(adsbygoogle = window.adsbygoogle || []).push({});
Every weapon is well balanced to the point that you can use any weapon and it will be "the best".
Just because one gun does more damage or fires faster than another doesn't make it superior.
There are many more things than just damage or rate of fire that levels the playing field.
Each weapon has different handling that suits different players and play styles. Things that cannot be explained, only experienced first-hand.
These differences can be recognized, understood, and with use you will come to find the "best" gun for you.
Use every gun - find the one that you like best and it will be your best.
This balance only exists for Stock and Oldschool.
The weapons were designed and balanced for players with 100 points of health.
The decrease of health in Hardcore tips the scales in favor of a select few weapons. 30 health is too low for the "2345" damage design.
Many perks and weapons are made useless or redundant, removing them from their niche.
Weaknesses are removed and short range, "low damage" weapons are now super effective at long range.
You must login or register to view this content.
The little bars for the primary attributes are vague, lump together several factors to define one "attribute" and in some cases, are wrong.
The game doesn't refer to the actual weapon data to make the bars; the "attributes" are pre-set little graphics that only appear when you highlight the weapon in Create-a-Class.
Examples of wrong: M4 and G36c do the same damage per bullet. Uzi has a faster rate of fire and the same damage per bullet as the P90.
Example of vague: "Range" in the little bars refers to several things that are unrelated to one another. Equipping an ACOG increases Range while a Silencer decreases it - this is misleading, as a Silencer is known to "weaken" bullets that travel far. The scope reads that it increases "range", yet it only increases zoom factor; damage over distance isn't affected with ACOG.
Also there is no such thing as a "range bug", the Skorpion and pistol bullets travel forever at their minimum damage just like every other weapon (except shotguns, by design).
Intended effects
-LMG Grips improve View Kick Center Speed (camera returning to where you were aiming) by a small but effective amount.
-Shotgun Grips decrease overall View Kick.
-ACOG scopes, when sighted, set ZoomFOV to 30, just over twice the magnification for the default 65° field of view.
ACOG also changes AimAssistRange (only applicable to console; PC has auto-aim disabled) to 2000, an improvement for all weapons except the sniper rifles.
Discrepancies
Some weapons have differences in themselves with some attachments, or are different from all other weapons.
These differences may be intentional or erroneous, IW knows which is which. The SAW, AK47 and AK74 are most certaintly intentional. M40, probably. R700, Maybe they got it backwards? G3, obvious error.
-M249 SAW with a Grip has improved Hip Accuracy (Between Assault and SMG hip accuracies)
-AK47's damage is 40-20 when equipped with a Silencer or Red Dot
-AK-74u when equipped with a Silencer or Red Dot has the hip accuracy of the assault rifles
-M40A3 with an ACOG does 75 damage (Paired with Stopping Power, EVERY body part is a one-hit kill)
-Remington 700, when sighted, has an ADSIdleAmount of 60 in which it moves around more compared to the other four sniper rifles (40)
-G3 with a Silencer has an erroneously long Melee Charge Delay, longer than the stabbing animation, so the lock-on melee attack does not work
-P90 and M21 have twice the SprintDuration, allowing them to cover twice the distance with their sprint. This was removed in console versions, but still exists for PC.
You must login or register to view this content.There are twenty eight different materials with varying levels of protection. Most materials have the exact same amount of protection, so there are really only about six levels of protection ranging from next-to-none to impenetrable. For example, some brick walls cut damage down to around 20% for Medium/Large, so 40 damage would only be eight on the other side.
There are three levels of penetration applied to weapons: Small, Medium, Large. Statistically, there are next to no differences between Medium and Large.
Small can only penetrate the weakest of materials without Deep Impact, and then can peck at enemies through brick and plaster with Deep Impact.
Because Medium and Large are nearly the same, there are virtually only two levels of Penetration (Small and Large).
Pistols, SMGs and Shotguns all have Small Penetration (except Desert Eagle and AK74U).
All LMGs, Sniper Rifles and Assault Rifles are Medium/Large.
Angle is the most affecting factor. Straight on, that brick wall will cut down that 40 damage to 8. At about a 20° angle, that 8 will be further cut down to 4, and at 45°, 1 damage. More than 45°, the bullet will not penetrate. Only some wood and flimsy sheet metal can be penetrated at greater than 45° (they also only cut damage down to about 70%).
After passing through the material, the bullet will begin losing damage over distance all the way down to 1, this includes sniper rifles and LMGs.
DEEP IMPACT is powerful. Not only is the damage retained doubled (ie 20% 8 damage becomes 40% 16 damage), but the angle at which you can penetrate is doubled (penetration from nearly a 90° angle and 45° becomes the new 20° and that improved 16 would be cut back down to
.
You must login or register to view this content.
Helicopters enter the map from one of several directions (most only have one or two) and travel between pre-determined points until it loops back to the beginning.
The time the helicopter is in play is dependant on the map and the situation. It could be less than one minute or even two minutes. On average, it takes ten seconds for the chopper to arrive, sixty seconds of fighting, and another ten to exit if it hadn't been destroyed.
The helicopter absorbs bullet damage, dropping all damage to 30%.
After losing 500 points of its total 1100 health, the helicopter is "weakened" and bullets deliver full damage against it.
At the same time, the helicopter will engage "evasive Maneuvers" - travel from point to point more quickly and spend less time hovering in place.
After letting loose a burst from its vulcan minigun, it has about a two second "reload time", make a move then.
Helicopters assess threat through four factors:
Distance from Helicopter - All players get threat based on distance from chopper. The max distance is pretty far.
Has attacked Helicopter - Anyone who has attacked the helicopter gets threat
Weapon Class - A player with a shotgun in their primary slot will not get threat.
Player Score - Highest scoring player in view gets most threat.
Whoever has the highest combined threat from these four factors will be the helicopter's Primary Target.
The helicopter will only target a player it can see more than 50% of his body.
If the helicopter sees you and you get behind cover, it may still attempt to shoot through the wall around where it last saw you.
Also, the KillCam shows a view above the helicopter, though this view is not congruent with the cannon on the bottom of the chopper; you may (or may not) see yourself in killcam, but the minigun sure saw you.
After extensive controlled testing and people letting themselves be killed by helicopters, the RPG-7 on your person does not affect threat, only the primary weapon does. This means that the Shotgun + RPG-7 pair is useful to avoid accumulating a tiny bit of threat so you can take the shot.
The RPG-7 is the only EFFECTIVE explosive against the helicopter because it only takes one soldier with an RPG-7 to take it down. That's effective. What isn't effective is the necessity of several soldiers carrying enough of the other explosives and the inaccessability of the use of the explosives on the helicopter.
It would require several soldiers' stock of Frag grenades, Underbarrel grenades and C4.
"But it shows an X when I hit the chopper with it!"
Even if the helicopter is still in its state of absorbing bullet damage, the weakest SMG can do more damage in the amount of time it would take to throw one of those explosives at the helicopter. Stop wasting those explosives on the chopper. If you don't have a rocket, use bullets.
You must login or register to view this content.
Cars have a total of 1300 health, cut into multiple states.
The first totaling 550 health, the next of 750 health. Once the car takes 550 damage, it catches fire and loses 60 of its 750 points of damage per second, and will explode once its health runs out.
The splash damage of explosives are scaled up against cars so a single blast can detonate or set it on fire immediately.
You must login or register to view this content. look Out!
You must login or register to view this content. Melee Attack (slash) has a range of 64 inches and will make contact if the target is in a ten degree radius from the center of the screen.
Melee Charge (stab) reaches 128 inches of measurement and will auto-target anything in the center half of the screen.
In order to do a regular Attack, the enemy must be inside the 64 unit range, else the Charge will activate.
Because of the delay between bursts, the M16's rate of fire is effectively cut down to 450 Rounds Per Minute but the three rounds in themselves are fired at a speed of 925 RPM.
You must login or register to view this content.Direct Impact's kill symbol is funny, though small.
Moving sideways will only allow the player to move 0.8 times the total maximum (forward) speed.
Moving backwards will only allow the player to move 0.7 times the total maximum (forward) speed.
Sprinting will allow the player to move forwards 1.5 times the total maximum (forward) speed.
Carrying an SMG, Pistol, or Shotgun in your Primary Weapon Slot (that's the gun you're holding when you spawn) gives the player a "base" run speed of "1".
A Sniper Rifle or Assault Rifle in your Primary Weapon Slot has a base run speed of "0.95". Just 5% slower than the smaller guns, not really noticeable... but it could really make a difference.
A Light Machinegun in your Primary Weapon Slot has a base run speed of "0.875". 12.5% slower than the small weapons, a bit more noticeable.
Going by the two extremes, backpedalling with an LMG only has 41% the speed of Sprinting with an SMG.
This isn't CounterStrike, the gun in your hands does not decide your speed.
If you have an LMG and SMG, you run at LMG speed.
If you have an SMG and LMG, you run at SMG speed.
You must login or register to view this content. You need a reference for distance, look for the boxes.
The large cargo crates that you see a lot of in Shipment and WetWork are exactly 256x100 units in size.
256 being 6.5 meters, the same exact range of the Frag Grenade's max blast radius.
--
You must login or register to view this content.Your view isn't coming from your character's eyes, and your bullets aren't coming from your weapon.
Both your point of view is, and your bullets come from the top of your head!
Call of Duty 2's sniping was notorious for players only seeing the tip top of helmets.
That's also why the Melee Attack might seem so long at 64 inches, a couple feet are lost since the attack actually starts from the character's head. Imagine he's headbutting the enemy.
You must login or register to view this content.Stock Player health is 100.
Hardcore changes:
-Health lowered to 30 (weapons are not changed in any way)
-No visible HUD
Old School changes several things:
-Health increased to 200
-Jump Height increased, landing slowdown disabled
-Weapon/Class Selection disabled, all spawn with a Skorpion and M9, must pick up weapons/perks that spawn on the map
"Health Regeneration" is really really simple.
After five seconds, all your health returns. Instantly. Completely.
Lose 1 health, wait five seconds. Back to 100%.
Lose 99 health, wait five seconds. Back to 100%.
You'll know you get your health back after five seconds by listening. Five seconds after taking damage, your character will exhale.
Health Regeneration is on for Hardcore, Stock and Old School.
Every single weapon is pinpoint accurate when aiming down the sights, shotguns excluded. Pistols, sniper rifles. The dead center of the crosshair, the tip of the front sights, that is where the shot will land. Inaccuracy comes from the idling and kick.
If the guy is behind the sights, he will be hit.
If the shot misses, it is you who has missed.
You must login or register to view this content.
You must login or register to view this content.
You must login or register to view this content.
You must login or register to view this content.
You must login or register to view this content.
You must login or register to view this content.
The multiplications for Stopping Power, Double Tap, Sonic boom and Juggernaut are irrelevant. A simple explanation:
You must login or register to view this content.Juggernaut was designed so that you survive take one more shot from any weapon.
You must login or register to view this content.Stopping Power was designed so that you would need to make one less hit with any firearm to score a kill.
The game code literally cancels out the damage effects when Stopping Power or Sonic Boom hits a Juggernaut. No increase, no decrease.
The damage perks are perfectly balanced against each other.
If you use "a whole magazine" to kill one guy, it isn't because of Juggernaut.YOU SUCK AT THE GAME.
You must login or register to view this content. Sonic Boom increases damage just enough for Hand Grenades to kill near the very edge of its blast radius.
Other explosive items' kill radiuses are nearly doubled, but the increased blast radius of any of them aren't nearly as large as the hand grenade.
You must login or register to view this content.Double Tap and Stopping Power are balanced in their improvement of "Damage".
The two perks are perfectly even in their "Time to Kill a Guy" for weapons that deliver 30 damage.
Stopping Power gives a greater benefit of hundredths of a second in Time to Kill for weapons that deliver 40 damage.
Inversely, Double Tap gives a greater benefit of hundredths of a second in Time to Kill for weapons that deliver 20 damage.
You must login or register to view this content.Players in Last Stand have 1 OR 2 points of health. Their health purposely switches between one and two every half second in order to keep the red damage overlay visible.
Players in Last Stand are invulnerable during the transition to Last Stand mode, where they fall to the ground and draw a pistol.
Last Stand lasts exactly ten seconds after drawing the pistol.
Last Stand is not activated if the player is killed by: Headshot - Melee Attack - Explosive
--
Reloading in Call of Duty has a unique element. This has existed since Call of Duty 1.
A variable known as ReloadAddTime marks the point at which ammunition is added into the weapon during the Reload time.
Shorter than the full Reload time, a Reload Cancel after the Add time is up can stop the rest of the reload animation and have loaded the ammunition, effectively cutting off up to a full second for most weapons.
Not only does the add time apply to regular Reloading, but also to Empty Reloading, meaning that a Reload Add Cancel can eliminate the extra time needed to rechamber the empty weapon.
Reload Cancel is easy to do: just Sprint, Melee, or Switch Weapons while reloading.
Cancel after the ammo counter fills up = shortened reload.
It can be done with Sleight of Hand, but with the speed of the perk, Add Canceling will barely cut off any time than if it simply completed the reload animation.
There are three primary ways to cancel reloading and get the weapon ready whether or not it has loaded the ammunition:
-Melee Attack
-Switch Weapons
-Sprint
Melee has a long recovery (longer than what the Add Time would cut off) and should only be used to cancel if intending to attack.
Sprint and switching to something else compete for speed. In the end, Sprint gives the shortest possible cancel time and allows the player full mobility instead of waiting for the weapon switch to be able to Sprint.
Reload Add Cancel is useful for just about every weapon.
You must login or register to view this content.
Hip Accuracy is simple enough. Draw a circle that touches all four crosshairs, and the bullet will land within that circle.
Steady Aim improves accuracy by shrinking the diameter and tightening the crosshairs to 65%.
The variable "perk_hipspreadmultiplier is 0.65.
Shotgun spread is not tightened when sighted with Steady Aim. They are still 5.5.
Steady Aim does not affect weapons that idle, like sniper scopes, the M4, G36c, AK47, AK74u or ACOG.
Steady Aim ONLY AFFECTS HIP SPREAD. Only the crosshairs.
The image to the left is self-explanatory.
This image can also be used as an example as to just how wide a radius of ten degrees is in the game.
The SAW's maximum Hip Spread of "10" is exactly ten degrees in any direction from the center.
You must login or register to view this content.
THE G36c IS SUPER DUPER, PRETTY SWELL, A REALLY COOL GUY, AND/OR AWESOME
There are four weapons in the Assault and SMG classes that "idle" WHEN SIGHTE
The AK74u, the M4, the AK47 and the G36c
The middle two move from the center of the screen at the same speed and radius WHEN SIGHTED. The M4 is slightly faster in speed. The fourth is unique.
Not only does the G36c deviate far less WHEN SIGHTED, it moves slower AND stance improves its steadyness WHEN SIGHTED.
The numbers don't matter, I'm just using them to explain it.
The values involved are called ADSIdleAmount, ADSIdleSpeed and ADSIdle[Stance]Factor.
Compared to the M4:
M4 has a universal ADS Idle Speed of 1.5 and an Amount of 40 at all stances, all attachments included (ACOG too).
G36c has a speed of 0.8 and an Amount of 28 when Standing (ACOG too).
Crouching, the G36c's idle Amount is 21 and the speed is 0.6, at least half of the M4.
Prone, it'll barely move at a 11 Amount and 0.3 Speed, a fourth and a fifth of the M4's Amount and Speed.
The G36c is very steady when aiming down the sights compared to the other fully-automatic rifles.
More if crouched or prone.
Here's a comparison between the AK47 and the MP44 in kick, the one thing I've yet to go into detail about, mostly because it'd just be a whole LOT of squares.... but whatever. Here is a small sample.
There are three sets of variables that determine Kick (for function, a fourth is just for show):
HipViewKick (not important, Hip Spread is going to be the factor that determines where the shots are going)
ADSViewKick
ADSGunKick
Both ViewKick and GunKick have four variables each, two for left-right movement, two for up-down movement.
There are also many other variables that affect kick, like ReducedKickBullets.
Each set handles their variables differently.
Viewkick handles the number in degrees, every ten is one degree in which the camera turns.
Gunkick handles the number in percentage, as in from the center of the screen to the edge of the screen.
Grab Bag: Negative Gunkick pitch goes up and negative yaw goes right, whereas Viewkick's positive pitch goes up and negative yaw goes right.
Shown in these boxes are the AK47 and the MP44's ADSViewKick.
The AK47 has a six degree kick up, left and right, and three degrees down. The teal circle represents the AK47's ADSIdle (which might-should be twice as large).
The MP44 has a seven-degree maximum either left or right, eight degrees up, and four degrees down.
Gunkick is wholly random, a few bullets could send the camera to the extreme of the kick area or leave it nearly on-target.
Also, both weapons have the same GunKick in which they kick up and to the left.
You must login or register to view this content.You must login or register to view this content.You must login or register to view this content.You must login or register to view this content.
While the MP44 has heavier kick, it has rock-solid ironsights unlike the idling AK47.
The ADSGunKick for most weapons is very low, and in fact, identical. Gunkick for most weapons has the ironsights move up and to the left.
Oh, and the G36c only kicks up, left and right by one more degree than the M4, the slightly lower rate of fire mitigates that difference.
Simple explanation of Range:
You must login or register to view this content.
There are still so many people who whine about the grenade launcher (but only complain about the frequency of the hand grenade).
Here is a comparison between the blast radius of the two grenades.
You must login or register to view this content.
The Grenade Launcher with Sonic Boom doesn't even reach the kill radius of a Hand Grenade.
The Grenade Launcher excels at close-range, line-of-sight, just beyond its dud range: a quick win to a close-quarters fight.
Closer than that - only a skillful Direct Impact (or AimAssist on Consoles) will get one through a fight.
Further than that - distance, obstructions, no AimAssist after 25 meters and the weak explosive damage make firing a killshot increasingly less likely.
The Hand grenade on the other hand, can be used point-blank, long range (a throw on level ground can reach 50+ meters) and anywhere between.
It has many more utility uses, can be thrown in a split second, doesn't even need to be cooked in most cases due to the distance it is being thrown, and is literally twice as lethal.
The Grenade Launcher is a big bullet with limited effectiveness and one use.
The Hand Grenade is a deadly ball with a hundred uses and all kinds of trick. [/b]
Online Camo
You must login or register to view this content.
You must login or register to view this content.
You must login or register to view this content.
You must login or register to view this content.
You must login or register to view this content.
You must login or register to view this content.
The weapon camoflage for the five camos are simple textures pasted and tiled over the weapon texture. This is not so for the five gold weapons. The AK47, M60, Uzi, M1014 and SVD have their own unique, high quality weapon texture. There are no menu versions of those gold weapons like the Desert Eagle, simply because the Gold Eagle was selectable as its own weapon in the menu; the gold versions of the big guns are selected as camo.
Call of Duty 4 Prestige's and Ranks
You must login or register to view this content.
You must login or register to view this content.
Source/Credit ->
You must login or register to view this content.