How many shotguns are in black ops 2




















By default, it is equipped with a carry handle iron sight with a built-in, unusable tactical light similar to the one on the Magpul FMG-9 in Modern Warfare 3. The carrying handle is removed when alternate sights are used. It erroneously fires in three-round bursts by default in multiplayer and Zombies at a very high fire rate of RPM, equal to that of the Skorpion Evo 3's full-auto rate , though the correct fully-automatic mode is selectable with the "Select Fire" attachment.

A JS 9mm with a reflex sight is the eighth weapon tier in Gun Game. The MP40 returns from the previous games, appearing in the Zombies map "Origins" from the "Apocalypse" DLC with slightly more ammo and rate of fire with an inflated price of , though a special version with the "Adjustable Stock" can be found in the Mystery Box.

This power comes at the cost of a low rate of fire and small magazine. This fictional submachine gun bears a strong resemblance to the FN P90 TR , and is probably intended to represent a "futurised" version of it. It uses a very similar polycarbonate box magazine, but rather than being inserted from the top of the weapon it pivots at the front and swings out the the left-hand side.

It has a Spider's Tactical Barking Spider 2 muzzle brake. Unlike the P90, the PDW has a rather restrained rate of fire. Like the MSMC, in multiplayer it features high power offset by a low rate of fire. It appears to take some design cues from the AAC Honey Badger , and is equipped with an angled front grip and a tiny, rather useless-looking side-folding stock.

The markings on the weapon state that it fires the FN Herstal 5. The "Vector K10" in the game is actually a standard TDI Vector ; while the name implies it is a KRISS K10, it does not have the detachable magazine well or diagonal reversible charging handle of the K10 model, though it does have the correct extended barrel for that version. The game calls it the "M," presumably intending it to be an M rebuilt with an M full-auto trigger group, but since the in-game weapon's receiver markings identify it as a Colt-produced M there is no visual reason to say it is not one.

Being in a gangster-based level, it is unsurprisingly equipped with a round drum magazine. It is never found during the campaign, but can be selected from the loadout screen.

It is the second weapon which changes visually when a "Long Barrel" Attachment is used; by default it has a shorter barrel than in Black Ops with only five vents in the barrel rib, while the Long Barrel has the same seven-vent rib as the Black Ops model. Strangely, all Beretta s in Zombies mode use the longer barrel, despite having the weapon's unmodified stats. An extremely powerful and ridiculously baroque shotgun called the "Blundergat" is a secret weapon in the "Mob of the Dead" DLC, accessible from the Mystery Box or via a convoluted method involving a series of hidden triggers which make it appear on the Warden's desk.

It appears to be based very loosely on the model for the Beretta , but features four barrels with double hammers on each side. It is still a break-open weapon, the normally offset barrels tilting into line and a four-round speedloader being used to reload all four barrels together.

The gun can also be modified beyond the standard Pack-a-Punch by building a machine to transform it into the "Acid Gat". The Acid Gat has glowing green barrels that split near the end and fires a 3-round salvo of acidic capsules. The weapon's stock is unfolded in its menu image, absent in the viewmodel, and folded on the worldmodel.

The weapon functions in semi-automatic mode with the forend in its proper forward position, but the player character will always incorrectly rack it at the end of a reload; this shouldn't be possible, because the forend is locked into this position when the weapon is set to semi-automatic. When used by Raul Menedez at the end of "Suffer With Me", the stock is unfolded and he uses it in pump-action with the forend in the rearward position.

Of note is that during the brief section of "Time and Fate" where Menendez is the playable character, his SPAS has a double capacity of 16 shells instead of the usual 8. Furthermore, if he fires 4 or more shells, he will reload the SPAS by flipping it off-screen and back on, the entire process taking roughly one second.

Like in Modern Warfare 3 , the default reload animation still shows playable character loading all 14 shells into only one magazine tube, and there is still no animation for switching the tube selector. If the "Fast Mag" attachment is used, shells are inserted into both magazine tubes simultaneously, increasing ammo count 2 shells per animation loop instead of 1. While this does address the issue of putting 14 shells in one tube, this is mechanically impossible in a different way, since only one magazine tube can be reloaded at one time; putting the tube selector in the middle position blocks both magazine tubes from loading and feeding.

The KSG fires buckshot in the campaign, and slugs in multiplayer and Zombies. Weirdly enough, green shells are inserted during a reload, but the weapon ejects red ones when firing.

A custom tactical configuration of the Remington Model is referred to as the "R MCS" in singleplayer and "Remington MCS" in multiplayer, and is shown with a RIS mount on the receiver which includes aftermarket sights and a spare shell holder on the left and a two-round one on the right.

With the "Fast Mags" attachment, the user shoves in two shells per motion when reloading, doubling the reload speed. The Saiga 12K is available from the beginning for missions. It is modelled with a left-handed ejection port and charging handle, a Magpul MOE stock, a large stand-off muzzle device, and rails that for some reason mounts HK-style iron sights by default. When reloading from empty by default, the player character locks back the charging handle and releases it after changing the magazine; this can be done with some later-model Saigas, which feature manual bolt hold-open devices to ease reloading.

It is correctly shown as having a magazine with four 4-round tubes which must be manually rotated, but incorrectly fires each 4-round stack in full-auto mode.

This is actually a feature of the SRM Arms MLE, prototypes of which were seen as early as ; it is not clear if the developers were aware of the MLE or it is simply coincidence. An interesting fact to note is that when the incorrectly named "Extended Clip" is used, the magazine size is increased from 16 to 20 rounds, but the player will actually be able to fire an additional 4-round stack, despite the weapon being fitted with only four tubes.

It would have been more logical to add an extra shell to each of the four tubes even though this goes beyond the real M's capacity. This isn't a problem for the "Mesmerizer" Pack-a-Punch variant in Zombies mode, that fires 6 shells from a single tube. An M with the aforementioned "Extended Clip" attachment appears as the 5th weapon tier in Gun Game. Soviet troops in Afghanistan use the "AK47" in "Old Wounds", despite the fact that the AK had been phased out of frontline service by that time, being replaced by the AK The AKSU can be found in the past campaign levels and appears in zombies mode.

It uses the same model as in Black Ops including the slightly elongated barrel and gas tube , and is still referred to as the "AK74u" and erroneously classified as a submachine gun.

It is incorrectly shown used by frontline Soviet troops in "Old Wounds," whereas in reality it was only issued to tank crews, special forces, and support units. The AN assault rifle is used by PMC troops and Menendez's forces, Russia seemingly having decided to export the high-tech assault rifle by ; in reality, production of the AN was discontinued in , and it was never made available for export.

The weapon still retains the original, now-useless rear sight though. The weapon features a correct recoiling barrel and a 2-round burst mode, even firing the first two rounds faster in fullauto mode. The recoiling barrel incorrectly moves back when the charging handle is pulled on an empty reload, which does not happen in reality.

The USAF M16 returns from Black Ops ; though it is called the "Colt M16A1", it lacks a birdcage flash hider and a forward assist, the absence most clearly visible during the pick-up animation. It still uses round straight magazines with 30 rounds in them, and incorrectly has a three-round burst mode if it has the select-fire accessory.

It is first available in the final s level, "Suffer With Me. In singleplayer it is fully automatic by default, whereas in multiplayer it defaults to semi-auto. It is available from the first mission onwards. As with the DSA SA58, its multiplayer incarnation used in Zombies mode is semi-automatic by default, while the singleplayer version defaults to fully-automatic, which is incorrect since the G Series model is a civilian semi-auto only rifle.

It holds 30 rounds in its round magazine, or 40 if the invisible and incorrectly named "Extended Clip" is chosen. Strangely, the weapon has a variable fire rate not unlike that of the AN; the first 7 shots in full-auto are fired at RPM, and the rest are fired at RPM, apparently to imitate the real HAMR's transition to open bolt firing when the weapon is heated, though this does beg the question of how the weapon manages to not only heat up to unsafe levels within a mere and consistent 7 rounds, but also dissipate this heat instantaneously upon the cessation of fire, nevermind the fact that switching the same weapon from open-bolt to closed-bolt operation wouldn't likely cause such a drastic change in fire rate.

The version in campaign forgoes this nonsense altogether, and fires at a constant RPM. The in-game weapon has a standard In real life this configuration is used on Malaysian XM8s, though given the series' common use of Airsoft weapons as references it is far more likely this was based on a rail-equipped Airsoft gun. It also has an incorrect Gstyle magazine well. In multiplayer and Zombies modes, it fires 4-round bursts by default, something not present on the real XM8.

A slightly modified version of the IMI Galil ARM model from the original Call of Duty: Black Ops is available in the past levels; it no longer has a carry handle, though it still has the attachment point for one. Legend of Zelda. First-Person Shooters. Gaming PCs. Strategy Games. Technical How-Tos. Horror Games. Sports Games. Fighting Games. Classic Games. Puzzle Games. Related Articles. By Kyler J Falk. By Vince Tangcalagan. By Carlyn Hayes. By sigbog.

By Melissa Clason. By Joseph Mordente. By Rahul Pandey. By Ansel Pereira. See More. Note: These challenges are for each individual shotgun and, thus, their statements apply to that shotgun only. For instance: the "No Attachments" challenge for the Cherry Blossom camo only applies to your equipped shotgun and not to any other weapon you have equipped as a secondary.

To unlock up through the Kyptek: Typhon camo, the challenge states that you must earn " One Hit Kills". Sure, this sounds obvious, but it's fairly difficult to actually complete this requirement with some of the shotguns, specifically the S12 semi-auto since it's so easy to pop off a few quick shots and run away thinking a kill is a kill, just like the other weapon classes.

The Remington MCS is fairly easy to complete the kill challenges with as it deals a fairly massive amount of damage at close range, just as the KSG is nice for a more medium range. The S12 semi-auto and the M full-auto, however, both deal considerably less damage and should ideally be used in point-blank range aka: guaranteed death distance , especially if you're only using the gun for the One Hit Kill camouflages.

Secondary weapons can only carry 1 attachment, but like with primary weapons, the amount can be increased with a Wildcard. You can carry one Lethal and Tactical equipment, but there's a slot for an extra. Most of the weapons in black ops 3 can be equipped with additional attachments with BO3 Wildcards.

Each gun in the game has its own level and gains experience when it's used - guns can also gain individual Prestige levels.



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