Call of Duty: Modern Warfare 3, the final game of the original Modern Warfare Franchise, now this is the point that i would talk about how good the game is (apart of obvious issues, such as bugs, glitches and exploits).
Unfortunately, MW3 is, in my personal opinion, the most mediocre game of the Modern Warfare Franchise (and it would herald the prelude of the downfall of the Call of Duty Franchise as a whole), while the Campaign was not as bad as the first two games, it left a lot to be desired, Multiplayer was stale, SpecOps was... ok for the most part, but it had it's flaws.
The story had it's moments, good characters here and there, but that just- ok i going tangent here, you came looking for the juice, the weapons of the game, obiously you have questions, did infinity Ward finaly fixed the Inaccuracies from the previous game? we will finaly get that realistic millitary fell that we (and i) were looking for?
YES... AND NO.
While Infinity Ward attempted to fix the weapon innacuracies in the game, they f***** up... REALY BAD, by attempting to fix the problem, they somehow made it worse (i dare to say, even worse than MW2 and COD4 combined).
Anyway, with that being said, this list will include what weapon is in the game, what is right and wrong, and suggest better choices for almost all of the factions of the game for the Campaign and Special Ops modes: LET'S GET INTO IT :)
LIST STATUS: COMPLETE.
WARNING: THIS BLOG CONTAINS SPOILERS FOR THE GAME, IF YOU HAVEN'T PLAYED THE GAME, DO IT NOW BEFORE READING THIS, YOU HAVE BEEN WARNED!!!
The Heckler & Koch USP, labeled as the "USP .45" appears in the Campaign (yet again) as the main pistol used by:
Africa Militia (The locations in which the militia operate are Somalia and Sierra Leone so, for the sake of variety, i will use the Somalian and Sierra Leone army's arsenals for reference)
Disavowed Task Force 141 (Since they were disavowed in MW2, thank Shepherd for that, this would mean they lost all access to their arsenal, so, for the sake of the disavowed theme, most, if not all of the weapons used in the previous game will be downgraded, as suvirving members would go into hiding and/or go resourceful mode, i wiil be including british weaponry that was phased out of service as well)
F.S.O. (Federal Security Office, Russian equivalent of the American Secret Service)
Inner Circle Ultranationalists
Russian Army (unlike MW2, where the VDV Airbone Troops were incorrectly depicted as being the main Ground Forces, the actual Russian Ground Forces now correctly appears in the Campaign, alongside the VDV Airborne Troops)
Russian Loyalist PMC (Russian Loyalist remanents from the first game turned Private Military Contractors)
S.A.S.
Spetsnaz
U.S. Delta Force (1st SFOD-D specificaly)
VDV Airborne Troops
Model in-game was ported from MW2 and (yet again) has some visual alterations including:
An incorrect extended barrel
An unusable Viridian X5L Gen 1 Laser Sight/Flashlight combo
A Mk 23 Rear Sight
At some point durning the development of Call of Duty 4: Modern Warfare (in which the model was ported on, and ported again from MW2 to MW3), the USP .45 was supposed to be a Heckler & Koch Mark 23, but it was changed to a Heckler & Koch USP for unknown reasons.
The Extended Magazine Attachment incorrectly holds 18-Rounds on a 12-Round capacity magazine (again), while 18-Rounds for the USP platform does exist, they are not available for the USP ingame, 18-Round Capacity magazines (chambered in 9x19mm) are only available for the Match, Expert and Elite models.
For the Russian Loyalist PMCs: Arsenal Firearms AF-1 Strike One.
USP Tactical
An USP Tactical appears in-game avaliable only in SpecOps mode as the starting pistol in Missions in Regular difficulty maps, it is also the sidearm of S.A.S. unit Burns in the SpecOps mission "Mind The Gap".
Model in-game has a more correct USP rear sight, in a similar way like the above mentioned USP .45, it is equipped with a unusable Streamlight TLR 2 HL flashlight/laser combo, it is also has an extended barrel that is incorrectly more longer that the standard USP Tactical barrel.
Incorrectly used by S.A.S. Unit Burns.
Better Choices:
In General: Genuine USP Tactical model.
For Burns: See USP .45 notes section for more details.
The Desert Eagle appears (yet again) as the main heavy sidearm used by:
Africa Militia
U.S. Delta Force
Disavowed Task Force 141 (and Price himself)
G.I.G.N. (Groupe d'Intervention de la Gendarmerie Nationale, French Counterterrorist/Tactical Unit equivalent of the American F.B.I.)
Inner Circle Ultranationalists (including Makarov and "Volk")
Russian Loyalists PMCs
Model in-game is vastly different from the two previous games, the M1911-inspired linearly-sliding trigger with 3 holes, unusable SureFire X400 Ultra WeaponLight underbarrel laser sight has been removed, making it resemble a more genuine Desert Eagle, it has the original darker metallic finish as opposed to the original nickel finish from the previous games, however, the original model from MW2 is used by Price in the Mission "Return to Sender" as a nod for the previous game.
Durning the Mission "Bag And Drag", "Volk" fires his Desert Eagle on full auto, someting impossible for the Desert Eagle, a possible explanation is that the Desert Eagle was used as a placeholder that was never changed in the final release of MW3.
Has an incorrect capacity of 8-Round magazine in Multiplayer and SpecOps, but an correct capacity of 7-Round magazine in the Campaign.
Incorrectly used by:
Africa Militia
Disavowed Task Force 141 (but not Price, the model should be replaced for the actual in-game one, still though...)
G.I.G.N.
Inner Circle Ultranationalists (but not Makarov, "Volk" on the other hand...)
Russian Loyalists PMC
U.S. Delta Force
The Polish GROM and Portugal's S.O.G. Police unit, are the only Special Forces that adopted the Desert Eagle for service, albeit in limited numbers.
Better Choices (with armor piercing rounds for all .22 LR caliber pistols):
For the Africa Millitia: Colt Woodsman 3rd Series Match Target.
The Colt Anaconda appears in-game as the main revolver used by G.I.G.N. Units in the Campaign.
Model in-game is vastly different from MW2, it now has a black synthetic finish, a cropped hammer, wooden grips and for some reason, a golden medalion below the frame cylinder release.
Incorrectly, but rarely used, by the G.I.G.N. in the Mission "Bag and Drag", other than Multiplayer and SpecOps, this is the only mission in the Campaign that the Colt Anaconda can be used.
The MP-412 REX appears in-game as another additional revolver used by:
F.S.O.
G.I.G.N.
Inner Circle Ultranationalists
Russian Army
Spetsnaz
U.S. Delta Force
VDV Airborne Troops
Durning the reload procedure, the automatic extractor, which ejects the spent rounds upon break-opening the weapon, does not function.
Incorrectly used by:
F.S.O.
G.I.G.N.
Inner Circle Ultranationalists
Russian Army
Spetsnaz
U.S. Delta Force
VDV Airborne Troops
The MP-412 REX never left the prototype stage, it was never used/adopted for military use or mass-produced, as the Clinton-Yelstein Export Ban of the mid-1990s was put into effect, preventing the export of Russian-made firearms, thus leading to it's cancelation, the lack of a commercial market also attributed to it's cancelation as well.
The Glock 18 appears in the Campaign as the main automatic pistol used by:
Africa Militia
G.I.G.N.
Inner Circle Ultranationalists
Oasis Hotel Security Guards (Makarov's Personal Guards)
Russian Army/Navy
Spetsnaz
U.S. Delta Force
Unlike MW2, where the model was a Glock 17 modified to fire in full auto, the model of MW3 is an actual Glock 18, however, the model has some visual alterations, includiung:
A flared magazine well
The fire selector is mounted backwards
A weirdly designed rear sight
Incorrectly has a magazine capacity of 20-Rounds in Multiplayer instead of 22-Rounds, the extended magazine has a incorrect capacity of 30-Rounds instead of 31 or 33 Rounds.
The magazine capacity of the Glock 18 in the Campaign is 32-Rounds, indicating that the magazine is from the 2nd generation Glock 17.
The MP5A2 appears in-game as the main submachine gun used by:
Disavowed Task Force 141
G.I.G.N.
Inner Circle Ultranationalists
Russian Army
S.A.S.
Spetsnaz (Suvirval mode only)
U.S. Delta Force
U.S. Navy SEALs
VDV Airborne Troops
Model in-game is vastly diffenent from COD4, it now has a fixed stock, it is equipped with a KAC rail system on the handguard. but the fire selector is set into empty space between the semi and auto fire modes, meaning that, at some point, the MP5A2 was supposed to have a burst mode, but the MP5A2 does not have a burst mode, the only models that are capable of burst fire are the A4 and A5 models of the MP5.
Correctly used by:
Disavowed Task Force 141
S.A.S.
Incorrectly used by:
G.I.G.N.
Inner Circle Ultranationalists
Russian Army
Spetsnaz
U.S. Delta Force
U.S. Navy SEALs
VDV Airborne Troops
The G.I.G.N., U.S. Delta Force and U.S. Navy SEALs never adopted the MP5A2 for service.
Better Choices:
In General: Proper MP5A4 model with burst fire mode.
For the:
G.I.G.N.
S.A.S. (as additional choices)
U.S. Delta Force
U.S. Navy SEALs
MP5A3 (G.I.G.N./S.A.S./U.S. Delta Force/U.S. Navy SEALs)
The HK UMP .45 appears in-game as the main submachine gun used by:
Inner Circle Ultranationalists
Russian Army
U.S. Delta Force
In the Mission "Mind the Gap", the model of the UMP .45 is the new model avaliable in MW3, however, the model in-game of the UMP .45 in the Mission "Stronghold", for some unfathomable reason, reuses the model from MW2.
The magazine of the UMP .45 holds 25-Rounds in the Campaign, which is correct, but it has an incorrect capacity of 32-Rounds in Multiplayer and the extended magazine attachment has an incorrect capacity of 48-Rounds.
Despite being in-game at launch, it is not used by the Disavowed Task Force 141 in the Campaign in any way.
The MP9 appears in-game as another sub machine gun avaliable only in Multiplayer and suvirval mode.
Unlike it's predesesor from MW2, the model no longer has the weirdly ejection port and left and right rails, and it is now correctly labeled as the MP9, however, it still has the incorrect capacity of 32-Rounds on a 30-Round magazine.
The FN P90 TR appears (yet again) in-game as the one of two caseless PDW used by:
Inner Circle Ultranationalists
Russian Army
S.A.S.
U.S. Delta Force
Equipping the Extended Magazine attachment gives the P90 a 75-Round capacity magazine (again), no such 75-Round capacity magazines were ever produced for the P90 in real life.
The magazine of the P90 is (yet again) incorrectly depicted as non-translucent.
Despite being in-game at launch, it is not used by the G.I.G.N. in the Campaign in anyway.
Incorrectly used by:
Inner Circle Ultranationalists
Russian Army
S.A.S.
U.S. Delta Force
According to IMFDB, the P90 was used by the F.S.B. Alpha Group and the Spetsnaz as part of a test program in the 2000s, but it has been since phased out of service, on another note, neither the S.A.S. nor the U.S. Delta Force adopted the P90 for service.
Better Choices:
For the Inner Circle Ultranationalists/Russian Army: PP-19 Bizon-2.
The Magpull FMG-9 appears only in the Mission "Turbulence" as the F.S.O. and the Inner Circle Ultranationalists concealed submachine gun, appearing in Multiplayer and later as the main submachine gun used by the U.S. Delta Force in Survival mode only.
Incorrectly has a 36-Round magazine capacity in Multiplayer and survival but it has an correct magazine capacity of 33-Rounds in singleplayer, the FMG-9 uses the magazines of the Glock 18.
Incorrectly used by the F.S.O. in the Campaign.
Incorrectly used by the Inner Circle Ultranationists in the Campaign.
Incorrectly used by the U.S. Delta Force in Survival mode.
By the time MW3 was released in 2011 and prior to 2022, the FMG-9 never entered mass production, as it was, at the time, a concept weapon only, making it's use by the above mentioned factions impossible.
The Skorpion appears in-game as the compact submachine gun avaliable only in Multiplayer and survival modes.
Model in-game is the CZ vz. 61 E/Yugoslavian M84, identifable by it's black grips.
Incorrectly classified as an machine pistol (kind of).
If any type of optic gunsight is equipped, a rail bracket will be mounted on top of the unfolded stock, effectively blocking the stock from being unfolded, it also blocks the chargeing handle, which would prevent the Skorpion from chambered or cycling, it also blocks the ejection port, that would cause the weapon to instantly jam.
Despite being in-game at launch, it is not used by the Africa Militia, Czech Resistance and the Inner Circle Ultranationalists in the Campaign in anyway.
The Minebea PM-9 appears only once in the Campaign in the hands of one Makarov's Inner Circle Ultranationalist mercenary in the Mission "Stronghold", it also appears in Multiplayer and survival modes as well.
In Survival, it appears on the hands of "Claymore Specialists" which belong to the Inner Circle Ultranationalists, Russian Army and Spetsnaz (Claymore Specialists varies from map to map).
Incorrectly used by the Inner Circle Ultranationalists, Russian Army and Spetsnaz in the game.
It is impossible that the Inner Circle Ultranationalists, Russian Army and Spetsnaz got their hands on the PM-9 for their own usage, Japan has a strict law that bans the export of military-grade arms outside their country.
Better Choices:
For the Inner Circle Ultranationalists In General: M-93 Kratka.
For the Russian Army/Spetsnaz: PP-2000, PP-91 Kedr.
An AK-47-style gas block with the bayonet lug on the front resembling later AK variants.
An AKM-style barrel trunnion, front sight block and rivet positions at the rear of the receiver.
A different crane stock, RIS Hanguard with RIS Covers.
A AK-74-style muzzle brake
A ProMag waffle magazine
It makes an anachronistic appeareance in a Flashback to the Mission "One Shot, One Kill" set in 1996.
Anachronistically and Incorrectly designated as the AK-47, again.
Incorrectly used by:
Africa Militia
Czech Resistance
Disavowed Task Force 141
Inner Circle Ultranationalists
Oasis Hotel Security Guards
Russian Army/Navy
Russian Loyalist PMCs
Spetsnaz
VDV Airborne Troops
Oh My... GOD! WHY!? NOT AGAIN! Infinity Ward, you Idiots! you only have one job to do!
Better Choices:
For the:
Africa Militia
Inner Circle Ultranationalists
Oasis Hotel Security Guards
Original AK-47 Models Type I, II and III (avaliable for the Africa Militia, Inner Circle Ultranationalists, Oasis Hotel Security Guards and Russian Loyalist PMCs as uncommon or rare weapons in their arsenals).
AKM, AK-74 (Africa Militia/Inner Circle Ultranationalists/Oasis Hotel Security Guards/Russian Loyalist PMCs)
The JG "AK-BETA-F" AEG airsoft rifle, designated as the "AK-74u" (again) appears in-game avaliable only in the Campaign and SpecOps as the main carbine used by:
Czech Resistance
F.S.O.
Inner Circle Ultranationalists
Russian Army
Spetsnaz
U.S. Delta Force
It is classified as the "AK-74u" (again), even though the JG "AK-BETA-F" AEG airsoft rifle is based on the AKS-47, It's designatation as the "AK-74u" imples that the "AK-74u" is, in theory, an AK-74 with a short barrel and handguard.
Model in-game is a mix between an AKS-74U and the JG "AK-BETA-F" AEG airsoft rifle, which has several alterations, including an AKS-74U flash hider, rear sight, front sight/gas block with a black polimeter furniture and a RIS handguard.
The magazines of the "AK-74u" have been replaced with the same magazines used on the "AK-47".
Incorrectly classified as an SMG in-game (again).
Incorrectly used by:
Czech Resistance
F.S.O.
Inner Circle Ultranationalists
Russian Army/Navy
Russian Loyalist PMCs
Spetsnaz
U.S. Delta Force
They literaly copy-pasted that AKS-74U airsoft knockoff from COD4 into this game... GG Infinity Ward.
Africa Militia (That should be using the AKS-74U in the first place)
F.S.O.
Inner Circle Ultranationalists
Russian Army/Navy
Russian Loyalist PMCs
Spetsnaz
Original AKS-47 Models Type I, II and III (Avaliable for the Africa Militia and the Inner Circle Ultranationalists as uncommon or rare weapons in their arsenals).
Genuine AKS-74U (Africa Militia/F.S.O./Inner Circle Ultranationalists/Russian Army and Navy/Russian Loyalist PMCs/Spetsnaz).
AKMS, AKS-74 (Africa Militia/Inner Circle Ultranationalists/Russian Army/Russian Loyalist PMCs)
Arsenal AR-SF, Arsenal AR-M4SF (Russian Loyalist PMCs only).
An "M4A1" appears in-game as the main carbine used by:
Disavowed Task Force 141
Inner Circle Ultranationalists
Russian Loyalist PMCs
S.A.S.
U.S. Army Rangers
U.S. Delta Force
Model in-game is vastly different from the previous game, having undergone several modifications, including:
A 20-Round STANAG magazine (that has an incorrect capacity of 30-Rounds)
Flip-up iron sights
A KAC railed handguard equipped with KAC rail covers
A Magpul MOE Carbine Stock
An M16A1-style pistol grip
An ISS "Non Gun"-style flash hidder
The fire selector is set to semi-auto (despite firing in full-auto in-game)
Equipping the Extended Magazine attachment gives the M4 a 45-rounds capacity magazine, no such 45-rounds capacity magazines were ever produced for the M4 in real life.
Incorrectly used by:
Disavowed Task Force 141 (kind of)
Inner Circle Ultranationalists
Russian Loyalist PMCs
S.A.S.
U.S. Army Rangers
U.S. Delta Force
Another M4A1 airsoft lookalike? F*** off.
Better Choices:
For the Disavowed Task Force 141: Colt Canada C8A1.
The Colt CM901 appears only in Multiplayer and survival modes as another colt based rifle avaliable in-game.
In Survival, it is used by U.S. Delta Force units, there no reported usage of the CM901 in U.S. Delta Force hands.
It is equipped with 20-Round Magpul magazine instead of an propetary 20-Round magazine or SR-25 magazines.
Equipping the Extended Magazine attachment gives the CM901 a 45-rounds capacity magazine, no such 45-rounds capacity magazines were ever produced for the CM901 in real life.
The M16A2 appears in the Campaign as the main rifle used by:
U.S. Army Rangers
U.S. Delta Force
U.S. Marine Corps
Model in-game has some minor differences, the flash hidder seems to have been based on the ISS "Non Gun" replica and the front sight is modeled as being part of the handguard, indicating that the gas block may (or may not be) inside the hanguard.
Better Choices:
In General: Genuine M16A2.
For the U.S. Army Rangers/U.S. Delta Force/U.S. Marine Corps: M4 Carbine, M16A4.
The FN SCAR-L appears as an additional rifle used by:
Disavowed Task Force 141
Inner Circle Ultranationalists
U.S. Army Rangers
U.S. Delta Force
Model in-game is based on the SCAR 16S, the civilian version of the SCAR, identifable by it's "S" and "1" fire-selector markings and the magazines are equipped with Magpul Ranger Plates, however, due to the reload animation being reused from MW2, the plates cannot be seen in 1st person.
The Remington ACR appears in-game, designated as the "ACR 6.8," as yet another automatic rifle used by:
Russian Army
Spetsnaz
U.S. Delta Force
In the Campaign, it is used by U.S. Delta Force units, there is no reported usage of Delta Force units using the Remington ACR, the ACR was only used by some Polish Special Forces.
In Survival mode, it is incorrectly used by the Russian Army and the Spetsnaz.
Model in-game appears to have a shorter barrel and it has a very visible "REMINGTON" on the top left side of the gun.
Incorrectly holds a 30-Round capacity on a Magpul 5.56mm PMAG magazine, while 6.8mm PMAG 30-Round magazines does exist in real life, they were introduced with the LWRC Six8 rifle series that were not avaliable at the time MW3 was released.
The Fusil Automatico Doble (Spanish for Dual Automatic Rifle or F.A.D. for short) appears in-game as the main bullpup rifle used by:
Africa Militia
Russian Army
Spetsnaz
In Survival mode it is used by 5th-Tier heavy armored enemies, belonging to the Russian Army and the Spetsnaz.
Model in-game has "CAL 5.56 NATO 6.8 SPC" stamped on the magazine well, the FAD cannot be chambered in both calibers at the same time.
Incorrectly used by:
Africa Militia
Russian Army
Spetsnaz
How, when, where and why the FAD, a Peruvian bullpup rifle, made specificaly for the Peruvian Army, not meant to be exported outside Peru, made it all the way to Europe, Russia, Sierra Leone and Somalia, into the hands of the Africa Millitia, Russian Army and the Spetsnaz?
Both the Mk 14 Mod 0 EBR ("M14 EBR") avaliable only in the Campaign and the Mk 14 Mod 1 EBR ("MK14") also avaliable in the Campaign, Multiplayer and survival appears in-game as the main DMR used by:
Aftrica Militia (Mk 14 Mod 1 EBR)
Disavowed Task Force 141 (the model was ported from MW2, the Mk 14 Mod 1 EBR is also seen in the hands of several Non-Playable Characters, likely a placeholder that was never replaced)
U.S. Delta Force (the Mk 14 Mod 0 EBR is used by Derek "Frost" Westbrook AKA one of the many playable characters in-game and "Grinch" in the Campaign as well)
For some unfathomable reason, the Mk 14 Mod 0 EBR cannot be equipped with a sniper scope in survival mode.
Both the Mk 14 Mod 0 EBR and Mk 14 Mod 1 EBR are incorrectly depicted as semi-auto, and they are incorrectly classified as a assault rifle instead of an battle rifle.
Equipping the Extended Magazine attachment gives the Mk 14 Mod 0 EBR a 30-round capacity magazine, no such 30-rounds capacity magazines were ever produced for the Mk 14 Mod 0 EBR in real life.
Incorrectly used by:
Africa Militia (HOW!?)
Disawoved Task Force 141
U.S. Delta Force (neither the Mk 14 Mod 0 EBR nor the Mk 14 Mod 1 EBR was adopted by the U.S. Delta Force, as far as my research goes)
The Heckler & Koch G36C appears in-game as the main compact assault rifle used by:
Disawoved Task Force 141
G.I.G.N.
Inner Circle Ultranationalists
Russian Army
Russian Loyalist PMCs
S.A.S.
Spetsnaz
Moidel in-game of the fire selector is incorrectly set to semi-auto, has a non-translucent, opaque magazine, it also has labels that reads "G36KE1", "EUROPE & STERLING, VA" and "POODER & CHERNOOSKY", no such "Pooder & Chernoosky" company exists and no such "G36KE1" variant was ever created as well.
Equipping the Extended Magazine attachment gives the G36C a 45-rounds capacity magazine, no such 45-rounds capacity magazines were ever produced for the G36C in real life.
The HK G36KV appears in-game on a pseudo-MG36 modification and designated as the "MG36" used by:
Inner Circle Ultranationalists
Russian Army
Russian Loyalist PMCs
Spetsnaz
As previously mentioned, model in-game is on a pseudo-MG36 modification, featuring the 15.4 inch barrel and the 4-vent K-variant handguard of the G36KV, has a custom-made drum-mag instead of the original C-Mag, it is equipped with a werirdly designed aftermarket bipod hanguard instead of the HK-issue bipod handguard, however, since the "MG36" is equipped with the 15.4 inch barrel and the 4-vent K-variant handguard of the G36KV, the lenth of the HK-issue bipod handguard won't be able to fit into the pseudo-MG36 anyway, on top of all of this, it is equipped with the ironsights from the MP7 submachine gun instead of the original G36 front post/rear aperture sight and the flash hider is incorrectly depicted as a solid tube.
Incorrectly classified as a light machine gun, the MG36 is not a standalone weapon, is a configuration/modification of the G36 platform.
Incorrectly used by:
Inner Circle Ultranationalists
Russian Army
Russian Loyalist PMCs
Spetsnaz
The MG36 was prototyped in 1995, but it was cancelled in the previously mentioned year, it was never put into production and it was never adopted into military service.
Better Choices:
In General: Genuine MG36 configuration model.
For the Inner Circle Ultranationalists/Russian Loyalist PMCs: RPK-74.
The QBZ-97A appears in-game avaliable only in the Multiplayer survival modes as yet another additional rifle.
Model in-game is the OBZ-97A, the export version of the QBZ-95, indentifable by it's deeper magazine well, QBZ-97 trigger guard and STANAG magazine.
Incorrectly designated as the "Type 95".
Equipping the Extended Magazine attachment gives the QBZ-97A a 45-rounds capacity magazine, no such 45-rounds capacity magazines were ever produced for the QBZ-97A in real life.
The QBZ-97A fires in burst-fire mode only, which is correct, however, the QBZ-97A semi-auto and full-auto modes are missing from the weapon in-game.
Model in-game is in fact an M249 Para SAW, with the Mk 46 Mod 0 RIS handguard, a modification seen in the "Mk 46" airsoft guns.
Incorectly designated as the Mk 46.
The extended magazine attachment incorrectly holds 150-Rounds on a 200-Round drum mag (likely done for balancing reasons for Multiplayer, but unrealistic for the Campaign for obvious reasons).
Incorrectly used by:
Disawoved Task Force 141
G.I.G.N. (the G.I.G.N. does not use an airsoft Mk 46 airsoft lookalike)
"Truck" (since "Truck" is part of the Delta Force, it is incorrect that he uses a airsoft Mk 46 airsoft lookalike)
"Yuri" (it just doesn't fit)
Better Choices:
For the Disawoved Task Force 141/G.I.G.N.: FN Minimi Para.
For "Truck": Mk 46 Mod 1 (it should be avaliable as a common weapon used by Army Rangers and Delta Force units, alongside the M240B and the Mk 48 Mod 1 as well).
The E3 variant of the M60 (again) appears in-game as the main general purpose machine gun used by the Africa Militia in the Campaign.
Incorrectly designated as the M60E4 (again), model in-game is in fact the E3 variant, the E4 variant has a larger handguard and shorter barrel which the in-game model does not have.
Incorrectly used by the Africa Militia.
It is highly unlikely the Africa Militia got ahold on a stock of M60E3's, as there's no evidence that the weapon in question was exported to Somalia and Sierra Leone (as far as my research goes).
The M240B (again) appears in-game as the main light machine gun used by:
Inner Circle Ultranationalists (Durning a flashback in the Mission "Blood Brothers", the M240 appears in THAT mission that i shall not name)
U.S. Army Rangers
U.S. Marine Corps
Russian Army "Juggernaut" Troops (appearing in the SpecOps Mission "Special Delivery" only)
Model in-game was ported from MW2.
The M240 is unavaliable in the PC release of MW3 (for some unfathomable reason), however, in the Nintendo Wii verson of MW3, it is avaliable, appearing first and only in the Mission "Goalpost", used by U.S. Army Rangers and U.S. Marine Corps.
The M240 (again) uses a 100-Round Underside-Mounted Belt Box, someting impossible for the M240 beacuse of the following reasons:
1) No such 100-Round Bottom-Mounted Box Magazines were ever made for the M240 in real life
2) The M240 does not have a underside attachment point to attach a ammo box
3) Due to the design of the M240, mounting an underside-mounted belt box would block the casing ejection port
4) The design of the underside-mounted belt box on the M240 is a mix of the M249 Belt Box with PKM-style grooves
Correctly used by the U.S. Army Rangers and U.S. Marine Corps in the Campaign.
Incorrectly used by Russian Army "Juggernaut" Soldiers in the SpecOps mode.
No such "Juggernaut" Soldier exists in real life.
Despite being in-game at launch, it is not used by the U.S. Delta Force in the Campaign in anyway.
Better Choices:
In General Design: M240B with Genuine 50-Round M240B Combat Ammo Belt Bag Pack.
For the Russian Army "Juggernaut" Soldiers (whatever!): Actual in-game PKP Pecheneg.
For the U.S. Army Rangers: See M249 Para SAW notes section regarding "Truck" better choice for more details.
For the U.S. Marine Corps (as additional choices): M60, M249 Para (not the in-game ugly looking airsoft one), M249 SAW.
The L86A1 Light Support Weapon, designated as the "L86 LSW", (again) appears in-game in the Campaign, Multiplayer and SpecOps modes used by:
Inner Circle Ultranationalists
Russian Army
Spetsnaz
U.S. Delta Force
The model of the L86 is the new model avaliable in MW3, however, the model in-game of the L86 in the Mission "Stronghold", for some unfathomable reason, reuses the model from MW2.
Equipping the Extended Magazine attachment gives the "L86 LSW" a 150-Round capacity belt-box, no such 150-Round capacity belt-box were ever produced for the L86A1 in real life.
Despite being in-game at launch, it is not used by the Disawoved Task Force 141 in the Campaign in anyway.
Incorrectly used by:
Inner Circle Ultranationalists (NOT AGAIN)
Russian Army
Spetsnaz
U.S. Delta Force
Better Choices:
In General: L86A2.
For the Inner Circle Ultranationalists: INSAS LMG.
For the Russian Army/Spetsnaz: See MG36 notes section for details.
The Accuracy International Arctic Warfare Magnum (L115A2) appears in-game, avaliable only in Multiplayer and survival modes.
Incorrectly designated as the "L118A", these are the British military designation of the L118A1 and L118A2, which are chambered in 7.62x51mm NATO Arctic Warfare, the AI AWM is chambered in .338 Lapua Magnum, also, the model in-game of the "L118A" has a fluted barrel, the L118A1 and L118A2 models doesn't have a fluted barrel, however, it has a folding stock, indicating that this is the L115A2 model.
The model of the magazine in-game is incorrectly depicted as solid.
Despite being in-game at launch, it is not used by the S.A.S. in the Campaign in anyway.
The SVD Dragunov appears in-game as the main sniper rifle used by the Africa Militia in the Mission "Return to Sender".
Model in-game has a "Tiger"- style synthetic furniture, the Tiger is the late-production model of the SVD, as it has an synthetic furniture, but the Tiger doest not have a ribbed cover, as opposed to it's smooth receiver cover.
Despite being in-game at launch, it is not used by the Inner Circle Ultranationalists, Russian Army, Spetsnaz and the VDV Airbone Troops in the Campaign in any way, but it would be the original SVD Dragunov, not the "Tiger"- style synthetic furniture copy/replica.
"Correctly" used by the Africa Militia in the Campaign.
The Remington MSR appears in-game as the main bolt-action rifle used by the U.S. Delta Force in the Campaign, it also appears in multipalyer and survival mode as well.
Correctly used by the U.S. Delta Force in the Campaign (albeit only used in the Mission "Iron Lady").
Model in-game of the MSR has a rather large "REMINGTON" logo, it is also equipped with what it appears to be an unusable diagonally mounted RIS rail mount, similar to the Remington RSASS in-game, it is unknown if this was a modeling mistake or the MSR was supposed to have an canted sight attachment in either Campaign, multipalyer and survival modes that was cut in the final release.
The Remington R11 RSASS appears in-game as the main sniper rifle used by:
Disavowed Task Force 141
Inner Circle Ultranationalists
Russian Army
Russian Loyalist PMCs
Spetsnaz
Model in-game of the RSASS has a rather large "REMINGTON" logo on the back left side on the gun.
Equipping the Extended Magazine attachment gives the RSASS a 30-rounds capacity magazine, no such 30-rounds capacity magazines were ever produced for the RSASS in real life.
It makes an anachronistic appeareance in a Flashback to the Mission "One Shot, One Kill" set in 1996.
The Barrett M107 appears in-game avaliable in multtiplayer, SpecOps and survival modes.
Model in-game has some minor visual alterations, including incorrect ejection ports on both sides of the receiver, in a same way as with the Barrett M82 in MW2.
Equipping the Extended Magazine attachment gives the Barrett M107 a 15-Round capacity magazine, no such 15-Round capacity magazines were ever produced for the Barrett M107 in real life.
In the intro cutscene of the Mission "Blood Brothers", the Barrett M107 can be seen on the sniper nest at the start of the mission, in the final release however, it has been replaced with the in-game RSASS instead.
The Franchi SPAS-12 appears in-game as the main pump-action shotgun used by:
British Metropolitan Police Service
Disavowed Task Force 141
Inner Circle Ultranationalists
Russian Army
Russian Loyalist PMCs
Spetsnaz
Model in-game of the SPAS-12 has it's stock unfolded in the 1st person model, but it's missing on it's 3rd person model.
Has an incorrect capacity of 7-Shells instad of 8+1-Shells the Campaign, but the previously mentioned capacity of 8-Shells is correct in Multiplayer, however, it can be equipped with a extended tube of 15-Shells, no such extended tube capacity of 15-Shells was ever made for the SPAS-12 in real life.
Incorrrectly depicted as pump-action only, the SPAS-12 is select fire in real life.
Despite being in-game at launch, it is not used by the G.I.G.N. in the Campaign in anyway.
Correctly used by:
Disavowed Task Force 141
Incorrectly used by:
British Metropolitan Police Service
Inner Circle Ultranationalists
Russian Army
Russian Loyalist PMCs
Spetsnaz
The SPAS-12 has been out of production since the year 2000 and other than the Disavowed Task Force 141, the adoption of the SPAS-12 by the above mentioned branches/factions/sides would make no sence since the SPAS-12 was meant for Law Enforcement/Police use (it's use by the British Metropolitan Police Service does not count)
The Winchester Model 1887 appears in-game as the main lever action shotgun used by:
Africa Militia
Russian Army
Spetsnaz
U.S. Delta Force (Survival mode only)
As previously mentioned, it is used by Tier-1 enemies, belonging to the Russian Army and the Spetsnaz.
Model in-game is vastly different from MW2, it is now equipped with ghost ring sights, has a synthetic furniture similar to the Chiappa Firearms 1887 T-Series, and the hammer has the an engraveing that reads: "HASTA LA VISTA", this is an (obvious) reference to Terminator II: Judgment Day.
Incorrectly used by:
African Militia
Russian Army
Spetsnaz
U.S. Delta Force
The WM1887 has been out of production since 1931, it was never adopted for military service and it's use by the Africa Militia would make sence if it was the original M1887 model, not the pseudo-Chiappa Firearms 1887 T-Series modernized copy/replica, in addition, neither the Russian Army, Spetsnaz nor the U.S. Delta Force adopted the M1887 (let along a pseudo-Chiappa Firearms 1887 T-Series modernized copy/replica) for service since the M1887 it's too dated and unpractical to use.
Better Choices:
For the Africa Militia: Original M1887 Model, NeoStead NS2000.
The Penn Arms Striker-12 appears in-game as the main high-capacity shotgun used by:
Africa Militia
Inner Circle Ultranationalists
Russian Army/Navy
Spetsnaz
Model in-game of the Striker-12 is vastly different from the "Striker" from MW2, it is no longer a mix of the original Armsel Protecta and the Sentinel Arms Striker-12, it is now a genuine Penn Arms Striker-12 model, however, it now has a longer barrel in a reverse of the "Striker" seen in MW2 and it is equipped with a RIS mount and it's foldable stock is missing.
Incorrectly used by:
Africa Militia
Inner Circle Ultranationalists
Russian Army/Navy
Spetsnaz
It's use by the Africa Militia would make sence if it was the original Armsel Striker or it's improved variant, the Armsel Protecta, not the American-made Penn Arms Striker-12, even if the Penn Arms Striker-12 made it's way to the black market and the Africa Militia got ahold of some Striker-12 shotguns, it would be still out-of-place that the Africa Militia use a modified Striker-12 that has no foldable stock which defeats it's purpose of preventing the kick of the shotgun, in addition, the Inner Circle Ultranationalists, Russian Army, Russian Navy and the Spetsnaz would never use an Striker-12 (or a modified one for that matter), as the Striker-12 it's too unpractical to use.
Better Choices:
For the Africa Militia: Armsel Striker, Armsel Protecta.
The Kel-Tec KSG appears in-game as the "KSG-12" avaliable only in Multiplayer and survival modes.
The in-game description of the KSG incorrectly states that the KSG is a double-barrel shotgun.
The reload animation of the KSG does not depicts the use of the magazine tube selector, this would only use of the tubes that are each loaded.
Incorrectly has a tube capacity of 12-Shells instead of 14+1-Rounds, the 12+1-Shells capacity would be correct if the shells were 3" (7.62 cm) instead of 2 3/4" (6.99 cm).
The KSG can be equipped with a extended tube capacity of 18-Shells, no such extended tube capacity of 18-Shells was ever made for the KSG in real life.
The AA-12 (again) appears in-game as the main automatic shotgun used by:
F.S.O.
Inner Circle Ultranationalists
Russian Navy
U.S. Delta Force
Model in-game has some visual alterations different from MW2, these include:
A RIS mount with a label claiming that it was made by "KNIGHTS ARMOR INC", no such "Knights Armor INC", company exists in real life.
A Remington 870 MCS forend on the foregrip.
A spare shell holder mounted on the left side of the weapon which is purely cosmetical and unusable.
A zip-up bag attached to the stock that has a label that reads: "U.S. ARMY", also purely cosmetical and unusable.
The AA-12 can be equipped with a extended magazine capacity of 12-Shells, no such extended magazine capacity of 12-Shells was ever made for the AA-12 in real life.
Incorrectly used by:
F.S.O.
Inner Circle Ultranationalists
Russian Navy
U.S. Delta Force
As i previously stated, in 2004 the AA-12 was demostrated for possible adoption by the U.S. Marine Corps, however, as of writing of this note and as far my research goes, the AA-12 was never adopted for any military service.
Better Choices:
In General: Genuine AA-12 with properly depicted extended round-drum magazines.
The Mk 153 SMAW (Shoulder-launched Multipurpose Assault Weapon) apperars in-game as the "SMAW" used by the U.S. Delta Force in the Mission "Iron Lady".
Incorrectly depicted as an one-shot disposable rocket launcher, while it does have a capacity of one rocket, the SMAW in real life can be reloaded.
In Multiplayer, it has the incorrect ability to lock on onto aircraft, in SpecOps it has another incorrect ability to lock on tanks and, bizarrely enough, it can generate digital target boxes, even if the SMAW is only equipped with it's default iron sights (What is this, Black Ops 2?).
Incorrectly used by the U.S. Delta Force in the Mission "Iron Lady".
The U.S. Delta Force never adopted the SMAW for service (as far as my research goes).
Better Choice for the U.S. Delta Force in the Mission "Iron Lady": Carl Gustav M3.
The FIM-92 Stinger appears in-game as the main anti-air missile launcher avaliable in the Campaign, used by one Russian Loyalist PMC on the mission "Persona Non Grata", later avaliable in Multiplayer and SpecOps as well.
The in-game model of the pistol grip of the Stinger is incorrectly depicted as being backward instead of frontward.
The Stinger is not appropiately set up in Multiplayer and SpecOps, you have to place the BCU (Battery Coolant Unit) cartridge into the weapon to fire, which the battery only has 45 seconds of coolant and power, then wait between 3-5 seconds in order to fire the Stinger, the missile is also incorrectly depicted as seeking it's target as soon the missile leaves the tube, instead of flying in a straight line for 660 feet before tracking it's aerial target.
Just like the above mentioned SMAW, it can bizarrely enough, generate digital target boxes, even if the Stinger is only equipped with it's default iron sights.
In the SpecOps Mission "Vertigo", an Stinger variant is avaliable for use, equipped with a nonsensical, logic defying 10-Missile capacity and laser-guided missiles, labeled as the "Starstreak", which is entirely unrelated to the actual Starstreak HVM, no such Stinger "Starstreak" variant was ever made in real life (even for the standards of a Call of Duty game, it doesn't makes sence).
As previously mentioned, one Russian Loyalist PMC uses the Stinger, that for some UNFATHOMABLE reason, uses the 3rd person model of the AT4, the "Stinger" can only be obtained via console commands, if picked however it magicaly changes into an Stinger, but cannot be used at all.
"Incorrectly" used by that one Russian Loyalist PMC in the previously mentioned mission, the fact that it has the 3rd person model of the AT4 doesn't help at all.
Better Choices:
For that one Russian Loyalist PMC: 9K38 Igla.
For the SpecOps Mission "Vertigo": B-10 Recoilless Rifle.
The FGM-148 Javelin appears in-game as the main anti-tank rocket launcher appearing in the Mission "Iron Lady" and later appearing in Multiplayer and SpecOps modes as well.
Incorrectly depicted as a one man reloadable launcher, it requires two persons to reload and operate the Javelin in less that 20 seconds.
The Javelin in-game takes 4 seconds to lock-on on the target instead of the real life 20 or 30 seconds.
The missile of the of the Javelin is depicted as capable of practically climbing in a vertical direction instead of launching in a step diagonal direction.
In the Mission "Iron Lady", the Javelin has a temporal but logic defying, nonsensical infinite ammo ability and not having a reload animation (WTH infinity Ward?).
The Heckler & Koch XM25 appears in-game as the main high-capacity airbursting grenade launcher appearing in the Campaign Mission "Black Tuesday", later in Multiplayer and SpecOps as well.
Incorrectly depicted as bolt-action in the campaign and incorrectly depicted as full-auto in Multiplayer and SpecOps, the XM-25 in reality is semi-auto only.
In the campaign, the rounds are incorrectly depicted as firing proximity/impact detonated rounds and the HEAB funtion of said grenade rounds are missing.
In Multiplayer and SpecOps, it needs to lace a target before firing and it will always explode one metre futher than the laced distance (this design choice was made likely to prevent the players mass-spaming the XM25 in multiplayer).
As previously mentioned, the XM25 appears in the Mission "Black Tuesday", but the model in-game of the XM25 is the Pre-2015 production model, by the time of 2011, the year MW3 was released, five pre-production models were field tested and used by the U.S. 101st Airborne Division in Afghanistan and, by the time of 2016, the timeframe of MW3, the U.S. Govt. was discussing whatever if the XM25 should be continue to be field tested or be fully adopted for service, following a double-feed malfucntion which caused a out-of-battery detonation (the XM25 used in question LITERALY exploded, thankfuly the guy using it only suffered minor, non-life treating injuries), causing the U.S. Army to remove the XM25 for service, so, taking all of this information in consideration, it is somewhat anachronistic and/or out-of-place that the XM25 is present in the Mission "Black Tuesday", as the older pre-2015 model would have been replaced since, and there is no reported usage of the XM25 by U.S. Delta Force units.
An "M203" (yet again) appears in-game as the main underbarrel grenade launcher for the M4A1 and the M16A4, excluding the "AK-47" and most rifles use the M320 instead, it is used by:
Disavowed Task Force 141
G.I.G.N.
Inner Circle Ultranationalists
Russian Loyalists PMCs
Model in-game is (yet again) an airsoft replica of the M203, identifiable by it's RIS mount and lack of a trigger guard.
If the "M203" is reloaded, it will use the same unspent 40mm grenade model (because the devs were too lazy to make a spent model, yet again).
Correctly used by:
Disavowed Task Force 141
U.S. Delta Force (kind of)
Incorrectly used by:
G.I.G.N.
Inner Circle Ultranationalists
Russian Loyalist PMCs
Better Choices:
For the G.I.G.N./U.S. Delta Force: Genuine M203.
For the Inner Circle Ultranationalists/Russian Loyalist PMCs: Actual in-game GP-30.
The GP-30 appears in-game (yet again) as the main underbarrel grenade launcher that can only be equipped on the "AK-47" used by:
Africa Militia
Disavowed Task Force 141
Inner Circle Ultranationalists
Russian Loyalist PMCs
Incorrectly labeled as the GP-25 in-game (yet again), identifable by its quadrant sight, the GP-30 quadrant sight is mounted on the right-hand side, while the GP-25 has it's quadrant sight mounted on the left-hand side.
Incorrectly uses a western-made 40MM grenade (yet again) instead of the more adecuate VOG-25 40mm grenade.
Correctly used by:
Africa Militia
Disavowed Task Force 141 (See "AK-47" notes section for more details)
Inner Circle Ultranationalists
Russian Loyalist PMCs
Explosives[]
Weapon in-game
Notes
M67 Hand Grenade
The M67 Hand Grenade appears (yet again) as the main grenade used by all factions in the campaign.
On a rare display of realism (on a Call of Duty game no less), the ping on the 1st person model is actualy pulled and the 3rd person models doesn't have any ping and safety levers.
Correctly used by All U.S. Factions, G.I.G.N. (kind of) and the Oasis Hotel Security Guards, but incorrectly used by the rest of the factions in the campaign.
Better Choices:
For the Africa Militia/Disavowed Task Force 141: M26 Hand Grenade.
For the Czech Resistance: Universal Hand Grenade Vz. 86.
For the Inner Circle Ultranationalists/Russian Loyalist PMCs: Soviet F1 Hand Grenade.
For the Russian Army/Spetsnaz/VDV Airborne Troops: RGD-5 Hand Grenade.
For the S.A.S.: Ruag HG 85.
M18A1 Claymore
The M18A1 Claymore appears (yet again), only avaliable in multiplayer and survival modes as the only anti-personnel mine in-game.
Incorrectly depicted as proximity detonated (yet again), real life claymores are detonated via it's M57 clacker hand detonator.
Despite being in-game at launch, it is not used by the S.A.S. or the U.S. Delta Force in the campaign in anyway.
AN/M14 Inciendary Grenade
The AN/M14 Incendiary Grenade appears in the campaign mission "Black Tuesday" as Derek "Frost" Wesbrook places four of the previously mentioned grenades attached together with duct tape and rigged with a M57 clacker hand detonator, later in the SpecOps Mission "Over Reactor", Russian navy sailors attached the same duct tape rigged Incendiary Grenades (that they were able to got ahold somehow) to the bow hatch of an Russian Oscar II-class submarine, for no apparent reason.
Model in-game is an airsoft copy, identifable by its bright red coloring, real AN/M14 Incendiary Grenades have a pale, brick-like red coloring.
Better Choice: Genuine AN/M14 Incendiary Grenade.
MK3 CLAM
An MK3 CLAM limpet mine (page 39) appears first and only in the Mission "Hunter Killer", as U.S. Delta Force alongside U.S. Navy SEALs plant one on an Oscar-class Russian Submarine.
Non-Lethal/Tactical Grenades[]
Weapon in-game
Notes
M84 Stun Grenade
The M84 Stun Grenade (yet again) appears in-game as both the flashbang and stun grenade.
Flashbang grenades have a white stripe (as opposed to the previous two games, which have a green stripe), while Stun grenades have a red stripe, it is imposible for the M84 Stun Grenade to have separated grenades that have separarated effects (both the blinding and stunning effect), as the grenade in question cause both effects at the same time upon detonation.
Better Choices:
For a Flashbang Grenade: M7290 Flashbang grenade.
For a Stun Grenade: M1A1 Stun Grenade.
M83 Smoke Grenade + "9 Bang" Flashbang Grenade
The M83 Smoke Grenade (yet again... this is getting tiredsome) appears in-game as the main smoke grenade used by U.S. Delta Force Operator "Frost", alongside an "9 Bang" flashbang variant avaliable as well.
Incorrectly has a M18 Smoke Grenade texture, M18 Smoke Grenades can only generate colored smoke.
As prevously mentioned, an "9 Bang" grenade is avaliable in the Mission "Black Tuesday", as "Frost" uses the "9 Bang" grenade to clearout enemy positions as well.
Incorrectly depicted as a:
"9 Bang" grenade
Flashbang grenade
While 9 Bang grenades do exist, no such 9 Bang grenades based on the M83 smoke grenade were ever made in real life, and real life 9 bang are stun grenades, not flashbang grenades.
The "9 Bang" grenade has the label of the M12 Flash Grenade, an airsoft model.
Better Choices:
In General: Genuine M83 Smoke Grenade (just replace the texture in the game files, how difficult is that?)
For an actual "9 Bang" grenade: Rheinmetall "9-Bang" Stun Grenade.
Knifes and Bladed Weapons[]
Weapon in-game
Notes
Blackhawk Tatang
The Blackhawk Tatang (again) appears in-game avaliable used by all Branches/Factions/Sides in the campaign and multiplayer, it is also an optional secondary for the left hand for all pistols in multiplayer and also avaliable as a trowable knife taking the grenade slot as well.
Incorrectly used by almost all Branches/Factions/Sides, except the Russian Loyalist PMCs.
Better Choices: Any Branch/Faction/Side accurate standard issue knife.
Spyderco Military
An Spyderco Military Knife appears in-game used by U.S. Delta Force Operator "Sandman" in the Mission "Black Tuesday" and later used by Price (which is a playable character) in the last Mission "Dust to Dust" which uses to kill one MH-6 Little Bird pilot aboard that Makarov tries to use to escape.
Weapon Attachments[]
Attachment in-game
Notes
"Red Dot Sight"
A Red Dot Sight (again) appears in-game as the main attachment of almost all weapons in the game.
Since the model was ported from COD4 (albeit slightly modified), it resembles the Adco SOLO Sight System or many of it's clones/copies, most notably, the Sure Shot Reflex Sight.
Better Choices:
In General: Genuine Adco SOLO Sight.
For All Russian Forces: Kobra EKP-8-18 Gunsight.
For All British/U.S. Forces: Sparc II Red Dot Gunsight.
Aimpoint CompM2 Gunsight
An Aimpoint CompM2 appars first and only in the SpecOps Mission "Kill Switch" mounted of the "AK-47" of the Inner Circle Ultranationalists alongside their own "Juggernaut" Soldiers.
Incorrectly depicted as an ACOG Sight.
Incorrectly used by the Inner Circle Ultranationalists alongside their own "Juggernaut" Soldiers.
Better Choice for the SpecOps Mission "Kill Switch": Izhmash PSO-1 Gunsight.
EOTech EXPS3 Gunsight
The EOTech EXPS3 appears in-game as the "Holographic Sight" avaliable for almost all guns and used by all factions in the campaign.
Model in-game has an quick detach lever which is only avaliable on the EOTech 553 Gunsight.
Better Choices:
In General: Genuine EOTech EXPS3 Gunsight.
For All U.S. Forces: EOTech 552 Gunsight.
EOTech MPO III Gunsight
The EOTech MPO III appears in-game as the "Hybrid Sight" avaliable in the campaign, used by "Frost" on it's "M4A1" on the Mission "Black Tuesday" and later in the Mission "Scorched Earth" mounted on it's "ACR 6.5" and used by "Yuri" on it's RSASS on the Mission "Eye of The Storm".
Leupold Mark 4 HAMR Gunsight
The Leupold Mark 4 HAMR appears in-game as the "HAMR Sight" avaliable to all weapons in the game.
Trijicon ACOG TA31
The Trijicon ACOG TA31 appears in-game as the "ACOG Scope" avaliable for almost all weapons in the game.
"Thermal Scope"
An "Thermal Scope" appears in-game as the main thermal scope avaliable to all Assault Rifles, GPMGs/LMGs, SMGs and Sniper Rifles.
The design of the model in-game of "Thermal Scope" appears to be based on the SPI CORP T14 Thermal Scope and the Nivisys TAM-14 Thermal Acquisition Monocular.
"Heartbeat Sensor"
A "Heartbeat Sensor" (again) appears in the game as the main "Infantry Detection Device" used by "Yuri".
Model in-game is inspired by the M314 Motion Tracker from the Alien movie franchise, but it has been slightly modified and it's dectection rate has been decreased, but other than that, it's function remains unchanged.
While Heartbeat Sensor technology does existin real life, it is nowhere near that portable as the game is trying to depict, by the time of MW3 release in 2011 and at the time of writing this note, no such "Heartbeat Sensor" attachment exists for military use, no Army in real life has ever adopted a "Heartbeat Sensor" for military service.
Closing Statement[]
And there you go guys, a list noting every weapon innacuracies in MW3 and suggesting better choices for all of the factions in the campaign, now someting that i noticed while writing this and watching videos of gameplay of MW3 was the lack of local army forces in the campaign, take for example the missions in paris, germany, etc.
Where is the German Army? Where is the French Army? Where's even the U.S. Army? Where is the Chinese Army? China is a ally of Russia, there should be Chinese Ground Forces alongside the Russian Army as well, not to mention that China and it's allies would retaliate against N.A.T.O. allied countries (since the United States is part of N.A.T.O.) as well, and viceversa.
Anyway, this concludes this Weapon Innacuracies in MW3 (2011), it was exausting to write this (doesn't help by the fact that i got sick, not from COVID-19, dont worry), so... i will take a break for a while from writing blogs so i can rest, untill then...