Call of Duty 4: Modern Warfare/Weapon Explanation

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Call of Duty 4: Modern Warfare/Weapon Explanation

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Penetration Type

Penetration is how well your bullet will travel through walls and wall types. The penetration types are Small, Medium and Large. Sadly, Large works exactly the same as Medium does, and Small with Deep Impact is Medium, so for the sake of accuracy, we're only going to list up to Medium with Deep Impact.

Anyhow, heres the table. The Percentages you see here are all damage reduction percentages. This is how much your damage is reduced based on your penetration type, and the type of wall thickness you're dealing with.

NOTE: Because Medium, Heavy and Armor Piercing has the same penetration rate, a Desert Eagle (Medium) has the same damage reducers as the .50 cal Barrett.

Walling Thin Small Medium Thick
Small 5.00% 70.00% 100.00% 100.00%
Medium 5.00% 35.00% 70.00% 100.00%
Medium with Deep Impact 2.00% 20.00% 35.00% 70.00%

Impact Type

Your weapon's Impact Type determines how large the bullets are, and how visible their ricochet or object damage is. In the single player game, it also judges how much you stagger as a result of being hit by each weapon. There is also one "Impact Type" that has even greater damage effects, which is found on the .50 cal Barrett.

DenKirson: ImpactType is nothing more than a Decal and Special Effect descriptor.
Buckshot, Small, Large, Armor Piercing, they have no affect on damage or penetration, but only what kind of decal shows up on a surface.
Small will make little holes, Large will kick up dust and show chips or dents in surfaces, and Armor Piercing will deliver big sparks and show devastating marks. But they're just for show.

Inventory Type

This determines where in your inventory you can find this weapon. Rifles and Sidearms are your Primary Weapons, meaning they can be dropped and picked up from dead bodies, and can picked out and alternated by pressing the 2 key.

RPG's, Claymores and C4 count as item's. They each have assigned keys that you can press to select them.

Knives and Grenades count as offhand weapons. Grenades can be cooked or thrown by pressing their assigned weapon.

Aim Assist Range

Aim Assist Range is a console-only variable (disabled for PC), using the same range units as damage range. The larger the number, the further a player can have auto-aim help in targeting an enemy.

Crosshair Range

This judges how far you can shoot someone, and be alerted of the contact on your crosshair. The crosshair typically changes colour, and shows up with an X, instead of it's usual T shape, when you shoot someone.

Zoom Range

Zoom Range or "Zoom FOV" dictates your field of view in degrees when you sight a weapon.
The higher the number, the greater field of view.
The lower the number, less around you can be seen. The center of your view fills up the screen and appears to be closer.

Consoles are limited to an FOV of 65, while PC has the option of increasing FOV to 80.
Most ironsighted weapons have an ADS Zoom around 50, which is only a 1.3x zoom (going by the 65 FOV).
The ACOG's 30 is just over 2x, and a sniper rifle's 15 is just over 4x.

Low Ammo Threshold

This tells you when your Ammo Bar is going to turn red, and how many bullets you'll have left in the magazine when it does turn red on you.

Ammo Type

This tells you what type of ammo your weapon uses. For a complete listing of what guns share ammunition in the game visit the Ammunition Sharing page.

Maximum Ammo

This tells you how much ammunition you can have on you at maximum. You can start with this much ammunition if you choose Bandolier as a perk. In otherwords, the maximum amount of ammunition you can carry is typically three times what you normally start with.

Starting Ammo

This tells you how much ammunition you would normally start with, if you didn't take the Bandolier perk.

Magazine Capacity

This tells you much many rounds your weapon's magazine carries.

Base Damage

This tells you how much damage your weapon would do at minimum to maximum ranges, without modifiers from Juggernaut, Stopping Power, Sonic Boom, Headshots, Neck/Torso Shots with a Sniper Rifle, or any other types of modifiers what-so-ever.

Yes, all of the sniper rifles have the same base damage. No thats not a mistake. It's in the values. The .50cal only seems stronger as a sniper rifle, because you get a modifier for Torso Shots due to it's Armor Piercing Impact Type.

Damage vs Juggernaut

Juggernaut does either one of two things: I can't prove it either way, but I can explain it both ways.

There is a value that states that Juggernaut gives a 25% Damage Reduction.

Melee (Knife) values dictate that it does 135 damage instead of 100 damage.

This means that Juggernaut either gives you 35 extra health, or it reduces bullet damage on you by 25%.

Please note that Juggernaught and Stopping Power cancel each other out either way. This is hardcoded into the game.

Damage with Stopping Power or Sonic Boom

Stopping Power increases the damage for Bullets by 40%.

Sonic Boom increases the damage for Explosives by 25%.

Headshot Damage

Headshots provide a modifier to weapon damage. Most of the time that modifier is (x1.4) which means a 40% damage bonus. This modifier goes into affect AFTER the stopping power modifier as well. So in essence it's (Base) x 1.4 x 1.4 = (Full Damage) and not (Base) x 1.8.

Most sniper rifles get modifiers on the Neck as well as the head. Also note that most sniper rifles get a (x1.5) instead of a (x1.4) which will give them a 1 shot kill on everything except Juggernaut users.

Minimum Damage Range

This value has a higher number because it dictates how far your bullet has to travel before only the minimum (lower number) of damage is done.

Maximum Damage Range

This value has a lower number because it dictates how close your opponent has to be before the Maximum (Higher Number) of damage is done.

Fire Time

This is your rate of fire broken into seconds and milliseconds.


Reload Time

How long it takes you to reload your gun. Note that for some shotguns, and some sniper rifles you have to reload each bullet. So a 1.5 second reload rate on a gun that you have to reload 4 bullets on, would equate out to a 6.0 second reload rate.

Reload (from empty) Time

Yes, you are penalized for reloading from empty. This means there is a benefit to reloading your gun before it runs out of ammunition. This does NOT apply to the light machine guns since the bolt is always pulled first before the rest of the reload process, regardless of how many rounds are left in the belt.

Re-chambering Time

How long it takes for a new bullet to enter into the chamber, so you can fire it. This is usually a miniscule and insignificant number, but it also explains where and when the deviation is calculated.

Minimum Standing Hip Spread

The smallest amount of deviation you suffer from when shooting your gun from a standing position. Deviation is how far your gun's bullet will stray from the aimed target. This explains why some bullets stray completely from where you shoot.

Maximum Standing Hip Spread

The largest amount of deviation you suffer from when shooting your gun from a standing position. Deviation is how far your gun's bullet will stray from the aimed target. This explains why some bullets stray completely from where you shoot.

Minimum Ducking Hip Spread

The smallest amount of deviation you suffer from when shooting your gun from a crouching position. Deviation is how far your gun's bullet will stray from the aimed target. This explains why some bullets stray completely from where you shoot.

Maximum Ducking Hip Spread

The largest amount of deviation you suffer from when shooting your gun from a crouching position. Deviation is how far your gun's bullet will stray from the aimed target. This explains why some bullets stray completely from where you shoot.

Minimum Prone Hip Spread

The smallest amount of deviation you suffer from when shooting your gun from a prone position. Deviation is how far your gun's bullet will stray from the aimed target. This explains why some bullets stray completely from where you shoot.

Maximum Prone Hip Spread

The largest amount of deviation you suffer from when shooting your gun from a prone position. Deviation is how far your gun's bullet will stray from the aimed target. This explains why some bullets stray completely from where you shoot.

Spread added per shot

This number determines how much deviation is added, with each successive shot on an automatic weapon. Semi-automatic weapons also suffer from this, if the gun is fired rapidly. Deviation is how far your gun's bullet will stray from the aimed target. This explains why some bullets stray completely from where you shoot.

Spread added for Moving

This number determines how much deviation is added, while moving. This is why it is so much harder to hit someone while still moving around. Deviation is how far your gun's bullet will stray from the aimed target. This explains why some bullets stray completely from where you shoot.

Decay Rate

This number determines how much deviation is removed from your gun for every second after the first shot has been fired.

Ducking Decay Rate

This number determines how much Additional deviation is removed from your gun for every second after the first shot has been fired, while you are crouching.

Prone Decay Rate

This number determines how much Additional deviation is removed from your gun for every second after the first shot has been fired, while you are prone.

What is Pitch and Yaw?

Dairuka's Notes:' I suck at Math. So this may be completely incorrect. This is purely speculation. I have very little proof to back this theory up. Any help in this subject from an actual expert would be appreciated.

Pitch and Yaw are actually flight terms, but in the game it actually defines how your gun moves around. The simplest explanation is this:

Pitch determines how much your gun moves around up to down.

Yaw determines how much your gun moves around left to right.

For a better understanding of how complicated Pitch and Yaw actually is, refer to this picture on aerodynamics regarding Pitch, Yaw and Roll.

Image:PitchYawRoll.png

As you can see it's more than Up and Down and Left and Right, but for the sake of simplicity, think of your screen as a simple X and Y grid.

Image:Grid.jpg

Think of Yaw as the X grid going left to right. - Then Think of Pitch as the Y grid going up to down.

A Yaw of 50 and a Pitch of 50 would move the gun to the lower right hand corner (view upper).
A Yaw of -50 and a Pitch of -50 would move the gun to the upper left hand corner (view lower).

DenKirson: Like an aircraft, COD4's gunkick uses inverted pitch directions: negative pitch goes up.
BUT view kick behaves the other way. Positive kick goes up.
A value of 10 is equal to one degree.

The weapon will randomly kick in the field between the min and max values.
A minimum view kick Yaw of 20 and maximum of -20 would result in the weapon kicking two degrees left, two degrees right OR anywhere in-between with each shot.
(It does not matter if the positive or negative is the max or min)

If both values for pitch or Yaw are positive or negative, then the weapon will always kick in one direction.
A minimum view kick Pitch of 10 and maximum of 30 would result in upwards view kick between one and three degrees with each shot.

'As quoted by Anonymous on the Admin Notice Board

You're right, but as requested here's your references. Yup, they're taken from flight terms, and work the same way. (http://www.3dgameprogramming.net/2007/07/31/getting-started-with-xna-first-person-camera/)

In 3d programming we use X, Y, and Z for the position of an object in a 3d space, but pitch, roll, and yaw are the orientation - which way it's pointing along three 360 degree axes. This includes how the camera is oriented for the player's screen. Since FPS's use the camera as the gunsight, recoil is transferred to the player by moving the orientation of the camera. It doesn't affect your physical positioning, (WSAD keys) so you wouldn't get moved around the map, but it'd definitely change the positioning of your camera just the same as your mouse does. If you're wondering, Roll is used too, just not in the weapon recoil. It's the "tilt" of the camera such as in single player when you're "knocked down" and staring at the ground sideways. Adjusting roll is more likely to cause motion sickness in those susceptible to it (http://ieeexplore.ieee.org/Xplore/login.jsp?url=/iel5/9639/30462/01403694.pdf?arnumber=1403694) which is one reason why many games don't often adjust camera roll.

Yaw recoil is the sideways buck of the gun, and turns your camera slightly as if you slid the mouse along the left-right axis. Pitch recoil is your up-down axis and represents muzzle climb. The end result is that your camera, and thus crosshair, have been moved.

I can't tell you for sure how they handle the whole recoil formula in COD until I poke around some more, but it goes roughly something like this. Each round fired will buck the gun according to its yaw and pitch recoils. (I don't believe it's the same amount every time.) So something that has higher values for negative yaw and positive pitch will stray up and to the left but can still bounce around a bit along the way. There's also a maximum value though. (Kick View?) Try taking an AK47 with an ACOG, pick a target, and open fire. It will stray off and be hard to compensate for, but then even out and resist your mouse less. Then try it with doubletap: it will jump quickly off your original bearing as the combined recoil comes at you faster, but reaches the controllable point quicker. This is great for sustained fire but makes burst firing more difficult.

Hope you find this useful, even if it was a little longwinded!

(Hip) Kick Pitch Minimum

This number determines the minimum amount of Actual Pitch Recoil your gun goes through on the game client or server, while firing from the hip.

(Hip) Kick Pitch Maximum

This number determines the maximum amount of Actual Pitch Recoil your gun goes through on the game client or server, while firing from the hip.

(Hip) Kick Yaw Minimum

This number determines the minimum amount of Actual Yaw Recoil your gun goes through on the game client or server, while firing from the hip.

(Hip) Kick Yaw Maximum

This number determines the maximum amount of Actual Yaw Recoil your gun goes through on the game client or server, while firing from the hip.

(Hip) Kick Acceleration

This number determines how fast your gun will move with each shot made, while firing from the hip.

(Hip) Maximum Kick Speed

This number determines the maximum movement speed of your gun while it's flailing back and forth between the Pitch and Yaw minimums and maximums, while firing from the hip.

(Hip) Kick Speed Decay

This number determines how fast your gun will return to it's static position after you stop firing your weapon. Firing in bursts means that the decay will slow down the speed at which your gun is moving, thus resulting in less recoil. Of course, this number is only for when firing from the hip.

(Hip) Kick Static Decay

This number determines how fast your gun will recover from the recoil, while still in hip stance.

(Hip) Kick View Pitch Minimum

This is a tricky number since there is actually a difference between "Actual Recoil" and what you see on the screen. We'll call it "Visual Recoil" for the sake of clarification.

This number determines the minimum amount of Visual Pitch Recoil your gun shows on your computer screen, while firing from the hip.

(Hip) Kick View Pitch Maximum

This number determines the maximum amount of Visual Pitch Recoil your gun shows on your computer screen, while firing from the hip.

(Hip) Kick View Yaw Minimum

This number determines the minimum amount of Visual Yaw Recoil your gun shows on your computer screen, while firing from the hip.

(Hip) Kick View Yaw Maximum

This number determines the maximum amount of Visual Yaw Recoil your gun shows on your computer screen, while firing from the hip.

(Hip) Kick View Center Speed

This number determines how fast your gun will return to the center of the screen after you stop firing. It is related directly to the Kick Speed, and Decay Rates.

(Sights) Kick Pitch Minimum

This number determines the minimum amount of Actual Pitch Recoil your gun goes through on the game client or server, while firing from the sights.

(Sights) Kick Pitch Maximum

This number determines the maximum amount of Actual Pitch Recoil your gun goes through on the game client or server, while firing from the sights.

(Sights) Kick Yaw Minimum

This number determines the minimum amount of Actual Yaw Recoil your gun goes through on the game client or server, while firing from the sights.

(Sights) Kick Yaw Maximum

This number determines the maximum amount of Actual Yaw Recoil your gun goes through on the game client or server, while firing from the sights.

(Sights) Kick Acceleration

This number determines how fast your gun will move with each shot made, while firing from the sights.

(Sights) Maximum Kick Speed

This number determines the maximum movement speed of your gun while it's flailing back and forth between the Pitch and Yaw minimums and maximums, while firing from the sights.

(Sights) Kick Speed Decay

This number determines how fast your gun will return to it's static position after you stop firing your weapon. Firing in bursts means that the decay will slow down the speed at which your gun is moving, thus resulting in less recoil. Of course, this number is only for when firing from the sights.

(Sights) Kick Static Decay

This number determines how fast your gun will recover from the recoil, while viewing through the sights.

(Sights) Kick View Pitch Minimum

This is a tricky number since there is actually a difference between "Actual Recoil" and what you see on the screen. We'll call it "Visual Recoil" for the sake of clarification.

This number determines the minimum amount of Visual Pitch Recoil your gun shows on your computer screen, while firing from the sights.

(Sights) Kick View Pitch Maximum

This number determines the maximum amount of Visual Pitch Recoil your gun shows on your computer screen, while firing from the sights.

(Sights) Kick View Yaw Minimum

This number determines the minimum amount of Visual Yaw Recoil your gun shows on your computer screen, while firing from the sights.

(Sights) Kick View Yaw Maximum

This number determines the maximum amount of Visual Yaw Recoil your gun shows on your computer screen, while firing from the sights.

(Sights) Kick View Center Speed

This number determines how fast your gun will return to the center of the screen after you stop firing. It is related directly to the Kick Speed, and Decay Rates.


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