Post: Call of Duty: Black Ops Multi-player Information
12-05-2010, 09:44 PM #1
Extrazior
u mirin'
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Call of Duty: Black Ops Information

Here are information on the Damage inflicted by the Guns, Perks, Kilstreaks. I had brought this data to NGU for you to see. I will be updating these regularly for your use.

Data is 100% accurate based on data taken openly from the game's files.

You must login or register to view this content.

[multipage=Guns stats]Surely you know the details of these things by now.

Damage starts at one amount of damage, decreases over a certain range and continues at a lower damage.
The Red line indicates the basic damage. The Green line indicates damage range with a silencer (or the Python's Snub Nose).
Certain body parts multiply damage from attacks.
Note that the L96A1 has an extra damage modifier. The shoulders and biceps also take 1.5x damage.
All shotguns' minimum damage is 10 and all five of them fire eight pellets of buckshot.
-
A weapon's Hip Spread is determined by a minimum and maximum cone of fire in degrees from the center of the screen.
Shotguns from the hip are much less accurate than they used to be before. Aim down the sights with them to make them a bit more effective.
-
Recoil is an area within four points and the random chance of the weapon kicking anywhere within that area.
The kick focuses on the average between the points, so if a weapon kicks left 10 and right 60, the kick will almost always be to the right.
If a weapon kicks 60 both left and right, the sights have equal chance of jumping either way.
If both numbers are on one side of the arrows, then it'll always kick in that direction.

Working against the recoil is Center Speed (number in the bottom right of the Recoil box), a mostly arbitrary number.
Higher Center Speed means faster recovery.
The ACOG sight on all automatic weapons has a few hundred less points of CenterSpeed, leading to slower recovery.
The Grip improves Centerspeed of most things by 100 or 200, slightly improving the recovery and in turn, the shot grouping.

The IR Scope has varying (but usually negative) effects on CenterSpeed, either lowering it by a few hundred or leaving it the same as the stock weapon.
There's even a special exception where the M16 + IR has an improved +300 Centerspeed.

No other attachment aside from obvious exceptions (Snub Nose) affect the recoil of a weapon.
In fact, the only recoil-related attachment changes are the CenterSpeed.
The Red Dot and Reflex are completely benign and only serve as iron sight replacements.

-
A weapon's Fire Time is the time between each shot.
Divide 60 by the Fire Time and you get the Rounds Per Minute.
The L96A1 and Stakeout use RechamberTime, the same as FireTime, but there to prevent you from skipping the bolt/pump animation.
The burst fire weapons (M16, G11) have a 0.2 second delay between bursts, cutting their rate of fire down significantly.

Each weapon has a specific Reload Time for partial and Empty magazines.
For both of these reloads is the Add Time, the point where the Ammo Counter changes.
The Add Time indicates the point where you can cancel the reload animation and still have a reloaded weapon.
Some shotguns and the Python reload one round at a time. The first round takes longer than the following rounds.
The Python's Speed Loader time is also indicated in place of the Add Time (which is irrelevant for the Python).
-
Raise Time and Drop Time are the lengths it takes to put away one weapon and take out another.
Combine one gun's Drop with another's Raise to see how long it will take.
NOTE: Switching from one weapon to a Pistol will cause your weapon in hand to use Quick Drop, only 0.25 of a second.

Aim Down Sights takes a moment before the sighted accuracy takes effect after pressing the ADS button.

Depending on the weapon you're carrying, your character will have his running speed changed.
Like Call of Duty 1 and 2, it is no longer based on your primary; what is in your hand determines your speed.
Meaning if you switch to a pistol, you will run faster than whatever assault rifle or LMG you've got.

Oh yeah, and of course, players have 100 health by default.
And the Miniscule health setting of 30 is used for "Hardcore".

You must login or register to view this content.

[multipage=Grenades and Explosive Equipment.]
Hm, should I leave these crude doodles for the equipment images or should I replace them with the real in-game images?
The actual graphics really do a number on the filesize.

Anyway. In the Blast Radius column are three numbers.
The Maximum Damage at the center of the blast.
The Minimum damage at the edge of the blast.
The Radius of the blast itself.
The Claymore has a specific cone for its blast. 60° in either direction from where you face it.
Note that the Nova Gas delivers 13 damage every second to enemies while in its radius.

In the Time column, things get a little specific for each item.
Prep Time is the amount of time it takes to prepare and throw the grenade/equipment.
Prep Time is a combination of HoldFireTime (time to pull pin) and FireDelay (arm-throwing animation).

Fuse Time is obviously the amount of time it takes for the thing to detonate on its own.
Note that Concussion, Nova and WP won't explode until they land on the ground.
The Crossbow's fuse doesn't start until it hits an object.

Both Smoke grenades last for approximately eight seconds before they begin to clear up.
This means the Nova Gas is lethal if someone stays in the gas for the whole duration.

The Grenade Launcher and Crossbow have their own Reload times.

The Grenade Launcher needs to travel at least 9 meters to arm itself, otherwise it'll be a Dud.

Equipment and launchers take about a second to Raise after putting away their weapon.
Prepping C4 and Claymores is not unlike grenades.
The C4's trigger and Claymore's sensor Detonation both take approximately 0.83 seconds.

You must login or register to view this content.

[multipage=Perks]
Perks are rather straightforward this time.
With the exception of the specific numbers, the in-game description tells you just about everything in the briefest way possible.

You must login or register to view this content.

[multipage=Killstreaks]
Killstreaks. The image is kind of crude right now, I'll touch it up some.

Because of the dynamics of each killstreak, things in the image are jumbled, but most things about the killstreaks are self-explanatory.
The way stuff is coded with multiple variables overwriting one another, finding the correct info is troublesome, there may still be some errors.

Some things:
The Spy Planes are only vulnerable to enemy damage for about twenty seconds.
Near the end of its time, enemies are unable to damage it with bullets (rockets still work). It flies off while still giving another pass or three to the team.

The SAM Turret and Sentry Gun have unlimited ammunition.
The SAM turret takes out Spy Planes in one hit, but will only take half of a helicopter's Max health in one hit.
In other words, the SAM Turret would need three missiles - one for the flare, two for the helicopter - to take a chopper out.

The Care Package drops have two columns of percentages (split in half).
The left are chances of each item to appear in the box and the right column is the Hardline Pro Gamble.

Both the Napalm Strike and Rolling Thunder dump fifteen bombs roughly along the area that their specific cursors indicate.

The Helicopters have an "armored" state that lowers bullet damage.
After 500 points of health (that's from the total health, not 1500 and 500 extra) are removed, they take full damage from bullets.
The time it takes for them to arrive and leave isn't counted in their sixty second timer. They'll be active and able to attack for about sixty seconds.

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The following 6 users say thank you to Extrazior for this useful post:

B u X, Manxlad619, Moose Tamer, Mr.Kane, xGozzy, xXM@DM@RCXx
12-08-2010, 11:08 PM #11
Originally posted by lila232 View Post
Hello

Call of Duty: Black Ops Information

Here are information on the Damage inflicted by the Guns, Perks, Kilstreaks. I had brought this data to NGU for you to see. I will be updating these regularly for your use.

Data is 100% accurate based on data taken openly from the game's files.

You must login or register to view this content.

[multipage=Guns stats]Surely you know the details of these things by now.

Damage starts at one amount of damage, decreases over a certain range and continues at a lower damage.
The Red line indicates the basic damage. The Green line indicates damage range with a silencer (or the Python's Snub Nose).
Certain body parts multiply damage from attacks.
Note that the L96A1 has an extra damage modifier. The shoulders and biceps also take 1.5x damage.
All shotguns' minimum damage is 10 and all five of them fire eight pellets of buckshot.
-
A weapon's Hip Spread is determined by a minimum and maximum cone of fire in degrees from the center of the screen.
Shotguns from the hip are much less accurate than they used to be before. Aim down the sights with them to make them a bit more effective.
-
Recoil is an area within four points and the random chance of the weapon kicking anywhere within that area.
The kick focuses on the average between the points, so if a weapon kicks left 10 and right 60, the kick will almost always be to the right.
If a weapon kicks 60 both left and right, the sights have equal chance of jumping either way.
If both numbers are on one side of the arrows, then it'll always kick in that direction.

Working against the recoil is Center Speed (number in the bottom right of the Recoil box), a mostly arbitrary number.
Higher Center Speed means faster recovery.
The ACOG sight on all automatic weapons has a few hundred less points of CenterSpeed, leading to slower recovery.
The Grip improves Centerspeed of most things by 100 or 200, slightly improving the recovery and in turn, the shot grouping.

The IR Scope has varying (but usually negative) effects on CenterSpeed, either lowering it by a few hundred or leaving it the same as the stock weapon.
There's even a special exception where the M16 + IR has an improved +300 Centerspeed.

No other attachment aside from obvious exceptions (Snub Nose) affect the recoil of a weapon.
In fact, the only recoil-related attachment changes are the CenterSpeed.
The Red Dot and Reflex are completely benign and only serve as iron sight replacements.

-
A weapon's Fire Time is the time between each shot.
Divide 60 by the Fire Time and you get the Rounds Per Minute.
The L96A1 and Stakeout use RechamberTime, the same as FireTime, but there to prevent you from skipping the bolt/pump animation.
The burst fire weapons (M16, G11) have a 0.2 second delay between bursts, cutting their rate of fire down significantly.

Each weapon has a specific Reload Time for partial and Empty magazines.
For both of these reloads is the Add Time, the point where the Ammo Counter changes.
The Add Time indicates the point where you can cancel the reload animation and still have a reloaded weapon.
Some shotguns and the Python reload one round at a time. The first round takes longer than the following rounds.
The Python's Speed Loader time is also indicated in place of the Add Time (which is irrelevant for the Python).
-
Raise Time and Drop Time are the lengths it takes to put away one weapon and take out another.
Combine one gun's Drop with another's Raise to see how long it will take.
NOTE: Switching from one weapon to a Pistol will cause your weapon in hand to use Quick Drop, only 0.25 of a second.

Aim Down Sights takes a moment before the sighted accuracy takes effect after pressing the ADS button.

Depending on the weapon you're carrying, your character will have his running speed changed.
Like Call of Duty 1 and 2, it is no longer based on your primary; what is in your hand determines your speed.
Meaning if you switch to a pistol, you will run faster than whatever assault rifle or LMG you've got.

Oh yeah, and of course, players have 100 health by default.
And the Miniscule health setting of 30 is used for "Hardcore".

You must login or register to view this content.

[multipage=Grenades and Explosive Equipment.]
Hm, should I leave these crude doodles for the equipment images or should I replace them with the real in-game images?
The actual graphics really do a number on the filesize.

Anyway. In the Blast Radius column are three numbers.
The Maximum Damage at the center of the blast.
The Minimum damage at the edge of the blast.
The Radius of the blast itself.
The Claymore has a specific cone for its blast. 60° in either direction from where you face it.
Note that the Nova Gas delivers 13 damage every second to enemies while in its radius.

In the Time column, things get a little specific for each item.
Prep Time is the amount of time it takes to prepare and throw the grenade/equipment.
Prep Time is a combination of HoldFireTime (time to pull pin) and FireDelay (arm-throwing animation).

Fuse Time is obviously the amount of time it takes for the thing to detonate on its own.
Note that Concussion, Nova and WP won't explode until they land on the ground.
The Crossbow's fuse doesn't start until it hits an object.

Both Smoke grenades last for approximately eight seconds before they begin to clear up.
This means the Nova Gas is lethal if someone stays in the gas for the whole duration.

The Grenade Launcher and Crossbow have their own Reload times.

The Grenade Launcher needs to travel at least 9 meters to arm itself, otherwise it'll be a Dud.

Equipment and launchers take about a second to Raise after putting away their weapon.
Prepping C4 and Claymores is not unlike grenades.
The C4's trigger and Claymore's sensor Detonation both take approximately 0.83 seconds.

You must login or register to view this content.

[multipage=Perks]
Perks are rather straightforward this time.
With the exception of the specific numbers, the in-game description tells you just about everything in the briefest way possible.

You must login or register to view this content.

[multipage=Killstreaks]
Killstreaks. The image is kind of crude right now, I'll touch it up some.

Because of the dynamics of each killstreak, things in the image are jumbled, but most things about the killstreaks are self-explanatory.
The way stuff is coded with multiple variables overwriting one another, finding the correct info is troublesome, there may still be some errors.

Some things:
The Spy Planes are only vulnerable to enemy damage for about twenty seconds.
Near the end of its time, enemies are unable to damage it with bullets (rockets still work). It flies off while still giving another pass or three to the team.

The SAM Turret and Sentry Gun have unlimited ammunition.
The SAM turret takes out Spy Planes in one hit, but will only take half of a helicopter's Max health in one hit.
In other words, the SAM Turret would need three missiles - one for the flare, two for the helicopter - to take a chopper out.

The Care Package drops have two columns of percentages (split in half).
The left are chances of each item to appear in the box and the right column is the Hardline Pro Gamble.

Both the Napalm Strike and Rolling Thunder dump fifteen bombs roughly along the area that their specific cursors indicate.

The Helicopters have an "armored" state that lowers bullet damage.
After 500 points of health (that's from the total health, not 1500 and 500 extra) are removed, they take full damage from bullets.
The time it takes for them to arrive and leave isn't counted in their sixty second timer. They'll be active and able to attack for about sixty seconds.

You must login or register to view this content.


This is cool dude Smile
12-20-2010, 11:22 AM #12
Extrazior
u mirin'
Originally posted by SprayzZz
This is cool dude Smile


Thanks man Dancing

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