Call of Duty 4 : Modern Warfare
The M14 cannot be obtained in the Call of Duty 4: Modern Warfare single player campaign. In multiplayer, the M14 is a modernized model, with a Picatinny rail, shorter barrel, and synthetic furniture compared to its wooden-stocked ancestor. The M14 in-game is featured as a semi-automatic rifle, with high stopping power, accuracy and recoil as well as a longer effective range compared to other assault rifles. It can be modified with a Grenade Launcher, Red Dot Sight, Suppressor, and an ACOG scope. Like the G3, its semi-automatic nature makes it more similar to a civilian weapon, in this case the M14-derived M1A. The M14 is considered to be a "love it or hate it" weapon. Players will usually place the M14 on two extremes as a preferred (for high stopping power) or a non preferred weapon (for high recoil and manual rate of fire.) With Stopping Power, it can kill in two hits at any range, or one hit if shot in the head within its maximum damage range. This is due to the 1.5x head multiplier which is unique to sniper rifles and the M14. Similar to the G3 in Hardcore mode, it is a popular weapon, due to the fact that it can drop any player in one shot. Unlike the G3, it will also, without Stopping Power, kill a Juggernaut in one shot at any range in Hardcore.
Adding the ACOG Scope to the M14 makes it very similar to an M21 with ACOG, but with less damage and more recoil. For this reason the M21 with an ACOG Scope is considered superior by most, as its cons are lower hip accuracy and less ammo, which are worth lower recoil and higher damage for long range combat. Also, on the SAS/Spetsnaz matches, a player using an M21 with ACOG gains the ghillie suit, while a player using an M14 ACOG doesn't, making the M21 a better choice.
The M14 with a suppressor has been acknowledged by many players as being the closest gun to a silenced sniper rifle you can get. However, this tactic is more suited to mid-long range sniping as opposed to very long range sniping due to the lack of an actual scope, the bulky iron sights, and the lack of a one shot kill ability. The suppressor can also be helpful with clearing the iron sights. When used it eliminates muzzle flash, providing for better target visibility.
Call Of Duty : Black Ops
The M14 is featured in Call of Duty: Black Ops. Its appearance is different from its Call of Duty 4: Modern Warfare counterpart, having a wooden stock and vented handguard instead of synthetic furniture and rails. In addition, it has a rear pistol grip and a folded, unusable bipod not present in its Call of Duty 4: Modern Warfare variant, being very similar to the M14 EBR from Modern Warfare 2.
The M14 appears in the level "SOG," and is used by various US soldiers, mostly with an ACOG, a Grenade Launcher, or no attachments. It also has Dusty camouflage applied. Aside from being dropped by friendly soldiers, one can be found beside an M16 in one of the ammo bunkers before throwing the napalm barrels down into the NVA trenches.
The M14 is the third assault rifle and the first semi-automatic assault rifle unlocked, costing 2000 and it may be purchased at level 9. The M14 features a 20 round magazine (30 with Extended Mags), medium recoil, high damage, killing in 2-3 shots in core game modes and is best suited for medium to long range combat. As such the M14 benefits greatly from sights and scopes. The M14 is comparable to a sniper rifle when both the ACOG Scope and Grip are attached. The ACOG Scope for the M14 largely renders the M14's upward recoil inconsequential since the cross-hair is so thin; this combination will defeat most other guns at mid range (almost certainly at mid to long range) if the user aims well. Using Hardened Pro is very useful at longer ranges, as flinching with this weapon is often fatal. When used with the Grip, the M14's recoil is as manageable as possible, as the sights settle after each shot quite quickly.
The M14 technically performs poorly in close quarters because it is a semi-automatic weapon. This can be remedied by using the Flamethrower or Masterkey. A player with a good trigger finger does stand a chance against other weapons when hipfiring, due to its ability to kill with two shots. Steady Aim also helps if the player is fine with hipfiring the M14.
The M14 can fit a variety of roles, from a designated marksman to a medium-range stealth class. Sleight of Hand is not immediately necessary, as it has a fairly large, 20 round magazine and a manageable reload, potentially allowing for 10 kills before the need to reload arises. A more useful perk for a class using this weapon would be Hardened or Warlord, as an M14 with a Grip and sight is an accurate, deadly weapon with low recoil. Due to its high minimum damage, a Suppressor is also a good choice.
The M14 can be considered a passive alternative to a sniper rifle when ACOG Scope is attached, however the recoil is increased, meaning that the player needs better aim and patience at long range with this alternative.
The M14 can become extremely useful in Hardcore modes. In Hardcore, the M14 kills in one hit unless shooting through cover, or if an enemy has Second Chance, so in combination with an ACOG sight and Suppressor attachments it can become an excellent light, silent sniper rifle with no sway and large magazines.
The M14 can be best compared to the FN FAL, the other semi-automatic rifle in-game. While the FAL is more versatile, with arguably lower recoil and the ability to use Dual Mags, the M14 has the edge in stopping power at long range, with the ability to kill with one headshot followed by a bodyshot (or vice versa) at long range due to its 1.5x multiplier to the head, while the FAL would need two headshots for a kill at long range. The M14 also has higher hipfire accuracy, making it more useful in a close quarters pinch.
- Extended Mags
- ACOG Scope
- Red Dot Sight
- Reflex Sight
- Infrared Scope
- Grenade Launcher
The M14 appears in six Zombies maps: Kino der Toten, "Five", Ascension, Call of the Dead, Shangri-La, and Moon. The M14 is a fairly decent weapon to start with since it can be purchased off the wall in all six of the maps for 500 points in the first room, though it rapidly loses its usefulness since it has an eight round magazine instead of 20. The one-hit-headshot potential of the M14 lasts up to, and including, round 3.
In Kino der Toten, if the player looks at the stairs from the spawn, they will find the M14 on the wall at the top of the stairs on the right side of the starting room.
In Five, if the player looks towards the large television screen from the spawn, they will find the M14 in the back along the wall to their left.
In Ascension, it is located on the left wall of where players spawn, when coming off the lander.
In Call Of The Dead, the M14 is located on the bridge towards the right of where players spawn. It is on the the board on the right.
In Shangri-La, the M14 is on the wood plank, next to the gong. It is to the right of the Quick Revive machine.
In Moon, the M14 is located on the wall after the first door on the left of the Receiving Area.
It is best used in the early rounds as in round 5 it takes almost an entire magazine (of body shots) to kill a single Zombie, but one can hold off for a few more rounds if going for headshots. Ammo can be bought off the wall for 250 points as well as upgraded ammo for 4500 points.
Upon using the Pack-a-Punch machine with the M14, it will become the "Mnesia". Its one-hit-headshot capability lasts until round 13. The Mnesia gains a grip to reduce recoil, along with a higher firecap, and a 16-round magazine, with 192 extra rounds. This weapon seems to trigger quotes from all of the characters, usually dealing with its weight. In comparison, the M14 is almost equivalent to the M1 Garand as their iron sights are the same, they both have 8 rounds, and they are fairly decent for the early to medium rounds.
- The M14 is the successor of the M1 Garand rifle, used in World War II , Korea and to some extent, Vietnam.
- When you aim down the sights the M14 shares a striking resemblance to the M1 Garand rifle. This is because it was designed to replace the Garand, and based heavily on its technology. In fact, the M14's layout was designed to add a detachable box magazine on the M1, change its caliber, use a slightly modified action from the M1 Garand, and have a longer barrel.
- The M14 is known as the "Comeback Kid" because it was put into service, then was taken out after Vietnam, and was then put back into service because they needed a more reliable rifle while the M16's design was being modified so it wouldn't jam as often. Due to its superior stopping power, penetration, and range, the troops liked it so much that they kept it in service along with the M16.
- It is used by the United States Marine Corps as a DMR (Designated Marksman Rifle). Also used by the U.S. Army's Delta Force, 1st SFOD-D (1st Special Forces Operational Detachment - Delta), as a training rifle for their snipers.
- Although the M14 looks exactly the same as the M21 without a scope and with a shorter barrel, the M14 can attach a silencer in Multiplayer whilst the M21 cannot. Interestingly, the silenced M21 found in Singleplayer is actually created from a silenced M14, equipped with the M21's sniper scope and shorter magazine.
- This weapon is available in the modern weapons mod for Call Of Duty: World At War's Nazi Zombies bonus game mode. It can be bought in the spawn room for 200 points, ammo for 100 points and replaces the Kar98k.
- It appears in Call of Duty: Modern Warfare 2 as the M14 Enhanced Battle Rifle. This modern redesign of the M14 features a lighter frame, telescoping stock, shorter length, and usually has select-fire capabilities.
- In real life, the M14 would not be considered an Assault Rifle, but rather a Battle Rifle. This is because the M14 uses the full size 7.62x51mm NATO round, instead of an intermediate cartridge of an Assault Rifle such as 5.56x45mm or 7.62x39mm.
- Using the grenade launcher attachment makes the player reload the weapon differently.
- The actual reload time and the reloading animation for a loaded reload are about 1.5 sec off. meaning you actually reload before the magazine is even inserted.
- In real-life, firing the M14 on full-auto made it uncontrollable, due to the rifle's design as the bend in the stock caused it to rotate upward while firing on full-auto.
- A model of the M1 Garand is the T20E2, which is an M1 Garand that takes BAR magazines and can fire in full-auto; but only 19 were ever produced. This led to the basis of the M14.
- The M-14 was #10 on Top Ten Rifles on the Military Chanel.