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AURA Clan - Australia & New Zealand Multiplatform Clan :: View topic - MW2: Game/Weapon stats and data
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MW2: Game/Weapon stats and data
 
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PostPosted: Thu Nov 26, 2009 1:29 pm Post subject: No icon MW2: Game/Weapon stats and data Reply with quote

Some of you may be aware of the work of Den Kirson, but for those of you who aren't his work might be of some interest.
  Den's site has been a huge source of information for me for the COD series, with vast detail on weapon and game stats and data. The weapon charts in particular for COD4 and WaW were amazing, not to mention the work he has done on other games.
  Unfortunately IW appear to have changed the way the files are handled (possibly to avoid hacking?), so at this stage the same detail for MW2 is unavailable. However, there is still some interesting things that have been discovered.


Here's the link to the site:
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At the top left of the page is a series of tabs which will take you to the game you wish to look at.

I'll keep an eye out and if any other info comes up I'll add it. Here is what is known so far:

"The handling of weapons has changed significantly, they have been moved to one of the game's "fastfiles", encrypted.

At least the multiplayer weapons still operate very much like their COD4 predecessors.
Weapon damage in increments of ten. Damage loss after a distance depending on the weapon type.

Testing from others has confirmed the use of a damage of "35" for weapons.
The intent for this is likely to make Stopping Power less "powerful".
For example, the FAL may deliver 50-35 damage. Because of this, Stopping Power's benefit is not prevalent - 50 is already two shots and 35 is three, Power bringing it up to 49 damage will still require three shots. It does appear to have at least a 1.5x headshot multiplier, similar to the M14, allowing a one headshot kill up close with Stopping Power.

Sniper rifles use the 70 damage with varying 1.5 and 1.1 multipliers.

The silencer appears to have a negative effect to sniper rifles, LMGs and possibly other weapons that do not lose damage over distance.
Also shotgun range is decreased by silencers.

-----
Details on things that are not guns, of what was able to be ripped out of the fastfiles (so far) thanks to gagarin.

Sentry Gun has 1000 points of health.
Explosives deliver 7x their damage against a Sentry.
A Melee attack will instantly disable the Sentry.
The Sentry has the potential to fire continuously for eight seconds.
It recovers fully in four. If it "overheats", it will take eight seconds.

The UAV has 700 health and hangs around for thirty seconds.

Both Helicopters have 1500 health.
The Pave Low has two flare countermeasures and 3000 health.
The AI controlled Helicopters use three of the four same old Threat Factors.
Class Threat has been removed, presumably due to the Secondary Weapon diversity.

The Harrier has 3000 health.
Luckily, lots of things will instantly kill it (or at least really hurt it (and all other aircraft).
A Stinger, Javelin and other killstreaks (like the remote missile and AC130 guns) will instantly destroy it.
The RPG7 and AT4 will do whatever damage they do AND an extra 900 points of damage.

The AC-130 apparently only has 1000 health.
This is probably offset by the fact that it has two flare countermeasures and is way up in the air.
It lasts 40 seconds. All three guns are all available. They have a reload time of:
25mm = 1.5
40mm = 3.0
105mm = 5.0

The Care Package and Emergency Airdrop have a chance of dropping anything (except nukes).
Care Package has a much higher probability of dropping other low-Streak hardpoints, while the Emergency Airdrop evens up the chances.

-----
On perks and a few other things:

The wait time between bursts for the FAMAS, M16 and M93R is still 0.2 seconds.
It is possible, though, that they may have their own individual burst wait times now.

Stopping Power is still 1.4x against players.
Stopping Power Pro increases its damage against vehicles by 1.65x.

Danger Close is a bit stronger than it's predecessor, 1.4x increase in damage (rather than 1.25).

Blast Shield equipment cuts damage down to 0.45x (or 0.65?), ensuring almost always surviving anything.
Blast Shield and Danger Close will cancel each other out.
Semtex stuck to the player will ignore Blast Shield.

Commando adds 176 units of measurement to its 64 inch melee strike.
Commando Pro cuts off all damage for any fall.

Rapid Fire attachment has the same effect as Double Tap, multiplying time between shots by 0.75x (other way around, Rate of fire by 1.33x)
FMJ (Full Metal Jacket) attachment has the same effect as Deep Impact, greatly improving penetration through walls and objects.

Painkiller adds 200 health to the player. If the player suffers at least 101 points of damage while Painkiller is active... he gets a reward. Throwing knives and melee attacks will still kill in one hit.

One Man Army allows the player to change his class on the fly in 6 seconds.
One Many Army Pro cuts that down to 3. It takes the place of the secondary weapon and can not be dropped.

Sleight of Hand still cuts reload time in half. Pro halves both sighting in and out.

Ninja Pro and SitRep Pro will multiply Player footstep sound by 0.25x and enemy footsteps by 4x respectively.

Lightweight will multiply the player's movement speed by 1.1x
Lightweight Pro will cut the delay between sprinting and being able to shoot to 60%.

On movement speed (player speed is determined by his his primary slot whether he starts with it or picks it up):
SMGs, Pistols and Sniper Rifles have a Speed of 100%
Assault Rifles and Shotguns have a Speed of 95%
Machineguns have a Speed of 87.5%
Riot Shield and Launchers have a Speed of 80%

-----
The problem shotgun hitscans had with cars is dealt with, damage dealt to destructibles like barrels and cars are multiplied by four.
Cars and barrels have the same health and "on fire" health drain as they do in COD4."



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PostPosted: Wed Dec 02, 2009 12:11 am Post subject: No icon Re: MW2: Game/Weapon stats and data Reply with quote

Wow Shocked  cool facts all handy in the game
thanx Nosdog!
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PostPosted: Thu Dec 03, 2009 11:38 am Post subject: No icon Re: MW2: Game/Weapon stats and data Reply with quote

No worries.

I thought the FAL info was interesting in that SP gives no advantage..?..
That would free up the slot for another perk... Smile

Has anyone used the FAL? I've only played with it once (too many other cool weapons to play around with  Cool and the single fire doesn't appeal to me atm ), and I rarely see it used by others...



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PostPosted: Sun Dec 06, 2009 6:51 pm Post subject: No icon Re: MW2: Game/Weapon stats and data Reply with quote

I use the FAL quite alot with SP, thx to this I will change that straight away.
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PostPosted: Mon Dec 07, 2009 10:09 am Post subject: No icon Re: MW2: Game/Weapon stats and data Reply with quote

Cool...so have you noticed any difference in kill time?

Having game data is always handy, but nothing beats actual gameplay to test the data.



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PostPosted: Mon Dec 07, 2009 8:00 pm Post subject: No icon Re: MW2: Game/Weapon stats and data Reply with quote

I saw no difference in the kill time so I would say this data is pretty accurate so I have changed SP to leightweight now.



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PostPosted: Tue Dec 08, 2009 9:51 am Post subject: No icon Re: MW2: Game/Weapon stats and data Reply with quote

Awesome. Would make for a good long range ghost weapon I reckon....



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PostPosted: Sat Jan 16, 2010 3:33 pm Post subject: No icon Re: MW2: Game/Weapon stats and data Reply with quote

Who Hah Thanks Nosdog for the info thats great.

If anyones got an iPhone I just got a great App for MW2 showing all the Maps Perks Accolades badges etc so keeps an eye on for that one you can enter what you have accomplished to keep up with your progress as well is was only $1:19 but moneys well spent!
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