Post: Helpfull Info On Black Ops
12-06-2010, 01:51 AM #1
Pure Havoc
Do a barrel roll!
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Im puting this thread to give you guys all the info I found on Black Ops. Most of this is copied and pasted. This thread is going to be rather large. Im going to be updating the thread as I find more info. So lets get started!!


Call of Duty: Black Ops Information



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

The Frag takes 0.6 seconds to pull the pin and have the grenade ready to throw/start the fuse.
The fuse is 3.5 seconds. 15 direct impact damage.
200 - 75 damage and 6.5 meter range (about 5m is lethal).

Semtex also takes 0.6 seconds to prepare.
Two second fuse. 15 direct damage on stick.
200 - 55 damage and a 6.5 meter radius (about 4.4m is lethal).

The two are near equal in killing power (compared to MW2 where the Semtex was superior to the Frag).
The Frag has the penalty of a long fuse and throwback threat, though it's radius advantage and the ability be thrown indirectly and roll around is a good plus.
The Semtex is fast and made for direct conflict, not much else to it.

-
The Stun and Flash grenades are basically unchanged since COD4.

The Stun takes 0.2 seconds to prepare and will detonate on contacting the ground after one second.
Its stun effect reaches out to 512 inches (12.8m) and starts losing its stun potency immediately from the center of the blast.

The Flash takes 0.6 seconds to prepare and will detonate after one second wherever.
It's flash effect reaches out to 800 (20m) inches but starts losing its effect after 200 inches (5m).

Between those two, the Flash is best for hitting a large space or anticipating your approach. Stun is made for a more reactionary use, weakening the opponent after you've already made contact and know where the enemy is.

Nova Gas takes 0.6 seconds to prepare to throw and will detonate on the ground after a second.
The dangerous gas effect reaches out to about 185 inches and will cause 13 damage per second for eight seconds. (meaning you'd have to be in the gas for the whole time to be killed by it at full health).
In Touch Football, the player will only suffer 5 damage per second by the gas.

Flash is great for preperation or offense, blinding those watching a doorway or making an airburst to agitate the senses.

Stun is great for offense or counterattack, slowing those who are in pursuit or gaining an advantage against a group by slowing them down.

Nova Gas is great for defense and deterrment, making a stalemate at a chokepoint or even flushing out campers in vantage points.

-
While I'm at it, the Decoy Grenade.
Upon deployment, the Decoy grenade will choose and mimic the noise of one of a handful of weapons.
AK, AUG, M4, Enfield, Uzi, Kiparis, RPK, Stoner63 as Automatics.
1911, FAL, Python, CZ 75, M14 as Semi-Autos.

The Decoy will last for a total of 30 seconds.
Depending on the weapon chosen, it will fire at that weapon's rate of fire (with a bit of random spacing to mimic someone shooting in bursts) and will be delayed by its reload time. Automatics will fire thirty rounds, semiautos only 5 rounds.

    // percentage of drop explanation:
//add all of the numbers up: 15 + 2 + 3 + etc. = 80 for example
//now if you want to know the percentage of the minigun_mp drop, you'd do (minigun_mp number / total) or 2/80 = 2.5% chance of dropping
// right now this is at a perfect 100, so the percentages are easy to understand



"ammo", 20
"radar_mp", 15
"counteruav_mp", 15
"rcbomb_mp", 9
"m220_tow_mp", 5
"mortar_mp", 5
"autoturret_mp", 5
"auto_tow_mp", 5
"airstrike_mp", 3
"m202_flash_mp", 3
"napalm_mp", 3
"radardirection_mp", 3
"helicopter_comlink_mp", 3
"minigun_mp", 2
"helicopter_gunner_mp", 2
"dogs_mp", 1
"helicopter_player_firstperson_mp", 1

Not only that, but using Hardline Pro's "Gamble" changes the odds in favor of middle ground streaks a bit more, making it extra useful as a Perk. Also, it will never just give you the same thing again when you change it.

"ammo", 9
"radar_mp", 9
"counteruav_mp", 9
"rcbomb_mp", 9
"m220_tow_mp", 9
"mortar_mp", 9
"autoturret_mp", 9
"auto_tow_mp", 9
"airstrike_mp", 4
"m202_flash_mp", 4
"napalm_mp", 4
"radardirection_mp", 4
"helicopter_comlink_mp", 4
"minigun_mp", 3
"helicopter_gunner_mp", 3
"dogs_mp", 1
"helicopter_player_firstperson_mp", 1

So hey, Hardline Pro is pretty sweet.


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.
-
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 in those directions.
The view kick is made of four forces. When two numbers are in opposing directions, they fight one another.
The kick focuses on the average between the two, so if a weapon kicks left 10 and right 60, the kick will 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) which is an arbitrary number. Higher Center Speed means faster recovery.
-
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, basically the same as FireTime, but there to prevent you from skipping the bolt/pump animation.
The burst fire weapons have a 0.2 second delay between bursts, cutting their damage 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.

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The Flamethrower lets out an invisible projectile traveling along the flame stream that causes 50 points of damage.
Each projectile eats up 4% of fuel in the 100% tank, meaning 25 "shots" total.
The flame projectiles reach out to about 500 inches / 12.5 meters before fading out, giving it similar range to shotguns.

-----

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.

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-----

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.

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Yeah, a patch is going to prevent / has prevented the Hardline Pro Gamble of anything except actual Care Packages.

-----

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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12-06-2010, 02:01 AM #2
Assassin
Easter Egg!
Couldn`t be bothered to read that pile of paste lol

---------- Post added at 02:01 AM ---------- Previous post was at 02:00 AM ----------

And well done for making your 1st post a copy n paste LMAO
12-06-2010, 02:20 AM #3
Congrats on your first copy pasta!
12-06-2010, 05:10 AM #4
WhiplashOne
Do a barrel roll!
Pretty good info, doesn't matter if it's copied and pasted! Haha.

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