The Colt M1911 (known as the Colt .45 in the WWII-era Call of Duty games and the M1911 .45 in the Modern Warfare series) is a semi-automatic handgun featured in almost (excluding Call of Duty: Finest Hour) every installment of the Call of Duty series, making it the most featured weapon in the series.
The Colt .45 is the standard sidearm during all American and British campaign missions. It is a very powerful weapon in close quarters, but its effectiveness over range is limited.
In Call of Duty: United Offensive, the Webley Mk IV Revolver replaces the Colt .45 as the standard sidearm in the British Campaign.
The Colt .45 is the sidearm used by the American infantry. It has a seven-round magazine, relatively low accuracy and does average damage. It is most useful when the player does not have time to reload their primary weapon, or if their primary weapon is a bolt-action rifle and they need to engage enemies at close range.
The Colt .45 is again the standard sidearm during all American campaign missions. It is more powerful than the version in the original Call of Duty, doing almost 50% more damage at close range and double the damage at long range. The Colt .45 reuses the weapon sounds from Call of Duty.
The Colt .45 in Call of Duty 2 multiplayer is much weaker than in the original Call of Duty. It is still a decent pistol for use as a last resort, particularly if the player's primary weapon is out of ammo, or if the enemy is very close, but its effectiveness is severely limited over range.
The Colt .45 is the standard sidearm for American soldiers in multiplayer levels. It is handy when the player is reloading or when the player is out of ammo for their primary weapon.
When the player gets eight points in a match, they get the ability to use two Colt .45 pistols at once (similar to Akimbo) in the Submachine Gun class, albeit with very limited ammunition.
Once the player gets sixteen points, they get more ammunition. The dual Colt .45 pistols are very effective when enemies are close, taking out three or four enemies easily. Despite its advantages, the Colt .45 is not used often by online players, as other weapons outmatch it in terms of accuracy, damage and rate of fire.
The Colt .45 returns as the sidearm of the Allies, though only in Multiplayer mode. It has medium power (capable of killing within three-four shots) and a magazine capacity of seven rounds. However, it has a faster reload than the Walther P38, which compensates for its smaller magazine capacity. This is a weak weapon but this is compensated by its tight hip fire spread, which is very small and only changes when players jump. It also has an unusually large zoom.
The M1911 .45 possesses night sights and a seven round magazine, however, the weapon can hold an extra round in the chamber, explaining how SSgt. Griggs can fire his eight times. It is a starting sidearm in "Hunted", "Shock and Awe", "The Sins of the Father", and Game Over, but also appears in "War Pig", in which Marines sometimes draw it when their primary weapon runs empty while under fire. It can very rarely be found in The Bog. On the level "Charlie Don't Surf", it can rarely be obtained by picking it up from dead Marines.
In the level "Game Over", SSgt. Griggs is seen using a nickel plated M1911 .45 while dragging "Soap" to safety. A nickel-plated M1911 .45 can also be seen in the armory in the level "F.N.G." The nickel plating led many people to think that it was a Desert Eagle. The M1911 .45 plays an important role in "Game Over", when Captain Price slides is M1911 .45 across the bridge to Soap, who then proceeds to kill Zakhaev and his guards with the pistol.
In multiplayer, the M1911 .45 has stats that are similar to the USP .45, except that it has a lower magazine capacity (The M1911 .45 has eight rounds, where the USP .45 has 12), less muzzle climb, and higher hipfire accuracy, leading to a pistol that has a very different "feel" and playing style than the USP .45. Like the M9 and USP .45, it can be fitted with a suppressor.
The Colt M1911 appears in some of the Marine Raiders missions as the player's standard sidearm. The Colt M1911 is a good weapon to draw quickly if the player's main weapon runs out of ammo. However, it is usually best to swap the pistol out for other weapons. Ammo for the Colt M1911 is not readily available, and, though the M1911 is useful in close combat, the player should remember that it is not a strong weapon and takes quite a few shots to take an enemy down. The player receives the Colt M1911 in the missions "Little Resistance", "Hard Landing" and "Breaking Point". Sgt. Roebuck will sometimes draw his Colt M1911 in the campaign. It should be noted that pistols in the campaign have much higher recoil than their Multiplayer counterparts, as well as a restricted rate of fire, which hinders their effectiveness.
The Colt M1911 is one of the available sidearms, along with the Nambu, the Walther P-38, the Tokarev TT-33, and the .357 Magnum. As with all pistols, the Colt M1911 is best used as a last resort weapon. It is the default Second Chance pistol. Like all other non-Magnum pistols, the Colt M1911 holds eight rounds. The base damage and multipliers of the Colt .45 are exactly the same as the Nambu, Tokarev, and Walther. The M1911 only differs from these pistols in minor characteristics, such as reload time, rate of fire, and accuracy of the iron sights. Choosing a pistol in World at War is purely a matter of personal preference, and no pistol can definitively be declared better than another.
In Nazi Zombies, players always start with the Colt M1911. It's a decent weapon for the early rounds, but even then it often requires an entire magazine to kill a zombie.
In Der Riese, the Colt M1911 can be upgraded by using the Pack-a-Punch Machine, turning it into a re-skinned M1911 with the name "C-3000 b1at-ch35". The weapon fires rifle grenades instead of regular rounds, and has a six round magazine. It is similar to the Dirty Harry, but somewhat weaker. The upgraded version causes lethal splash damage, and has a much slower fire rate than the regular version.
The DS version of the Colt .45 is essentially the same as the console versions, with the same accuracy, power, and recoil. The pistol looks similar to the one in Call of Duty 2 with a similar looking grip safety. The DS version also holds seven rounds unlike the console and PC version, which holds eight.
The Colt. 45 can fire as quickly as the player can pull the trigger button. There are two on the DS, and the player can rapidly push both, gaining a rate of fire higher than any of the automatic weapons in the game. However this tactic makes aiming impossible and will empty the magazine in less than a second.
In Multiplayer, the Colt .45 is the standard sidearm for the American faction. Like in Singleplayer, it holds seven rounds in the magazine which, coupled with decent damage and moderate recoil, make it an overall good sidearm.
The Colt .45 is the starting weapon in the iPod game. It is rather weak and only good for the first few rounds. Because of the slow rate of fire and small magazine size, it is best swapped out as soon as possible, unless being kept for Pack-a-Punching.
Simon Riley uses a silenced M1911 on the first assault on Manuel Roba's Compound. He also uses it to injure one of Roba's men, and then tortures the man for information.
In the Call of Duty: Modern Warfare 2 mission The Gulag, Soap gives it back to Captain Price saying "This belongs to you, sir." This is a reference to the aforementioned mission "Game Over" in Call of Duty 4: Modern Warfare. In Just Like Old Times, it is visible on Price.
The M1911 .45 can be seen in the holsters of people from the various factions in-game. However, it can only be used in the bonus level, Museum, from the case in the first room (with Shepherd, "Cliffhanger"/"Contingency", and the "Takedown"/"The Hornet's Nest" showcases, etc.), although it can be seen being wielded in Loose Ends.
When firing with an empty magazine, the player will appear to bring the weapon to his side instead of the usually instant weapon swap. The Colt .45 is one of three guns only usable in Campaign (the other two being the Dragunov and W1200).
In Multiplayer, a player using a sniper rifle as their primary weapon will have an unusable M1911 .45 handgun in a holster on either their belt or side.
The M1911 is mostly the same as its previous versions; packing high damage at close ranges, but low damage and fair idle sway beyond. Its iron sights are near-identical to that of the World at War version. There are two different possible appearances of the M1911: in Campaign, it has its standard parkerized finish appearance, while in Multiplayer and Zombies, it uses a nickel-plated finish.
It is the standard sidearm of the USMC and CIA in the campaign. It can be seen first in "S.O.G." where it is used by a Marine who is struck by an artillery shell as Hudson is transported to the bunker. This is also when it first becomes available.
In "Victor Charlie", the player uses the M1911 found on the floor of the Huey where the mission starts. It is used to kill the Viet Cong who killed the pilots of the Huey. It remains with the player throughout the initial, stealthy part of the mission until Mason detonates the C4, where it is replaced by a Commando and a WA2000. However, the Wii version retains the M1911 instead of the WA2000.
The M1911 later appears in the mission "WMD". It is given to the player with a silencer attached in the first building, and can be swapped out for a Soviet weapon for use in breaching the next building. After the SR-71 sequence, it is replaced by a Crossbow with Variable Zoom.
The M1911 is a selectable secondary weapon in Black Ops. It is an unlocked pistol at level 1 along with the Makarov and ASP in the default classes. It takes three shots to kill an enemy at close range and five shots to kill an enemy at medium to long range. All three sidearms have the same damage and multipliers. What sets them apart is that the ASP has a higher max firecap, lower recoil and faster reload and swap time, while the Makarov has a slightly larger magazine capacity (albeit with a lower Extended Magazine capacity). This means the Makarov is superior, capacity-wise, to the M1911 with most attachments. However, the M1911 with Extended Magazines gives it more ammunition than all other starting pistols, though at later levels it should be replaced by CZ75, as when the latter is used with Extended Mags, it has an 18-round capacity, superior to any other pistol. However, the M1911's recoil is more predictable and can be easier to manage than the CZ75's recoil, which can throw off a player's aim.
Without attachments, the M1911 is inferior to all other handguns. The ASP has the same 7-round capacity but a faster firing rate, reload, and draw time. The Makarov and CZ75 have higher capacity, and the Python has higher damage. Of the three handguns initially unlocked with Create-a-Class, the only advantage of the M1911 without attachments is a greater 3-hit-kill range than the ASP; however, the Makarov's 8-round capacity makes it a better choice by default, with the exact same damage profile and 1.63-second reload time as the M1911.
The M1911 is also the least effective handgun with Dual Wield. As with no attachments, dual ASPs have superior reload and draw time, dual Pythons have superior damage, and dual Makarovs and CZ75s have superior capacity. Additionally, the Makarovs have the same faster draw time as dual ASPs, and the Pythons have better hipfire spread.
The M1911 is also the default pistol for the Second Chance perk, as it is used in Second Chance if the player does not have a handgun as their secondary weapon, or is using one with Dual Wield or Full-Auto Upgrade.
The M1911 is the starting weapon in all Zombie maps (with the exception of Dead Ops Arcade) with 8 bullets loaded in the first magazine and 32 in reserve. It functions exactly as it does in World at War. It is the weakest weapon available, and is only good for the first few rounds.
Although it is very ineffective at killing, it can be used for generating points for the first rounds, though with the lack of reserve ammo and inability to buy more ammo off the wall, it runs out of ammo very shortly.
When upgraded via the Pack-a-Punch Machine it is renamed the "Mustang & Sally". This upgrade gives it the Dual Wield attachment, firing grenades instead of regular bullets at the cost of the individual magazine size decreased to 6 and a decreased firecap.
The grenades are quite powerful, having a five second fuse time or exploding on impact and can be a one-hit kill as far as into round 17, provided the projectile as well as the splash damage hits. However, the projectiles also deal splash damage to the player, making PhD Flopper a good perk to have if the player will be using the Mustang and Sally a lot. The M1911 can't be obtained from the wall or from the Mystery Box; it can only be obtained upon spawning.
There is one model of M1911 - belonging to Captain Price - that holds great significance through the Modern Warfare series; his M1911 is used to execute Khaled Al-Asad and later used by John "Soap" MacTavish to kill Imran Zakhaev after it is thrown to him by Price following the tanker explosion. It is then given back to Price during the mission The Gulag, upon Soap and Price's reunion. This same M1911 is then used again by Price throughout the storyline of Modern Warfare 3, and is finally laid - and left - on Soap's chest following his death. It is unknown what becomes of this pistol after this mission.
When using the sights in Call of Duty 2: Big Red One one may notice a small gap in the textures on the left side of the hammer, allowing one to see through the weapon.
There is a noticeable delay during the empty reload sequence. This can be counter-acted by pressing the reload button before the auto-reload.
In "Museum", the only level in the game that allows the player to use the M1911, it is not treated like the rest of the sidearms in that the player's movement is slower while aiming down the sights, which is similar to movement when ADS is used in Call of Duty 4: Modern Warfareand an Assault Rifle.
In "Museum", the hammer appears to be stuck on half-cock while the player is using it.
When the M1911 is out of ammo, it has a different and slower holstering animation.
In "Museum", if the player points the gun at a friendly just before the empty reload sequence cuts in, the gun will not reload.
The M1911 has the same firing sound as the USP .45.
When the player sprints with the M1911, it completely disappears.
It is the only gun in Zombies mode to have two different Pack-a-Punched names (C-3000 b1at-ch35 in The unused single player model for multiplayer (note the suppressor)
World at War, and Mustang and Sally in Black Ops).
The achievement, "Sally Likes Blood" is a reference to the M1911 on the cover-art for the game.
In the Wii version, the player holds the M1911 with one hand, just like all of the pistols due to Wii Twist.
In Zombies, if the player gets downed in Solo and has bought Quick Revive, the player receives the upgraded version of the M1911, Mustang and Sally, while being revived. This will not apply if the player has a Ray Gun, Winter's Howl, Wave Gun, Ballistic Knife, Python or CZ75.
In Zombies, even when Insta-Kill is activated, the Mustang & Sally can still create "Crawlers."
When the player uses a pistol with either a Dual Wield or Full-Auto attachment, or has a secondary weapon other than a pistol, such as a launcher, and he goes into Second Chance, the player will instead receive the default M1911 with no attachments.
The Dual Wield M1911 on Multiplayer has a unique empty reload. During an interview with the Treyarch developers, one of the developers discussed the fact that they had been taught how soldiers reload their handgun one-handed, which is what it was based on in the game. Dual Wield M1911s also have a unique draw animation.
On the Wii version, the M1911 has a different firing sound, sounding much like the M1911 from Call of Duty: World at War.
The Ascension scientists in Executive Order, WMD, and Rebirth all have M1911s holstered that use the World at War model.
If the player is using the M1911 automatically given to them when they are in Second Chance, the player's death will not show up on their combat record for the M1911's stats.
The M1911 in singleplayer retains an appearance similar to the one in Call of Duty 4, except without night sights and having a higher quality texture. However, the M1911 in multiplayer is similar to Griggs' nickel-plated M1911, though without night sights.
On the Wii version of Black Ops Multiplayer, the M1911 lacks the Nickel plating, instead retaining the original design used in the campaign. The same can be said for the Wii version of Black Ops Zombies.
In "Mind the Gap", the player can see the M1911 holstered on some of the terrorists and a few SAS soldiers are seen with a shoulder-holstered M1911 at the end of the mission before leaving Westminster Station.