reaches its max level. For even more information on Aftermarket Parts, check out this blog.

 

Streamlined and Detailed: Gunsmith Statistics

Based on community feedback, Sledgehammer Games has removed the Weapon Tuning feature present in MWII and has made further improvements to make Gunsmith easier to use. This change to Weapon Tuning applies to both MWII and MWIII weapons that utilize modifications.

Statistical Refresher — Nine Important Stats: Within the Gunsmith are nine important and familiar values, which offer the same incredible detail and meticulous modification potential that Call of Duty players are used to. Each aspect of an armament’s performance is related to the following statistics:

    Damage: The points of damage you inflict on an enemy, dependent on where the area of the foe you hit, within the effective range of the weapon.

    Fire Rate: The rounds per minute and the rechamber time of the weapon.

    Range: The range that your weapon effectively inflicts the damage and the velocity of each bullet fired.

    Accuracy: The spread from hip fire in degrees, and how resistant to flinching while firing you are while employing the weapons.

    Recoil Control: The gun’s kick, as well as its horizontal and vertical recoil in degrees.

    Mobility: How quickly you can generally move, crouch and move, sprint, tactically sprint, and ADS while using the weapon.

    Handling: The ADS speed, reload quickness, sprint to fire speed, and weapon swap speed.

    Rounds: The number of individual pieces of ammunition (e.g., bullets or slugs) the weapon can fire before reloading is needed.

    Reserve: The additional ammunition the weapon carries. Once the Rounds and Reserve number is reduced to zero, you’re out of ammunition.

 

PROS and CONS Values

Additional detail has been added to PROS and CONS of every weapon attachment. In MWII, this information was set out in a list format of (up to) four PROS and (up to) four CONS per attachment. In MWIII, each PRO and CON has an additional chevron icon to the left of each description, showcasing the following:

    Single chevron: A minor PRO or CON.

    Double chevron: A moderate PRO or CON.

    Triple chevron: A strong PRO or CON.

    Polygonal arrow: A new function of the mod.

 

This allows you to easily see how impressive (or disadvantageous) a particular PRO or CON of an attachment is as you build your chosen weapon in the Gunsmith.

New Functions of Mods: Regarding the “polygonal arrow” that indicates a new modification function, this usually adds a new weapon function. Here are some examples of these that certain attachments bring to a weapon. These should be familiar to anyone who has played MWII; they are just highlighted in a new manner. Here are a few examples:

    Muzzles: Undetectable by Radar (PRO), Flash Concealment (PRO).

    Ammunition: Bullet Penetration (PRO), Explosive Impact (PRO).

    Underbarrel: Bipod Mount (PRO).

    Lasers: Canted Laser Aiming (PRO), No Tactical Stance (CON).

    Optics: Different magnifications (PRO), Thermals (PRO), Sniper Glint (PRO).

 

Modification Menu: Show Details

Sledgehammer Games, in collaboration with Beenox, has added additional statistical depth for those players who need the finest incremental data for every aspect of every attachment. Select any of the modification menus around the weapon in the Gunsmith, and hit the Show Details button for an impressive, expanded view.

As you can see from the previous screen, this expanded view shows the seven statistical ratings of the weapon and breaks down how the attachment adds or subtracts from particular values. Cycle left and right and compare every attachment (of the same type) to determine how it affects weapon performance, down to a specific hit point, degree, millisecond, or increment of a meter!

 

Weapon Stats: Filtering

Within a specific modification menu, or the Show Details submenu of a specific mod, is another option: Filtering. This allows you to fine-tune a weapon using only the statistics that are particularly important to you. You can:

            Filter by statistic: This allows you to further compare attachments of the same type (i.e., an Optic, Barrel,  or Muzzle) with each other in regards to one, two, or up to seven of the main statistics. You can turn the filter off and on, allowing easy comparisons between mods , to further hone your own individual meta.

         Filter by Attachment: You can also filter to show only attachments you’ve unlocked, or those you still need to unlock, so you know the granular information of an attachment before you fit it onto your armament. You can filter by Aftermarket Parts, too, as appropriate.

 

Weapon Tuning Removal

With the additional statistical knowledge you’re able to receive while swapping between modifications, providing an impressive amount of incremental weapon meta building, Weapon Tuning has been removed, a feature that appeared in Modern Warfare II. This change to Weapon Tuning applies to both MWII and MWIII weapons that utilize modifications.

 

Modern Warfare III Launch Comms Continues

Be sure to check back at the Call of Duty Blog between now and launch, as we confirm in-game content and offer deep dives on both Multiplayer and Zombies. Here’s what to expect prior to November 10:

 

Blog 1: Pre-Season Preparation: A look back at Intel Drops, confirmation of Preload and Early Access Times, and confirmation of the rewards you receive for playing the Campaign. Read more here.

Blog 2: Mapping Out Multiplayer: Details on the launch modes (3v3v3, 6v6, and 32v32), Additional Mode Intel, all the launch maps (both Core and Ground War), Carry Forward Maps, and the Modern Warfare III Operators from SpecGru and Kortac. Read more here.

Blog 3: Fully Equipped: A Deep Dive into Loadouts (MP, MWZ): Gear up for the evolution of Perks, with detailed confirmation on all the launch Equipment, including Vests, Gloves, Boots, and Gear. Tacticals, Lethals, Field Upgrades, and Killstreaks are also confirmed. Read more here.

Blog 4: Upping Your Arsenal: Primary and Secondary Weapons (MP, MWZ): You’re reading this Blog!

Blog 5: Cosmetic Customization: Weapon Camos (MP, MWZ): Could this be the biggest weapon progression feature in Call of Duty history? We detail the immense Multiplayer and Zombies Camo Challenge and Weapon Mastery system for your MWII and MWIII arsenal! Coming soon.

Blog 6: Modern Warfare Zombies: Launch Content Overview: Join Operation Deadbolt, learning about the Mission structure, your Equipment and Zombies Field Upgrades, Acquisitions and Schematics, Acts, Tiers, Rewards and what to find during your deployments to the Exclusion Zone. Coming soon.

 

 

Stay Frosty.

 

For more information on Call of Duty, check out www.callofduty.com and www.youtube.com/callofduty and follow @RavenSoftware and @CallofDuty on X, Instagram, and Facebook.

 

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