Handguns | Extinction - perks and skills CoD: Ghosts Guide
Last update: 11 May 2016
P226 : long range, medium damage, large ammo capacity. | |
Level Two | Increased damage over long distance, faster movement with the pistol. |
Level Three | 50% more ammo in the magazine. |
Level Four | The ability to carry a handgun and two primary weapons. |
Level Five | Dual-handgun hip-shooting. Doubled firepower and ammo capacity. |
Magnum .44 : 6-shooter of large caliber. | |
Level Two | Larger damage over long distance and faster movement with the handgun. |
Level Three | 50% more ammo in the magazine. |
Level Four | The ability to carry a handgun and two primary weapons. |
Level Five | Dual-handgun hip-shooting. Doubled firepower and ammo capacity. |
M9A1 : shoots in bursts of 3 rounds. | |
Level Two | Larger damage over long distance and faster movement with pistol. |
Level Three | 50% more ammo in the magazine. |
Level Four | The ability to carry a handgun and two primary weapons. |
Level Five | Dual-handgun hip-shooting. Doubled firepower and ammo capacity. |
MP443 : automatic handgun of short range. | |
Level Two | Larger damage over long distance and faster movement with pistol. |
Level Three | 50% more ammo in the magazine. |
Level Four | The ability to carry a handgun and two primary weapons. |
Level Five | Dual-handgun hip-shooting. Doubled firepower and ammo capacity. |
Explanation:
As you can see above, all of the handguns in this mode have the same upgrades. Your best choice is Magnum .44, due to the large damage and accuracy. Unfortunately, good accuracy connects with low fire rate and long reload times.
There is not much point in using a handgun other than Magnum .44 because, in spite of higher fire rate and ammo capacity, they inflict low damage - it may turn out that somewhere in the middle of a map, you will have to fire the entire magazine (on condition that all bullets connect) into a Scout, i.e. the weakest of the aliens.