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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.
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
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 |
|---|
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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