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Many of you will be aware of Den Kirson. His website shows all the stats from many popular games, including the Call of Duty series. This thread is for people who have not seen his site, so I thought I would share it with you all.
Most of the stuff is taken directly from his website, some of the stuff I wrote myself.
This can be VERY helpful when choosing what guns, killstreaks and equipment to choose, and it has helped me and many other gamers in this way too. :dance:
The stats are taken directly from the files of the PC version of Black Ops, but are 100% accurate for PS3 and Xbox alike. Anyway, I hope this thread helps, and if you think I can improve it in any way, please say so.
Also, if there is something you do not understand, please feel free to ask, I will try to help you to the best of my ability.
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[multipage=Things to note beforehand]
No other attachment aside from obvious exceptions (Snub Nose) affect the recoil of a weapon.
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.
Players have 100 health by default. They recover all health immediately after five seconds of no damage.
And the Miniscule health setting of 30 is used for "Hardcore".
Rapid Fire increases Fire Rate by 1/3
Extended Mags increases magazine size by 1/2
[multipage=Assault Rifles Damage]
Assault Rifles
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[multipage=Light Machine Guns Damage]
Light Machine Guns
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[multipage=Shotguns Damage]
Shotguns
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Things to note:
Shotguns fire 8 pellets, each doing the damage shown on the chart.
Shotguns are a lot more accurate while aiming down sight, unlike MW2 where hip-firing was better.
[multipage=Sub Machine Guns Damage]
Sub Machine Guns
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[multipage=Sniper Rifles Damage]
Sniper Rifles
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Things to note:
The PSG-1 with no attachments is a 1-hit kill to the stomach, unlike any other sniper rifle.
There is a 0.2 second delay after scoping in, in which the bullet will be fired completely randomly.
Quickscoping SEEMS to work better with the infared scope
[multipage=Pistols Damage]
Pistols
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Things to note:
You can fire faster without the full-auto attachment on the CZ-75 so long as you have a fast trigger finger.
The CZ-75 does less damage when equipped with the full-auto attachment.
[multipage=Explosives]
Explosives
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Things to note:
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.
It's trigger area is near-identical to its blast radius.
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 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.
The Strela and LAW can destroy any enemy aircraft with one hit (not including Flares from helicopters).
[multipage=Killstreaks]
Killstreaks
Things to note:
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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[multipage=Perks]
Perks
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