Post: [Ultimate] Intricate MW2 Guide
07-15-2010, 03:28 AM #1
(adsbygoogle = window.adsbygoogle || []).push({}); In the following thread, you guys will find practically anything you could think of regarding stats, weapons, and interesting things you never knew about Modern Warfare 2. Let's Begin.

[multipage=Weapons]
Weapons


Link to the tool below to compare and contrast each weapons Power with and without a silencer, Fire Rate, Fire Time, Hip Spread, Reload, Drop time, Ect.
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Weapon Discrepancies:

Damage is near 100% correct with data from the PC version's games_mp.log.
The range at which damage drops though is only approximate.
Player health is 100 and only 30 in "Hardcore".

Just like COD4 and WaW, body parts are segmented and multiply damage when hit.
"FireTime" is the split second between each shot.
"FireRate" is the potential amount of rounds the weapon can fire in a minute without reloading.

Hip Spread is measured in degrees from the center of the screen. (yet to get the shotgun spread)

"Reload" is the time from the very start to the very end of the reload (when the crosshair reappears).
"Empty" is the time to reload when the weapon is completely empty.
"Add Time" is the point in time in which the ammo is loaded, when the ammo counter changes.

"Drop Time" is the time it takes to put away a weapon to draw the other one.
"Raise Time" is the time it takes for that other weapon to be prepared to fire.
Combine the Drop of the weapon you switch from with the Raise of the weapon you switch to.
When switching to a Handgun, all weapons use QuickDropTime, only 0.25 seconds.
The M93 Raffica is also treated as a Handgun and benefits from QuickDrop as well.
The wait time between bursts for the FAMAS, M16 and M93R is 0.2 seconds.

"Sight Time" is the time it takes to Aim Down the Sight and return to the hip.

"Recoil" is measured with four opposing powers, two for up/down, two for left/right.
More power = more kick.
More power for one direction = more likely to kick in that direction.

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Rapid Fire has the same effect as Double Tap, multiplying time between shots by 0.75x (other way around, Rate of fire by 1.33x)
FMJ (Full Metal Jacket) attachment has the same effect as Deep Impact, greatly improving penetration damage through walls and objects.

On movement speed (player speed is determined by the weapon in his primary slot):
SMGs and Sniper Rifles have a Speed of 100%
Assault Rifles have a Speed of 95%
Machineguns have a Speed of 87.5%
Riot Shield has a Speed of 80%
A player can pick up another weapon and keep the movement speed of the weapon he spawned with.

[multipage=Killstreaks]
Killstreaks


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Sentry Gun has 1000 points of health and an extra 300 layer of health for bullets.
A Melee attack will instantly disable the Sentry.
The Sentry has the potential to fire continuously for eight seconds.
It recovers fully in four. If it "overheats", it will take eight seconds.
After 90 seconds, the sentry will destroy itself if the enemy has not done so.
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The UAV and Counter UAV have 700 health and hang around for thirty seconds.

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Both Helicopters have 1500 health, Chopper Gunner has one flare countermeasure.
The Pave Low has one flare and 3000 health.
Unlike the helicopter in COD4, these three will decrease bullet damage to 0.3x all the time.

The AI controlled Helicopters use three of the four same old Threat Factors:

Originally posted by another user

Threat 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.

[/LIST]

Class Threat has been removed, presumably due to the Secondary Weapon diversity.
Both the Pavelow and Helicopter last for 60 seconds.
The player controlled Chopper Gunner lasts for 40 seconds, not including the time it takes to travel to the map.

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Both the Precision Airstrike and Harrier Strike deliver the same payload.
Three (two for Harrier) jets fly by and drop a bomb that breaks apart and releases ten bomblets each.
Each cluster bomb has an explosive radius of 512 inches, with damage of 200 at the center to 50 at the edge.

The Harrier that hangs around has 3000 health and cuts player damage against it in half.
Luckily, some will instantly kill it (or at least really hurt it).
A Stinger, Javelin and other killstreaks (like the remote missile and AC130 guns) will instantly destroy it.
The RPG7 and AT4 will do a specific amount of damage - the Harrier's max health minus 900.
The Harrier will hover in place for 45 seconds.

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The Stealth Bomber drops a lot of bombs.
Each of them have an explosive radius of 896 inches.
They deliver 300 damage at the impact point and 50 at the edge.

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The AC-130 apparently only has 1000 health.
This is offset by two flare countermeasures and immunity to everything except Launchers.
It lasts 40 seconds. All three guns are available. They have a reload time of:
25mm = 1.5
40mm = 3.0
105mm = 5.0

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The Care Package and Emergency Airdrop have a chance of dropping anything (except nukes).
Care Package has a much higher probability of dropping other low-Streak hardpoints, while the Emergency Airdrop evens up the chances a bit.
The Littlebird that drops the package has 500 health and can be destroyed.
Its speed is so great that the window of opportunity to destroy it before it drops the package is very small.

Equipment


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Claymores have:
0.75 second delay after detection. Scrambler Pro increases the delay to 3 seconds.
192 inch detection range.
70° forward field of view detection radius.

[multipage=Perks]
Perks


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Stopping Power is still 1.4x damage against players.
Stopping Power Pro has that multiplier applied against vehicles.

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Danger Close is a bit stronger than it's predecessor, 1.4x increase in explosive damage.
Danger Close Pro is the multiplier applied to all killstreak damage, from AC-130s to Sentry Guns.

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Blast Shield equipment cuts damage down to 0.65x, ensuring high survivability, but not invincibility.
Blast Shield and Danger Close will cancel each other out.
Semtex stuck to the player is powerful enough to ignore Blast Shield.
The blast shield also gives immunity to stun grenades

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Commando adds 176 units of measurement to the range of the 128 unit lock distance of the melee charge.
Commando Pro cuts off all damage for any fall.

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Scavenger will replenish one of each kind of ammunition if that ammo is not already at "MaxAmmo".
One Primary weapon magazine.
One Secondary weapon magazine.
One Grenade/Equipment.
One Special Grenade.
One Underbarrel Grenade / Four Masterkey shells.

MaxAmmo is very particular regarding Scavenger.
MaxAmmo does not count the ammunition loaded in the weapon.
An assault rifle has a maximum of 180 MaxAmmo + 30 MagSize.
Launchers only have a MaxAmmo of 1. To pick up a second grenade, the launcher must be reloaded.
If the currently held weapon and grenades are full, a blue bag will not be picked up even if the other weapon is not full.

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Painkiller divides incoming damage by 3.
Throwing knives and melee attacks will still kill a Painkiller in one hit.

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One Man Army allows the player to change classes on the fly in 6 seconds.
One Many Army Pro cuts that down to 3. It takes the place of the secondary weapon.
Switching from a One Man Army class to a class that lacks it will still have kills account towards One Man Army challenges for the player's life.

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Sleight of Hand cuts reload time in half.
Sleight of Hand Pro halves the time it takes to Aim Down the Sight, both sighting in and out.

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Ninja Pro will multiply the user's footstep sound by an amount less than 0.25x.

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SitRep will highlight any and all enemy Equipment with a bright red overlay from a very long distance.
SitRep Pro does several things:
Multiplies the volume of enemy footsteps by 4x.
Multiplies the volume of the player and his allies' footsteps by 0.25x.
This allows the one with SitRep Pro to more clearly make out the enemy footsteps.
SitRep Pro does not make the player's footsteps quieter to the enemy, only to himself.

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Scrambler will begin to take effect at 800 inches from an enemy. Their radar will be completely snowed at 300 inches.
Scrambler Pro will delay claymore detonation for 3 seconds.

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Steady Aim multiplies the hip spread of a weapon to 0.65x.
Steady Aim Pro adds five extra seconds to the 4.5 second breath hold time.

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Lightweight will multiply the player's movement speed by 1.1x ( 8% to 10% increase depending on the weapon).
Lightweight Pro will cut the delay between sprinting and being able to fire in half.

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Last Stand will leave the player at one point of health for ten seconds after taking lethal damage.

[multipage=Extras & Credits]

Thank you guys for taking the time to read over this thread Smile

Here are links on how to unlock all:
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And
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Here is the source which I found most of the information.
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The following user thanked MATT23116 for this useful post:

ashbash
07-15-2010, 03:37 AM #2
Masta-blasta117
»»───Knee───►
all of this is from an ipod app called MW2 "ULIMENT UTILLETY"<<<<<<and yes i no i can spell worth shit lol
07-15-2010, 03:44 AM #3
Originally posted by blasta117 View Post
all of this is from an ipod app called MW2 "ULIMENT UTILLETY"<<<<<<and yes i no i can spell worth shit lol


Well I didn't get it from an iPod App. And nobody knows about a lot of this, & it is interesting to read.
07-15-2010, 10:14 AM #4
ashbash
Space Ninja
thanked, a great read.
07-15-2010, 04:38 PM #5
w003bww
Gym leader
I forget now how many times i've seen this posted...
07-15-2010, 04:53 PM #6
thats pretty cool:mudkip:

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