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The subject of this article appeared in Call of Duty 4: Modern Warfare. The subject of this article appeared in Call of Duty 4: Modern Warfare for the Nintendo DS. The subject of this article appeared in Call of Duty: Modern Warfare 2. The subject of this article appeared in Call of Duty: Modern Warfare 3. The subject of this article appears in Call of Duty Online The subject of this article appears in Call of Duty: Modern Warfare Remastered The subject of this article appears in Call of Duty: Modern Warfare 2 Campaign Remastered
For other variants, see Uzi, WSP Stinger and WSP Swarm.

The Mini-Uzi is a submachine gun featured in Call of Duty 4: Modern Warfare, Call of Duty 4: Modern Warfare (Nintendo DS), Call of Duty: Modern Warfare 2. Call of Duty Online and Call of Duty: Modern Warfare Remastered. It is cut from Call of Duty: Modern Warfare 3.

Call of Duty 4: Modern Warfare & Modern Warfare Remastered[]

"Fully automatic with a high rate of fire. Effective at close to medium range."
— Weapon description

Campaign[]

In Campaign, the Mini-Uzi is encountered in Russia, used frequently by Russian Ultranationalists. It can be found in the missions Crew Expendable, The Coup, Blackout, Hunted, Safehouse, One Shot, One Kill, The Sins of the Father, Ultimatum, No Fighting In The War Room and Mile High Club. It is the preferred weapon of Victor Zakhaev with a silencer. The silenced version can be used in campaign on the level The Sins of the Father by using the "give all" or give uzi_sd console command on PC.

Multiplayer[]

In multiplayer, the Mini-Uzi is unlocked at Level 13. It can be modified with a Red Dot Sight, Silencer or an ACOG Scope. It has a high rate of fire, but lacks power and range.

The Mini-Uzi deals 30-20 damage depending on range, making It a 4-5 shot kill. Stopping Power reduces the number of bullets needed to kill to 3-4. Head shots generally reduce the number of bullets needed to kill at most ranges by one.

High recoil and an exceptionally large muzzle flash make the Mini-Uzi difficult to use in mid-range combat, but it is effective in close quarters combat. The recoil pattern is 80 upward, 75 to each side, and 50 downward. These high values are exacerbated by the Mini-Uzi's slower than average center speed of 1600, together with its high fire rate of 950 RPM. Using Double Tap increases the rate of fire to 1269 RPM, meaning a full magazine lasts less than 1.5 seconds. Using Double Tap also renders the recoil almost unmanageable. However, if the recoil can be controlled this can make the Mini-Uzi time to kill third only to the Fang 45 and Skorpion with Double Tap at close range.

The Mini-Uzi has a slow draw time, making it a poor choice as a backup weapon. Its reload times, while only slightly slower than average on paper, is poor in practice because of its poor reload cancelling potential. The slightly larger than average magazine capacity of 32 does not make up for this weakness.

The Silencer is a natural fit with the Mini-Uzi. Not only does it eliminate the considerable muzzle flash, it also gives the user potential to stay hidden for longer and therefore reload uncontested. The Red Dot Sight can improve precision for an otherwise difficult-to-control weapon. The ACOG sight, however, is a poor fit, as it exacerbates the already considerable recoil and does little to make the Mini-Uzi more competitive at long range.

Gold Camouflage for this weapon is unlocked once every submachine gun Challenge has been completed.

Weapon Attachments[]

Old School Mode[]

The Mini-Uzi appears in Old School Mode with 32 rounds in the magazine and 64 rounds of reserve ammunition.

  • Chinatown - Found with a Silencer between the fish market and the video store, near the AK-47 and Flash Grenade.
  • Killhouse - Found with a Silencer to the east of the center tower.
  • Overgrown - Found inside the northernmost building.
  • Pipeline - Found with a Silencer in the underground tunnels in the center of the map.
  • Showdown - Found with a Red Dot Sight at the south-eastern corner of the map.
  • Vacant - Found with a Silencer inside the destroyed bathroom.

Gallery[]

For Camouflage images, see Mini-Uzi/Camouflage.
For Attachment images, see Mini-Uzi/Attachments.

Call of Duty 4: Modern Warfare[]

Call of Duty: Modern Warfare Remastered[]

Call of Duty 4: Modern Warfare (Nintendo DS)[]

Cliffhanger enemies
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In the DS version of the game, although the HUD icon shows a full-sized Uzi, the 3D model of it is depicted as a Mini-Uzi. The way to tell is because the character uses his left hand to grip what appears to be a forward folded skeleton stock used as a grip, as seen on the Mini-Uzi. The full-sized Uzi's stock cannot be folded forward, indicating that the Mini-Uzi is actually included in the game, just having the wrong HUD. It is the main SMG used by the Insurgents. Performance wise, it is the same as the MAC-10, and is not available in multiplayer for this reason.

Call of Duty: Modern Warfare 2[]

Campaign[]

The Mini-Uzi is regularly seen in the hands of the Brazilian Militia and OpFor in the Campaign, and is the weapon used by John "Soap" MacTavish during the boat chase in Endgame, where it notably fires slower than normal. It is also seen used by enemies during different Spec Ops.

Multiplayer[]

The Mini-Uzi returns in Call of Duty: Modern Warfare 2. It is now unlocked at Level 44 in multiplayer.

The Mini-Uzi is a low damage per bullet SMG. At any range short of 19 meters, the Mini-Uzi will deal thirty damage per bullet, needing four shots to kill. Damage linearly decreases until 25 meters. At any range past 25 meters, the Mini-Uzi will deal twenty damage per bullet, needing five shots to kill. The Mini-Uzi's four shot kill range is roughly 22 meters long, and the Mini-Uzi will be a two shot kill in Hardcore at any range past 19 meters. Damage is far from the Mini-Uzi's strong suit, and is one of the Mini-Uzi's primary weaknesses as a weapon. Headshots will usually reduce the number of shots needed to kill by one. The Mini-Uzi has poor penetration power, and will struggle to do any notable damage through moderately thick cover.

The Mini-Uzi's damage profile improves vastly when using Stopping Power. The Mini-Uzi will deal 42 damage per bullet at any range short of 19 meters, needing three shots to kill. Damage will linearly decrease until 25 meters. At any range past 25 meters, the Mini-Uzi will deal 28 damage per bullet, needing four shots to kill. The Mini-Uzi's three hit kill range stops at roughly 23 meters. Headshots will usually reduce the number of shots needed to kill by one. The Mini-Uzi gains little from Stopping power in Hardcore, as the Mini-Uzi will need two hits to kill at ranges beyond 24 meters. The Mini-Uzi benefits greatly from Stopping Power in Core game types, but the opposite holds true for Hardcore game types.

The Mini-Uzi has a great rate of fire to offset the poor damage. The Mini-Uzi has the second highest rate of fire in its class, at 950 RPM, just a smidge faster than the P90. The Mini-Uzi is forgiving in close quarters as a result of the great rate of fire.

The Mini-Uzi's accuracy is among the best in its class. The iron sights are relatively clear, and the Mini-Uzi's recoil is soft. The Mini-Uzi has the least horizontal recoil in its class, and only moderate vertical recoil. The Mini-Uzi's centerspeed is good at 1600, but this is a cut below most of the other SMGs, as this is tied with the UMP45 for the worst centerspeed in its class. The lower horizontal recoil makes the Mini-Uzi's recoil more predictable and easier to manage. Only the Vector has less vertical recoil, and the Vector fires significantly faster than the Mini-Uzi does, making its recoil accumulate more than the Mini-Uzi. The Mini-Uzi's accuracy in Modern Warfare 2 is in stark contrast to the inaccuracy of the Mini-Uzi in Call of Duty 4 and the Uzi in Black Ops.

The Mini-Uzi's handling characteristics are a mixed bag. The Mini-Uzi allows users to move at 100% of the base movement speed, and strafe at 80% of the base speed. The hip-fire crosshairs are tight, and the aim down sight time is a quick 200 milliseconds. The Mini-Uzi is unique among SMGs in that it has the fastest switch speeds among all the SMGs, switching to non-Handgun secondaries much more quickly, and switching back from handguns quicker than the other SMGs. The Mini-Uzi's reload speeds, however, are terrible. The Mini-Uzi's reload animation lasts 2.4 seconds, or 3.5 seconds if the magazine was empty. In either case, the Reload Cancel time is 2.2 seconds. This is one of the slowest reload cancel speeds in the game, as it is slower than every SMG, assault rifle, pistol, machine pistol, and two of the sniper rifles. The user is left extremely vulnerable when reloading the Mini-Uzi.

Exacerbating the slow reload speeds is an average magazine capacity of 32 rounds. This capacity is fine in the grand scheme, but the magazine runs dry quickly due to the low damage per bullet and the high rate of fire. Reloads will not only be long, but they will be frequent. It makes Sleight of Hand extremely tough to pass on. The Mini-Uzi's starting ammo loadout is 96 rounds.

The Mini-Uzi gets the standard assortment of SMG attachments. The Red Dot Sight and the Holographic Sight provide an alternative sight picture over the iron sights. Generally speaking, the Mini-Uzi's iron sights are clean enough, and the Mini-Uzi isn't being used commonly at ranges where these sights would be of benefit. Usually the user is best off ignoring these sights.

Rapid Fire increases the Mini-Uzi's rate of fire to an outstanding 1200 RPM, but the user pays a steep price for it, as the centerspeed is reduced to a pitiful 1200. The combination of the significantly slower centerspeed and extra fire rate makes the Mini-Uzi borderline unusable at medium to long range. Rapid Fire invalidates one of the Mini-Uzi's key advantages: its accuracy. The user is best left using a different SMG for using Rapid Fire.

Akimbo grants a second Mini-Uzi, at the expense of the ability to aim and a significantly larger hip-fire spread. The hip-fire accuracy is so poor that Steady Aim borders on mandatory. The Mini-Uzi is arguably the worst SMG to use akimbo, due to its lesser damage output and shorter magazine capacity. Again, accuracy is the Mini-Uzi's calling card, and Akimbo throws the element of accuracy out the window.

The Silencer reduces muzzle flash, makes the Mini-Uzi sound much more quiet when firing, and prevents the user from appearing as a red dot on the mini-map when firing the Mini-Uzi. However, the range of the Uzi is shortened considerably when this attachment is in use. The Silencer is a good fit on the Mini-Uzi, due to its low damage differential, high rate of fire, and good accuracy.

The ACOG Scope gives a high magnification sight, and is a horrible attachment choice on the Mini-Uzi. The ACOG Scope lowers the Mini-Uzi's centerspeed to 1200, and the aim down sight time is extended to 300 milliseconds. the ACOG Scope reduces weapon performance overall, and it is a bad fit on the SMGs, as it is a long range oriented sight that reduces close quarter performance. The SMGs, for the most part, do not excel at long ranges, and hindering an SMG's close quarter capabilities is not ideal.

The Thermal Scope is another high magnification sight, but unlike the ACOG Scope, the Thermal Scope blocks peripheral vision and illuminates enemies white hot. It is another bad fit on the Mini-Uzi. It also increases the aim down sight time to 300 milliseconds. Unlike the ACOG Scope, the centerspeed is not altered, but the Thermal Scope has another annoying addition that makes weapon performance worse: significantly increased idle sway. The added idle sway makes the Mini-Uzi far less accurate, as the user's aim will naturally drift off of target while aiming and firing.

FMJ improves the Mini-Uzi's penetration power. This allows the Mini-Uzi to retain more damage when shooting through walls and other pieces of cover. FMJ is an attachment that's not suited to the SMGs, as the SMGs are not designed to do well through cover to begin with. Still, FMJ is without downside, so if the other attachment options are not to the user's liking, FMJ is a worthy attachment choice.

Extended Mags is easily the best attachment choice on the Mini-Uzi, increasing the magazine capacity to 48 rounds. This makes reloads far less frequent, as the user has more rounds on tap, and the entire starting ammo loadout is spread out across only two magazines instead of three. Extended Mags helps cure the Mini-Uzi's reloading woes to an extent, and it makes the Mini-Uzi a much more versatile weapon overall.

The Mini-Uzi is most similar to the P90. Both SMGs have the same damage profile and nearly identical rates of fire. Compared to the P90, the Mini-Uzi has an ever-so-slightly higher rate of fire, lower recoil per shot, and better switch speeds. The P90 has a far larger magazine capacity, a much faster reload, a much larger starting ammo lodout, a higher centerspeed to cancel out the higher recoil per shot to a degree, and Extended Mags on the P90 allows the user to sprint for a much longer distance. The Mini-Uzi doesn't compare terribly well to the P90, as the P90 has monumentally smaller reloading woes than the Mini-Uzi does while giving more ammo to those not using Scavenger. Users should consider the Mini-Uzi if they find the P90's recoil to be too large, or if the user wants faster switch speeds. Otherwise, the P90 is vastly superior.

Weapon Attachments[]

Gallery[]

For Camouflage images, see Mini-Uzi/Camouflage.
For Attachment images, see Mini-Uzi/Attachments.

Call of Duty: Modern Warfare 3[]

Throwing Knife menu icon MW3
The subject matter of this article was cut from the final version of a Call of Duty game. Since some information cannot be independently verified, the content on this page may be subject to change.

The Mini Uzi was cut from this game, but its textures (weapon_mini_uzi_new-col and weapon_mini_uzi) can still be found. It was most likely replaced by the PM-9 as they both have the same Create-A-Class picture.

Call of Duty Online[]

The Mini-Uzi returns in Call of Duty Online.

Attachments[]

Gallery[]

For attachment images, see Mini-Uzi/Attachments.

Trivia[]

General[]

  • Whenever the Mini-Uzi with optics is reloaded from being completely dry, the user's hand will go through the optics.

Call of Duty 4: Modern Warfare[]

  • In Call of Duty 4: Modern Warfare, there is a distinct fingerprint on the rear receiver of the Mini-Uzi, which is much more visible with Gold Camouflage.
  • The Call of Duty 4: Modern Warfare Create-a-Class image of the Mini-Uzi lacks a rear iron sight. This is also the case with the W1200 and M249 SAW.
    • The Create-A-Class image of the Mini-Uzi in the BradyGames official strategy guide has a rear sight, unlike the Create-a-Class image in-game.
  • In Call of Duty 4: Modern Warfare, the Mini-Uzi shares ammunition with the M9 and MP5.
  • In Call of Duty 4: Modern Warfare (Nintendo DS), the user holds the Mini-Uzi with two hands, whereas in Call of Duty 4: Modern Warfare and Call of Duty: Modern Warfare 2, it is held with one hand, except when sprinting.
  • The Mini-Uzi is held with two hands while sprinting.
  • In Call of Duty: Modern Warfare: Reflex Edition, the Mini-Uzi can be held sideways.
  • When reloading the Mini-Uzi in Remastered, it has the writing of "ALTERATIONS TO THIS FIREARM ARE UNSAFE AND ILLEGAL. READ MANUAL BEFORE OPERATING." This can best be seen on an empty reload near the bolt handle.
     

Call of Duty: Modern Warfare 2[]

  • In Call of Duty: Modern Warfare 2, the Create-A-Class picture and the third person view of the Mini-Uzi has its stock folded, like in Call of Duty 4: Modern Warfare, but is not present in first-person gameplay.
  • The Mini-Uzi was originally the weapon that was to be used with one hand while on snowmobiles (as shown at 1:02 in the Infamy trailer), but was replaced with the G18.
  • Unlike its Call of Duty 4: Modern Warfare counterpart, this Mini-Uzi doesn't have a fingerprint on the back.
  • When on the Zodiac in "Endgame", the Mini-Uzi has a slower rate of fire than in other parts of the game.
  • Despite being the "Mini-Uzi," its weapon emblems will say "Uzi".
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