Call of Duty 4: Modern Warfare/Barrett

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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.

This is the M107
This is the M107

Contents

Source

Click to enlarge
Click to enlarge


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
Assault Rifles: AK47 - G3 - G36C - M14 - M16A4 - M4A1 - MP44
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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