The Machine Pistol, also known as the Geist 17MP, is a Tier I secondary weapon in World War Z.
For classes in Co-op Campaign, the Dronemaster class can start with one, but only if a specific perk is activated. For classes in Multiplayer, it is the default starting primary weapon of the Warfighter and Assassin.
Overview[]
The Machine Pistol is a sidegrade for the standard 1911 Protector Pistol. It is a burst fire weapon by default: three shots are fired with each pull of the trigger. It can also be converted into a fully-automatic pistol with one of the unique perks, "Refreshing Kills", which becomes available when the Machine Pistol reaches level 6. It does not have a fire mode selector, meaning that the only way to make it spend 1 bullet per trigger pull is to make it fully automatic and briefly tap the "Fire" key/button.
The Machine Pistol is the only burst-fire weapon in Tier I. With the "Refreshing Kills" perk equipped, it is also one of the only 2 fully automatic weapons in the game that can be carried in the secondary weapon slot (the other one is the Senjata PDW without the "Semi-Auto" perk).
The "Big Earner" perk for the Machine Pistol makes it the only firearm capable of restoring ammo for the carried Heavy weapon.
Performance[]
Unlike the 1911 Protector Pistol, the Machine Pistol is not equipped with a suppressor at level 1, meaning that stealth will not be an option with your secondary should you find this weapon until its level is high enough (4).
One of the unique perks the Machine Pistol can be equipped with is called Refreshing Kills. By killing a special zombie, you can instantly reload your primary weapon back to full when you switch back to it, assuming the magazine was not already full when you switched to the Machine Pistol. While a bit situational, it can be helpful if you find yourself constantly unloading your primary and switching to your secondary. The Lurker and Gasbag are typically the best enemies for triggering the bonus due to their weaker health compared to other special zombies. With controlled bursts, Screamers are also acceptable targets even if they are far away. Bombers are typically in the same spot as Lurkers and Gasbags since they can be easily killed if shot in the chest, but you must weigh the options between instantly reloading your primary or carefully taking down the Bomber and earning his loot. The Bull and the Infector are tougher targets to take down with a secondary alone. However, unloading a magazine or two at their heads or the Bull's vulnerable back can work just as well. If you do not have enough ammo to completely reload the primary weapon's magazine, the remaining ammo will be loaded. If you have completely run out of carried ammo or the primary weapon is completely empty, nothing will happen.
Damage breakpoints[]
Unless noted otherwise, the numbers are provided for the Co-op Campaign mode on Extreme difficulty (5 skulls) with no active mutators. The weapon is assumed to have maximum base stats. The target Zeke is assumed to be at point-blank range (less than 4 meters away from the player).
Common Zeke
- 1 headshot without any perk & class modifiers.
Lurker
- 3 headshots without any perk & class modifiers.
- 2 headshots with the "Power" and "Bounty Hunter" perks.
Weapon Stats[]
Early levels[]
Level 1–Level 4 stats | |||||||
---|---|---|---|---|---|---|---|
Level | Power | Accuracy | Handling | Fire Rate | Max Penetration | Magazine capacity | Max Carried Ammo |
1 | 3 | 6 | 6 | 5 | 0 | 18 | 108 |
2 | 5 | 6 | 6 | 5 | 0 | 30 | 150 |
3 | 5 | 6 | 6 | 5 | 0 | 30 | 150 |
4 | 5 | 8 | 6 | 5 | 0 | 30 | 150 |
Base stats after level 5[]
Power | Accuracy | Handling | Fire Rate | Max Penetration | Magazine capacity | Max Carried Ammo |
---|---|---|---|---|---|---|
6 | 8 | 6 | 5 | 0 | 30 | 150 |
Perks[]
Unique perks[]
Common perks[]
Weapon Progression[]
Unlock requirements by level[]
Level-up requirements | |||||||
---|---|---|---|---|---|---|---|
Level | 2 | 3 | 4 | 5 | 6 | 7 | 8 |
XP | 100 | 175 | 275 | 375 | 400 | 400 | 425 |
150 | 500 | 750 | 1000 | 1000 | 1250 | 1250 | |
Level | 9 | 10 | 11 | 12 | 13 | 14 | 15 |
XP | 425 | 450 | 450 | 475 | 475 | 500 | 500 |
1500 | 1500 | 1750 | 1750 | 2000 | 2000 | 2000 |
Design[]
The Machine Pistol variants on the main branch of upgrades are based on the Glock 17. The weapon's actual name, the Geist 17MP, references that specific model. Despite being based on the Glock 17, a semi-automatic pistol, it is a burst-fire weapon by default hence the MP (Machine Pistol) acronym in the name. The Machine Pistol has a tan body, a black MOS (Modular Optic System) slide, and a threaded barrel.
The Machine Pistol variants on the alternate branch of upgrades are based on the Glock 40 which includes the longer slide. It also features cutouts on both sides of the slide.
As with all customizable weapons, subsequent versions include a multitude of accessories to visually represent a different style. Attachments on the Machine Pistol include extended magazines, flashlight/laser combos, red dot sights, Beavertail grip sleeves, and muzzle brakes. Since the Horde Mode XL update (released on January 24, 2023), they are purely cosmetic.
The Challenge Coins model of the Machine Pistol is based on the second version from the main branch of upgrades. Before the weapon system overhaul, it also had a suppressor and was fully automatic. Its function as a full-auto weapon is reminiscent of the Glock 18 which has that capability via a selector switch. It is implied that this specific version was converted to be an automatic weapon.
Trivia[]
- Tatsuo has the default version of the Machine Pistol as part of his model. He also uses it during his character select and menu animation where he quickly draws it from its holster to open fire on a shambling zeke that was approaching him from behind. However, the Machine Pistol here is shown firing in semi-auto, with individual trigger pulls for each shot, unlike how all other versions of the weapon functions in-game.
- In a similar note, the Quadrocopter can be outfitted with a Machine Pistol that is also shown to fire in semi-auto.
Gallery[]
Default Machine Pistol[]
Machine Pistol (Main Branch)[]
Machine Pistol (Alternate Branch)[]
Pistol (Unique Versions)[]
Legacy[]
Before the Horde Mode XL update (released on January 24, 2023) that redesigned the game's weapon system, the Machine Pistol's progression model looked as follows.
*On the main branch of upgrades, the third version of the Machine Pistol is exactly identical to the second version.
The suppressor upgrade that made the gun silent was unlocked at level 4 only for the main branch of upgrades.
Unique Versions[]
Challenge Coins[]
A Challenge Coins version of the Machine Pistol could be bought for 1000 Challenge Coins after reaching level 5. This version came with a unique perk. It also had the suppressor upgrade. Unlike other versions of the Machine Pistol, this one was not limited to the burst-fire mode. It was fully automatic.
Weapons |
---|
Tier I |
Scout Rifle • Compact SMG • Shotgun • Pistol • Machine Pistol • Flaregun |
Tier II |
Assault Rifle • Sporting Carbine • Classic Battle Rifle • Classic Bullpup Rifle • Light Automatic Weapon • SMG • Combat Shotgun • Sniper Rifle • PDW • Compact Shotgun • Double-Barreled Shotgun • Revolver |
Tier III |
Assault Carbine • Battle Rifle • Bullpup Rifle • Advanced Combat Weapon • Advanced SMG • Special SMG • Assault Shotgun • Crossbow • Grenade Launcher • Multi-Barreled Shotgun • Repeating Rifle • Heavy Pistol |
Melee Weapons |
Heavy Weapons
Payload Rifle • RPG Launcher • Machinegun • MGL • Heavy Assault Shotgun • Chainsaw • Flamethrower • Multi-Shot Rocket Launcher |
Equipment
Frag Grenade • Masking Gas Grenade • Molotov Cocktail • C4 • Claymore Mine • Supply Bag • Stun Gun • Stim Pistol • Quadrocopter • Mobile Shield |
Defense Systems
Autoturret • Barbed Wire • Fence • High Voltage Grid • Mortar • Sound Trap • Stationary Machinegun |