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Call of Duty 4: Modern Warfare/Barrett
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The M107 (Barrett) is a .50cal semi-automatic sniper rifle which follows the lines of its predecessors, the M82A1 and M82A2. The M107's special architecture allows the weapon to be fired with minimal recoil, it is designed in such a way that once a bullet is fired, the barrel itself will move into the main body, reducing the force acting on the user. Its weight and muzzle brake also contribute to the insignificant recoil. Like its predecessors, the M107 is actually an Anti Material Sniper Rifle, used primarily against light armoured vehicles, usually to disable them, the weapon is nevertheless used against targets that are hiding behind walls or sand bags, in which any conventional sniper rifle or rifle will not be able to effectively penetrate.
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Source
Dairuka's note: All sniper rifles do a base damage of 70. No thats not a mistake. No thats not us being inaccurate. Thats the gun's base damage. If you feel that your particularly favorite sniper rifle is more powerful, it's probably a result of the multipliers that cause it to do more damage when you shoot somebody in the related hitbox, such as the head, upper torso, or lower torso. If you need a full source, then do nothing more than trust your own eyes. Click this link and follow the directions shown.
Barrett Comparisons
General Information
| Information | No Attachments | With ACOG |
|---|---|---|
| Penetration Type | large | |
| Impact Type | Armor Piercing Bullets | |
| Inventory Type | Primary | |
| Aim Assist Range | 600 - 2000 | 600 - 2000 |
| Crosshair Range | 600 | 600 |
| Zoom Range | 15 | 30 |
Ammunition
| Information | For All Attachments |
|---|---|
| Low Ammo Threshold | 0.33 (3 bullets left) |
| Ammo Type | .50 caliber BMG |
| Maximum Ammo | 60 |
| Starting Ammo | 30 |
| Clip Size | 10 |
Damage
| Information | No Attachments | With ACOG |
|---|---|---|
| Base Damage | 70 - 70 | 70 - 70 |
| Damage vs Juggernaut | 52.5 - 52.5 | 52.5 - 52.5 |
| Damage with Stopping Power | 98 - 98 | 98 - 98 |
| Headshot Damage | (x1.5 vs Head/Neck/Upper Torso) 105 - 105 (x1.1 Lower Torso) 77 - 77 | (x1.5 vs Head/Neck/Upper Torso) 105 - 105 (x1.1 Lower Torso) 77 - 77 |
| Minimum Damage Range | 5000 | 5000 |
| Maximum Damage Range | 4000 | 4000 |
Movement
| Information | No Attachments | With ACOG |
|---|---|---|
| Hip Movement Speed Scale | 1 | 1 |
| Sights Movement Speed Scale | 1 | 1 |
| Sprint Duration Scale | 1 | 1 |
| Standing Minimum Speed | 80 | 80 |
| Standing Moving Forward | 0 | 0 |
| Standing Moving Reverse | 0 | 0 |
| Standing Moving Up | -2.2 | -2.2 |
| Ducking Minimum Speed | 20 | 20 |
| Ducking Moving Forward | 0 | 0 |
| Ducking Moving Reverse | 0 | 0 |
| Ducking Moving Up | -1.7 | -1.7 |
| Prone Minimum Speed | 0 | 0 |
| Prone Moving Forward | -55 | -55 |
| Prone Moving Reverse | 3 | 3 |
| Prone Moving Up | -145 | -145 |
Delays and Reloading
| Information | No Attachments | With ACOG |
|---|---|---|
| Rate of Fire Time | 0.05 | 0.05 |
| Reload Time | 4.08 | 4.08 |
| Reload (from empty) Time | 4.625 | 4.625 |
| Re-chambering Time | 0.1 | 0.1 |
Deviation
| Information | No Attachments | With ACOG |
|---|---|---|
| Minimum Standing Hip Spread | 10 | 10 |
| Maximum Standing Hip Spread | 15 | 15 |
| Minimum Ducking Hip Spread | 9.5 | 9.5 |
| Maximum Ducking Hip Spread | 14 | 14 |
| Minimum Prone Hip Spread | 9 | 9 |
| Maximum Prone Hip Spread | 13 | 13 |
| Spread added per shot | 1 | 1 |
| Spread added for Moving | 5 | 5 |
| Decay Rate | 5 | 5 |
| Ducking Decay Rate | 1 | 1 |
| Prone Decay Rate | 1 | 1 |
Recoil
| Information | No Attachments | With ACOG |
|---|---|---|
| (Hip) Kick Pitch Minimum | 80 | 80 |
| (Hip) Kick Pitch Maximum | 85 | 85 |
| (Hip) Kick Yaw Minimum|(Hip) Kick Yaw Minimum | -35 | -35 |
| (Hip) Kick Yaw Maximum | 35 | 35 |
| (Hip) Kick Acceleration | 1000 | 1000 |
| (Hip) Maximum Kick Speed | 1200 | 1200 |
| (Hip) Kick Speed Decay | 100 | 100 |
| (Hip) Kick Static Decay | 100 | 100 |
| (Hip) Kick View Pitch Minimum | 80 | 80 |
| (Hip) Kick View Pitch Maximum | 95 | 95 |
| (Hip) Kick View Yaw Minimum | -80 | -80 |
| (Hip) Kick View Yaw Maximum | -95 | -95 |
| (Hip) Kick View Center Speed | 1000 | 1000 |
| (Sights) Kick Pitch Minimum | 0 | 0 |
| (Sights) Kick Pitch Maximum | 0 | 0 |
| (Sights) Kick Yaw Minimum | 0 | 0 |
| (Sights) Kick Yaw Maximum | 0 | 0 |
| (Sights) Kick Acceleration | 600 | 600 |
| (Sights) Maximum Kick Speed | 600 | 600 |
| (Sights) Kick Speed Decay | 100 | 100 |
| (Sights) Kick Static Decay | 100 | 100 |
| (Sights) Kick View Pitch Minimum | 80 | 80 |
| (Sights) Kick View Pitch Maximum | 95 | 95 |
| (Sights) Kick View Yaw Minimum | -80 | -80 |
| (Sights) Kick View Yaw Maximum | -95 | -95 |
| (Sights) Kick View Center Speed | 1000 | 1000 |
Sway
| Information | No Attachments | With ACOG |
|---|---|---|
| Shell Shock Sway | 5 | 5 |
| Hip Max Sway Angle | 20 | 20 |
| Hip LERP Speed | 4 | 4 |
| Sights Max Sway Angle | 2 | 2 |
| Sights LERP Speed | 6 | 6 |
| Sights Sway Pitch Scale | 0 | 0.1 |
| Sights Sway Yaw Scale | 0 | 0.1 |
| Sights Sway Horizontal Scale | 0 | 0.02 |
| Sights Sway Vertical Scale | 0 | 0.02 |
Idle
| Information | No Attachments | With ACOG |
|---|---|---|
| Hip Idle Amount | 30 | 30 |
| Sights Idle Amount | 40 | 40 |
| Hip Idle Speed | 1 | 1 |
| Sights Idle Speed | 1.5 | 1.5 |
| Idle Crouch Factor | 1 | 1 |
| Idle Prone Factor | 1 | 1 |
Melee
| Information | No Attachments | With ACOG |
|---|---|---|
| Melee Time | 0.8 | 0.8 |
| Melee Charge Time | 1.16 | 1.16 |
| Melee Delay Time | 0.13 | 0.13 |
| Melee Charge Delay Time | 0.16 | 0.16 |
This database and table was created by Dairuka who got and sorted the information from the game's .iwd's - Feel free to use this information on your site, just make sure to give credit and maybe a link to the EncyClanPedia if you do.
| Call of Duty 4 Weapons |
|---|
Sub Machine Guns: AK-74U - Mini-Uzi - MP5 - P90 - Skorpion Light Machine Guns: M249 SAW - M60e4 - RPD Shotguns: M1014 - W1200 Sniper Rifles: Barrett .50cal - Dragunov - M40 - M21 - R700 Pistols: Desert Eagle - M1911 .45 - M9 - USP .45 |
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