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NOTE: This is a huge post which gives detailed info about the mechanics of the game. If you like this sort of stuff and still play on cod5 regularly it is definitley worth a read.
HERE ARE LINKS TO THE COD4 AND MW2 ANALYSIS
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WEAPON INFO
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Movement speed is based on which weapon class is in your primary weapon slot.
Carrying a machinegun as a primary will cause the pistol to also move at MG speed.
Pistol, SMG and Shotgun all have a speed of "1" or 100%. Rifles have 0.95 and Machineguns 0.875.
The menus in Create-a-Class are not congruent with some weapons' real "type".
For example the 30 Cal has "SMG" speed despite being a heavy machinegun.
Sprinting will increase movement speed to 150%.
Sighting a weapon will cut speed down to half, pistols cancel out that speed loss when sighted.
Moving sideways or backwards will also slow the player down to 80% or 70%.
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The image should be able to explain itself.
Blast damage numbers are along the bottom, the
Kill Radius and
Max Radius are diagonal.
Direct Impact symbol is for Direct Impact damage.
Fuse is obviously the time for or how the explosive detonates.
Hold is the time it takes to "pull the pin" before throwing.
All explosives gradually lose damage from the center of the blast.
The Molotov behaves unusally.
If it hits the ground, it has a radius that will deliver the 150 Direct Impact damage, even if the enemy was not directly hit.
If it breaks against the wall or an object, no matter how close to the player it lands, it will deliver 90 splash damage.
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All explosives have a unique damage multiplier against tanks.
The Tank's hit locations are Front, Side, Rear and Underside.
Multiply the Explosive's increased Damage by the Tank's Side Multiplier to get damage.
Only a Satchel Charge can properly hit the Underside and damage is increased dramatically.
The Satchel is the best explosive against the Tank and can destroy it with one charge.
Bullets do less than one point of damage, the Hit Indicator gives a sense of false security.
Do not waste your ammo (unless that ammo comes from the PTRS-41 or the tank's machineguns).
Projectile weapons - Bazooka, Tank Turret, Rifle Grenade - excel at removing the panels and destroying the Tank Treads. The sticky explosives have little effect against the treads.
The Armor Plating on the tanks absorb hull damage delivered by bullets or projectiles.
The plates are mere decoration against the N°71 and Satchel.
Unless every projectile is intercepted by an armor plate, the number needed to destroy the tank will not change.
The damage absorbed by the armor plates goes to knocking the armor plates off.
MELEE ATTACK
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Time is the amount of time before the player can fire his weapon again.
The actual melee strike arrives in only a tenth of a second.
Melee is the normal swing/slash.
Charge is when the player locks on and moves to stab the enemy.
The Attached Bayonet has greater range at the cost of a longer recovery time.
Range is measured in "inches".
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The further the enemy is, the less damage he will take. Weapons have different ranges at which damage drops.
For reference, the hull of both the T-34 and Panzer in WaW are about 250 inches in length.
Before you check Wikipedia, no, the tanks in game are not to-scale with the real-world versions.
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AddTime is the point during reload when ammo is added to the ammo counter.
You can interrupt the reload after the AddTime and still have a loaded weapon.
"Empty" obviously refers to when the weapon magazine is out of ammo.
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Fire Time is the time between shots fired. Dividing 60 by FireTime gets RPM; dividing 60 by RPM gets FireTime.
This determines the speed for automatic weapons and the time before taking the next shot for semi/bolt/pump weapons.
The Trench Gun and Bolt-Action Rifles use RechamberTime, same thing.
DAMAGE MULTIPLIER
Self-explanatory. Headshot equals more damage. For example, 30 would be increased to 42 with a 1.4 multiplier.
Sniper Rifles and a few other weapons have different multipliers, but they behave the same. Just multiply the damage by 1.5 or 1.4 or 1.1 or 2.
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Idle Amount is the area in which the ironsights/scope on a weapon moves around, affecting accuracy.
Stances can improve the Idle Amount, but not all weapons benefit from lower stances.
Every weapon has perfect accuracy when aiming down the sights (shotguns the obvious exception).
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View Kick controls the power, direction and maximum area at which the player's view will turn when firing a weapon.
The numbers are measured in degrees (10 = 1°). Bigger number, more kick.
Kick is random, but will focus on the average. The weapon will often kick in the direction of the higher number.
A direction with two numbers means that the weapon will ALWAYS kick in that direction.
The kick for Sniper Rifles are unnecessary since the weapons will recover before the next shot can be fired.
VIEWKICK CENTER SPEED (no image)
View Kick Center Speed affects how quickly the camera returns to where the player was aiming.
Center Speed is in effect from the very instant a shot is fired.
Higher number, faster recovery.
DER REISE
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The spawn logic of zombies has gone mad. For Der Riese, a solo player is no longer comforted by a small amount of zombies per round and will face hundreds as the fight moves into multiple tens of rounds.
Dogs will spawn haphazardly in "mixed rounds" alongside human zombies after Round 15 with greater frequency on later rounds.
Running around the area to kite the zombies will cause MORE zombies to join in the round. Also see the Teleporter section - dogs will spawn in with excessive teleporter use.
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Dog Health has changed for Der Riese.
Their health increases with each of their rounds.
400 on the first Dog Round
900 second
1300 third
1600 for all following Dog Rounds
The speed of the dogs appears to have decreased slightly, but they will still outrun the player unless he is sprinting.
They also have a "stalking" animation now - they will slowly creep around, sniffing the players out, until they get within range and line of sight, wherein they erupt into flame and run at full speed.
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The flamethrower percentage burn effect decreases as the rounds grow.
At first, the burn is 0.5 to 0.65 of the zombie's maximum health, killing them in two burn phases.
As round progress, the burn will decrease in effectiveness.
By round 25, it will have decreased to 0.1 to 0.15, requiring ten to seven burn phases - meaning the player will need to set them on fire two or three times to kill them.
Both the Flamethrower and the new Nitrogen cooled flamethrower deliver the same burn damage.
The Flamethrower heats up at a rate of 30 and cools at a rate of 9.
The Upgraded Flamethrower heats up at a rate of 20 and cools at a rate of 13. Fairly better.
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The Mainframe Teleporter has a small nuke area effect, capable of killing 20 zombies in a 300 unit radius around the arriving player.
Teleporting too much will cause dogs to spawn.
If any player teleports more than once a minute, Samantha will call in dogs around the mainframe.
After a player teleports five times, he begins suffering from material transference sickness and suffer one of many effects for a short period.
Shellshock
Electrocution shellshock
Field of view distortion
Black and white grain vision
Inverted black and white flashing vision
Blood red vision
Flare exposure color washout
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The Bowie Knife is treated as a Perk, altering the melee attack damage to 1000.
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The Cymbal Monkey has a fuse of 8 seconds.
Damage of 5000 to 450 with a 450 radius.
A HoldTime of 1.9 seconds.
The drawing effects are obvious. It will attract every zombie in the factory until it detonates.
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ALL CREDIT GOES TO DENKIRSON for this info - SOLID GOLD!
FOR EVEN MORE COD5 ANALYSIS VISIT HERE
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