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
MP5 Quick StatsFor in-depth MP5 stats click hereAccuracy: 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
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.
Zooming in an MP5 with the Red Dot Sight
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!
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 Custom ClassesNote - For stealth classes, I recommend the M9 with a silencer. For non-stealth, of course the Desert Eagle.
Class Name: General Run and Gun
Class Name: General Soldier
Class Name: Messenger (Grenade Delivery)
Class Name: Covert Ops
Class Name:Overkill Thanks to thebigb59 from the IF forums for the following MP5 custom classes!
Class Name:The Deadly Assassin
Class Name:The MPG Series
Class Name:The Angel of Death |
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.
MP5 PerksThe 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.
MP5 MapsThe 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.
MP5 Challenges
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MP5 Videos
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 |