Post: Mw2 Community Stats and Info.
11-19-2009, 08:39 PM #1
Reaper
The Grim Reaper
(adsbygoogle = window.adsbygoogle || []).push({}); Well here you go a really good tactical post rember to rep,thank and nominate thanks guys hope this helps and enjoy,cj

So you may know Den Kirson's (the guy that found COD4 and WAW's stats) has his own forums
So far he's been unable to find the accurate statistics from the gamefiles, but the forum community have set about finding their own stats.
Please note that these are user-tested, and may not be correct, therefore discrepancies may be found.

Remember to +Rep and say Thanks and nominate, took me a while to compile this guide. Smile
Foreword and Basic Notes
Stock player health is 100.
Hardcore player health is 30.
The weapons range values (e.g. SCAR-H 40-30) indicate the maximum damage and minimum damage.
The SCAR for example does 40 Damage in close range, and at a certain point its damage begins to drop to 30.
In any case, at any distance it will do a minimum of 30 damage.
Combined with Stopping Power, a 30 damage gun will kill in 3 shots at any range.
Silencers in COD4 decreased this range, NOT the damage. Whether this is still the case in MW2 remains unknown.


Assault Rifles

M4: 30-20 @ 780RPM
SCAR-H: 40-30 @ 600RPM
FAMAS: 40-30 @ 3 Round Burst
M16: 40-30 @ 3 Round Burst
ACR: 30-20 @ 720RPM
TAR-21 : 40-30 @ 700RPM
FN FAL: 50-35 @ Single Fire
F2000: 30-20 @ 875RPM
AK-47: 40-30 @ 650RPM




Sub Machine Guns

MP5K:40-20 @ 720RPM
P90:30-20 @ 910RPM
Uzi:30-20 @ 900RPM
Vector:30-20 @ 900RPM
UMP .45:40 - 35 @ 600RPM

Recoil


Light Machine Guns
(silenced)

L86: 40-40 (30-30) @ 725RPM
RPSad Awesome 40 -40 (30-30) @ 630RPM
MG4: 30 -30 (20-20) @ 725RPM
AUG: 40-40 (30-30) @ 600RPM
m240: 30-30 (20-20) @ 910RPM

Recoil


Pistols

USP: 40-30
Magnum: 50-35
M9: 40-30
Desert Eagle: 50-30

Recoil


Machine Pistols

PP2000: 40-20 @ 800
G18: 30-20 @ 880
M93: 40-20
TMP: 30-20 @ 820


Recoil


Snipers

70 damage, 50 damage silenced

(head, chest, stomach,)

Intervention: 1.5x - 1.5x - 1.1x
Barret: 1.5x - 1.5x - 1.1x
WA2000: 1.5x - 1.5x - 1x
M21 EBR: 1.5x - 1.1x - 1x


Shotgun Range

Shotgun range is decreased by silencers.


Perks
Stopping Power is still 1.4x against players.
Stopping Power Pro increases its damage against vehicles by 1.65x.

Danger Close is a bit stronger than it's predecessor, 1.4x increase in damage (rather than 1.25).

Blast Shield equipment cuts damage down to 0.45x (or 0.65?), ensuring almost always surviving anything.
Blast Shield and Danger Close will cancel each other out.
Semtex stuck to the player will ignore Blast Shield.

Commando adds 176 units of measurement to its 64 inch melee strike.
Commando Pro does indeed cut off all damage for any fall... and it appears that a lethal fall will make the player do a barrel roll instead.

Rapid Fire attachment 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 through walls and objects.

Painkiller adds 200 health to the player. If the player suffers at least 101 points of damage while Painkiller is active... he gets a reward. Throwing knives and melee attacks will still kill in one hit.

One Man Army allows the player to change his class on the fly in 6 seconds.
One Many Army Pro cuts that down to 3. It takes the place of the secondary weapon and can not be dropped.

Sleight of Hand still cuts reload time in half. Pro halves both sighting in and out.

Lightweight will multiply movement speed by 1.1x (I dunno, that's what it reads)
Lightweight Pro will multiply the delay between sprinting and being able to attack by 0.6x.

Ninja Pro and SitRep Pro will multiply Player footstep sound by 0.25x and enemy footsteps by 4x respectively.


Killstreaks
Sentry Gun has 1000 points of health.
Explosives deliver 7x their damage against a Sentry.

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.

The UAV has 700 health and hangs around for thirty seconds.

Both Helicopters and the Pavelow have 1500 health.
The AI controlled Helicopters use three of the four same old Threat Factors.
Class Threat has been removed, presumably due to the Secondary Weapon diversity.

The Harrier has 3000 health.
Luckily, lots of things will instantly kill it (or at least really hurt it (and all other aircraft).
A Stinger, Javelin and other killstreaks (like the remote missile and AC130 guns) will instantly destroy it.
The RPG7 and AT4 will do whatever damage they do AND an extra 900 points of damage.

The AC-130 apparently only has 1000 health.
This is probably offset by the fact that it has two flare countermeasures and is way up in the air.
It lasts 40 seconds. All three guns are all available. They have a reload time of:
25mm = 1.5
40mm = 3.0
105mm = 5.0

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 for nearly anything up to the EMP.


Notes from cj

"The handling of weapons has changed significantly, they have been moved to one of the game's "fastfiles", encrypted.

My ability is not enough to crack them, though others have fared better.

At least the multiplayer weapons still operate very much like their COD4 predecessors.
Weapon damage in increments of ten. Damage loss after a distance depending on the weapon type.

Testing from other sources has confirmed the use of a damage of "35" for weapons.
The intent for this is likely to make Stopping Power less "powerful".
For example, the FAL may deliver 50-35 damage. Because of this, Stopping Power's benefit is not prevalent - 50 is already two shots and 35 is three, Power bringing it up to 49 damage will still require three shots. It does appear to have at least a 1.5x headshot multiplier, similar to the M14, allowing a one headshot kill up close with Stopping Power.

Sniper rifles use the 70 damage with varying 1.5 and 1.1 multipliers.

The silencer appears to have a negative effect to sniper rifles, LMGs and possibly other weapons that do not lose damage over distance.
Also shotgun range is decreased by silencers."
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The following 2 users say thank you to Reaper for this useful post:

Thristle, TMAN242
11-20-2009, 04:20 PM #11
Reaper
The Grim Reaper
thanks man did take me a while to find this stuff out thanks
11-20-2009, 04:36 PM #12
johnnyko12
Pokemon Trainer
Wow that was a cool read! Nice to see the math behind the bullets so we know for sure what is stronger( this vs that) instead of just speculating
11-20-2009, 09:22 PM #13
Reaper
The Grim Reaper
yea lol im pretty good at math which makes it easier to hack lol

---------- Post added at 04:22 PM ---------- Previous post was at 03:07 PM ----------

i should post pics with this i should try!

yea it just tells u how much in math form ur doing

thanks man

yea lol very funny
11-21-2009, 05:54 PM #14
iSaboteur
Error… Cat invasion!
ya i'm pretty sure that a silencer lowers the amount of damage. the reason I say this is because while playing on core I would snipe people and get a one shot kill (without a silencer) but then later I would use it with a silencer and it took longer to kill. this also happens when I used the FAMAS (w/thermal scope) it did a one shot (well, 3 burst) kill. but the FAMAS(bling w/thermal scope and silencer) took two three-burst shots to kill.
11-21-2009, 10:36 PM #15
Reaper
The Grim Reaper
thanks man to a while to add all this up
11-21-2009, 11:58 PM #16
great post man i suck at math but i still understand this lol

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