Call of Duty: World at War

Call of Duty: World at War

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World at War: Weapons Guide
Von Popkorne
Hi I'm DrPopkorne and I've been playing World at War since it's release back in 2008.

In this guide I hope to detail every weapon in the game and the ♥♥♥♥ Zombies game mode. Press Ctrl + F or have a look at the navigation bar to search for a particular weapon and enjoy!

Be aware this is my first guide so if you like what I've done or have some great advice for me please let me know!
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Introduction
Welcome to my guide. My first guide. No doubt really poor. I was initially hoping to fit Zombies in here too, but found that you don't have infinite space to write things. I've had to squat Machine guns into two different categories. Shame.

Thanks to Gagarin for the Weapons chart, if you want a quick reference guide.
Bolt-Action Rifles
A Bolt-Action Rifle is a type of firearm designed for long-range shooting. These types of firearms excel at long range where the high power, accuracy and zoom allow players to kill enemies at ranges other weapons would have been unable to. They are also one of the few weapons that do not lose damage over range. However, they do not perform well at close range, as they have very low hipfire accuracy and long ADS times.

In World at War It is good to note that all bolt-action rifles have the same accuracy, base damage, reload time and range. Accuracy is all dependent upon the user's ability, and when aim is steadied if the Sniper Scope attachment is in use. Bolt-action rifles are only different in terms of bolt cycling rate and scope sway, although those differences are negligible.

Springfield
The M1903 Springfield is an American clip-loaded, 5-round magazine fed Bolt-Action Rifle that was adopted by the US back in 1903. By 1937 it was officially superceded by the M1 Garand. However the Springfield saw great use in WW2 since there were insufficient M1 rifles to arm all troops.

It is an overall good sniper rifle, however, the iron sights are often found to be difficult to use properly, mostly because they are slightly misaligned.

Damage: 50 - 40
70 with scope

Magazine Size: 5 rounds

Starting Ammunition: 30 rounds
20 rounds with scope

Reload time: 2 seconds

Rate of Fire: 50 RPM
46 RPM with scope

Range: 4000m-5000m

Recoil: Medium

Penetration: Large


Arisaka
The Type 99 Arisaka was the primary bolt-action rifle of Arisaka design used by the Imperial Japanese Army during WW2.
The Japanese found that the 7.7mm cartridge being fired by their Type 92 heavy machine gun was superior to the cartridge used by their standard-issue rifle and so they started development of a new weapon to replace the outclassed Type 38.

The Arisaka is unlocked at level 4 and is tied with the Mosin-Nagant for the lowest rate of fire. However it does have one advantage oveer other scoped bolt-actions; if the player crouches the amount of idle sway is reduced from 60 to 45 making it the most 'accurate' bolt action, but still not as accurate as the PTRS-41. The Arisaka is also very quiet compared to the other bolt-actions.

Damage: 50 - 40
70 with scope

Magazine Size: 5 rounds

Starting Ammunition: 30 rounds
20 rounds with scope

Reload time: 2 seconds

Rate of Fire: 45 RPM
46 RPM with scope

Range: 4000m-5000m

Recoil: Medium-High

Penetration: Large


Mosin-Nagant
The Mosin-Nagant is a bolt-action, internal magazine-fed military rifle that finished developed by the Imperial Russian Army way back in 1891. During the Russo-Ottoman War of 1877-1878, Russian troops armed with single-shot rifles suffered heavy casualties against Turkish troops equipped with Winchester repeating rifles. This showed Russian commanders the need to modernize the might of the Russian army. They also needed more bears on unicycles.

The Mosin-Nagant is unlocked at Level 21. It has a slower rotating bolt mechanism than other bolt actions and lacks the Arisaka's idle sway reduction when crouched however the scope view moves less than the Arisaka while cycling the bolt. Unscoped, the iron sight is beautiful and consists of a ring around a metal pin that is really easy to use compared to the previously mentioned rifles. This has always been my favourite.

Damage: 50 - 40
70 with scope

Magazine Size: 5 rounds

Starting Ammunition: 30 rounds
20 rounds with scope

Reload time: 2 seconds

Rate of Fire: 45 RPM
46 RPM with scope

Range: 4000m-5000m

Recoil: Medium

Penetration: Large


Kar98k
The Kar98k is a bolt-action rifle adopted by the German Wehrmacht in 1935. Although supplemented by semi and fully automatic rifles during WW2, it remained the primary service rifle until the end of the war.
The Kar98k was derived from earlier rifles like the Gewehr 98. Karabiner means Carbine in German, which is really what it is... the weapon was noted for its reliability, great accuracy, effective range and was much much more modern. The previous rifle was 50 inches long!

The Kar98k is unlocked at level 41.
It moves the least whilst firing and rotating the bolt making it the easiest weapon to spot enemies. The Springfield is the only other to have faster bolt operation yet the Kar98k has superior iron sights. It is an all-round fantastic weapon. I actually own one of these for reenactments.

Damage: 50 - 40
70 with scope

Magazine Size: 5 rounds

Starting Ammunition: 30 rounds
20 rounds with scope

Reload time: 2 seconds

Rate of Fire: 48 RPM
46 RPM with scope

Range: 4000m-5000m

Recoil: Medium

Penetration: Medium
Large with scope


PTRS-41
The PTRS-41 is a beastly weapon. Produced by the Soviet Union in WW2, they began experimenting with anti-tank rounds. The 12.7x108mm became insufficient, so they produced the deadly 14.5x114mm armour piercing round that is fired by this bad-boy. Technically, World at War glorifies this weapon as it actually had a tendancy to jam when dirty, and the 14.5mm cartridge produces significant residue blocking the gas port.

Unlocked at level 57, it is classed as a bolt-action rifle incorrectly.. as it is a semi-automatic rifle.
The PTRS-41 does the same damage as all scoped bolt actions in the game but can fire faster than any rifle and reloads quicker by placing a full magazine in instead of reloading each round by one. However, as the entire clip needs to be replaced it is much faster to reload a bullet at a time on the previous rifles or by reload cancelling.
The PTRS does not sway as much as the bolt-actions when scoped, making it the most accurate sniper rifle.
It is also the only primary-weapon that can do noticable damage to tanks.

Damage: 70

Magazine Size: 5 rounds

Starting Ammunition: 15 rounds

Reload time: 4 seconds

Rate of Fire: 75 RPM

Range: Infinite

Recoil: High

Penetration: Not a single behind can stop this penetration
Rifles
Like most categories in World at War, they aren't entirely accurate. The rifles in World at War mainly class semi-automatic rifles and assault rifles to bridge the gap between sniper rifles and allow better medium/close range combat. They are deadly at medium range and are very effective all rounders.

SVT-40
The SVT-40 is a Societ semi-automatic battle rifle which was intended to be the service rifle of the Red Army but the mass production was disrupted by the German invasion in 1941, resulting in a switch back to the older Mosin-Nagant bolt-action rifle for the duration. After the war, the SKS and AK-47 were adopted instead.

The SVT-41 is obtained at level 1 and almost identical to the Gewehr 43 in every way except attachments and reload time. Unfortunately the Gewehr is almost always prefered due to clearer iron sights and a faster reload. However when using the Telescopic sight the iron sights are not in the way unlike the Gewehr making it a good alternative to a sniper rifle.

Damage: 40-30

Magazine Size: 10 rounds

Maximum Ammunition: 120 rounds

Reload time: 3.23 seconds
4 seconds unloaded

Rate of Fire: 1200 RPM

Range: 1500-2000
500-1000 suppressed

Recoil: Low

Penetration: Medium


Gewehr 43
The Gewehr 43 is the result of Germany's quest for a semi-automatic rifle. Two designs were brought forward, the G41M and G41W from Mauser and Walther arms respectively. The Mauser design was introduced in 1941 but was proved unreliable in combat. The Walther design fared better in combat but still ha dsome slight issues, Walther combined a new modified gas system providing greatly improved performance. It was accepted and entered the battle as the Gewehr 43 which was my favourite weapon in World at War.

The Gewehr is unlocked at level 7. It has rectangular iron sights and is very similar to the Soviet SVT-40. The Gewehr has a fantastic range of attachments, allowing a Suppressor instead of a Flash Hider, and a Rifle Grenade. The Gewehr also has very low recoil along with decent fire-rate making it a nice weapon. Be wary of its relatively short capacity though.

Damage: 40-30

Magazine Size: 10 rounds

Maximum Ammunition: 120 rounds

Reload time: 3 seconds
4 seconds unloaded

Rate of Fire: 1200 RPM

Range: 1500-2000
500-1000 suppressed

Recoil: Low

Penetration: Medium


M1 Garand
The M1 Garand was the first standard-issued semi-automatic rifle. Prepare for some American ass-licking as the weapon was regarded "the greatest battle implement ever devised".
The M1 Garand is unlocked at level 17. It has significant recoil in comparison to other weapons, however in some cases this makes headshots easier. I have always thought the M1 feels more uncomfortable than other rifles due to its restricted rate of fire, high recoil, relatively low ammo capacity, slow reload and only significantly higher damage. However, the M1 can be equipped with a Sniper Scope and used like a semi-auto sniper rifle. It actually does this very well and the damage is raised to 70, the same as all other sniper-rifles but it has much lower damage multipliers.
An interesting fact about the M1 Garand is that it is the only weapon in World at War that has a dry reload faster than its non-dry reload. This can come in handy as it allows the user to get back in to the fight quicker than with a rifle with a longer reload. It also pings.
Ping!

Damage: 45-35
70 with scope

Magazine Size: 8 rounds

Maximum Ammunition: 120 rounds

Reload time: 3.4 seconds
1.65 seconds unloaded

Rate of Fire: 444 RPM

Range: 1500-2000

Recoil: Medium

Penetration: Medium-Large


STG-44
The STG-44 is regarded as the first ever assault rifle. Now, German infantry were generally equipped with weapons comparable to those of other military forces however one difference was the emphasis on the machine gun as the primary weapon. Most other armies saw this as a support weapon. Because these were heavy and sometimes required several people to operate no wonder this was designed. It is said the name Sturmgewehr came from Adolf Hitler himself as a form of propaganda. (Sturmgewehr means Storm Rifle!)

The STG-44 is unlocked at level 37. Its moderate power and low rate of fire made it a let down for a lot of players however the recoil is easy to control. Its good accuracy make it a decent mid-long range weapon and this makes it very popular in hardcore modes. Unfortunately, this weapon is not particularly effective in close quaters combat outside of hardcore however it is definitely better than other rifles. Steady Aim can help mitigate this further.
The STG is one of the few guns that equally benefits from either Stopping Power or Double Tap. On core, take Stopping Power to use less bullets whilst on hardcore take Double Tap as it does not reduce the amount of bullets needed for a kill, but allows a higher fire-rate with little added recoil.

Damage: 30-20

Magazine Size: 30 rounds

Maximum Ammunition: 120 rounds

Reload time: 2.45 seconds
3.35 seconds unloaded

Rate of Fire: 535 RPM

Range: 1500-2000
500-1000 suppressed

Recoil: Very Low

Penetration: Medium-Low


M1A1 Carbine
The M1A1 carbine is a lightweight, easy-to-use semi-automatic carbine that became a standard firearm for the US during WW2. It continued through the Korean War and the Vietnam War. It was then produced in several variants.
The US Army wanted to produce a lightweight firearm and so the M1 was designed with reduced-power, however its reputation in front-line combat was praised for its small size but still decent stopping power more than enough to take down targets.

The M1A1 Carbine is an excellent weapon for its high accuracy, damage, capacity however it is the last unlock at level 65. It is not very common as with it unlocking at the last level.. most players choose to prestige at this level and will then lose the weapon. A lot of players regard the iron sights as inferior to other rifles as a lot of the sight is blocked, especially on certain attachments.

Damage: 40-30

Magazine Size: 30 rounds

Maximum Ammunition: 150 rounds

Reload time: 2.9 seconds
3.7 seconds unloaded

Rate of Fire: 1200 RPM

Range: 1500-2000
500-1000 suppressed

Recoil: Very Low

Penetration: Medium
Submachine Guns
A Submachine Gun is a generally fully-automatic weapon dedicated to performing best at close to medium ranges, but usually ineffective at longer ranges. They usually have high rates of fire, high capacity, high mobility, good hipfire accuracy, fast ADS time but low damage ranges.

WW2 saw the power of these submachine guns and they became heavily sought after during the war.

Thompson
The Thompson is an American submachine gun invented in 1918 that became infamous during the Prohibition era. It was common in the media, being used by law enforcement and criminals. It was known as the Tommy Gun and just looks super cool with a barrel magazine.
During the war however, they were not very effective on the pacific due to the climate. They had a tendancy to jam. Because the Thompson had to be ♥♥♥♥♥♥, it made the magazine changes slow and this made it even harder to clear a cartridge malfunction.

In World at War the Thompson is unlocked straight away, and has low recoil, with a high damage and fire rate. The main flaw however is its small magazine. Luckily the dry reload is somewhat decent and the Round drum attachment increases its capacity to 40.
The Thompson also has the same penetration as rifles, much better than other submachine guns. Statistically, it is almost the same as the Type 100. People prefering a larger mag should sway to the Type 100 or keep the Thompson for penetration.

Damage: 40-20

Magazine Size: 20 rounds
40 with drum magazine

Maximum Ammunition: 240 rounds

Reload time: 2.1 seconds
2.7 seconds unloaded

Rate of Fire: 750 RPM

Range: 750-1000
350-700 Suppressed

Recoil: Medium

Penetration: Medium


MP40
The MP40 was a submachine gun developed in ♥♥♥♥ Germany primarily used by paratroopers, squad leaders, and lucky infantrymen during WW2. A lot of films and TV series inaccurately portray this weapon as common. Generally all German soldiers carried Kar98k rifles however certain soviet tactics such as the Battle of Stalingrad saw entire units armed with submachine guns and completely outgunned the Germans. This caused a shift in tactics, perhaps too late, by the German army who started issuing more and more MP40s during the end of the war.

The MP40 is unlocked at level 10, and is statistically the most powerful submachine gun in terms of damage per round. Stopping Power and Steady Aim make the MP40 incredibly powerful in close quaters as it is very accurate from the hip. The low rate of fire somewhat makes up for this but I would probably class this as the strongest SMG if not the most powerful gun in the game.

The gun was heavily nerfed in PC versions so it is not as powerful but on console.. the MP40 is most definitely OP.

Damage: 40-29

Magazine Size: 32 rounds
64 with dual magazine

Maximum Ammunition: 192 rounds

Reload time: 2.3 seconds
2.9 seconds unloaded

Rate of Fire: 535 RPM

Range: 750-1000
350-700 Suppressed

Recoil: Medium-High

Penetration: Small


Type 100
The Type 100 submachine gun was a Japanese SMG used during WW2 and the only SMG produced by Japan. Produced by Nambu arms under a low-priority contract, it came to the Imperial Army in 1942. Japan was surprisingly late in this aspect as other countries adopted submachine guns much earlier. It was typical of the class of simple, inexpensive wartime submachine guns produced by all military powers designed for maximum ease of production.

In Multiplayer, unlocked at level 25, the Type 100 is a common weapon with well-rounded stats. It possesses a high rate of fire, low recoil, decent damage and a nice magazine. It actually has the highest damage output in the game at close range with the exception of a blast to the face from a shotgun, being pretty much an instant death.

Damage: 40-20

Magazine Size: 30 rounds
60 with box magazine

Maximum Ammunition: 180 rounds

Reload time: 2.25 seconds
2.75 seconds unloaded

Rate of Fire: 750 RPM

Range: 750-1000
350-700 Suppressed

Recoil: Medium

Penetration: Small


PPSh-41
The PPSh was a magazine-fed selective fire submachine gun using an open-bolt blowback action. Made out of stamped steel, and loaded with either a box or drum magazine it fired the 7.62x25mm Tokarev pistol round. It saw extensive use during WW2 and was easily the most common SMG on the frontlines. The total number of PPSh-41s manufactured was estimated to be around 6 million.

The PPsh-41 is unlocked fairly late at level 53. This weapon has the highest fire rate out of all the weapons. It also sounds the cutest. To compensate it has extremely low damage being the only gun that can take 5 direct hits to kill.
It is also the only gun incapable of getting a one shot kill in close range in hardcore unless Stopping Power is used.
The PPSh-41 is a decent spray-and-pray weapon, but can be used effectively at longer ranges with an Aperture sight, where the gas spray doesn't obscure the user's vision as much.

Damage: 22-14

Magazine Size: 35 rounds
70 with box magazine

Maximum Ammunition: 210 rounds

Reload time: 2.3 seconds
2.8 seconds unloaded

Rate of Fire: 1250 RPM

Range: 750-1000

Recoil: Low

Penetration: Small
Machine Guns
A Machine Gun is a fully-automatic mounted or portable firearm, usually designed to fire ammunition cartridges in quick succession from an ammunition belt or large-capacity magazine, typically at a rate of several hundred rounds per minute.
A machine gunner's job is to provide covering fire for other troops to move up. Most machine guns have a high rate of fire, high damage and high ammo capacity however the user sacrifices fast movement speed and sometimes accuracy. Hip-firing is almost only a panic option due to the LMGs typically having a larger crosshair due to their weight.

Type 99
The Type 99 light machine gun was used by the Imperial Japanese Army in WW2. It was basically the same design as the previous Type 96 LMG, however it had increased reliability over its predecessors. It was introduced into combat service in 1936 and quickly proved to be a versatile weapon to provide covering fire for advancing infantry.

The Type 99 is unlocked at the start. It has low recoil, decent damage and a moderate rate of fire. However it has major obstruction in its sights, as the magazine takes up half of your screen but the front sight is good at distance and allows precise targeting.
One cool option of the Type 99 is that it can take the Bayonet attachment. Unfortunately the Type 99 has a long reload time in comparison to most weapons. This is still decent for a MG but other variants are often picked just because it is a hard weapon to master but definitely not a bad choice. With stopping power it can be extremely good at killing most ranges.


Damage: 45-33

Magazine Size: 30 rounds

Maximum Ammunition: 120 rounds

Reload time: 3.75 seconds
5 seconds unloaded

Rate of Fire: 625 RPM

Range: 1500-2000

Recoil: Medium

Penetration: High


BAR
The Browning Automatic Rifle was sort of an automatic rifle/LMG used by the US in WW2. It was designed to be carried by advancing infantrymen slung over the shoulder or fired from the hip (a concept called walking fire which was thought to be necessary for trench warfare) Although designed for WW1 it became standard issue in 1938 used as a portable light machine gun.

The BAR is unlocked at level 4, the second weapon unlocked. It hits hard with high random recoil. It is loud and intimidating but has a low rate of fire and a small enough magazine. Considering the high recoil the general strategy is to burst fire or quickly fire single shots. The open sights, solid first shots and decent capacities make the BAR an effective weapon however it is not very strong close range, and is definitely a poor choice on hardcore due to the small rate of fire.

Damage: 45-35

Magazine Size: 20 rounds

Maximum Ammunition: 120 rounds

Reload time: 2.75 seconds
3.25 seconds unloaded

Rate of Fire: 375 RPM

Range: 1500-2000

Recoil: Very High

Penetration: High


DP-28
The DP-28 (Degtyaryov machine gun) is a LMG used by the Soviet Union starting in 1928. Despite numerous problems the DP had a reputation for being a reliable light support weapon and was nicknamed the Record Player by Red Army troops because the disc-shaped pan magazine resembled a gramophone record and its top cover revolved while the weapon was fired.
The Record Player is unlocked at level 13, and is an effective machine gun with a decent fire rate and a large ammo capacity of 47 rounds. I loved this gun when I was younger and it saw many use in my gaming sessions. It is one of the first large-capacity guns available to the player, and it has easily controllable recoil if you fire single shots long range.. burst for medium, and spray at close. The DP is a very powerful gun and will kill in around 3 hits at any distance.. however whilst compared to other MGs it has a low rate of fire which can be a downer. Again, like the BAR the DP-28 does not do too well in hardcore due to a low firerate.

Damage: 45-35

Magazine Size: 47 rounds

Maximum Ammunition: 141 rounds

Reload time: 3.3 seconds
4.5 seconds unloaded

Rate of Fire: 469 RPM

Range: 1500-2000

Recoil: High

Penetration: High


MG42
The MG42 was a Mauser general purpose machine gun developed in ♥♥♥♥ Germany and entered service with the Wermacht in 1942. It has a proven record of reliability, durability and has a nice ease of use but is most notable for its fantastic ability to produce suppresive fire. It has a powerful rate of fire and was the centre of German tactics for frontline warfare. It was so well produced that after the war it was adopted by a number of armed organizations and copied and built under licence.

The MG42 is unlocked at level 33. It has a beautiful rate of fire. Unlike the Browning M1919 it holds a relatively large cylindrical drum magazine containing 50 rounds. Unfortunately it has a nasty reload time but can be used effectively at long range.. and recoil is not too much of a problem.
This weapon is often compared to the Browning, with the MG42's advantages being a higher rate of fire and reload time whilst the Browning has higher damage and movement speed.

Damage: 30

Magazine Size: 50 rounds

Maximum Ammunition: 500 rounds

Reload time: 3 seconds
6 seconds unloaded

Rate of Fire: 937 RPM

Range: 1500-2000

Recoil: Medium

Penetration: High


FG42
The FG42 was a selective fire battle rifle produced by Germany generally used for airborne infantry in 1942. It was used in very limited numbers until the end of the war. I have always found this weapon interesting, it was considered one of the most advanced weapons at the time and heavily influenced to shape the modern assault rifle concept.

In Multiplayer the FG42 can be unlocked at level 45, and it has the same rate of fire as the MG42 but sacrifices a small amount of stopping power for lower recoil, higher movement speed, and higher hip fire accuracy. The FG42 is the only machine gun that can be equipped with a telescopic sight. I would not recommend the telescopic due to the high sway. The FG has pinpoint iron sights by default. The FG performs well all round, especially in hardcore where it will kill in 1 shot however the clip size is relatively small.

Damage: 30-22

Magazine Size: 20 rounds

Maximum Ammunition: 120 rounds

Reload time: 2.4 seconds
3.5 seconds unloaded

Rate of Fire: 937 RPM

Range: 1500-2000

Recoil: Low

Penetration: High
Machine Guns Continued
M1919 Browning
The M1919 Browning is a .30 caliber machine gun that was used as a light infantry, coaxial, mounted, aircraft and anti-aircraft machine gun by several countries in WW2 and onwards. Developed by the United States, this weapon saw service way into the 1990s. When carried by light infantry unlike what the game portrays, it would be held by a carry handle at the front. The gun would be very difficult to use like this as it was extremely heavy.

I don't want to sound too biased with this as the M1919 is one of my least favourite weapons in the game. Compared to most other machine guns it has high damage, decent fire rate, a nice amount of ammo, but has bulky iron sights.. a noticable sway and some recoil. However one odd advantage of the M1919 that may purely be an error is that it has the same movement speed as an SMG. Note this does not apply to Zombies.
The Browning is a somewhat rare weapon as it is unlocked late in the game and the MG42 tends to be picked over it however with Steady Aim and Double Tap you can do a fair bit of damage at multiple ranges.

Damage: 40

Magazine Size: 50 rounds

Maximum Ammunition: 300 rounds

Reload time: 6 seconds
6.45 seconds unloaded

Rate of Fire: 625 RPM

Range: 1500-2000

Recoil: Medium

Penetration: High
Shotguns
Most shotguns fire a volley of multiple pellets at a time, but have limited range. These traits make shotguns extremely devastating at close range but literally useless at a distance. They can be a bit of a niche pick, on some maps deadly. On World at War, fun.

Trench Gun
The Winchester Model 1897 (Trench Gun) was a pump-action shotgun that saw some controversy in WW1. The Germans tried to get the weapon banned as they saw it against the law of war. They said it caused unnecessary suffering however the United States interpreted their use of the shotgun differently than Germany. In World War 2 it saw some use on the pacific front, but was not very common.

The Trench Gun is capable of gibbing enemies and getting one shot kills at close quaters, whilst not as deadly as the Double-Barreled Shotgun it provides more accuracy and ammo. Stopping Power can be used to further increase the 'effective range' by increasing the damage per pellet and Sleight of hand is extremely useful for reloads. Using Double Tap reduces the amount of time taken to pump the shotgun.
A common build with this weapon would be to use Extreme Conditioning with Juggernaut to help maneuverability. The Trench gun is often best firing from the hip as ADS can actually affect where the pellets will go to.

Damage: 30-10 x 8

Magazine Size: 4 rounds

Maximum Ammunition: 44 rounds

Reload time: 9 seconds
6 seconds/1.5 unloaded

Rate of Fire: 82 RPM

Range: 300-600

Recoil: High
Medium with grip

Penetration: Medium


Double-Barreled Shotgun
A double-barreled shotgun is a shotgun with two parallel barrels, allowing two shots to be fired in quick succession.
The double barreled has a lower accuracy, and less range but these can be counter-acted almost entirely with Sleight of Hand and Steady aim making it arguably the best choice, however many players prefer the Trench Gun over this weapon due to only having two shells.

Damage: 40-15 x 8
45-20 x 8 sawned-off

Magazine Size: 2 rounds

Maximum Ammunition: 40 rounds

Reload time: 2.65 seconds for each shell

Rate of Fire: 212 RPM

Range: 400-500
300-400 sawned-off

Recoil: Medium

Penetration: Small
Side arms
A Side arm (which includes pistols or revolvers) are a type of secondary weapon in Call of Duty. Handguns usually have moderate stopping power and are able to pull off many shots in quick succession. Compared to other weapons, they can usually be drawn fastest and switching to a sidearm is nearly always faster than reloading so sometimes this can be used to take down an enemy when your clip is empty.

M1911 Colt
The M1911 is a single-action, semi-automatic pistol which served as the standard issue sidearm for the US from 1911 to 1985. It has been in every single Call of Duty game to date, although in Ghosts only appears on a character model.

Pistols in World at War are pretty much the same. The M1911 only differs in reload time and accuracy of the iron sights. Choosing a pistol in the game is literally personal preference.

Damage: 40-20

Magazine Size: 8 rounds

Maximum Ammunition: 64 rounds

Reload time: 1.9 seconds
2.65 seconds unloaded

Rate of Fire: 1200 RPM

Range: 250-500

Recoil: Low

Penetration: Small


Nambu
The Nambu is a semi-automatic pistol that was a Japanese sidearm that was cheap to manufacture, and was known to have suffered in quality later during the war.

The Nambu differs from other pistols in that it has low recoil, fast reloads and somewhat decent iron sights however what is not noted is that they are slightly 'off' as the point of impact is off centre, instead of at the top of the front sight post, it is slightly to the right of it.

Damage: 40-20

Magazine Size: 8 rounds

Maximum Ammunition: 64 rounds

Reload time: 1.7 seconds
2.5 seconds unloaded

Rate of Fire: 1200 RPM

Range: 250-500

Recoil: Very Low

Penetration: Small


Walther P38
The Walther P38 is a 9mm semi automatic pistol developed for the Wehrmacht at the begining of WW2. It was intended to replace the costly, but pretty Luger P08. From an engineering perspective the P38 is very similar to the American M9.
The shooter could chamber a round, use the de-cocking lever to safely lower the hammer without firing the round, and carry the weapon loaded. Pulling the trigger ♥♥♥♥♥ the hammer before firing the first shot with double-action operation. The firing mechanism extracts and ejects the first spent round, ♥♥♥♥♥ the hammer, and chambers a fresh round for single-action operation with each subsequent shot. Like modern-day handguns.

In Multiplayer the P38 suffers from a longer reload time in relation to the other non-magnum handguns but it has a lower recoil.

Damage: 40-20

Magazine Size: 8 rounds

Maximum Ammunition: 64 rounds

Reload time: 2.1 seconds
2.5 seconds unloaded

Rate of Fire: 1200 RPM

Range: 250-500

Recoil: Low

Penetration: Small


Tokarev TT-33
The TT-33 is a Russian sidearm, developed in the early 1930s as a service pistol to replace the Nagant M1895 revolver that had been in use since Tsarist times.
Externally, the TT-33 is very similar to John Brownings FN Model 1903 automatic pistol and internally it uses the short recoil dropping-barrel system from the M1911. These pistols were very hardy and were produced well in to the 1950s.

In Multiplayer the Tokarev is unlocked at level 21. It has the lowest visual recoil of all sidearms. This was my favourite. Because it is unlocked before the magnum several players seem to believe it is more powerful than the first three but this is not the case.

Damage: 40-20

Magazine Size: 8 rounds

Maximum Ammunition: 64 rounds

Reload time: 2.25 seconds
2.35 seconds unloaded

Rate of Fire: 1200 RPM

Range: 250-500

Recoil: Very Low

Penetration: Small


.357 Magnum
The Smith & Wesson Model 27 is the, THE original .357 Magnum revolver introduded in 1935. Even thought it was introduced in the middle of the Great Depression and was extremely expensive, S&W found itself backlogged with orders for the first four years that it produced the Registered Magnum. The Kansas City Police Department issued the first to its officers, and many others accross the US started to carry it. Whilst not as popular in the military, it was often sent in supply crates throughout the war or to squad leaders as a 'status kick'

The .357 is available after level 49. It is the most powerful sidearm for those who want to take down an enemy in the least amount of shots however it only holds 6 rounds. It has a fairly decent rate of fire and seems to have more accuracy than other revolvers in the CoD series. Because of the high power and stats, this gun is ideal for any class and can easily take out an enemy in two to three shots.

Damage: 50-30

Magazine Size: 6 rounds

Maximum Ammunition: 48 rounds

Reload time: 3 seconds

Rate of Fire: 1200 RPM

Range: 250-500

Recoil: High

Penetration: Medium
Equipment / Extras
In this section I will give a quick mention to equipment, such as the Satchel and M9A1 Bazooka. These are generally on the equipment slot.

M9A1 Bazooka
It is available through the M9A1 Bazooka x2 perk in multiplayer. It is a Tier One perk that gives the player a M9A1 Bazooka and two rockets. It is effective as an anti-personnel and anti-tank weapon. It becomes available at level 4.

Damage: 160-30 (200 direct impact)


M2 Flamethrower
The M2 is unlocked at level 65 by the M2 Flamethrower Tier 1 Perk. However it is rarely used because of this level requirement. It is a potent close quaters weapon. Players with this equipped will have a different appearence than what their primary would provide. They have a big massive fuel tank on their back. This can actually be a very good tool for a sniper, if they feel they need a close quaters weapon and don't want to lose their second perk such as Stopping Power in order to use Overkill.. however they will lose their Ghillie Suit.

Damage: 50 every 0.2 seconds

Range: 12 feet


Satchel Charge
The Satchel Charge can be thrown and detonated at the players will, to use it you will need the Satchel Charge x2 perk. This is one of my favourite pieces of kit. It mainly is used to destroy tanks and lay traps but can be great room clearers if you perfect throwing them through windows or over a fence. They can also be used to protect objectives like bomb sites in Search and Destroy. Detonating them as they are taken instantly can sometimes clear the way.

Damage: 500


Bouncing Betty
The German S-mine, known as the Bouncing Betty is the best-known class of mine known as bounding mines. When triggered these mines launch into the air and detonate at about 0.9 meters. The explosion projects a lethal spray of shrapnel in all directions.
In Multiplayer the Bouncing Betty x2 perk is required to use them. They will explode through the full 360 degrees and are easier to conceal as they are smaller and have no red lasers. They are slightly dug in and are great for snipers or campers to set up a place free from ganking enemies.

Damage: 150
Primary Grenades
A hand grenade is any small bomb that can be thrown by hand. A variety of types of hand grenades exists, the most common being explosive grenades designed to detonate after impact or after a set amount of time.

Mk2 Frag Grenade (default)
The Mk2 is the default grenade in World at War, unfortunately it takes a major hit in terms of usefulness because of the high damage drop-off compared to other Call of Duty games. To make the grenade the most effective it must be primed for about at least 3 seconds before throwing it.. depending on the distance.

Damage: 300-10


N° 74 ST
was a British hand grenade designed and produced during the Second World War. The grenade was one of a number of anti-tank weapons developed for use by the British Army and Home Guard as an ad hoc solution to a lack of sufficient anti-tank guns.

In World at War, they deal decent enough damage to a tank but generally not enough to take it down.

Sticky Grenades can make good improvised mines for covering a retreat. If the player sees the enemy coming their way and they don't have the right weapon to take them out, consider tossing a Sticky Grenade on the floor, in the nearest doorway, on a barrel, or anywhere where it might be hard to spot. With good timing and a bit of luck, it can save the player's life more often than Fragmentation Grenades.

Damage: 249-25


Molotov Cocktail
A Molotov cocktail is a variety of bottle-based improvised incendiary weapons. It is more of a comic weapon in World at War as by no means is it a standard issue weapon. Maybe the Russians were issued with vodka and a handkerchief? No.

Molotovs appear as primary grenades in Multiplayer. The Molotov Cocktail is unlocked at level 10. The player needs to hit a player directly to kill them with this weapon, unless playing in Hardcore mode where an indirect hit may also succeed. Molotov cocktails have a very long lighting time in comparison to the time taken to ready the other grenades, but to balance this they explode on contact and may be held while lit for an indefinite amount of time.
Special Grenades
Special Grenades are mainly support nades. Things to lay down on an escape, or to support a strong advantage when on the offensive. Some people ignore these whilst others use them extensively.

Smoke Grenade
Smoke Grenades are easy enough to recognise. You use these to deploy a long puff of spoke that can be used to get out or approach the enemy as you can not be seen, and your indicator will not reveal your location.

Note The perk Special Grenades x3 cannot be used with Smoke Grenades.


Tabun Gas
Tabun is an extremely toxic chemical substance. It is a clear, colourless liquid with a faint fruity odor. It was made on an industrial scale by Germany during WW2 discovered completely by accident.
In World at War, because of having a very small effect radius it should be thrown directly at the enemy. Tabun Gas can be extremely effective with the Special Grenades x3 perk and Gas Mask as you can effectively shut down objective based game modes such as War or Domination.


Signal Flare
The Signal Flare, while in effect makes viewing past the signal incredibly hard which makes it an interesting tool for a quick escape. When very close to the flare the HUD disappears almost like in hardcore game modes. You can really use it for its real purpose too, by tossing it into the air to mark your position so your friends can join you in a large map or use it as a trap against enemies.
Zombies and Summary
Thanks for reading my guide. Again, if you have any feedback let me know. I would like to thank Gagarin for the chart, and to the collective community for getting the maths and information out.

I was initially going to have Zombies in here, but think I will detail this on another guide. If this goes well I may create the second one when I get the chance. Having done Zombies for 6 years with 1000+ hours worth of gameplay I'd love to share a few bits and bobs.
43 Kommentare
Obdilord 5. Dez. 2024 um 2:03 
The statspread sheet provides an incredible source of info but your descriptions of certain guns seems to not align with what is shown on the stats.

Mp40 is uplifted the strongest gun except the Type 100 does the exact same max damage with only slightly less fall-off damage but has a way higher rate of fire. It even has less recoil and faster reload speed.

The Stg-44 is downplayed a ton despite it's stats showing that it has great all round stats and that it's rate of fire is literally the same as the Mp40. It's basically just trading off 10 damage for more range.

Same deal with the BAR and the Type 99. Where the BAR is talked up a lot but the Type 99 practically does the same amount of damage but almost twice the fire rate and 10 extra rounds.

No offense but like are we not looking at the stats here? lol
Rositea 25. Apr. 2024 um 18:22 
Я хочу знать российский взгляд на происходящее, но не хочу, чтобы у вас были проблемы.
goober 9. Jan. 2024 um 22:59 
If you watched saving private ryan you'll be fine
Negan 14. Juli 2022 um 17:18 
I thought for a second there you were using IRL values to compare damages and I was gonna say "a whole hole is a hole my dude"
Burning Mercy 12. Mai 2022 um 14:42 
Minor correction: the 1903 wasn't actually replaced by the Garand in 1936. While the Garand WAS adopted in 1936, it wasn't until 1943-1944 that the M1 was issued in any large quantity. There were still units landing in Italy and in France fully equipped with the 1903. And the Marines didn't even get the M1 until '43.
Slender9010 22. Sep. 2021 um 12:01 
PLEASE help me how do I appear the names of weapons in a custom zombies, any command?
IgnacioLuchaLibreNacho 13. Juni 2021 um 19:06 
If I had to choose my favorite weapon from each type:

Bolt-Action: Arisaka, the bayonet model is just so cool and the chrysanthemum is missing in multiplayer, but not singleplayer. Just a need thing Treyarch did and I believe it was on purpose, these markings were scuffed off the rifles after the war as they were regarded in Japan as the Emperors property, thus they shouldn't fall into outsiders hands. So when you play as any faction in MP you are missing the chrysanthemum.

Rifles: M1 Garand, I don't normally role anymore with it but I did for about three years

SMG: don't use them, too OP

MG: tie between Type 99 and FG42, depends on the role i intend to play, but I do love banzai charging with the Type99 bayonet

Shotgun: Trench Gun, love the bayonet of course

Side Arm: gotta be the Nambu, thing has such good penetration power. I killed someone at point-blank range, and the extra round went through the wall and headshot another player. Beautiful!
卄 卂 爪 10. Nov. 2020 um 11:30 
This really do me amazing. Good work!
Spongey Bone 28. Dez. 2019 um 12:53 
this is one of the coolest guides ive seen for any game! great work, i appreciate the dedication! my favorite gun is most likely the FG42, the sound is just.... mwah.
Tex2rock 7. Nov. 2019 um 13:15 
Wow thanks this is a cool guide.