Call of Duty 7: Multiplayer Weapons Chart: Difference between revisions

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[[File:nutshell.png]] Article from [http://denkirson.xanga.com/735016527/black-ops/ this Site] Thanks to Work by Den Kirson
[[File:nutshell.png]] Thanks to Work by Den Kirson
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<font size="4"><font color="red">Check THIS SITE FOR LATEST UPTODATE INFO</font></font>
<font size="4"><font color="red">Check [http://denkirson.xanga.com/735016527/black-ops/ THIS SITE] FOR LATEST UP-TO-DATE INFO</font></font>
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*Damage starts at one amount of damage, decreases over a certain range and continues at a lower damage.
*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).
*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.
*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.<br><Br>
<pre>Note that the L96A1 has an extra damage modifier. The shoulders and biceps also take 1.5x damage.</pre>
 
*A weapon's Hip Spread is determined by a minimum and maximum cone of fire in degrees from the center of the screen.
*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.
*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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*A weapon's Fire Time is the time between each shot.
*A weapon's Fire Time is the time between each shot.
*Divide 60 by the Fire Time and you get the Rounds Per Minute.<br><br>
*Divide 60 by the Fire Time and you get the Rounds Per Minute.<br><br>
*Each weapon has a specific Reload Time for partial and Empty magazines.
*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.
*For both of these reloads is the Add Time, the point where the Ammo Counter changes.
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*Some shotguns and the Python reload one round at a time. The first round takes longer than the following rounds.
*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).<br><br>
*The Python's Speed Loader time is also indicated in place of the Add Time (which is irrelevant for the Python).<br><br>
*Raise Time and Drop Time are the lengths it takes to put away one weapon and take out another.
*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.
*Combine one gun's Drop with another's Raise to see how long it will take.

Revision as of 18:59, 10 November 2010

Thanks to Work by Den Kirson

Check THIS SITE FOR LATEST UP-TO-DATE INFO

  • 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.

  • 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.
  • Recoil is an area within four points and the random chance of the weapon kicking in those directions.
  • Working against the recoil is Center Speed which is an arbitrary number. Higher Center Speed means faster recovery.
  • A weapon's Fire Time is the time between each shot.
  • Divide 60 by the Fire Time and you get the Rounds Per Minute.

  • 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).

  • 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.
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 Primary weapon you're carrying, your character will have his base running speed changed.