Call of Duty 2: Damage Charts: Difference between revisions
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<br>''By Gagarin''<br><br> | <br>''By Gagarin''<br><br> | ||
[[Image: | [[Image:Cod2 weapon2.jpg]] | ||
'''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. | |||
'''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. All weapons in | |||
CoD 2 always kicked "up" | |||
'''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. | |||
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[[Image:Cod2_grenade_chart.jpg]] | |||
'''Fuse''' is obviously the time for or how the explosive detonates. | |||
'''Hold''' is the time it takes to "pull the pin" before throwing. | |||
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[[Category:Call of Duty 2]] |
Latest revision as of 14:35, 18 August 2009
By Gagarin
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.
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. All weapons in CoD 2 always kicked "up"
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.
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Fuse is obviously the time for or how the explosive detonates. Hold is the time it takes to "pull the pin" before throwing.