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Call of Duty: Infinite Warfare eGuide
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Contents

  • Single-Player
    • Campaign Boot Camp
      • For First-Time Players
      • For Call of Duty Veterans
      • The Retribution
      • Difficulty Levels
      • Collectibles
    • The Armory
      • Assault Rifles
      • LMGs
      • Sniper Rifles
      • SMGs
      • Shotguns
      • Handguns
      • Heavies
      • Tactical Equipment
      • Lethal Equipment
      • Scopes
      • Generic Attachments
    • Campaign Walkthrough
      • Rising Threat
      • Black Sky
      • Operation Port Armor
      • Target of Opportunity: Operation Taken Dagger
      • Target of Opportunity: Operation Phoenix
      • Target of Opportunity: Operation D-Con
      • Target of Opportunity: Operation Deep Execute
      • Operation Burn Water
      • Jackal Assault: Operation Safe Harbor
      • Jackal Assault: Operation Pure Threat
      • Jackal Assault: Operation Grave Robber
      • Jackal Assault: Operation Sudden DEath
      • Operation Dark Quarry
      • Jackal Assault: Operation Trace Kill
      • Operation Black Flag
      • Operation Blood Storm
    • Achievements
      • Achievement Tables
  • Multiplayer
    • What’s New?
    • Basic Training
      • Movement
      • HUD
      • Combat
      • Class Customization
    • Rigs
      • Customized Battle Armor
      • Warfighter
      • Merc
      • Synaptic
      • FTL
      • Stryker
      • Phantom
    • Arsenal
      • Weapons of War
      • Special Weapons
      • Assault Rifles
      • SMGs
      • LMGs
      • Sniper Rifles
      • Shotguns
      • Classic
      • Handguns
      • Launchers
      • Melee
    • Attachments
      • Overview
      • Sights
      • Sniper Sights
      • Shotgun Sights
      • Shared Upgrades
      • Ballistic Weapon Upgrades
      • Energy Weapons Upgrades
      • Sniper Rifle Attachments
      • Shotgun Attachments
      • Pistol Attachments
    • Equipment
      • Overview
      • Lethal
      • Tactical
    • Perks
      • Overview
      • Perk 1
      • Perk 2
      • Perk 3
    • Scorestreaks
      • Overview
      • Streaks
    • Multiplayer Maps
      • Overview
      • Breakout
      • Crusher
      • Scorch
      • Retaliation
      • Frontier
      • Grounded
      • Precinct
      • Frost
      • Throwback
      • Skydock
      • Mayday
      • Terminal
      • Dome
    • Game Modes
      • New Modes
      • Deathmatch Modes
      • Control Modes
      • Bomb Modes
      • Objective Modes
      • Bonus Modes
      • Multiplayer Goals
  • Spaceland Tours
    • Overview
    • Getting Started
    • The Zombie Hordes
    • Cash Only
    • Park Features
    • Park Quests
    • Surviving Spaceland
  • Call of Duty 4: Modern Warfare Multiplayer
    • Introduction
    • Basic Training
      • Multiplayer Overview
      • Weapons And Attachments
      • Weapon And Character Skins
      • Challenges
      • Custom Class Suggestions
      • Modes
      • Tactical Basics
    • Map Tactics
      • Ambush
      • Backlot
      • Bloc
      • Bog
      • Countdown
      • Crash
      • Crossfire
      • District
      • Downpour
      • Overgrown
      • Pipeline
      • Shipment
      • Showdown
      • Strike
      • Vacant
      • Wet Work
    • Clans
    • Fun
    • Master Unlockables List

Call of Duty: Infinite Warfare Guide › Single-Player › The Armory

Assault Rifles

If someone were to ask you to close your eyes and picture a Call of Duty game, you would most likely see a first person perspective with an assault rifle jutting out in front. The AR has been the go-to weapon for Call of Duty ever since the first game that featured MP40s and Thompsons. In Infinite Warfare, you have access to a slew of assault rifles, some completely new and some familiar updates of classic modern weapons.

Assault rifles are primarily useful at medium- or long-range. They all have good-sized clips, excellent accuracy, and medium to high damage. Firing an assault rifle should always be done in short bursts. Three-shot bursts are ideal for maximizing damage and accuracy.

On most missions, one of these rifles will be your default loadout, since the weapon is the most versatile. LMGs and sniper rifles are better in particular scenarios, but the AR can fill in and perform well as a substitute for both LMGs and sniper rifles.

Shotguns or heavies are the best secondary weapons when you’re using most ARs. SMGs are good, too, but generally your AR performs better than most SMGs in medium- and long-range combat, so picking something that can be useful in short-range or against heavily-armored foes is a good choice.

Scopes

All assault rifles have access to the following scopes:

  • Scout Hybrid
  • Reflex
  • Trojan
  • Thermal
  • VMC
  • ELO

Type 2

Full auto energy rifle. Hold Switch Weapons to split rifle into akimbo auto pistol mode for close-quarters combat. Features the highest fire rate in its class.

Accuracy 85
Damage 42
Range 84
Fire Rate 80
Mobility 70
Unique Attachment: Akimbo Shotguns

Advanced chip changes the akimbo mode into two short-range, but powerful energy shotguns.

Accuracy –
Damage +15
Range -10
Fire Rate -5
Mobility –
Strategy

The Type 2 is probably the most versatile weapon in the game. It switches from a full auto, medium-range assault rifle to a short-range “spray and pray” set of handguns. You can even use the akimbo shotgun’s attachment to allow the gun to break apart into two different types of shotguns.

Attachments
  • Suppressor
  • Particle Amp
  • Foregrip
  • Ram Servo
  • Fusion Mag

Volk

Full auto energy rifle. Deploys best-in-class stopping power at a low, dependable fire rate.

Accuracy 40
Damage 68
Range 76
Fire Rate 70
Mobility 70
Unique Attachment: Volk Marksman

Alternate fire mode causes the Volk to fire in semi-auto mode, but each shot does more damage.

Accuracy –
Damage +3
Range +15
Fire Rate -10
Mobility –
Strategy

The Volk is the first energy weapon you gain access to in your armory. Invented by the SDF, it’s an excellent anti-drone weapon. It’s also effective against regular soldiers, inflicting moderate damage.

Attachments
  • Suppressor
  • Particle Amp
  • Foregrip
  • Ram Servo
  • Fusion Mag

R3K

Three-round burst energy rifle. Each burst applies extreme stopping power at precise intervals.

Accuracy 80
Damage 72
Range 80
Fire Rate 62
Mobility 70
Unique Attachment: Full Auto

Advanced chip changes the akimbo mode into two short-range, but powerful energy shotguns.

Strategy

The R3K is an extremely accurate medium- to long-range assault rifle. Unless you use the full auto attachment, it always fires in tight three-round bursts. This helps you increase your accuracy while firing the weapon, but the lower fire rate can be an issue when enemies surround you. Be sure to have a good shotgun or SMG to switch to in desperate situations.

Attachments
  • Suppressor
  • Particle Amp Foregrip
  • Ram Servo
  • Fusion Mag

NV4

Full auto ballistic rifle. A moderate fire rate yields increased stability for best-in-class accuracy. Ideal for mid- to long-range engagement.

Accuracy 78
Damage 56
Range 78
Fire Rate 74
Mobility 70
Unique Attachment: Tracker Rounds

Shots that hit enemies outline them for a short time and display death reports.

Strategy

The NV4 is the primary UNSA weapon. It is a solid all-around assault rifle. Its high accuracy and range make it a solid choice for most missions. However, the low damage means you will often have to put extra rounds into enemies. The bullets won’t penetrate the armor.

Attachments
  • Suppressor
  • Rifled Barrel
  • Foregrip
  • Extended Mag

KBAR-32

Full auto ballistic rifle. Channels a fast fire rate through a lightweight mold for increased hipfire control and mobility.

Accuracy 40
Damage 68
Range 76
Fire Rate 70
Mobility 70
Unique Attachment: High-Impact Rounds

No fall off damage. (Damage is still very high at extent of the KBAR’s range.)

Accuracy –
Damage –
Range +15
Fire Rate –
Mobility –
Strategy

The KBAR-32 is a good solution for players who like to mix a lot of “running and gunning” with the standard “cover and fire” style of gameplay. The K-Bar is as good moving as it is stationary, and is a good all-around weapon if you are using your secondary slot with a more limited use heavy weapon.

Attachments
  • Suppressor
  • Particle Amp
  • Foregrip
  • Ram Servo
  • Fusion Mag

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