Wednesday, November 17, 2010

Call of Duty Weapons Damage/Recoil/Spread etc. Chart



I found this scouring the interwebs and a gentleman named Den Kirson at www.denkirson.com put together this elaborate weapons chart.  Pretty interesting stuff here for us COD Geeks!



Black Ops


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.
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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.
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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.
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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).
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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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