CBJ-MS

The CBJ-MS is a submachine gun that appears in Call of Duty: Ghosts.
==Campaign==
The CBJ-MS appears in various missions, being used by the Federation.
==Multiplayer==
The CBJ-MS costs 6 Squad Points to purchase.
The CBJ-MS is a low-damage, short-range SMG. At any range short of a little over ten meters, the CBJ-MS will deal 35 damage per bullet, needing three shots to kill. Damage decreases linearly until 21.6 meters. At any range past 21.6 meters, the CBJ-MS will deal seventeen damage per bullet, needing six shots to kill. The CBJ-MS has a three shot kill range of eleven meters, a four shot kill range of 16.5 meters, and a five shot kill range of nineteen meters. The CBJ-MS deals fifty percent more damage on a headshot, reducing the number of shots needed to kill by one in many situations. The CBJ-MS has a one shot kill range of roughly 11.5 meters in Hardcore game types. The CBJ-MS' damage and range are both among the worst in the SMG category. Per-shot power is easily the CBJ-MS' biggest weakness, and it makes the CBJ-MS struggle mightily even at medium ranges. The CBJ-MS has poor penetration power, making the CBJ-MS perform poorly when shooting through cover.
The CBJ-MS' biggest strength is its rate of fire. The CBJ-MS has the highest standalone rate of fire in the game, firing at 1000 RPM. This fire rate makes the CBJ-MS deadly in situations where it is getting three or four shot kills, and it makes the CBJ-MS perform exceptionally well in close quarters.
The CBJ-MS' accuracy is poor overall. The CBJ-MS' iron sights are perfectly usable, but the CBJ-MS' recoil mechanics are both clunky and poor. The CBJ-MS has recoil values of 55 to the left and 55 to the right. The CBJ-MS has no downwards recoil value. On any given shot, the CBJ-MS either does not move vertically, or it has a vertical recoil value of 55. The vertical recoil is highly inconsistent due to the possibility of not having any vertical recoil on a given shot, and thus, it makes compensating for the vertical recoil awkward since it can lead to overcorrection. The CBJ-MS has a centerspeed of 1300, which is very poor, and it makes counteracting the recoil tougher to do. The CBJ-MS' recoil values are twenty percent smaller on the first two shots in a burst. The combination of a poor centerspeed, average recoil values, and a ferocious fire rate makes the CBJ-MS a very inaccurate SMG overall. The Grip can be partly useful in counteracting this, but it can't compensate for the poor centerspeed or the high fire rate causing the weapon's accuracy to wane heavily with sustained fire.
It should also be noted that, when transitioning from sprinting to aiming down the sight, the CBJ-MS is one of a few weapons in the game that will have its gun model visually swing while transitioning to aiming, causing the point of aim to be obstructed briefly. The CBJ-MS' visual swing is slight and brief.
The CBJ-MS' handling characteristics are good overall, but a little lacking for an SMG. The CBJ-MS allows users to move at 100% of the base movement speed, and strafe at 80% of the base movement speed. The CBJ-MS allows users to aim down the sights in 200 milliseconds, and the CBJ-MS has good hip-fire spread. The CBJ-MS has by far the slowest reloads on any SMG. The CBJ-MS' reload animation is 2.96 seconds long, or 3.63 seconds long on an empty magazine. In either case, the user can Reload Cancel after 2.13 seconds. The CBJ-MS' reload speeds are brutally long, to the extent that every other SMG reloads at least ten percent faster than the CBJ-MS does. Although the CBJ-MS' reload speeds are a major hindrance, the CBJ-MS overall handles well, and it makes the CBJ-MS' close quarters presence that much more impressive.
The CBJ-MS has a fair magazine capacity of 34 rounds. Although it is not nearly as large as other SMGs, the CBJ-MS' magazine capacity is perfectly fine. The CBJ-MS provides a starting ammo loadout of 102 rounds. Although the CBJ-MS' magazine capacity is not a weakness, reloads will nonetheless be common and problematic due to the CBJ-MS' poor reload speed. 
The CBJ-MS has Armor-Piercing as a built-in attachment, with all the effects that said attachment entails. As such, it is not available for selection. Otherwise, the CBJ-MS has the standard assortment of SMG attachments available.
The optical attachments are all available on the CBJ-MS, but there's not much point in using one. The CBJ-MS' iron sights are perfectly usable, and it is a very poor ranged weapon, where the sights would be most effective.
The Flash Suppressor will reduce the muzzle flash emitted when firing. Otherwise, the Flash Suppressor doesn't do anything. As such, it's a rarely used attachment due to its minor change. The Silencer will make the gun quieter when shooting, eliminate muzzle flash, and prevent the CBJ-MS from revealing the player's position on radar when firing, at the expense of reducing the CBJ-MS' range benchmarks by 25%. The CBJ-MS is starved for range to begin with, and using the Silencer only makes the range situation worse. However, the CBJ-MS has the fire rate to make up for it, so if the user is okay with the tiny range, the Silencer is a perfectly fine attachment. The Muzzle Brake improves the CBJ-MS' range benchmarks by 20%, increasing the range at which the user can get three, four, and five shot kills. Range is one of the CBJ-MS' biggest weaknesses, and the Muzzle Brake can help compensate for it. However, because the range of the CBJ-MS is so short, the actual range added by the Muzzle Brake is not very much.
The Grip reduces the CBJ-MS' recoil values by ten percent, and this can stack with the CBJ-MS' built-in recoil reduction on the first two bullets in a burst. Although the Grip has a seemingly good numerical benefit on the CBJ-MS, in practice the CBJ-MS is not that much more accurate thanks to the other problems pertaining to the CBJ-MS' accuracy. Although the Grip never hurts to use, the attachment is not very useful on the CBJ-MS.
The CBJ-MS only has two mod attachments to choose from, but both are very useful for the CBJ-MS. Extended Mags increases the CBJ-MS' magazine capacity to a large 51 rounds, and the starting ammo loadout is increased to 153 rounds. Extended Mags not only provides precious ammo on a gun that burns through said ammo quickly, but it also heavily increases the CBJ-MS' sustained combat capability, and more importantly, it allows the user to prolong reloads. It reduces the need to use perks like Scavenger, Fully Loaded, and Sleight of Hand. On the other hand, Rapid Fire increases the CBJ-MS' rate of fire to an astounding 1176 RPM, making it even more deadly in close quarters. However, not only will the extra fire rate further reduce accuracy, but the recoil values are made 5% larger. As a result, the CBJ-MS becomes significantly less accurate with Rapid Fire, and further pigeon holes the CBJ-MS as a close quarters specialty weapon.
Overall, the CBJ-MS specializes in close-quarters domination. With its enormous fire rate and terrible ranged performance, users would do well to stick to close quarters combat as much as possible with the CBJ-MS, as the CBJ-MS will always put the user at a disadvantage at medium range and onward. The CBJ-MS utterly lacks versatility, as it is built mostly just to perform well in close range, and in close range, few can match the CBJ-MS' might. Although the CBJ-MS has integrated Armor-Piercing, it is hardly a defining aspect of the weapon.
The CBJ-MS is very similar statistically to the Bizon, another SMG. Both SMGs are among the best in their class at close quarters and among the worst at long range. Compared to the Bizon, the CBJ-MS fires faster, has less vertical recoil, and it has integrated Armor-Piercing. However, the Bizon is free to all soldiers the player has in Create-A-Soldier, and it has superior range, horizontal accuracy, centerspeed, reload speed, and magazine capacity. The CBJ-MS is better in close-quarters and has a major advantage against armored opponents, while the Bizon is more versatile overall.
==Extinction==
The CBJ-MS appears in Extinction on Point of Contact and Mayday. In both maps, it costs 2000 points. The CBJ-MS provides blistering amounts of damage up close, but it expends ammo rapidly, and is a horrible weapon for long range due to severe damage drop-off and poor accuracy. The CBJ-MS also has an embarrassingly long reload for an SMG, which can be incredibly annoying. Compared to other SMGs, the CBJ-MS doesn't provide enough to be a viable option, as its complete ineptitude at long range and bad reload make it an overall frustrating weapon for anyone to use. Both maps it appears on provide SMGs that can fare much better at medium to long ranges while providing acceptable close range effectiveness and far superior reload speeds. The CBJ-MS is strictly inferior to other SMGs and is one of the worst bullet-based weapons in Extinction. 
===Locations===
*Point of Contact: In the city, near the short brick wall across from a Fire Trap.
*Mayday: In the cargo area on top of a diagonally slanting cargo container below the sealed control room. Also in the outdoor upper deck area.
==Attachments==
===Integral===
*Armor-Piercing (multiplayer only)
===Sights===
*Red Dot Sight
*ACOG Scope
*Holographic Sight
*VMR Sight
*Thermal Hybrid Scope
*Tracker Sight
===Barrel===
*Flash Suppressor
*Silencer
*Muzzle Brake
*ARK (in Extinction only)
===Under Barrel===
*Foregrip
===Mod===
*Extended Mags
*Rapid Fire
==Gallery==
CBJ-MS model CoDG.png|The model of the CBJ-MS.
CBJ-MS CoDG.png
CBJ-MS iron sights CoDG.png|CBJ-MS' Iron Sights.
CBJ-MS reloading CoDG.png|Reloading.
CBJ-MS cocking CoDG.png|Cocking.
CBJ-MS pickup icon CODG.png|CBJ-MS' pick-up icon.
==Trivia==
*The CBJ-MS sports a Foregrip at all times, and is always visually held, even if the Foregrip is not currently equipped on the weapon.
* It sports an unusable flashlight on the left side of the receiver.
Category:Call of Duty: Ghosts Submachine Guns