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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

Heavies

Heavies are exceptional weapons that aren’t “standard” implements of warfare in the world of Call of Duty. This includes rocket launchers and super-advanced energy weapons. You can’t get additional ammunition for these weapons, unless you find another copy of the weapon on the battlefield. However, some of the energy weapons automatically recharge between shots.

Most of these weapons are found by completing the Target of Opportunity missions and unlocking armories.

Eraser

Experimental energy-based handgun that blasts victims into a cloud of mist. (No ammo crate refills.)

Accuracy 82
Damage 95
Range 52
Fire Rate 45
Mobility 80

Unique Attachment: None

Strategy

As far as fun factor goes, the Eraser is at the top of the heap. Charge a shot up and it completely “erases” whatever enemy is standing in front of you. The gun has a small ammo clip, but the rounds automatically recharge, making it very useful on just about any mission. This weapon is found in Operation Deep Execute. Try using this weapon in conjunction with the Shield... The shield gives you time to approach enemies and line up easy one-shots, leading to entertaining, low-risk, point-blank ‘erasures’.

F-SpAr Torch

Powerful energy beam with auto tracking. (No ammo crate refills.)

Accuracy 95
Damage 30
Range 35
Fire Rate 100
Mobility 50

Unique Attachment: None

Strategy

The F-SpAr is actually the first heavy weapon you encounter in the game. It is located at the end of the first level, Rising Threat. However, you won’t unlock this weapon in your armory until you find it again. The first opportunity to do so is in another main campaign mission: Operation Port Armor. The F-SpAr is kind of like an energy minigun that never overheats. The limitation of the F-SpAr is its ammunition. Even with 100 rounds, the F-SpAr’s extreme fire rate, it can blow through a clip in seconds.

This weapon is difficult to use on Veteran and Hardened difficulties; it severely reduces your mobility, exposing you to enemy shots for as long as you are firing it. However, it is an excellent weapon to use against enemy armor, such as C12 tanks.

P-LAW

Charge-up plasma launcher with extreme splash damage. (No ammo crate refills.)

Accuracy 80
Damage 86
Range 80
Fire Rate 10
Mobility 70

Unique Attachment: None

Strategy

Found in Operation: Taken Dagger, the P-LAW is another auto-recharging energy weapon. It takes several seconds to fully charge a shot, but once you unleash it, does massive explosive damage on whoever’s on the other end of your barrel. Grabbing a P-LAW is well worth it. However, Operation Taken Dagger is one of the more difficult missions in the game, so you may want to hold off until you have more unlocks before trying to score it.

Spartan SA3

Anti-air launcher. Supports straight dumb fire and locking on to armored targets. (No ammo crate refills.)

Accuracy 85
Damage 80
Range 85
Fire Rate 5
Mobility 70

Unique Attachment: None

Strategy

The Spartan SA3’s lock-on mode makes it indispensable when faced with heavy armor enemies, such as C12 mechs. It can also be used to blow out enemies hiding behind cover. Most of the time, you want to use the lock-on mode. However, if you are taking heavy fire on Veteran difficulty, the dumb fire can come in handy to clear a tricky corridor.

Ballista EM3

Highly accurate electromagnetic projectile launcher with increased penetration capability. (No ammo crate refills.)

Accuracy 89
Damage 91
Range 88
Fire Rate 28
Mobility 70

Unique Attachment: None

Strategy

This incredibly powerful sniper rifle shoots three projectiles per shot. Aiming down sights will cause the three smart targeting reticles snap to the target, much like the Smart Shot shotgun scope snaps pellets to the target. Simply devastating to single targets.

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