Call of Duty 4: Modern Warfare/Skorpion
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Call of Duty 4: Modern Warfare/Skorpion

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The Škorpion vz. 61 is a Czech submachine gun originally developed for security forces, but it is also used by armies in various countries as a personal sidearm for lower-ranking army personals, vehicle crews, and special forces.

The skorpion on has a 20 bullet clip but has 20-50 damage. The problem is that its range is basically shotgun range. To counter for the small clip you can put Sleight of Hand. For the range you could put on stopping power to bump the min damage to 28. Which is almost as high as the MAX damage for the P-90. Or you could put o UAV jammer BUT ITS PROBABLY NOT WORTH IT PUTTING ON SILENCER because with a range of 200-100 your pretty much always going to be doing 20 damage. Unless you put on stopping power instead of UAV jammer but then it might be better using another SMG with silencer unless you really like the Skorpion's low recoil. Juggernaut is also a good perk you might want to put on since you're running up to them to get into better range. Extreme conditioning might help with this.


This is the Skorpion
This is the Skorpion

Contents

Protolisk's suggestions

Protolisk is a prominent member of the Call of Duty 4 community, but we must remember that these are his opinions. Arguments on the subject will be moved to a sub-page.

Perks summary

  • Stopping power: Increases damage to compensate for low range
  • Juggernaut: For close up battles where you wont need more damge because it already is 2 shot kill(in shotgun range of course not normally)
  • UAV Jammer: So you can sneak up on people to get in better range
  • Extreme Conditioning: To get closer to them. Good idea to use with Juggernaut and UAV jammer


Skorpion Comparisons





General Information

Information No Attachments With Silencer With ACOG
Penetration Type small
Impact Type Small Bullets
Inventory Type Primary
Aim Assist Range 750 - 1000 750 - 1000 750 - 2000
Crosshair Range 750 750 750
Zoom Range 55 55 30

Ammunition

Information For All Attachments
Low Ammo Threshold 0.33 (6 - 7 bullets left)
Ammo Type .32 ACP
Maximum Ammo 160
Starting Ammo 80
Clip Size 20

Damage

Information No Attachments With Silencer With ACOG
Base Damage 20 - 50 20 - 50 20 - 50
Damage vs Juggernaut 15 - 37.5 15 - 37.5 15 - 37.5
Damage with Stopping Power 28 - 70 28 - 70 28 - 70
Headshot Damage (x1.4) 28 - 70 (x1.4) 28 - 70 (x1.4) 28 - 70
Minimum Damage Range 400 300 400
Maximum Damage Range 200 100 200

Movement

Information No Attachments With Silencer With ACOG
Hip Movement Speed Scale 1 1 1
Sights Movement Speed Scale 2 2 2
Sprint Duration Scale 1 1 1
Standing Minimum Speed 80 80 80
Standing Moving Forward 0 0 0
Standing Moving Reverse 0 0 0
Standing Moving Up -1 -1 -1
Ducking Minimum Speed 20 20 20
Ducking Moving Forward 0 0 0
Ducking Moving Reverse 0 0 0
Ducking Moving Up -1.5 -1.5 -1.5
Prone Minimum Speed 0 0 0
Prone Moving Forward -50 -50 -50
Prone Moving Reverse 3 3 3
Prone Moving Up -105 -105 -105

Delays and Reloading

Information No Attachments With Silencer With ACOG
Rate of Fire Time 0.07 0.07 0.07
Reload Time 2.43 2.43 2.43
Reload (from empty) Time 2.67 2.67 2.67
Re-chambering Time 0.1 0.1 0.1

Deviation

Information No Attachments With Silencer With ACOG Reflex Stats
Minimum Standing Hip Spread 2 2 2 2
Maximum Standing Hip Spread 5 5 5 5
Minimum Ducking Hip Spread 1.75 1.75 1.75 1.75
Maximum Ducking Hip Spread 4.5 4.5 4.5 4.5
Minimum Prone Hip Spread 1.5 1.5 1.5 1.5
Maximum Prone Hip Spread 4 4 4 4
Spread added per shot 0.52 0.52 0.52 0.52
Spread added for Moving 4 4 4 4
Decay Rate 4 4 4 4
Ducking Decay Rate 1 1 1 1
Prone Decay Rate 1 1 1 1

Recoil

Information No Attachments With Silencer With ACOG
(Hip) Kick Pitch Minimum 35 35 35
(Hip) Kick Pitch Maximum 40 40 40
(Hip) Kick Yaw Minimum|(Hip) Kick Yaw Minimum -25 -25 -25
(Hip) Kick Yaw Maximum 25 25 25
(Hip) Kick Acceleration 1000 1000 1000
(Hip) Maximum Kick Speed 1200 1200 1200
(Hip) Kick Speed Decay 100 100 100
(Hip) Kick Static Decay 100 100 100
(Hip) Kick View Pitch Minimum -20 -20 -20
(Hip) Kick View Pitch Maximum 30 30 40
(Hip) Kick View Yaw Minimum 50 50 50
(Hip) Kick View Yaw Maximum -50 -50 -50
(Hip) Kick View Center Speed 1700 1700 1400
(Sights) Kick Pitch Minimum 5 5 5
(Sights) Kick Pitch Maximum 15 15 15
(Sights) Kick Yaw Minimum -5 -5 -5
(Sights) Kick Yaw Maximum 10 10 10
(Sights) Kick Acceleration 700 700 700
(Sights) Maximum Kick Speed 2000 2000 2000
(Sights) Kick Speed Decay 35 35 35
(Sights) Kick Static Decay 10 10 10
(Sights) Kick View Pitch Minimum -20 -20 -20
(Sights) Kick View Pitch Maximum 30 30 40
(Sights) Kick View Yaw Minimum 50 50 50
(Sights) Kick View Yaw Maximum -50 -50 -50
(Sights) Kick View Center Speed 1700 1700 1400

Sway

Information No Attachments With Silencer With ACOG
Shell Shock Sway 5 5 5
Hip Max Sway Angle 20 20 20
Hip LERP Speed 4 4 4
Sights Max Sway Angle 2 2 2
Sights LERP Speed 6 6 6
Sights Sway Pitch Scale 0.1 0.1 0.1
Sights Sway Yaw Scale 0.1 0.1 0.1
Sights Sway Horizontal Scale 0.09 0.09 0.02
Sights Sway Vertical Scale 0.1 0.1 0.02

Idle

Information No Attachments With Silencer With ACOG
Hip Idle Amount 30 30 30
Sights Idle Amount 2 2 40
Hip Idle Speed 1 1 1
Sights Idle Speed 0.9 0.9 1.5
Idle Crouch Factor 0.75 0.75 1
Idle Prone Factor 0.4 0.4 1

Melee

Information No Attachments With Silencer With ACOG
Melee Time 0.8 0.8 0.8
Melee Charge Time 1.16 1.16 1.16
Melee Delay Time 0.13 0.13 0.13
Melee Charge Delay Time 0.16 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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