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MW2 Weapons In Depth information
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MW2 Weapons In Depth informationPosted:
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Joined: Jun 11, 200915Year Member
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Status: Offline
Joined: Jun 11, 200915Year Member
Posts: 809
Reputation Power: 72
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Before reading this post keep in mind
*Yes I realize DUBLCLUTCH made a post similar to this,but mine has detailed description's of every gun along with pictures
*much of the information is from Drift0rs videos on YouTube,Call of Duty wiki, and based on my own in game experience.
*there are many uses Acronyms and abbreviations
*MW2's in game Create-A-Class stats charts often lie about weapon and attachment traits
*If you found this informative or entertaining please say thanks
How Damage works
Each player has 100 health in an invisible meter
*With Painkiller activated the player has 300 health
Each gun has a max/min damage (example:40-20)
The farther away someone is the less damage a gun will do
All guns have set range and hit mulitplyers(this list does not include sniper rifles, each have a unique set of body multipliers)
Head=1.5x
Neck=1.3-1.2x
Chest=1x(normal damage)
Legs=1x
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How Silencers Work
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:!: Because silencers directly effect damage its only fitting they be explained here
What they do, in game
*Silencers make you not show up on the enemys radar
*Silencers effectivly eliminate muzzle flash
*Silencers DO NOT increase or decrease recoil
How they affect damage
*In a nutshell using a silencer reduce's a guns effective range(minimum damage)
*Silencers reduce damage by -10 for lmg's and by -20 for sniper's b/c they do not have a minimum range.
*With out Stopping Power it is safe to assume when using the silencer you are doing minimum damage,unless you are point blank.
*Using Stopping Power in conjunction with a silencer attachment on sniper rifles or LMGs will, for all intents and purposes, negate the other's effect on the weapon's damage.
Here's an example
The Scar H has a maximum damage of 40 and a minimum damage of 30
When you put a silencer on it you will reduce the damage to its minimum,that means you will always do 30 damage per shot at any range.
When we add Stopping Power into the mix this negates the effect of the silencer making the Scar do its base damage of 40-30 again/
Reload Time
*Slight of hand cut's reload time by about 50%, it seems to be even more effective on LMG's but that's just my opinion.
*It is faster to reload a partially loaded weapon compaired to a unloaded weapon.
*You can cheat the reload time on almost every gun,when reloading as soon as you see the remaining ammo number change from when u started reloading to the new remaining ammo count double tap Y or knife or sprint slightly. This will dramaticallty cut reload times.
*shotguns have a base reload time of 2.0-2.75s for the 1st shell and +0.75-0.9s for each additional shell
Perks
Assault Rifles
M4A1 Carbine
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Damage:30-20
*Fast ROF,acurate at range,almost as much as ACR
*Good iron sights,some of the best in the game
*Slight recoil forces the user to burst fire at long range,
more suited to medium to close range
Famas
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Damage:40-30 pershot (90-120)per burst
*Has excellent range,better than m16
*It can 1 shot w/SP
*Slower reload,draw time,and heavier recoil than M16
Scar H
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Damage:40-30
*Low recoil
*Iron sights are awesome.donst need a sight attachment
*Good penetration power,good w/FMJ
*Low ammo, only 20 shots, Scavenger pro FTW
Tar 21
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Damage:40-30
*Unique red dot sight and good iron sights+good ROF
*Good reload time and ADS time
*high recoil over distance
*excellent with hearbeat and silencer
*good candidate for a cold blooder class with stinger
FAL
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Most damage per shot assault rifle
Damage:50-35
*3 hits iron sight
*2 hits with halographic at any range
*1 shot to the head w/SP
*Suffers at close range
*Shot gun attachment decreases idle sway and makes up for its lack of power in close quarter situations
M16A4
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Damage:40-30 per shot (90-120) per burst
*Can kill in 1 shot at anyrange w/SP
*less range than FAMAS,
*less recoil+ faster reload
*with holographic sight attached it has less recoil when ADS
ACR
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Damage:30-20
*Low damage means it will take multiple shots to kill
*Perfectly accurate at ANY range, at any rate of fire
*Similar to the m4 but sacrifices ROF for increased accuracy
*Because this gun has almost no recoil it is very overusedf in MP
*great candidate for thermal sights
F2000
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Damage:30-20
*Fastest firing Asult rifle
*Very bad recoil
*Effective at close to medium range
*Can do well at long range if u burst fire
*Red-Dot Sight emmune to EMPS
*If u aim in the upper chest area and fire, the gun will often kick up and get a headshot
*many players consider this the "worst" gun of the game
AK-47
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Damage: 40-30
*Same power as Tar 21 but accurate
*more predictable recoil than tar-21
*Takes 1/2 time to swap to the grenade launcher
*All attachments add idle sway
*Can 1 shot in HC
*Decent with any attachment,very versatile weapon
Sub Machine Guns (SMG)
Attachments that affect SMG's
Rapid fire: Increases ROF by 33.333% or 1/3, but doubles recoil
Akimbo: Doubles your firepower,reduces hip fire accuracy by 50%,but using steady aim increases accuracy by 35%.
Mp5k
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Damage:40-20
*difficult to kill at long range
*high recoil and fast damage drop
*good for close situations
*at medium range the high recoil can work to players advantage due to the fact that the kill bullet will hit the head giving plenty of head shots
*The "k" stands for kurz, which means "short" in German
UMP 45
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Damage:40-35
*Guaranteed 3 hit kill w/SP at range or 2 hits at close range
*Ridiculously accurate
*Silencer tends to reduce recoil
when unsilenced it seem's easier to lay down more accurate suppressive fire
Vector
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Damage: 25-20
*It has the fastest ROF and lowest recoil of all SMG's
*Low damage is the guns biggest issue
*Moderate recoil and decent iron sights make it easy to use at range
*with Rapid fire equipped it is the fastest firing gun of the whole game
*Can kill in 1 hit w/SP in HC
P90
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Damage: 30-20
*large 50 round mag
*a single p90 has amazing hip-fire
*low recoil,good at close to medium range
*adding rapid fire can counter act the low damage and get more bullets hit
*there's a glitch with the Extended Mags attachment on the P90 that allows the player to sprint twice as much.This glitch doesn't work with any other attachments or weapons, but it does work with Bling.
Mini-Uzi
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Damage:30-20
*Slightly better than P-90 in every way ,except mag size
*Compared to the p90 it has faster reload, hoster and drop time
*Incredibly effective in close to mid-range combat
*Difficult to cheat the reload
*Has significantly less recoil than its counterpart in COD4
*I personally enjoy using a Bling'd Uzi with Thermal and silencer
Light Machine Guns(LMG)
General Facts about LMG's
*carrying a LMG gives you a movement speed penalty
*they do not suffer any damage over distance
*they have a very long range
*grips reduce recoil by 50%
*ACOG scopes exaggerate recoil
*silencers reduce DPS by 10
L86 LSW
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Base Damage: 40
Silenced Damage: 30
*can kill in 2 hits w/SPor 3 w/o
*best with grip and slight of hand
*special ACOG scope thats immune to EMP's
*extremely high recoil, not reccomended for sprayers
*2nd fastest reload time of all lmg's
*My personal fav. LMG
RPD
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Base Damage:40
Silenced Damage: 30
*slightly slower ROF than MG4
*kills in 2 hits w/SP
*excellent iron sights,this makes it a good candidate for a hearbeat sensor
*low recoil and large clip
*Tied with the MG4 for reload time
MG4
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Base Damage: 30
Silenced Damage: 20
*Fast ROF
*w/grip it has almost no recoil, its like the ACR of LMG's
*takes forever to reload,has the longest reload time of all LMG's
*low damge,lowest DPS of all LGMS's
*iron sights are messed up,bulllets tend to land at the top circle the sight insteasd of the middle prongs
*with silencer equipped you still show up on radar
AUG HBAR
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Base Damage: 40
Silenced Damage: 30
*exact same damage and ROF as RPD
*fastest reload time of all LMG's
*feels like a hybrid assault LMG
*only 42 bullets per clip
*Doesnt need a grip, already has great accuracy, recommend using either FMJ or extended mags
*least movement penalty of all lmgs
M240
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Base Damage: 30
Silenced Damage: 20
*amost identical to the MG4
*sightly less accuracy than MG4
* has the highest ROF of all LMG's
*slightly higher ROF is its only strength
*with silencer equipped you still show up on radar
Sniper Rifles
General Facts about Snipers
:!: All sniper rifles have the exact same base damage of 70 :!:
*The difference is in the guns body multipliers,which makes it look like they do more or less damage
* Stopping Power undoo's the damage loss by a silencer
*They can all get 1 shot kills w/o SP
Intervention
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Body Multipliers
head=1.5x
neck=1.5x
chest=1.5x
stomach=1.1x
*Handles very well,predictable recoil
*slow ROF
*generally lower recoil than Barrett
*5 mag clip,faster reload time
*typically the chioce of "PRO's"
Barret 50cal.
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Body Multipliers
head=1.5x
neck=1.5x
chest=1.5x
stomach=1.1x
*shoots faster than intervention,inexperienced players tend to fire it oo fast
*settles faster then the intervention
*10mag clip
*very ugly recoil pattern,kicks up and to the right
*higher bullet penetration
WA2000
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Body Multipliers
Head=1.5x
Neck=1.5x
Chest=1.5x
Stomach=1.0x
*It takes the same amount of shots to kill with SP as w/o SP
*slowest weapon switch time of any gun inthe game
*1 hit kill to chest and head area
*Because there are no benefits from SP its becomes a ver versatile weapon,
you could make a counter-sniper class w/cold blooded, or a rushing marksman kit with marathon lightweight
M21 EBR
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Body Multipliers
Head=1.5x
Neck=1.1x
Chest=1x
Stomach=1x
*Seems weak b/c of its multipliers
*w/o SP only 1 shots in head,w/Sp can 1 shot in the head and neck
*typically requires 2 shots to kill
*lowest recoil of all snipers
*tends to burn through ammo quickly
*always kills in 1 hit on HC
Pistols
General Facts anout Pistols
*draw time of .3 seconds
*takes .15 seconds to ADS
*the quick draw time is basically the only adavntage over using a machine pistol or a shotgun
USP45
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Damage:40-25
*relatively short range
*12 round mag
*minimum damage if using silencer
*akimbo USP's knife faster than a tactical knife,but takes longer to draw back
44 Magnum
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Damage:50-35
*long range for pistols
*6 round mag
*usually drops in 2 shots,this thing is a Hand Cannon
*decent akibo accuracy
*has no firecap
*shortest switchtime of all pistols
M9
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Damage: 40-25
*last stand default
*15 round mag
*less range than USP
*best hipfire accuracy of all sidarms
*best akimbo acc. of all pistols
Desert Eagle
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Damage:50-30
*about same range as Magnum
*faster reload sime than magnum
*very ugly recoil,making it difficult to aim while firing
*slightly larger clip than magnum
*with the Tactical Knife Attachment, the iron sights are positioned correctly,
without they dont accurately shoot in the direction the player is aiming
*Its seem's odd that the physically attached lazer sight provides no benefit to the gun
Machine Pistols
PP2000
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Damage:40-20
*20mag clip
*high damage and low recoil
*very slow draw time
*good hip fire and akimbo accuracy
*good iron sights
*extended mags FTW
G18
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Damage:30-20
*Quick drop and draw time
*Insane rate of fire,highest of all guns in the game
*Excellent hip fire
*Akimbo is recommended as it hardly affects hip fire,doubles fire rate
*Best close range weapon other than a shotgun
*SP only changes the kill amount by 1 bullet
M93 Raffica-aka mini m16
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Damage:40-30 per shot(120-90 per burst)
* Almost exactly the same stats as the m16
*Damage drop is less than M16
*Slightly less accurate over distance than m16
*Only machine pistol usable in last stand
*Same akimbo accuracy as the g18's
TMP
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Damage: 30-20
*Most accurate Machine pistol
*Fast reload time/almost no recoil
*Worst akimbo accuracy of all machine pistols
*Recommend using scavenger due to its extremely low magazine capacity
Shotguns
General Facts about Shotgun's
*all have slow draw times
*all have relatively low range,silencers reduce range by 50%
*Aiming down the sight seems to sighten the spread of buckshot
*Each shotgun shoots 6-8 buckshot in a semi-random spread
SPAS-12
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Damage: 40-20 (X8 )(320-160)
*average reload time,draw time and pump time
*high damage and long 1 hit kill range
*reccomend using grip to increase range
*shotgun of PRO's
AA12
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Damage: 20-15 (X8 )(160-120)
*only fully automatic shotgun
*low damage and range
*moderate recoil
*beleive it or not, it can 1 shot people at close range, you dont always have to spray
*extended mag's are RE-DONKULOUS
Striker
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Damage:25-15 (X6)(150-90)
*12 round magazine
*usually takes at least 2 shots to kill at medium range
*good for clearing groups of enemys in close quarters
*minimal damage loss with silencer
*slow reaload time,reccomend slight of hand pro
Ranger
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Damage: 75-25 (X6)(450-150)
Akimbo Damage: 900-300
*cant aim them,each trigger works each barrel
*relatively short range, more accurate than the game says it is
*akimbo hardly affect's its accuracy
*Akimbo Rangers are often seen in multiplayer due to their sheer power(900 max dmg)
M1014
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Damage: 40-20 (X8 )(320-160)
*slightly less range than SPAS12
*low round mags
*if u pull the trigger fast enough you can actually shoot 2 shells simultaneously
*the iron sights are mis-aligned
*the under-mounted flashlight is just for show
Model 1887
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Damage: 35-20 (X8 )(280-160)
Akimbo Damage:560-320
*slow to shoot
*looks really cool then it reloads
*slightly less range than SPAS12 and slower to shoot
*akimbo doubles firepower but slightly decreases range
Masterkey Shotgun(under-mounted)
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Damage: 25-1 (X6)(150-6)
*longest range of all shotguns
*fastest reload and draw time of all shotguns
*least power of all, can take 2-3 shots to kill
*kills using this attachment count as kills for the weapon it is attached to and will add to Marksman challenges
Care packages/Emergency Air-drops
*You can not get another care package,nukes or Emergency airdrops(unless you are in a modded game) from a care package or emergency airdrop
*you can get an emp in CP but not a EAD
CP stats
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*63%of getting a low level reward(3-5 KS)
*37% if getting a higer level reward(7-15 KS)
The probability of any given item is as follows (according to PC code):
14.78% - Resupply
14.78% - UAV
13.04% - Counter-UAV
10.43% - Sentry Gun
10.43% - Predator Missile
9.57% - Precision Airstrike
6.09% - Harrier Airstrike
6.09% - Attack Helicopter
4.35% - Pave Low
4.35% - Stealth Bomber
2.61% - Chopper Gunner
2.61% - AC-130
0.87% - EMP
EAD stats
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*high change of getting more than one 7+Killstreak reward
*they fall in a straight line in the direction you were facing when you threw the marker
*best used in an alley or an open field
*look above you b4 placing the smoke marker ,I cant tell you how many times i have seen people on Underpass place carepackages/emergency airdrops in unreachable places
The probability of getting at least one of any item is as follows
Ammo: 40.0%
UAV: 40.0%
Counter-UAV: 50.2%
Sentry Gun: 50.2%
Predator Missile: 45.3%
Precision Airstrike: 34.4%
Harrier: 18.5%
Attack Helicopter: 18.5%
Pave Low: 11.5%
Stealth Bomber: 11.5%
Chopper Gunner: 7.8%
AC-130: 7.8%
Miscellaneous Info
*Most weapons with a hearbeat attached changes the reload animation slightly
*If a player using the M16 puts their sensitivity on high and spins right, they can see that the right side of the receiver of the M16A4 is not present.
*The F2000,M4A1, and M16A4 are the only guns that allow its user to see the Heartbeat Sensor when they have switched to the under-barrel shotgun.
*The Barrett .50cal makes the most noise of any non-launcher weapon in the game
*The TMP and the Mini-Uzi share the same sound effect when fired
And heres your reward for reading through the whole post
Sources;
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Last edited by TTG_BLING ; edited 6 times in total
Before reading this post keep in mind
*Yes I realize DUBLCLUTCH made a post similar to this,but mine has detailed description's of every gun along with pictures
*much of the information is from Drift0rs videos on YouTube,Call of Duty wiki, and based on my own in game experience.
*there are many uses Acronyms and abbreviations
*MW2's in game Create-A-Class stats charts often lie about weapon and attachment traits
*If you found this informative or entertaining please say thanks
How Damage works
Each player has 100 health in an invisible meter
*With Painkiller activated the player has 300 health
Each gun has a max/min damage (example:40-20)
The farther away someone is the less damage a gun will do
All guns have set range and hit mulitplyers(this list does not include sniper rifles, each have a unique set of body multipliers)
Head=1.5x
Neck=1.3-1.2x
Chest=1x(normal damage)
Legs=1x
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How Silencers Work
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:!: Because silencers directly effect damage its only fitting they be explained here
What they do, in game
*Silencers make you not show up on the enemys radar
*Silencers effectivly eliminate muzzle flash
*Silencers DO NOT increase or decrease recoil
How they affect damage
*In a nutshell using a silencer reduce's a guns effective range(minimum damage)
*Silencers reduce damage by -10 for lmg's and by -20 for sniper's b/c they do not have a minimum range.
*With out Stopping Power it is safe to assume when using the silencer you are doing minimum damage,unless you are point blank.
*Using Stopping Power in conjunction with a silencer attachment on sniper rifles or LMGs will, for all intents and purposes, negate the other's effect on the weapon's damage.
Here's an example
The Scar H has a maximum damage of 40 and a minimum damage of 30
When you put a silencer on it you will reduce the damage to its minimum,that means you will always do 30 damage per shot at any range.
When we add Stopping Power into the mix this negates the effect of the silencer making the Scar do its base damage of 40-30 again/
Reload Time
*Slight of hand cut's reload time by about 50%, it seems to be even more effective on LMG's but that's just my opinion.
*It is faster to reload a partially loaded weapon compaired to a unloaded weapon.
*You can cheat the reload time on almost every gun,when reloading as soon as you see the remaining ammo number change from when u started reloading to the new remaining ammo count double tap Y or knife or sprint slightly. This will dramaticallty cut reload times.
*shotguns have a base reload time of 2.0-2.75s for the 1st shell and +0.75-0.9s for each additional shell
Perks
Assault Rifles
M4A1 Carbine
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Damage:30-20
*Fast ROF,acurate at range,almost as much as ACR
*Good iron sights,some of the best in the game
*Slight recoil forces the user to burst fire at long range,
more suited to medium to close range
Famas
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Damage:40-30 pershot (90-120)per burst
*Has excellent range,better than m16
*It can 1 shot w/SP
*Slower reload,draw time,and heavier recoil than M16
Scar H
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Damage:40-30
*Low recoil
*Iron sights are awesome.donst need a sight attachment
*Good penetration power,good w/FMJ
*Low ammo, only 20 shots, Scavenger pro FTW
Tar 21
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Damage:40-30
*Unique red dot sight and good iron sights+good ROF
*Good reload time and ADS time
*high recoil over distance
*excellent with hearbeat and silencer
*good candidate for a cold blooder class with stinger
FAL
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Most damage per shot assault rifle
Damage:50-35
*3 hits iron sight
*2 hits with halographic at any range
*1 shot to the head w/SP
*Suffers at close range
*Shot gun attachment decreases idle sway and makes up for its lack of power in close quarter situations
M16A4
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Damage:40-30 per shot (90-120) per burst
*Can kill in 1 shot at anyrange w/SP
*less range than FAMAS,
*less recoil+ faster reload
*with holographic sight attached it has less recoil when ADS
ACR
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Damage:30-20
*Low damage means it will take multiple shots to kill
*Perfectly accurate at ANY range, at any rate of fire
*Similar to the m4 but sacrifices ROF for increased accuracy
*Because this gun has almost no recoil it is very overusedf in MP
*great candidate for thermal sights
F2000
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Damage:30-20
*Fastest firing Asult rifle
*Very bad recoil
*Effective at close to medium range
*Can do well at long range if u burst fire
*Red-Dot Sight emmune to EMPS
*If u aim in the upper chest area and fire, the gun will often kick up and get a headshot
*many players consider this the "worst" gun of the game
AK-47
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Damage: 40-30
*Same power as Tar 21 but accurate
*more predictable recoil than tar-21
*Takes 1/2 time to swap to the grenade launcher
*All attachments add idle sway
*Can 1 shot in HC
*Decent with any attachment,very versatile weapon
Sub Machine Guns (SMG)
Attachments that affect SMG's
Rapid fire: Increases ROF by 33.333% or 1/3, but doubles recoil
Akimbo: Doubles your firepower,reduces hip fire accuracy by 50%,but using steady aim increases accuracy by 35%.
Mp5k
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Damage:40-20
*difficult to kill at long range
*high recoil and fast damage drop
*good for close situations
*at medium range the high recoil can work to players advantage due to the fact that the kill bullet will hit the head giving plenty of head shots
*The "k" stands for kurz, which means "short" in German
UMP 45
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Damage:40-35
*Guaranteed 3 hit kill w/SP at range or 2 hits at close range
*Ridiculously accurate
*Silencer tends to reduce recoil
when unsilenced it seem's easier to lay down more accurate suppressive fire
Vector
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Damage: 25-20
*It has the fastest ROF and lowest recoil of all SMG's
*Low damage is the guns biggest issue
*Moderate recoil and decent iron sights make it easy to use at range
*with Rapid fire equipped it is the fastest firing gun of the whole game
*Can kill in 1 hit w/SP in HC
P90
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Damage: 30-20
*large 50 round mag
*a single p90 has amazing hip-fire
*low recoil,good at close to medium range
*adding rapid fire can counter act the low damage and get more bullets hit
*there's a glitch with the Extended Mags attachment on the P90 that allows the player to sprint twice as much.This glitch doesn't work with any other attachments or weapons, but it does work with Bling.
Mini-Uzi
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Damage:30-20
*Slightly better than P-90 in every way ,except mag size
*Compared to the p90 it has faster reload, hoster and drop time
*Incredibly effective in close to mid-range combat
*Difficult to cheat the reload
*Has significantly less recoil than its counterpart in COD4
*I personally enjoy using a Bling'd Uzi with Thermal and silencer
Light Machine Guns(LMG)
General Facts about LMG's
*carrying a LMG gives you a movement speed penalty
*they do not suffer any damage over distance
*they have a very long range
*grips reduce recoil by 50%
*ACOG scopes exaggerate recoil
*silencers reduce DPS by 10
L86 LSW
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Base Damage: 40
Silenced Damage: 30
*can kill in 2 hits w/SPor 3 w/o
*best with grip and slight of hand
*special ACOG scope thats immune to EMP's
*extremely high recoil, not reccomended for sprayers
*2nd fastest reload time of all lmg's
*My personal fav. LMG
RPD
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Base Damage:40
Silenced Damage: 30
*slightly slower ROF than MG4
*kills in 2 hits w/SP
*excellent iron sights,this makes it a good candidate for a hearbeat sensor
*low recoil and large clip
*Tied with the MG4 for reload time
MG4
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Base Damage: 30
Silenced Damage: 20
*Fast ROF
*w/grip it has almost no recoil, its like the ACR of LMG's
*takes forever to reload,has the longest reload time of all LMG's
*low damge,lowest DPS of all LGMS's
*iron sights are messed up,bulllets tend to land at the top circle the sight insteasd of the middle prongs
*with silencer equipped you still show up on radar
AUG HBAR
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Base Damage: 40
Silenced Damage: 30
*exact same damage and ROF as RPD
*fastest reload time of all LMG's
*feels like a hybrid assault LMG
*only 42 bullets per clip
*Doesnt need a grip, already has great accuracy, recommend using either FMJ or extended mags
*least movement penalty of all lmgs
M240
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Base Damage: 30
Silenced Damage: 20
*amost identical to the MG4
*sightly less accuracy than MG4
* has the highest ROF of all LMG's
*slightly higher ROF is its only strength
*with silencer equipped you still show up on radar
Sniper Rifles
General Facts about Snipers
:!: All sniper rifles have the exact same base damage of 70 :!:
*The difference is in the guns body multipliers,which makes it look like they do more or less damage
* Stopping Power undoo's the damage loss by a silencer
*They can all get 1 shot kills w/o SP
Intervention
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Body Multipliers
head=1.5x
neck=1.5x
chest=1.5x
stomach=1.1x
*Handles very well,predictable recoil
*slow ROF
*generally lower recoil than Barrett
*5 mag clip,faster reload time
*typically the chioce of "PRO's"
Barret 50cal.
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Body Multipliers
head=1.5x
neck=1.5x
chest=1.5x
stomach=1.1x
*shoots faster than intervention,inexperienced players tend to fire it oo fast
*settles faster then the intervention
*10mag clip
*very ugly recoil pattern,kicks up and to the right
*higher bullet penetration
WA2000
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Body Multipliers
Head=1.5x
Neck=1.5x
Chest=1.5x
Stomach=1.0x
*It takes the same amount of shots to kill with SP as w/o SP
*slowest weapon switch time of any gun inthe game
*1 hit kill to chest and head area
*Because there are no benefits from SP its becomes a ver versatile weapon,
you could make a counter-sniper class w/cold blooded, or a rushing marksman kit with marathon lightweight
M21 EBR
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Body Multipliers
Head=1.5x
Neck=1.1x
Chest=1x
Stomach=1x
*Seems weak b/c of its multipliers
*w/o SP only 1 shots in head,w/Sp can 1 shot in the head and neck
*typically requires 2 shots to kill
*lowest recoil of all snipers
*tends to burn through ammo quickly
*always kills in 1 hit on HC
Pistols
General Facts anout Pistols
*draw time of .3 seconds
*takes .15 seconds to ADS
*the quick draw time is basically the only adavntage over using a machine pistol or a shotgun
USP45
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Damage:40-25
*relatively short range
*12 round mag
*minimum damage if using silencer
*akimbo USP's knife faster than a tactical knife,but takes longer to draw back
44 Magnum
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Damage:50-35
*long range for pistols
*6 round mag
*usually drops in 2 shots,this thing is a Hand Cannon
*decent akibo accuracy
*has no firecap
*shortest switchtime of all pistols
M9
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Damage: 40-25
*last stand default
*15 round mag
*less range than USP
*best hipfire accuracy of all sidarms
*best akimbo acc. of all pistols
Desert Eagle
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Damage:50-30
*about same range as Magnum
*faster reload sime than magnum
*very ugly recoil,making it difficult to aim while firing
*slightly larger clip than magnum
*with the Tactical Knife Attachment, the iron sights are positioned correctly,
without they dont accurately shoot in the direction the player is aiming
*Its seem's odd that the physically attached lazer sight provides no benefit to the gun
Machine Pistols
PP2000
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Damage:40-20
*20mag clip
*high damage and low recoil
*very slow draw time
*good hip fire and akimbo accuracy
*good iron sights
*extended mags FTW
G18
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Damage:30-20
*Quick drop and draw time
*Insane rate of fire,highest of all guns in the game
*Excellent hip fire
*Akimbo is recommended as it hardly affects hip fire,doubles fire rate
*Best close range weapon other than a shotgun
*SP only changes the kill amount by 1 bullet
M93 Raffica-aka mini m16
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Damage:40-30 per shot(120-90 per burst)
* Almost exactly the same stats as the m16
*Damage drop is less than M16
*Slightly less accurate over distance than m16
*Only machine pistol usable in last stand
*Same akimbo accuracy as the g18's
TMP
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Damage: 30-20
*Most accurate Machine pistol
*Fast reload time/almost no recoil
*Worst akimbo accuracy of all machine pistols
*Recommend using scavenger due to its extremely low magazine capacity
Shotguns
General Facts about Shotgun's
*all have slow draw times
*all have relatively low range,silencers reduce range by 50%
*Aiming down the sight seems to sighten the spread of buckshot
*Each shotgun shoots 6-8 buckshot in a semi-random spread
SPAS-12
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Damage: 40-20 (X8 )(320-160)
*average reload time,draw time and pump time
*high damage and long 1 hit kill range
*reccomend using grip to increase range
*shotgun of PRO's
AA12
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Damage: 20-15 (X8 )(160-120)
*only fully automatic shotgun
*low damage and range
*moderate recoil
*beleive it or not, it can 1 shot people at close range, you dont always have to spray
*extended mag's are RE-DONKULOUS
Striker
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Damage:25-15 (X6)(150-90)
*12 round magazine
*usually takes at least 2 shots to kill at medium range
*good for clearing groups of enemys in close quarters
*minimal damage loss with silencer
*slow reaload time,reccomend slight of hand pro
Ranger
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Damage: 75-25 (X6)(450-150)
Akimbo Damage: 900-300
*cant aim them,each trigger works each barrel
*relatively short range, more accurate than the game says it is
*akimbo hardly affect's its accuracy
*Akimbo Rangers are often seen in multiplayer due to their sheer power(900 max dmg)
M1014
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Damage: 40-20 (X8 )(320-160)
*slightly less range than SPAS12
*low round mags
*if u pull the trigger fast enough you can actually shoot 2 shells simultaneously
*the iron sights are mis-aligned
*the under-mounted flashlight is just for show
Model 1887
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Damage: 35-20 (X8 )(280-160)
Akimbo Damage:560-320
*slow to shoot
*looks really cool then it reloads
*slightly less range than SPAS12 and slower to shoot
*akimbo doubles firepower but slightly decreases range
Masterkey Shotgun(under-mounted)
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Damage: 25-1 (X6)(150-6)
*longest range of all shotguns
*fastest reload and draw time of all shotguns
*least power of all, can take 2-3 shots to kill
*kills using this attachment count as kills for the weapon it is attached to and will add to Marksman challenges
Care packages/Emergency Air-drops
*You can not get another care package,nukes or Emergency airdrops(unless you are in a modded game) from a care package or emergency airdrop
*you can get an emp in CP but not a EAD
CP stats
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*63%of getting a low level reward(3-5 KS)
*37% if getting a higer level reward(7-15 KS)
The probability of any given item is as follows (according to PC code):
14.78% - Resupply
14.78% - UAV
13.04% - Counter-UAV
10.43% - Sentry Gun
10.43% - Predator Missile
9.57% - Precision Airstrike
6.09% - Harrier Airstrike
6.09% - Attack Helicopter
4.35% - Pave Low
4.35% - Stealth Bomber
2.61% - Chopper Gunner
2.61% - AC-130
0.87% - EMP
EAD stats
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*high change of getting more than one 7+Killstreak reward
*they fall in a straight line in the direction you were facing when you threw the marker
*best used in an alley or an open field
*look above you b4 placing the smoke marker ,I cant tell you how many times i have seen people on Underpass place carepackages/emergency airdrops in unreachable places
The probability of getting at least one of any item is as follows
Ammo: 40.0%
UAV: 40.0%
Counter-UAV: 50.2%
Sentry Gun: 50.2%
Predator Missile: 45.3%
Precision Airstrike: 34.4%
Harrier: 18.5%
Attack Helicopter: 18.5%
Pave Low: 11.5%
Stealth Bomber: 11.5%
Chopper Gunner: 7.8%
AC-130: 7.8%
Miscellaneous Info
*Most weapons with a hearbeat attached changes the reload animation slightly
*If a player using the M16 puts their sensitivity on high and spins right, they can see that the right side of the receiver of the M16A4 is not present.
*The F2000,M4A1, and M16A4 are the only guns that allow its user to see the Heartbeat Sensor when they have switched to the under-barrel shotgun.
*The Barrett .50cal makes the most noise of any non-launcher weapon in the game
*The TMP and the Mini-Uzi share the same sound effect when fired
And heres your reward for reading through the whole post
Sources;
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Last edited by TTG_BLING ; edited 6 times in total
#2. Posted:
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Joined: Jun 11, 200915Year Member
Posts: 809
Reputation Power: 72
Status: Offline
Joined: Jun 11, 200915Year Member
Posts: 809
Reputation Power: 72
I hate to bump but this deserves at lest some recognition. I worked really hard on this for the past few days.
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#3. Posted:
Status: Offline
Joined: Jul 07, 201014Year Member
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Status: Offline
Joined: Jul 07, 201014Year Member
Posts: 434
Reputation Power: 16
You got those pictures from Drift0rs in depth series too.
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#4. Posted:
Status: Offline
Joined: Jun 11, 200915Year Member
Posts: 809
Reputation Power: 72
Status: Offline
Joined: Jun 11, 200915Year Member
Posts: 809
Reputation Power: 72
PoopDeritis wrote You got those pictures from Drift0rs in depth series too.
Only the image with damage multipliers, it was the most accurate picture i could find.
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