A Grenade Launcher is a device that shoots a grenade. These can be standalone launchers, such as the Thumper or China Lake, or attachments, such as the M203. Grenade Launchers appear in several forms throughout the Call of Duty series.
The grenade shell has a safe arming distance of five to six meters and will not detonate unless it has traveled this distance before hitting a surface. Thus, shooting at nearby walls, ground or ceiling will simply cause the shell to bounce harmlessly away. This makes using a grenade launcher at close range very difficult. However, the shell will kill if it directly hits another player, and in turn the direct impact killfeed icon will be displayed. It is possible to even score a direct impact kill on multiple enemies with a single shell, though this is very rare.
In some games, the grenade launcher has restricted damage at the beginning of each round. This was likely done to make spawn-killing harder.
List of Grenade Launchers in the Call of Duty seriesEdit
It is possible to get a headshot with a grenade from a grenade launcher. This is denoted if the grenade strikes an enemy directly and then explodes. This is the only way to instantly kill a Juggernaut in Spec Ops.
A kill with the M203 and GP-25 counts as a hip fire kill.
In the Modern Warfare series, the Create-a-Class icon is of a M203 (except for the AK-47 in Modern Warfare 2), where as in Call of Duty: Black Ops, the icon is of a GP-25.
The Grenade Launcher attachment is listed as a secondary weapon on the Call of Duty ELITE Create-a-Class menu.
In the Zombies mode of Black Ops, there is no minimum distance that the grenade must travel to explode; this can lead to shell shock if used at close range. In Black Ops II however, there is a minimum distance.
In the extended mission of "F.N.G.", it was stated that the grenade launcher cancels out when fired too close for "safety" purposes.
If the 'Infinite Ammo' cheat is activated in the campaign, the grenade launcher becomes fully automatic. The M203 on the M4 Carbine and the GP-25 fire with approximately 250 RPM, but the M203 on the M16A4 will fire significantly faster at approximately 600 RPM.
There were originally three more grenade launchers: AG36 (G36C), HK79 (G3) and FN EGLM (F2000 or SCAR). The names can be found in localized strings.
On the FAL, the grenade launcher is misspelled as "Grenade Laucher".
There is a odd camouflage changing glitch that occurs when the player has two of the same weapons equipped with a grenade launcher, different optics and different camos. If the player switches to their grenade launcher, the camo will alternate between the two camouflages. This works with the Shotgun attachment, but both guns must have the same underbarrel.
In the first 15 seconds of a match, any grenades from a grenade launcher will never explode. This was done to prevent using the grenade launcher to kill the enemy team quickly upon spawning, as they are naturally stacked up.
In the campaign, in third-person, non-playable characters hold their weapon as if it does not have an Grenade Launcher, but in multiplayer and Zombies, they do.
For the first time in the series, using the underbarrel grenade launcher replaces the regular ammo counter with its own.
The damage output seems to have been lowered for balancing purposes and Recon tags. Kills by the grenade launcher now usually occur by direct impact, close proximity detonation, or killing an enemy with low health.
Oddly, there is no killfeed icon for the Grenade Launcher. Kills with it show up as the gun it is attached to. The same applies to the Shotgun (Attachment).
When playing a 1980's campaign mission, using the underbarrel grenade launcher doesn't replace the regular ammo count with its own, but it does in the 2025's missions, as well as in multiplayer and Zombies.
There is a small delay between firing the grenade launcher and it actually firing in-game. The grenade launcher explosive delay time can differ between certain game modes.
When using Fast Mag, the Grenade Launcher will reload faster.