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Hoo boy. A while ago a patch reworked the ENTIRE division system. Cheers to all the people that helped me write the old version but it's got to go now.


* AnAdventurerIsYou: Classes in the Multiplayer select one of six divisions (five on launch, with one added via patches), specializing in a class of primary weapon and learning various perk-like bonuses over time.
** The Infantry division specializes in Rifles and Assault Rifles, attaching a bayonet to ones they carry. This functions as a quick melee attachment that gets one-hit kills from the front as well as granting bayonet charge, a burst of speed into a lunging stab. Learns bonuses that enhance their weapons and weapon use, such as more primary attachments and ammo stock, and faster speed while aiming down sights. Their prestige Basic Training, Scoped, gives you their enhanced ADS movement and less idle sway.
** The Airborne division specializes in Sub-Machine Guns, being able to attach and remove a suppressor and choose when to stay off radar or use the weapon's full range potential. Learns bonuses that enhance maneuverability and speed, such as increasing sprint speed and duration, and climbing over obstacles faster. Their Basic Training, Energetic, gives you increased sprint cooldown speed and removes fall damage.
** The Armored division specializes in Light Machine Guns, attaching a bipod to ones they carry. When resting the weapon on a surface they can manually mount it, drastically increasing accuracy and reload speed in exchange for limited turn radius and not being able to move. Learns bonuses that enhance resistance, such as reduced explosive damage, reduced fire damage and immunity to tactical grenades as well as the disorientation from explosions (known as shellshock). Hunker grants you the same resistance to explosives as Armored.
** The Mountain division specializes in Sniper Rifles, using the Sharpshooter ability to stabilize the scope, block out peripheral vision, and spot enemies easier. Learns bonuses that enhance stealth such as invisibility to Recon Planes and player-controlled streaks, and silent movement. Inconspicuous grants you quiet movement, as well as no movement penalty when crouched.
** The Expeditionary division specializes in Shotguns, allowing the manual loading of Incendiary shells that launch deadly flaming pellets that can burn enemies to death. Learns equipment based bonuses such as allowing them to pack more, to resupply them from enemies, and to throw them faster, farther, and while sprinting. Concussed gives you the ability to have two lethals and a concussion grenade on your class.
** The Resistance division specializes in Pistols, wielding them with a tactical knife attachment allowing for one-hit melee kills at a quick speed. Learns bonuses that enhance pistol use and close-range utility such as an extra secondary attachment, scrambling nearby enemy radar, and detecting the direction of nearby enemies. Shifty is a unique perk across the entire franchise, as not only does it give an additional pistol attachment, but it also reloads your pistol automatically upon switching to it, but also provides unlimited pistol ammunition.

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* AnAdventurerIsYou: Classes in the Multiplayer select one of six divisions (five on launch, with one added via patches), specializing which specialize in a specific class of primary perks that they earn over total profile playtime. On launch, divisions also had division "abilities", special attachments exclusive to the weapon they specialized in, but have been patched to be either usable all the time (in the case of LMG bipods or holding breath while sniping) or non-exclusive unlockable attachments (bayonets, suppressors, incendiary shells and learning various perk-like tactical knife).
** The Infantry Division are a simple division with
bonuses catered to weaponry and combat effectiveness while aimed down sights. Extra attachment slots on all weapons, faster swapping, less sway and faster movement while aiming.
** The Airborne Division have mobility-focused bonuses best for keeping on the move. Shooting and reloading while sprinting, faster mantling, no fall damage, and the ability to run faster
over time.
** The Infantry division specializes in Rifles and Assault Rifles, attaching a bayonet to ones they carry. This functions as a quick melee attachment that gets one-hit kills from the front as well as granting bayonet charge, a burst of speed into a lunging stab. Learns Armored Division have bonuses that enhance their weapons and weapon use, such as more primary attachments and ammo stock, and faster speed while aiming down sights. Their prestige Basic Training, Scoped, gives you their enhanced ADS movement and less idle sway.
** The Airborne division specializes in Sub-Machine Guns, being able to attach and remove a suppressor and choose when to stay off radar or use the weapon's full range potential. Learns bonuses that enhance maneuverability and speed, such as increasing sprint speed and duration, and climbing over obstacles faster. Their Basic Training, Energetic, gives you increased sprint cooldown speed and removes fall damage.
** The Armored division specializes in Light Machine Guns, attaching a bipod to ones they carry. When resting the weapon on a surface they can manually mount it, drastically increasing accuracy and reload speed in exchange
for limited turn radius and not being able to move. Learns bonuses that enhance resistance, such as reduced explosive damage, reduced fire resisting damage and effects, including reducing damage from explosives and fire, immunity to the effects of shell shock and tactical grenades as well as the disorientation from explosions (known as shellshock). Hunker grants you the same resistance to explosives as Armored.
equipment, increased bullet penetration, and reduced flinching when shot.
** The Mountain division specializes in Sniper Rifles, using the Sharpshooter ability to stabilize the scope, block out peripheral vision, and spot enemies easier. Learns bonuses that enhance Division get stealth such as invisibility related bonuses. Invisibility to Recon Planes recon aircraft and player-controlled controlled streaks, hidden enemy death locations, not showing name or giving a reticule color change to enemies, and silent movement. Inconspicuous grants you quiet movement, as well as no movement penalty when crouched.
movement.
** The Expeditionary division specializes in Shotguns, allowing the manual loading of Incendiary shells that launch deadly flaming pellets that can burn enemies Division are focused on equipment, perfect for grenade usage. General improvements to death. Learns equipment based bonuses such as allowing them to pack more, to resupply them priming and throwing, and you can carry 2 slots of tacticals and lethals. Followed by replenishing ammo and equipment from enemies, dead enemies and over time, a specific enhancement for every tactical grenade, extra damage to throw them faster, farther, War mode buildables (walls, MG placements, hedgehogs, etc.) and while sprinting. Concussed gives you equipment damage marks enemies on the ability to have two lethals and a concussion grenade on your class.
mini-map.
** The Resistance division specializes in Pistols, wielding them with a tactical knife attachment allowing for one-hit melee kills at a quick speed. Learns bonuses that enhance pistol use Division were introduced around the time of the first map pack and close-range utility such as specialize in gathering intel. They get an extra secondary attachment, scrambling nearby enemy radar, and detecting indicator pointing in the general direction of nearby enemies. Shifty is a unique perk across enemies and scramble their radars (can be toggled to prevent the entire franchise, as not only does it give an additional pistol attachment, but it also reloads scrambling effect giving away your pistol automatically upon switching position). Enemy footsteps are amplified, kills and assists cause you to it, but also provides unlimited pistol ammunition.emit a ping that marks nearby enemies, and then increased mini-map view and easier target spotting.
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** A number of weapons have their reload procedures altered, seemingly to streamline reloading. The [=Kar98k=], Lee Enfield and Springfield all only reload with stripper clips, even when there is ammo still in the magazine that makes it impossible for a full stripper clip's worth of ammo to fit (though this has been the way for clips since the original ''Call of Duty'', and for that matter every other game with clip-loaded firearms that doesn't pride itself on ridiculous realism), or when a scope is blocking the magazine[[note]]In which case, the reload will look like the soldier shoved a clip in diagonally. Compare with other [=CoD=] entries like ''VideoGame/CallOfDutyWorldAtWar'', in which scoped rifles can only reload by individual rounds[[/note]]. In the Lee-Enfield's case, it also reloads 10 rounds with just one 5-round clip, despite earlier games having it properly load with two clips. More than a few magazines were also depicted as being detachable when they're internal magazines that are not detachable, namely the Extended Magazine for the bolt-action rifles and the Kbsp wz. 38M.

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** A number of weapons have their reload procedures altered, seemingly to streamline reloading. The [=Kar98k=], Lee Enfield and Springfield all only reload with stripper clips, even when there is ammo still in the magazine that makes it impossible for a full stripper clip's worth of ammo to fit (though this has been the way for clips since the original ''Call of Duty'', and for that matter every other game with clip-loaded firearms that doesn't pride itself on ridiculous realism), or when a scope is blocking the magazine[[note]]In which case, the reload will look like the soldier shoved a clip in diagonally. Compare with other [=CoD=] entries like ''VideoGame/CallOfDutyWorldAtWar'', in which scoped rifles can only reload by individual rounds[[/note]]. In the Lee-Enfield's case, it also reloads 10 rounds with just one 5-round clip, despite earlier games having it properly load with two clips. More than a few magazines were also depicted as being detachable when they're internal magazines that are not detachable, namely the Kbsp wz. 38M, and the Extended Magazine for the bolt-action rifles [=M1903=] Springfield and the Kbsp wz. 38M.[=Kar98k=].
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* EliteMooks: Nazi Waffen SS troops start showing up in the last few levels. Realistically, they're not noticeably physically tougher than standard troops, but tend to be better equipped (often using the STG 44 assault rifle).

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* EliteMooks: Nazi Waffen SS troops start showing up in the last few levels. Realistically, they're not noticeably physically tougher than standard troops, but tend to be better equipped (often using the STG 44 assault rifle).rifle or, more inexplicably, the toggle-action shotgun loaded with incendiary rounds).

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* AmericaWonWorldWarII: This game plays this trope straight unlike the original World War 2 ''Call Of Duty'' games which showed the British and the Red Army campaigns. The final level is [[spoiler:liberating a concentration camp]] in Germany, and after that the story concludes with everybody going home, no mention of how the Soviets took Berlin and forced Germany into surrendering.

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* AmericaWonWorldWarII: This game plays this trope straight unlike the original World War 2 ''Call Of Duty'' games which showed the British and the Red Army campaigns. The final level is [[spoiler:liberating a concentration camp]] in Germany, and after that the story concludes with everybody going home, no mention of how the Soviets took Berlin and forced Germany into surrendering. The only other allies shown are the Brits and the French resistance, both of whom only get a few missions of screentime.

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* AmericaWonWorldWarII: This game plays this trope straight unlike the original World War 2 ''Call Of Duty'' games which showed the British and the Red Army campaigns. The final level is [[spoiler:liberating a concentration camp]] in Germany, and after that the story concludes with everybody going home, no mention of how the Soviets took Berlin and forced Germany into surrendering.



* HollywoodHistory: The game plays AmericaWonWorldWarII straight unlike the original COD WWII games which showed the British and the Red Army campaigns. The final level is [[spoiler:liberating a concentration camp]] and after that the story concludes with everybody going home, no mention of how the Soviets took Berlin and forced Germany into surrendering.

Changed: 526

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* HollywoodHistory: The game plays AmericaWonWorldWarII straight unlike the original COD WWII games which showed the British and the Red Army campaigns. Related to that, the game focuses on the French resistance, which like most resistance movements in Europe, was of marginal military importance. The only truly effective resistance movement in the entire war, was in the Balkans, among the Yugoslavians. And even then, the Poles mounted the largest partisan operation in the entire war, the Greeks and the Italian partigiani were also more prominent and directly impactful in their respective turfs.

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* HollywoodHistory: The game plays AmericaWonWorldWarII straight unlike the original COD WWII games which showed the British and the Red Army campaigns. Related to that, The final level is [[spoiler:liberating a concentration camp]] and after that the game focuses on story concludes with everybody going home, no mention of how the French resistance, which like most resistance movements in Europe, was of marginal military importance. The only truly effective resistance movement in the entire war, was in the Balkans, among the Yugoslavians. And even then, the Poles mounted the largest partisan operation in the entire war, the Greeks Soviets took Berlin and the Italian partigiani were also more prominent and directly impactful in their respective turfs.forced Germany into surrendering.
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* RuleOfFun: As mention above in TheCoconutEffect, the game compresses the size of Omaha Beach to fit with people's preconceptions about it. The multiplayer Operation Neptune compresses the beach even further for gameplay purposes, creating a ludicrously short Omaha Beach at just ''30 meters''.

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* RuleOfFun: As mention above in TheCoconutEffect, the game already compresses the size of Omaha Beach to fit with people's preconceptions about it. The multiplayer Operation Neptune compresses the beach even further for gameplay purposes, creating a ludicrously short Omaha Beach at just ''30 meters''.
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* RuleOfFun: As mention above in TheCoconutEffect, the game compresses the size of Omaha Beach to fit with people's preconceptions about it. The multiplayer Operation Neptune compresses the beach even further for gameplay purposes, creating a ludicrously short Omaha Beach at just ''50 meters''.

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* RuleOfFun: As mention above in TheCoconutEffect, the game compresses the size of Omaha Beach to fit with people's preconceptions about it. The multiplayer Operation Neptune compresses the beach even further for gameplay purposes, creating a ludicrously short Omaha Beach at just ''50 ''30 meters''.
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* TheCoconutEffect: The Omaha Beach level in the campaign is more of a recreation of the opening of ''Film/SavingPrivateRyan'' than the actual event. The length of the beach in the real event is actually very long, with the German bunkers being almost 800 yards (about 730 meters) from the water. ''Saving Private Ryan'' chose a much shorter beach to film the scene for practical and artistic concerns, and this image stuck with people on what Omaha Beach is supposed to look like.


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* RuleOfFun: As mention above in TheCoconutEffect, the game compresses the size of Omaha Beach to fit with people's preconceptions about it. The multiplayer Operation Neptune compresses the beach even further for gameplay purposes, creating a ludicrously short Omaha Beach at just ''50 meters''.
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* BondVillainStupidity: The German Tank Commander that [[spoiler: fatally wounds Turner]] at the end of Hill 493 takes the time to monologue at Turner and Daniels instead of just shooting them, giving Daniels time to kill him with Turner's sidearm. Granted, the Tank Commander did need to stop to reload his gun, but keeps on talking even well after he finishes reloading.

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* BondVillainStupidity: The German Tank Commander that [[spoiler: fatally [[spoiler:fatally wounds Turner]] at the end of Hill 493 takes the time to monologue at Turner and Daniels instead of just shooting them, giving Daniels time to kill him with Turner's sidearm. Granted, the Tank Commander did need to stop to reload his gun, but keeps on talking even well after he finishes reloading.



** Knocked out tank equals dead crew members, right? Wrong. Daniels and Turner find this out the hard way when [[spoiler: the tank commander of a King Tiger emerges from his knocked out tank and badly wounds the latter]].

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** Knocked out tank equals dead crew members, right? Wrong. Daniels and Turner find this out the hard way when [[spoiler: the [[spoiler:the tank commander of a King Tiger emerges from his knocked out tank and badly wounds the latter]].
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Added DiffLines:

** Knocked out tank equals dead crew members, right? Wrong. Daniels and Turner find this out the hard way when [[spoiler: the tank commander of a King Tiger emerges from his knocked out tank and badly wounds the latter]].
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Added DiffLines:

* EliteMooks: Nazi Waffen SS troops start showing up in the last few levels. Realistically, they're not noticeably physically tougher than standard troops, but tend to be better equipped (often using the STG 44 assault rifle).
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* BondVillainStupidity: The German Tank Commander that [[spoiler: fatally wounds Turner]] at the end of Death Factory takes the time to monologue at Turner and Daniels instead of just shooting them, giving Daniels time to kill him with Turner's sidearm. Granted, the Tank Commander did need to stop to reload his gun, but keeps on talking even well after he finishes reloading.

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* BondVillainStupidity: The German Tank Commander that [[spoiler: fatally wounds Turner]] at the end of Death Factory Hill 493 takes the time to monologue at Turner and Daniels instead of just shooting them, giving Daniels time to kill him with Turner's sidearm. Granted, the Tank Commander did need to stop to reload his gun, but keeps on talking even well after he finishes reloading.
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None

Added DiffLines:

* BondVillainStupidity: The German Tank Commander that [[spoiler: fatally wounds Turner]] at the end of Death Factory takes the time to monologue at Turner and Daniels instead of just shooting them, giving Daniels time to kill him with Turner's sidearm. Granted, the Tank Commander did need to stop to reload his gun, but keeps on talking even well after he finishes reloading.

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* AnachronismStew: Late in the opening cutscene for the second campaign mission, the tank commander mentions someone getting an Article 15. Article 15 is a chapter of the modern '''U'''niform '''C'''ode of '''M'''ilitary '''J'''ustice. The [=UCMJ=] wasn't created until 1950, 5 years after the war ended.

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* AnachronismStew: Late in the opening cutscene for the second campaign mission, the tank commander Perez mentions someone Pierson getting an Article 15. Article 15 is a chapter of the modern '''U'''niform '''C'''ode of '''M'''ilitary '''J'''ustice. The [=UCMJ=] wasn't created until 1950, 5 years after the war ended.
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** The Armored division specializes in Light Machine Guns, attaching a bipod to ones they carry. When resting the weapon on a surface they can manually mount it, drastically increasing accuracy in exchange for limited turn radius and not being able to move. Learns bonuses that enhance resistance, such as reduced explosive damage, reduced fire damage and immunity to tactical grenades as well as the disorientation from explosions (known as shellshock). Hunker grants you the same resistance to explosives as Armored.

to:

** The Armored division specializes in Light Machine Guns, attaching a bipod to ones they carry. When resting the weapon on a surface they can manually mount it, drastically increasing accuracy and reload speed in exchange for limited turn radius and not being able to move. Learns bonuses that enhance resistance, such as reduced explosive damage, reduced fire damage and immunity to tactical grenades as well as the disorientation from explosions (known as shellshock). Hunker grants you the same resistance to explosives as Armored.
Is there an issue? Send a MessageReason:
None


** The Infantry division specializes in Rifles and Assault Rifles, attaching a bayonet to ones they carry. This functions as a quick melee attachment that gets one-hit kills from the front as well as granting bayonet charge, a burst of speed into a lunging stab. Learns bonuses that enhance their weapons and weapon use, such as more primary attachments and ammo stock, and faster speed while aiming down sights.
** The Airborne division specializes in Sub-Machine Guns, being able to attach and remove a suppressor and choose when to stay off radar or use the weapon's full range potential. Learns bonuses that enhance maneuverability and speed, such as increasing sprint speed and duration, and climbing over obstacles faster.
** The Armored division specializes in Light Machine Guns, attaching a bipod to ones they carry. When resting the weapon on a surface they can manually mount it, drastically increasing accuracy in exchange for limited turn radius and not being able to move. Learns bonuses that enhance resistance, such as reduced explosive damage, reduced fire damage and immunity to tactical grenades as well as the disorientation from explosions (known as shellshock).
** The Mountain division specializes in Sniper Rifles, using the Sharpshooter ability to stabilize the scope, block out peripheral vision, and spot enemies easier. Learns bonuses that enhance stealth such as invisibility to Recon Planes and player-controlled streaks, and silent movement.
** The Expeditionary division specializes in Shotguns, allowing the manual loading of Incendiary shells that launch deadly flaming pellets that can burn enemies to death. Learns equipment based bonuses such as allowing them to pack more, to resupply them from enemies, and to throw them faster, farther, and while sprinting.
** The Resistance division specializes in Pistols, wielding them with a tactical knife attachment allowing for one-hit melee kills at a quick speed. Learns bonuses that enhance pistol use and close-range utility such as an extra secondary attachment, scrambling nearby enemy radar, and detecting the direction of nearby enemies.

to:

** The Infantry division specializes in Rifles and Assault Rifles, attaching a bayonet to ones they carry. This functions as a quick melee attachment that gets one-hit kills from the front as well as granting bayonet charge, a burst of speed into a lunging stab. Learns bonuses that enhance their weapons and weapon use, such as more primary attachments and ammo stock, and faster speed while aiming down sights.
sights. Their prestige Basic Training, Scoped, gives you their enhanced ADS movement and less idle sway.
** The Airborne division specializes in Sub-Machine Guns, being able to attach and remove a suppressor and choose when to stay off radar or use the weapon's full range potential. Learns bonuses that enhance maneuverability and speed, such as increasing sprint speed and duration, and climbing over obstacles faster.
faster. Their Basic Training, Energetic, gives you increased sprint cooldown speed and removes fall damage.
** The Armored division specializes in Light Machine Guns, attaching a bipod to ones they carry. When resting the weapon on a surface they can manually mount it, drastically increasing accuracy in exchange for limited turn radius and not being able to move. Learns bonuses that enhance resistance, such as reduced explosive damage, reduced fire damage and immunity to tactical grenades as well as the disorientation from explosions (known as shellshock).
shellshock). Hunker grants you the same resistance to explosives as Armored.
** The Mountain division specializes in Sniper Rifles, using the Sharpshooter ability to stabilize the scope, block out peripheral vision, and spot enemies easier. Learns bonuses that enhance stealth such as invisibility to Recon Planes and player-controlled streaks, and silent movement.
movement. Inconspicuous grants you quiet movement, as well as no movement penalty when crouched.
** The Expeditionary division specializes in Shotguns, allowing the manual loading of Incendiary shells that launch deadly flaming pellets that can burn enemies to death. Learns equipment based bonuses such as allowing them to pack more, to resupply them from enemies, and to throw them faster, farther, and while sprinting.
sprinting. Concussed gives you the ability to have two lethals and a concussion grenade on your class.
** The Resistance division specializes in Pistols, wielding them with a tactical knife attachment allowing for one-hit melee kills at a quick speed. Learns bonuses that enhance pistol use and close-range utility such as an extra secondary attachment, scrambling nearby enemy radar, and detecting the direction of nearby enemies. Shifty is a unique perk across the entire franchise, as not only does it give an additional pistol attachment, but it also reloads your pistol automatically upon switching to it, but also provides unlimited pistol ammunition.

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* AKA47: While most guns use some variation of their real name (some more generic than others, like the Winchester Model 1897 being called the "Combat Shotgun"), the MP 28 gets the very bizarre rename of "Waffe 28", which means "Weapon 28" in German.

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* AKA47: AKA47:
**
While most guns use some variation of their real name (some more generic than others, like the Winchester Model 1897 being called the "Combat Shotgun"), the MP 28 gets the very bizarre rename of "Waffe 28", which means "Weapon 28" in German.German.
** For multiplayer-only weapons added in post-release, there are a few interesting examples. The Breda Modello 30 is called the "GPMG", meaning General-Purpose Machine Gun, even though it's technically a Light Machine Gun (maybe calling it "LMG" just doesn't sound that good). The Beretta Model 38 is called "Orso" (Italian for "Bear"), and the Walther P38 is called the "9mm SAP" (SAP presumably stands for Semi-Automatic Pistol).

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* AnAdventurerIsYou: Classes in the Multiplayer select one of five divisions, specializing in a class of primary weapon and learning various perk-like bonuses over time.

to:

* AnAdventurerIsYou: Classes in the Multiplayer select one of five divisions, six divisions (five on launch, with one added via patches), specializing in a class of primary weapon and learning various perk-like bonuses over time.


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** The Resistance division specializes in Pistols, wielding them with a tactical knife attachment allowing for one-hit melee kills at a quick speed. Learns bonuses that enhance pistol use and close-range utility such as an extra secondary attachment, scrambling nearby enemy radar, and detecting the direction of nearby enemies.
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* HeroicSacrifice: [[spoiler:Turner, after being gutshot, willingly stays behind to hold off the German advance while his men retreat from Hill 294.]]

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* HeroicSacrifice: [[spoiler:Turner, after being gutshot, willingly stays behind to hold off the German advance while his men retreat from Hill 294.493.]]
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* ForeignCussWord: Like all ''Call of Duty'' games, this game don't shy away from this. One notable instance is when Perez shouts "Mierda", as well as this exchange in the church basement entrance.

to:

* ForeignCussWord: Like all ''Call of Duty'' games, this game don't shy away from this. One notable instance is when Perez shouts "Mierda", as well as this exchange in the church hotel basement entrance.



* SergeantRock: Pierson actually starts the game off like this, being far more reasonable and even complimenting and showing concern for Zussman after he comes back from his stab wound. It's only during the battle of Hill 294 that he goes off the rails.

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* SergeantRock: Pierson actually starts the game off like this, being far more reasonable and even complimenting and showing concern for Zussman after he comes back from his stab wound. It's only during the battle of Hill 294 493 that he goes off the rails.
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Changed: 41

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** A number of weapons have their reload procedures altered, seemingly to streamline reloading. The [=Kar98k=], Lee Enfield and Springfield all only reload with stripper clips, even when there is ammo still in the magazine that makes it impossible for a full stripper clip's worth of ammo to fit (though this has been the way for clips since the original ''Call of Duty'', and for that matter every other game with clip-loaded firearms that doesn't pride itself on ridiculous realism), or when a scope is blocking the magazine[[note]]In which case, the reload will look like the soldier shoved a clip in diagonally. An apt comparison is with the older entries set in WWII like ''VideoGame/CallOfDutyWorldAtWar'', in which scoped rifles can only reload by individual rounds[[/note]]. In the Lee-Enfield's case, it also reloads 10 rounds with just one 5-round clip, despite earlier games having it properly load with two clips. More than a few magazines were also depicted as being detachable when they're internal magazines that are not detachable, namely the Extended Magazine for the bolt-action rifles and the Kbsp wz. 38M.

to:

** A number of weapons have their reload procedures altered, seemingly to streamline reloading. The [=Kar98k=], Lee Enfield and Springfield all only reload with stripper clips, even when there is ammo still in the magazine that makes it impossible for a full stripper clip's worth of ammo to fit (though this has been the way for clips since the original ''Call of Duty'', and for that matter every other game with clip-loaded firearms that doesn't pride itself on ridiculous realism), or when a scope is blocking the magazine[[note]]In which case, the reload will look like the soldier shoved a clip in diagonally. An apt comparison is Compare with the older other [=CoD=] entries set in WWII like ''VideoGame/CallOfDutyWorldAtWar'', in which scoped rifles can only reload by individual rounds[[/note]]. In the Lee-Enfield's case, it also reloads 10 rounds with just one 5-round clip, despite earlier games having it properly load with two clips. More than a few magazines were also depicted as being detachable when they're internal magazines that are not detachable, namely the Extended Magazine for the bolt-action rifles and the Kbsp wz. 38M.
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* ForeignCussWord: Like all ''Call of Duty'' games, this game don't shy away from this. One notable instance is when Perez shouts 'Mierda' and in the church basement entrance.

to:

* ForeignCussWord: Like all ''Call of Duty'' games, this game don't shy away from this. One notable instance is when Perez shouts 'Mierda' and "Mierda", as well as this exchange in the church basement entrance.



'''German Soldier:'' ''Scheiße!''

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'''German Soldier:'' Soldier:''' ''Scheiße!''
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** While they may seem like examples of ImproperlyPlacedFirearms, the Soviet [=PPSh=]-41 and SVT-40 were indeed used by the [[https://ww2militaria.files.wordpress.com/2011/12/ppsh_germanforces.jpg Germans]], as they had captured thousands of examples on the Eastern Front. Some of the captured [=PPShs=] were rechambered to fire 9mm rounds, and used under the designation [=MP41(r)=], while the unmodified guns, re-designated as [=MP717(r)=], were fed 7.63x25mm Mauser rounds with no issue. The SVT-40s saw widespread use under the designation G.259(r), as Germans were short of self-loading rifles, with the weapon itself serving as the basis/inspiration for the Walther [=G43=] self-loading rifle.

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** While they may seem like examples of ImproperlyPlacedFirearms, the Soviet [=PPSh=]-41 and SVT-40 were indeed used by the [[https://ww2militaria.files.wordpress.com/2011/12/ppsh_germanforces.jpg Germans]], as they had captured thousands of examples on the Eastern Front. Some of the captured [=PPShs=] were rechambered to fire 9mm rounds, and used under the designation [=MP41(r)=], while the unmodified guns, re-designated as [=MP717(r)=], were fed 7.63x25mm Mauser rounds with no issue.issue (since their intended 7.62x25mm Tokarev bullets were physically identical to the Mauser round, just with more propellant). The SVT-40s saw widespread use under the designation G.259(r), as Germans were short of self-loading rifles, with the weapon itself serving as the basis/inspiration for the Walther [=G43=] self-loading rifle.



* AnachronismStew: Late in the opening cutscene for the second campaign mission, the tank commander mentions someone getting an Article 15. Article 15 is a chapter of the modern '''U'''niform '''C'''ode of '''M'''ilitary '''J'''ustice. The [=UCMJ=] wasn't created until 1950. 5 years after the war ended.

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* AnachronismStew: Late in the opening cutscene for the second campaign mission, the tank commander mentions someone getting an Article 15. Article 15 is a chapter of the modern '''U'''niform '''C'''ode of '''M'''ilitary '''J'''ustice. The [=UCMJ=] wasn't created until 1950. 1950, 5 years after the war ended.



** Apparently, modern ''Call of Duty'' multiplayer requires there to be at least one semi-automatic shotgun with a detachable magazine. However, there are no shotguns during WWII that are like that (the concept is a very modern development), so the developers gave the Toggle Action fully fictional detachable magazines, replacing the weapon's own [[https://www.youtube.com/watch?v=UfiahO3vfAc unique internal tube magazine]].
** A number of weapons have their reload procedures altered, seemingly to streamline reloading. [=Kar98k=], Lee Enfield and the Springfield all only reload with stripper clips, even when there is remaining ammo in the magazine that makes it impossible for a stripper clip's worth of ammo to fit (though this has been the way for clips since the original Call of Duty), or when a scope is blocking the magazine[[note]]In which case, the reload will look like the soldier shoved a clip in diagonally. An apt comparison is with the older entries set in WWII like ''VideoGame/CallOfDutyWorldAtWar'', in which scoped rifles can only reload by individual rounds[[/note]]. In Lee Enfield's case, it also reloads 10 rounds with just one 5-round clip. More than a few magazines were also depicted as being detachable when they're internal magazines that are not detachable, namely the Extended Magazine for the bolt-action rifles and the Kbsp wz. 38M.

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** Apparently, modern ''Call of Duty'' multiplayer requires there to be at least one semi-automatic shotgun with a detachable magazine. However, there are no shotguns during WWII that are like that (the concept (semi-auto shotguns existed since at least 1898, but a detachable magazine on a shotgun is a very modern development), so the developers gave the Toggle Action fully fictional detachable magazines, replacing the weapon's own [[https://www.youtube.com/watch?v=UfiahO3vfAc unique internal tube magazine]].
** A number of weapons have their reload procedures altered, seemingly to streamline reloading. The [=Kar98k=], Lee Enfield and the Springfield all only reload with stripper clips, even when there is remaining ammo still in the magazine that makes it impossible for a full stripper clip's worth of ammo to fit (though this has been the way for clips since the original Call ''Call of Duty), Duty'', and for that matter every other game with clip-loaded firearms that doesn't pride itself on ridiculous realism), or when a scope is blocking the magazine[[note]]In which case, the reload will look like the soldier shoved a clip in diagonally. An apt comparison is with the older entries set in WWII like ''VideoGame/CallOfDutyWorldAtWar'', in which scoped rifles can only reload by individual rounds[[/note]]. In Lee Enfield's the Lee-Enfield's case, it also reloads 10 rounds with just one 5-round clip.clip, despite earlier games having it properly load with two clips. More than a few magazines were also depicted as being detachable when they're internal magazines that are not detachable, namely the Extended Magazine for the bolt-action rifles and the Kbsp wz. 38M.



* ForeignCussWord: Like all ''CallOfDuty'' games, this game don't shy away from this. One notable instance is when Perez shouts 'Mierda' and in the church basement entrance.
--> Daniels: ''Shit!''
--> German Soldier: ''Scheiße!''

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* ForeignCussWord: Like all ''CallOfDuty'' ''Call of Duty'' games, this game don't shy away from this. One notable instance is when Perez shouts 'Mierda' and in the church basement entrance.
--> Daniels: ''Shit!''
--> German Soldier:
-->'''Daniels:''' ''Shit!''\\
'''German Soldier:''
''Scheiße!''



* JerkassHasAPoint: Pierson is an asshat, [[JerkWithAHeartOfGold (most of the time)]] but he's not wrong when he tells Turner that the mission comes first and that all of them are expendable. [[RealityEnsues Or when he tells Daniels that his maverick attitude isn't going to fly.]]

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* JerkassHasAPoint: Pierson is an asshat, asshat [[JerkWithAHeartOfGold (most of the time)]] but he's not wrong when he tells Turner that the mission comes first and that all of them are expendable. [[RealityEnsues Or when he tells Daniels that his maverick attitude isn't going to fly.]]
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*** The [=G43=] was later added as a Supply Drop weapon that's also obtainable via completion of challenges.
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* SergeantRock: Pierson actually starts the game off like this, being far more reasonable and even complimenting and showing concern for Zussman after he comes back from his stab wound. It's only during the battle of Hill 294 that he goes off the rails.
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* VideoGameFlameThrowersSuck: Finally averted in a CallOfDuty game, as the M2 or Flammenwerfer 35 will become your best friend to deter [[ZergRush blitzing Germans]].
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** Despite most rifle extended magazines in the game are incorrectly depicted as being detachable, the M1 Garand is one of the few cases where it is appropriate, since [[https://forgottenfirearms.blogspot.jp/2011/03/bizarre-offspring-of-m1-garand.html there are]] experimental variants with detachable BAR magazines. Some of these eventually evolved into the M14.

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** Despite the fact that most rifle extended magazines in the game are incorrectly depicted as being detachable, the M1 Garand is one of the few cases where it is appropriate, since [[https://forgottenfirearms.blogspot.jp/2011/03/bizarre-offspring-of-m1-garand.html there are]] experimental variants with detachable BAR magazines. Some of these eventually evolved into the M14.

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** Despite the game featuring many cases where the extended magazine for a rifle is incorrectly depicted as being detachable, the M1 Garand is one of the only cases where it is appropriate, since [[https://forgottenfirearms.blogspot.jp/2011/03/bizarre-offspring-of-m1-garand.html there are]] experimental variants with detachable BAR magazines. Some of these eventually evolved into the M14.

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** Despite most rifle extended magazines in the game featuring many cases where the extended magazine for a rifle is are incorrectly depicted as being detachable, the M1 Garand is one of the only few cases where it is appropriate, since [[https://forgottenfirearms.blogspot.jp/2011/03/bizarre-offspring-of-m1-garand.html there are]] experimental variants with detachable BAR magazines. Some of these eventually evolved into the M14.

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