As part of Season Five Reloaded, all operators in Modern Warfare and Warzone can unlock the FiNN LMG.
Previously, we detailed how to unlock the FiNN LMG – now, let’s dive deep into a weapon that has plenty of secrets beyond its surface description:
“An ultra-light open bolt 5.56 machine gun with a low cyclic rate and advanced recoil controls, giving the FiNN exceptional full-auto accuracy.”
FiNN LMG Overview
The FiNN LMG weighs in as the most mobile and accurate Light Machine Gun in its class, making it the lightweight contender up against its fast-firing, open-bolt heavyweight brothers: the MG34 and Bruen Mk9.
Like other open-bolt weapons, a few milliseconds pass between the pull of the FiNN’s trigger, and when its primer ignition is engaged to begin full-auto fire. Always keep this in mind when engaging enemies, especially if they use a weapon without this sort of delay.
Speaking of firing, the FiNN LMG is chambered for 5.56mm ammunition. If this hits the enemy from the chest up, excluding arms, then the FiNN rivals its peers in damage.
Damage alone is not the only reason why the FiNN LMG is a competitive mid-range weapon in both Multiplayer and Warzone. Again, its high mobility and aim down sight (ADS) speed nearly brings it into Assault Rifle territory, and its recoil, a pattern that shoots straight up with little bounce from side to side, is one of the simplest to learn and manage in the game.
And of course, there are its unique attachments:
Starting with the one some veteran Call of Duty fans will recognize, the XRK ChainSAW stock takes away the ability to ADS, and the opportunity to put on an Underbarrel attachment, in favor of even greater mobility and hip fire accuracy. If you need to “aim” while wielding a ChainSAW’d FiNN, it will slightly decreases hip fire spread, like that of a Juggernaut Minigun.
That could be paired well with Cased Telescopic rounds, a special 5.56 ammunition that weighs less than standard 5.56 NATO cartridges. At the cost of lessening the weapon’s effectiveness down range, these rounds significantly speed up ADS and Movement speed.
Finally, there’s one last weapon-altering feature for the FiNN: Adverse Barrels, one for each of its standard three attachments and its factory default barrel. In equipping one of these barrels, you open the weapon’s gas regulator, breaking open its fire rate to a maximum above any LMG.
This affects its damage profile and could cause the weapon to flame up if you expend a full belt all at once, but the incredible 1,000+ RPM fire rate gained in exchange could be worth those costs.
Essentially, the FiNN is on Assault Rifle-level Gunsmith customization territory, making it one weapon to truly try out for yourself within Modern Warfare and Warzone to see how it fits into your playstyle and unlock its true potential.
Blueprint Review and Loadout
Available in the “Mainframe” Store Bundle, the Firewall is just one example of how the FiNN’s unique attachments can fundamentally change its playstyle.
The Adverse Barrel, specifically the XRK Longshot to actually improve Damage Range instead of shortening it, and ChainSAW Stock combined are great for a run-and-gun player, as the fast fire rate pairs well with Movement and Sprint-to-Fire Speed. A 100-Round Belt allows for 33% more ammo in each belt, the Tac Laser allows for quicker “ADS” via tighter hip-fire spread, and the Compensator helps in controlling the weapon’s high recoil.
Here’s a loadout you could use with this Blueprint for Warzone™ and Multiplayer:
Perks: E.O.D., High Alert, Battle Hardened
Equipment: Proximity Mine, Smoke Grenade
Effectively, this is a “Juggernaut-lite” loadout, as this is all about getting shots down range to destroy hostile infantry and vehicle forces while mitigating non-ballistic damage.
Juggernauts usually use smoke to confuse their enemies or throw off long-range sniper fire from those without thermal scopes. Therefore, a Smoke Grenade is here to draw enemies closer into your trap.
E.O.D. and Battle Hardened reduce the effects of lethal and tactical equipment respectively, while High Alert will inform you if an enemy has spotted you outside your peripheral vision, giving you a few milliseconds to react accordingly.
The Proximity Mine and RPG-7 are explosive backup options, used either to deal with flanking enemies (Proximity Mine) or charging vehicles (RPG-7).
Two Warzone Loadout Suggestions
1. FiNN and Friend
Primary: FiNN LMG
XRK Pro Twist Adverse, Tac Laser, 5.56 CT 75-Round Belts, Tac Laser, XRK ChainSAW, Sleight of Hand
Secondary: The Tower Marksman Rifle (Found in the Season Five Royal Armory: Reserve Collection Bundle)
Perks: Cold-Blooded, Overkill, Amped
Equipment: Frag Grenade, Decoy Grenade
Combining three unique attachment types, coupled with Sleight of Hand and a Tac Laser, turns the FiNN LMG into a hip-fire machine, able to run-and-gun against enemy teams or their vehicles.
For incredible versatility, pair this configuration with a bolt-action Sniper or Marksman Rifle with incredible range capabilities, such as The Tower blueprint. You’ll need Overkill to do this, but in Warzone, having a second Primary off a Loadout Drop or in Plunder could be more valuable than a Secondary.
Amped becomes a potentially necessary perk, as it speeds up weapon swaps between two Primary weapons. Cold-Blooded is a preference – take your pick among the Perk 1 choices – but sometimes, staying off thermal recognition could throw off an enemy sniper using such optics.
The equipment is primed for utility, with the cookable Frag Grenade having many uses against infantry or vehicles while Decoys could distract your enemies long enough to start an engagement off strong.
2. FiNN Depth
Primary: FiNN LMG
Monolithic Suppressor, XRK Longshot Advantage, Ranger Foregrip, Tac Laser, Cronen C480 Pro Optic
Secondary: Remus Sidearm (Found in the Season Five Wolf’s Bane Bundle)
Perks: Quick Fix, Ghost, Tune Up
Equipment: C4, Flash Grenade
With this creation, the FiNN becomes a low recoil machine that’s able to pick enemies off at a distance without your aim drifting off target, especially while mounting for further stability.
Your damage range is maximized with the Muzzle and Barrel Attachments, with the Foregrip stacking Recoil Control support from the Barrel and the Tac Laser slightly remedying slow Aim Down Sight concerns. The Optic attachment, meanwhile, is here to provide a 3.5x magnification, the most for available scopes without dealing with bulkier hybrid sights or a Sniper Scope that gives off glint.
Back this up with a fast firing pistol, such as the Remus blueprint, to get yourself out of close-range scenarios. You may also want to pack some C4 for utility purposes and a Flash Grenade to throw them off balance as you aim down sights to engage.
Outside of Ghost, which is useful for staying off UAV and Heartbeat Sensor radars, Quick Fix and Tune Up both aid with health. Quick Fix speeds up health regeneration in certain scenarios, while Tune Up reduces the time it takes to revive teammates significantly, allowing you to become a combat medic in a pinch.
Two Multiplayer Loadout Suggestions
Primary: FiNN LMG
XRK Pro Twist, Tactical Foregrip, Thermal Hybrid, XRK Citadel, FMJ
Perks: Cold Blooded, Restock, Spotter
Equipment: Thermite, Snapshot Grenade
Think of this as a “traditional” LMG class, as the attachments revolve around taking steady aim and firing down range, especially through smoke and cover.
Without the need for much Recoil Stabilization, the Tactical Foregrip provides great Aiming Stability alongside the XRK Citadel Barrel. Throw in a Thermal Hybrid to cut through smoke, the XRK Pro Twist for reasonable damage range buffs, and FMJ to cut through enemy equipment, killstreaks, or cover, and the FiNN is now configured to behave like its bigger brethren.
Like any traditional LMG “Demolitions” class, a Launcher like the Strela-P is a must, as well as Thermite which, along with the enemy-revealing Snapshot Grenades, get replenished 25 seconds after one is used.
Cold-Blooded keeps you off the radar of offensive Killstreaks, and Spotter allows you to see them more clearly in the sky, or dangerous enemy equipment lurking on the ground.
Primary: FiNN LMG
Compensator, FTAC VC-8 Harrier Adverse, Merc Foregrip, 5.56 CT 100-Round Belts, No Stock
Secondary: Old Fuss and Feathers (Tier 42 of the Season Five Battle Pass)
Perks: Scavenger, Hardline, Tune Up
Equipment: Throwing Knife, Stim
This weapon is configured for someone looking to get a FiNNominal Specialist Killstreak going, as it will leave your enemies questioning how an LMG player can move and fire so quickly. With all the benefits of a Specialist Bonus, which is made one kill easier by way of Hardline, your operator could be an agile, mobile, and most importantly, hostile force in the MP lobby.
No Stock significantly increases Movement Speed, with the 5.56 CT extended belt also contributing slightly despite the increased ammo capacity. Compensator and Merc Foregrip mitigate increased recoil, which will be due to No Stock and the potential-unlocking, ADS speed decreasing Barrel.
Because the FiNN is the only weapon in Multiplayer to use 5.56 CT rounds, Scavenger may be necessary to resupply these uncommon munitions. You could use a Munitions Box, which pairs well with Tune Up, but Stopping Power Rounds is our recommendation for those looking to amp up damage on an incredibly fast-firing weapon.
Rounding out the loadout is a Throwing Knife, which acts as a one-hit melee weapon while sheathed, Stim, to get you back into fights quicker with quicker health regeneration, and Old Fuss and Feathers, a sidearm that pull off one-shot headshots that your enemy may never see coming.
These are only just a few ways to configure the FiNN LMG in the Gunsmith. Have fun with it once you unlock it and keep levelling it up to see the near-infinite possibilities it provides for your loadouts.
We’ll see you online. Stay frosty.
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Call of Duty: Ghosts Wiki Guide
Feel free to add to the list of CONFIRMED weapons below. These weapons have been confirmed through Call of Duty multiplayer videos and trailers:
- Honey Badger (Full auto. Integrated silencer allows for more attachments, but lower range.)
- SC-2010 (Full auto. Redesigned barrel provides longer range with reduced recoil for higher accuracy.)
- FAD (Full auto. High rate of fire with moderate recoil.)
- Remington R5 (Fully auto. Increased damage and range.)
- MSBS (3 round burst. High damage output in each burst. Fast rate of fire in full auto mode.)
- ARX-160 (Fully auto. Highest fire rate in class with reduced recoil for the first 3 rounds of each burst.)
- Maverick AR (Fully Auto. RENSYS Hyper-Velocity Rounds provide devestating damage at close range. Moderate stability and fir rate)
- APS Underwater Rifle(Fully automatic. Only works underwater and features only in single-player.)
- Vector CRB (Highest penetration and damage in its class.)
- MTAR-X (Full auto. Longer range with moderate recoil.)
- MTS-255 (Double action. 5 round revolving cylinder shotgun.)
- FP6 (Highest gamage per shot of all shotguns.)
- Tac 12
- Bulldog (Fastest rate of fire of all shotguns.)
Marksman Rifles are more versatile than classic Sniper Rifles, with greater stopping power than Assault Rifles. Marksman Rifles are great for protecting an objective point from range, while still having the power to deal with mid-range combat at ease.
- MR-28 (Built in foregrip and fastest rate of fire of all marksman rifles.)
- MK14 EBR (Highest damage output of all marksman rifles.)
- IA-2 (Built in sniper scope with dual render sight.)
- SVU Dragunov (Built in silencer.)
- Maverick A-2 (Semi-automatic, Uses custom LAB DIGITAL A2 Tracker Scope. Deadly fromt he waist up with moderate mobility and recoil)
- L115 (Bolt-action. Deadly from upper-leg up. Ballistic CPU calibrates.)
- USR (Bolt-action. Deadly from waist up. Higher mobility than L115.)
- M27-IAR (Full auto. Moderate recoil and rate of fire with consistent damage over range.)
- Chain Saw (Equipped with a laser sight. Hip fire only.)
- PDW (3 round burst handgun.)
- P226 (Semi-auto. High ammo capacity and high rate of fire, increased recoil.)
- .44 Magnum
- MK32 (Grenade launcher with revolving 6 round cylinder.)
- Canister Bomb
- Throwing Knife
- Hand Grenade
- 9-Bang Grenade
- Concussion Grenade
- Smoke Grenade
- Trophy System
In This Wiki Guide
Call of Duty: Ghosts
The Incredible MCU That Time Forgot
The M27 Infantry Automatic Rifle (IAR) is a German light machine gun that has been in service since 2011. Designed and developed by arms company Heckler & Koch, the M27 IAR is currently being used by the United States Marine Corps.
The LSAT light machine gun has appeared in previous Call of Duty games. Origination from the USA, the goal while designing the LSAT was to create a lightweight LMG while maintaining a big focus on reliability. This weapon provides a major reduction in weight, in comparison to older light machine guns.
The Chain Saw is a nickname for the Stoner LMG, which was produced in the US by Knight's Armament Company. Currently being used by the Royal Danish Navy. If you remember correctly, the Stoner63 featured in the original Black Ops game.
Call of Duty: Ghosts gun list leaked in full, see it here
Call of Duty: Ghosts has a new and improved arsenal of big shooty guns, including a new Marksman rifle class. Someone's gone and leaked the whole list of guns online. Check it out here.
It follows another Ghosts leak, the alien invasion-based co-op mode Extinction. See the leaked image and Activision's teaser trailer here.
The list was leaked by Twitter user Espadah_ and was picked up by MP1st. It goes as follows:
- Remington R5
- Honey Badger
- Chain SAW
- Vector CRB
- Tac 12
- Mk 14 EBR
- SVU Dragunov
Call of Duty: Ghosts is out on current-gen formats November 5. It'll hit PS4 and Xbox One when each console launches.
Ghosts lmgs cod
Ghosts - Weapons List - Submachine Guns
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SMGs provide great mobility and must be exploited by playing aggressively - they are not meant to be used as a long range weapon or to guard an area. SMGs are the perfect weapon to flank the enemy or reaching a target quickly in objective-based game modes.
These weapons can be used reliably to score kills even when you are not Aiming Down Sights (ADS) due to them having good accuracy when fired from the hip. SMGs ADS quickly and you also stay reasonably mobile while doing so - there's usually no need to use the Stalker perk with Submachine Guns.
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Chainsaw is pretty good but pretty unique, if you like the idea of a hipfire only gun try it out but make sure you use steady aim.
As for the rest, I like the M27 the best, barely any recoil even without grip and the reload seems faster.
The chainsaw is the go to run and gun LMG, then the M27 is a blast with those irons. The LSAT is also good, and then last one has a short 2hk range, but has otherwise difficult recoil to manage .
Top tip is dont be afraid to be called a camper - they have magic-automatic-bipod effect when prone (almost no recoil when prone, and less when crouched) so abuse that fact!
I'd start on the m27 if I were you
- Low recoil even without a grip
- Decent iron sights
- Magazine fed not belt fed, making a much faster reload.
- Good with a suppressor
What are the perks and tip for the chain saw?
This is the best LMG
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GT= Dunanana BATMAN
- Carpenter stock photo
- Data link cable samsung
- Rapala magnum
- Prv audio 12
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- Steel flower beds
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Ghosts - Weapons List - Light Machine Guns
« Back to the Weapons List
Light Machine Guns are powerful long-range weapons with large magazines that can be used to suppress an area for extended durations. LMGs have great bullet penetration and can be used to take out enemies behind light to medium cover.
LMGs might be powerful, but they slow your movement speed, have slow ADS times and inaccurate hip-fire spread. LMG reload times are also extremely slow, but they do make up for it with their large magazine sizes.