Modern Warfare

CoD4 Weapons: MP5 Expert Guide

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In depth guide about the Call of Duty 4 MP5 (short for Maschinenpistole 5, once known as the HK54). This guide was submitted by: OSR, Littlekazzie and RPDPowr, as well as additions from other people. If you would like to help editing, adding your own guide or by correcting any wrong information on this guide click here. Thanks. This guide will also be updated over time.


MP5 Guide Navigation: Info | Quick Stats | Attachments | Perks
Classes | Maps | Videos | Challenges
In-Depth Stats Navigation: General Stats | Ammunition | Damage
Delays and Reloading | Deviation | Recoil

CoD4 Weapon MP5

MP5 Quick Stats

For in-depth MP5 stats click here
Accuracy: 10 / 12
Damage: 9 / 12
Range: 5+ / 12
Fire Rate: 8 / 12
Mobility: 12 / 12
Clip Size/Reserve Ammo: 30/60
Recoil: low/moderate horizontal/cluster
Reload Time: 2.3 seconds / 3.3 empty
Damage: 40-20
Range: 700-1000 / 350-700 SD
Rate of Fire: 800 RPM
Penetration: Small / Small Bullet
Location Damage Multiplier: Head (1.4) / Neck: (1.0) / Torso: (1.0) / Stomach: (1.0) / Limbs (1.0)
Hip Accuracy: Stand (2-5) / Crouch (1.75-4.5) / Prone (1.5-4)

MP5 Attachments

No Attachments
The MP5 has a great and easy to use iron sight; so many weapon attachments are unnecessary. And since, while using the MP5, you will find yourself firing from the hip, you can easily keep the MP5 as it is, without any attachments.

MP5 with no attachments
MP5 No Attachments

Red Dot Sight
Red Dot Sight - 25 Kills
RDS is a great attachment that can help you aim from longer distances. It, however, has several side effects. First of all, it may get in the way when trying to fire from the hip. And since this is a close-to-medium ranged gun, you will be firing from the hip very often.

Second, RDS is unnecessary because you won't be aiming that far and the iron sight is great if you occasionally have the urge to use it as a longer-ranged gun. Finally, having the RDS can be a waste when you might want to be using the silencer. Generally, the MP5 should not be used beyond medium range, and with that, you can keep steady aim on and always fire from the hip. No need for a red dot sight.

But that's not to say it does not help. Since many of the maps are medium sized, the RDS is good for defending objectives with the MP5, or even assaulting and cover fire.

MP5 with Red Dot Sight
MP5 Red Dot Sight Hip



Zooming in an MP5 with the Red Dot Sight
MP5 Red Dot Sight Zoom

Silencer
Silencer - 75 Kills
We recommend this attachment out of them all. Your power and accuracy pretty much remain the same. (very minor difference especially with the MP5. Stopping power can fix and add to any damage loss easily.) The silencer will hurt your range a bit, true, but it will give you the best advantage of all—the element of surprise. You can fire at opponents with out them realizing that their ally was killed.

And, best of all, when using silencer, you do not need UAV jammer. Half the time, the enemy has no UAV. The MP5 silenced is a kill machine, and you can rack up some kills very quickly with the silencer. Recommended for a deadly silenced class: MP5 with Silencer, Silenced pistol of your choice, bandolier, stopping power and either steady aim or if you really want to be 100% invisible on the radar, UAV Jammer.

The ultimate stealth weapon!

MP5 with Silencer attachment
MP5 Silenced


ACOG
Advance Combative Optical Gunsight (ACOG) - 150 kills
This attachment can work well, but the MP5 is meant for close quarters, and I find the ACOG scope unnecessary and cumbersome. It increases your range, but the recoil stays the same, so you will find it still hard to kill people from long range.

You are better of with the M16 or M4 Carbine. Also, it takes time to look through that scope. When in close-quarters, time is everything. You need to shoot first. I do not recommend this attachment. Then again since most of the time you are going to be shooting the MP5 from the hip, it might be nice to have a medium-long range backup scope, in case you do need to zoom in to kill your target.

An ACOG scoped MP5 is the second best ACOG scoped sub machine gun, coming second to the P90; if you use it, just remember to fire in short bursts due to sway and inaccuracy of the ACOG Scope.

MP5 with ACOG
MP5 ACOG Hip

Zooming in an MP5 with the ACOG
MP5 ACOG

MP5 Custom Classes

Note - For stealth classes, I recommend the M9 with a silencer. For non-stealth, of course the Desert Eagle.

Class Name: General Run and Gun
Primary Weapon: MP5
Attachment: Red Dot Sight
Side Arm: Desert Eagle
Perk 1: Bandolier - (Need lots of ammo to last.)
Perk 2: Stopping Power - (Takes a lot less bullets to take an enemy down.
Perk 3: Steady Aim - (Increases the already great hip accuracy, making the MP5 even more deadly.)

Class Name: General Soldier
Primary Weapon: MP5
Attachment: Silencer
Side Arm: M9 w/Silencer
Perk 1: C4 x2
Perk 2: Stopping Power
Perk 3: Steady Aim

Class Name: Messenger (Grenade Delivery)
Primary Weapon: MP5
Attachment: Red Dot Sight
Side Arm: Desert Eagle
Perk 1: Frag x3
Perk 2: Sonic Boom
Perk 3: Extreme Conditioning

Class Name: Covert Ops
Primary Weapon: MP5
Attachment: Silencer
Side Arm: M9 w/Silencer
Perk 1: Special x3
Perk 2: UAV Jammer
Perk 3: Steady Aim

Class Name:Overkill
Primary Weapon: M40A3
Secondary Weapon: MP5
Attachment: Silencer
Perk 1: Claymore x2
Perk 3: Steady Aim or Iron Lungs (Steady aim for a more mobile sniper, iron lungs for a more stationed.)


Thanks to thebigb59 from the IF forums for the following MP5 custom classes!

Class Name:The Deadly Assassin
Primary Weapon: MP5
Attachment: Silencer
Perk 1: Bandolier
Perk 1: UAV Jammer or Stopping power if your not going into hardcore mode
Perk 3: Dead Silence

Class Name:The MPG Series
Primary Weapon: MP5
Attachment: Red Dot Sight
Secondary Weapon: G3KA4 - Acog Scope
Perk 2: Overkill
Perk 3: Deep Impact

Class Name:The Angel of Death
Primary Weapon: MP5
Attachment: Silencer
Secondary Weapon: G36C - M203 Attachment or M4 - M203 Attachment
Perk 2: Overkill
Perk 3: Steady Aim or Deep Impact

CoD4 Weapon MP5

About the MP5

Another one of the most recognizable guns in video gaming. Very popular worldwide among militaries, law enforcement agencies, and special forces. Like all SMGs, it fires in full auto. The combination of stopping power, fire rate, and accuracy makes this gun another all-purpose weapon in CoD4. Not as good at long range as the M4, it makes up for it in added effectiveness in close quarters. If you like to run around a lot and never spend much time taking long-distance shots, this gun is for you.

The MP5 is an excellent sub-machine gun to choose, not only for beginners, but also for experienced players. Unlocked at level 1, you can start using this gun right away. With great power and accuracy, the MP5 is one of the best close-to-medium ranged guns in the whole game. A lot of people use this gun until they unlock the P90, and then they give it up. In my opinion, this gun is far superior to the P90.

General Tips: The MP5, although easy to use, needs to be played with correctly. For example, when shooting at a long-range target, shoot in short bursts to minimize recoil. Also, fire from the hip when facing enemies in close range. Once you get good at firing from the hip, you can do so when targets are farther away. Also, use the M9 as the sidearm with this gun! The M9 and MP5 share the same bullets, so using the M9 will give you 30 extra bullets. This will help you a lot, since you won't need bandolier any more.

The Bad: Like all guns, the MP5 has its drawbacks. First of all, the gun may only be shooting pistol bullets, but it shoots them fast and hard. Therefore, this gun has recoil that makes the gun move upward and wiggle essentially. Because of this bad recoil, the gun is restricted to closer-ranged targets. Also, although boasting a good clip size, this gun does not have much reserve ammo. You may find yourself running out very quickly. Also, the range is not too good.

Unlocked: lvl 1 (Private)

MP5 Perks

The MP5 is a great weapon for close to medium range fighting, and ninja run and gunning through maps, therefore, many different perk combinations work for this gun. But here are our recommended perks, of course feel free to experiment and try other perks as well. And if you develop a great strategy with a certain combination, please submit it and it will be added here with credit to your name.

Bandolier Perk Image
Bandolier - Once again we recommend this as perk 1, like a lot of the other weapons. The reason is the default starting ammo is just not enough to keep you going if you want to keep using the same weapon without having to find another one to pick up. This is especially a great perk for the MP5 because it reloads pretty fast, and uses a lot of ammo quickly. An additional 120 bullets really helps.

Specialx3 Perk Perk Image
Special Grenade x3 - The MP5 has a weakness-long-ranged targets. Therefore, if you use special x3, you can lob stuns at enemies that are out of range, and then run in range and go for the kill. Also, in close quarters special grenades are very helpful at killing many enemies at once.

Stopping Power Perk Image
Stopping Power - The gun already kills very fast, and with stopping power, you can kill in a split second up close. Also, this will increase the damage against longer ranged targets. This is tied as our most recommended perk! When you combine a great accuracy with increased damage, you get a very deadly combination.

UAV Jammer Perk Image
UAV Jammer - You can use the silencer by itself, but I do not recommend using this perk without a silencer. This will allow you to be as stealthy as can be. You can infiltrate the enemy bases secretly, crawl through the grasses without anyone noticing, and flank with supreme ease.

Steady Aim Perk Image
Steady Aim - I recommend this perk for helping you fire from the hip. (Which is something you should be doing more than 75% of the time with the MP5) It increases from the hip accuracy and makes the crosshairs closer together. This is another very highly recommended perk for the MP5. Combined with a silencer, and UAV jammer, it makes for a very deadly ninja class.

Sleight of Hand Perk Image
Sleight of Hand - Since the MP5 already has a very quick reload speed, this might not be needed, but if you do use it, you will pretty much never have to really reload, since it will take a split second to reload the MP5. Combine with bandolier for the maximum effect.

Extreme Conditioning Perk Image
Extreme Conditioning - Flanking usually can take a lot of running. With extreme conditioning, you can stealthily flank the enemy team quicker and therefore get more kills. Also, this will help you run to long-ranged targets after throwing a stun.

MP5 Maps

The MP5 has the potential to do well on any map, if played according to the perks and attachments you are using. If you plan on using the ACOG scope, you can venture outside into the open. If you are not using the ACOG, remain inside or outside in areas that are not open. But really, the MP5 played right can go anywhere. But, here are some recommended maps to test out this gun:

Ambush - Great for some flanking action.

Backlot - Stick in areas that are more closed off and avoid the two long alleys.

Bloc - Great map if you stay inside.

Bog - Run through the middle tossing stun and flash grenades while ninjaing with the MP5 and you will do well.

Countdown - Run quickly and push before the snipers have a chance to pick you off.

Crash - Avoid the one long alley, but otherwise, go ahead. :) Great map for the MP5.

Crossfire - More of a sniping map.

District - Can't go wrong here for stealth and flanking.

Downpour - A great map for the MP5. Use steady aim, and fire from the hip, watch for the mounted machine guns, and try to go through the buildings to get to the enemy.

Overgrown - Another great map for the MP5. Try to stay in the middle section (with the bridges) running around and watching out for snipers which like to stay on oposite ends, near both bridges.

Pipeline - Be wary on this map, and stay inside! If you stay inside, you will do great.

Shipment - Try frag x3 with your MP5 for great results. If there aren't too many players of course...

Showdown - Another great flanking map or stealth. I recommend staying out of the central courtyard and the balconies. Stick to the edges of the map.

Strike - Not bad, but a great sniping map, so you have to move quickly.

Vacant - Can't go wrong with an MP5 here.

Wet Work - Pretty good for the MP5, recommended x3 special grenades (flash or stun), toss them then run towards the red dots. Enemies are clumped up on this map a lot, and with the MP5 quickness, you should be able to get a bunch of kills.

<<< New Maps >>>

Broadcast - If you stay inside or on the edge of the map, you will dominate.



MP5 Challenges

Challenge - Description - Reward
Marksman 1 - Get 25 kills with this weapon - 100XP/Red Dot Sight
Marksman 2 - Get 75 kills with this weapon - 500XP/Silencer
Marksman 3 - Get 150 kills with this weapon - 1000XP/ACOG Scope
Expert 1 - Get 25 headshots with this weapon - 100XP/Digital
Expert 2 - Get 75 headshots with this weapon - 500XP/Blue Tiger
Expert 3 - Get 150 headshots with this weapon - 1000XP/Red Tiger Camo

MP5 Videos

Mp5 Ownage Video



In-Depth MP5 Stats

Thanks to Dairuka for getting this information from the game's files. For descriptions of what each statistic is, click on its title.

General Stats

Information No Attachments With Silencer With ACOG
Penetration Type small
Impact Type Small Bullets
Inventory Type Primary
Aim Assist Range 750 - 1000 750 - 1000 750 - 2000
Crosshair Range 750 750 750
Zoom Range 55 55 30

Ammunition

Information For All Attachments
Low Ammo Threshold 0.33 (10 bullets left)
Ammo Type 9 x 19 mm Luger
Maximum Ammo 180
Starting Ammo 90
Clip Size 30

Damage

Information No Attachments With Silencer With ACOG
Base Damage 20 - 40 20 - 40 20 - 40
Damage vs Juggernaut 15 - 30 15 - 30 15 - 30
Damage with Stopping Power 28 - 56 28 - 56 28 - 56
Headshot Damage (x1.4) 28 - 56 (x1.4) 28 - 56 (x1.4) 28 - 56
Minimum Damage Range 1000 700 1000
Maximum Damage Range 750 350 750

Delays and Reloading

Information No Attachments With Silencer With ACOG
Rate of Fire Time 0.075 0.075 0.075
Reload Time 2.33 2.33 2.33
Reload (from empty) Time 3.3 3.3 3.3
Re-chambering Time 0.1 0.1 0.1

Deviation

Information No Attachments With Silencer With ACOG Reflex Stats
Minimum Standing Hip Spread 2 2 2 2
Maximum Standing Hip Spread 5 5 5 5
Minimum Ducking Hip Spread 1.75 1.75 1.75 1.75
Maximum Ducking Hip Spread 4.5 4.5 4.5 4.5
Minimum Prone Hip Spread 1.5 1.5 1.5 1.5
Maximum Prone Hip Spread 4 4 4 4
Spread added per shot 0.52 0.52 0.52 0.52
Spread added for Moving 4 4 4 4
Decay Rate 4 4 4 4
Ducking Decay Rate 1 1 1 1
Prone Decay Rate 1 1 1 1

Recoil

Information No Attachments With Silencer With ACOG
(Hip) Kick Pitch Minimum 35 35 35
(Hip) Kick Pitch Maximum 40 40 40
(Hip) Kick Yaw Minimum|(Hip) Kick Yaw Minimum -25 -25 -25
(Hip) Kick Yaw Maximum 25 25 25
(Hip) Kick Acceleration 1000 1000 1000
(Hip) Maximum Kick Speed 1200 1200 1200
(Hip) Kick Speed Decay 100 100 100
(Hip) Kick Static Decay 100 100 100
(Hip) Kick View Pitch Minimum -30 -30 -30
(Hip) Kick View Pitch Maximum 70 70 70
(Hip) Kick View Yaw Minimum 70 70 70
(Hip) Kick View Yaw Maximum -80 -80 -80
(Hip) Kick View Center Speed 1700 1700 1700
(Sights) Kick Pitch Minimum 5 5 5
(Sights) Kick Pitch Maximum 15 15 15
(Sights) Kick Yaw Minimum -5 -5 -5
(Sights) Kick Yaw Maximum 10 10 10
(Sights) Kick Acceleration 700 700 700
(Sights) Maximum Kick Speed 2000 2000 2000
(Sights) Kick Speed Decay 35 35 35
(Sights) Kick Static Decay 10 10 10
(Sights) Kick View Pitch Minimum -30 -30 -30
(Sights) Kick View Pitch Maximum 70 70 70
(Sights) Kick View Yaw Minimum 70 70 70
(Sights) Kick View Yaw Maximum -80 -80 -80
(Sights) Kick View Center Speed 1700 1700 1700