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Black Ops- One in the chamber(Stadium)

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Black Ops AWESOME videoCall of Duty: Black Ops Information This stuff is going to see a bunch of small changes over time. It'd be best to redirect anyone here for the most up to date images instead of posting old pictures elsewhere. Data is 100% accurate based on data taken openly from the game's files (unless I made a typo). For now, GUNS. Nov 13 - Omitted numbers to specify what damage the guns have. Added the damage difference in the CZ 75 full auto. Nov 16 - Added the first draft of the explosives chart below the weapons chart. Haven't added Launchers yet. Nov 17 - Added Perks image below Explosives. Link related to Hardline's Care Package Gamble moved below. Nov 18 - Added Masterkey and Flamethrower Attachment to bottom of weapon chart. Nov 20 - A .zip that contains a bunch of Black Ops related images from the HUD and Menu. COMING SOON: THE OTHER STUFF Surely you know the details of these things by now. Damage starts at one amount of damage, decreases over a certain range and continues at a lower damage. The Red line indicates the basic damage. The Green line indicates damage range with a silencer (or the Python's Snub Nose). Certain body parts multiply damage from attacks. Note that the L96A1 has an extra damage modifier. The shoulders and biceps also take 1.5x damage. All shotguns' minimum damage is 10 and all five of them fire eight pellets of buckshot. - A weapon's Hip Spread is determined by a minimum and maximum cone of fire in degrees from the center of the screen. Shotguns from the hip are much less accurate than they used to be before. Aim down the sights with them to make them a bit more effective. - Recoil is an area within four points and the random chance of the weapon kicking in those directions. The view kick is made of four forces. When two numbers are in opposing directions, they fight one another. The kick focuses on the average between the two, so if a weapon kicks left 10 and right 60, the kick will always be to the right. If a weapon kicks 60 both left and right, the sights have equal chance of jumping either way. If both numbers are on one side of the arrows, then it'll always kick in that direction. Working against the recoil is Center Speed (number in the bottom right of the Recoil box) which is an arbitrary number. Higher Center Speed means faster recovery. - A weapon's Fire Time is the time between each shot. Divide 60 by the Fire Time and you get the Rounds Per Minute. The L96A1 and Stakeout use RechamberTime, basically the same as FireTime, but there to prevent you from skipping the bolt/pump animation. The burst fire weapons have a 0.2 second delay between bursts, cutting their rate of fire down significantly. Each weapon has a specific Reload Time for partial and Empty magazines. For both of these reloads is the Add Time, the point where the Ammo Counter changes. The Add Time indicates the point where you can cancel the reload animation and still have a reloaded weapon. Some shotguns and the Python reload one round at a time. The first round takes longer than the following rounds. The Python's Speed Loader time is also indicated in place of the Add Time (which is irrelevant for the Python). - Raise Time and Drop Time are the lengths it takes to put away one weapon and take out another. Combine one gun's Drop with another's Raise to see how long it will take. NOTE: Switching from one weapon to a Pistol will cause your weapon in hand to use Quick Drop, only 0.25 of a second. Aim Down Sights takes a moment before the sighted accuracy takes effect after pressing the ADS button. Depending on the weapon you're carrying, your character will have his running speed changed. Like Call of Duty 1 and 2, it is no longer based on your primary; what is in your hand determines your speed. Meaning if you switch to a pistol, you will run faster than whatever assault rifle or LMG you've got.

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The Flamethrower lets out an invisible projectile traveling along the flame stream that causes 50 points of damage.
Each projectile eats up 4% of fuel in the 100% tank, meaning 25 "shots" total.
The flame projectiles reach out to about 500 inches / 12.5 meters before fading out, giving it similar range to shotguns.



Grenades and Explosive Equipment.

Hm, should I leave these crude doodles for the equipment images or should I replace them with the real in-game images?

The actual graphics really do a number on the filesize.

Anyway. In the Blast Radius column are three numbers.
The Maximum Damage at the center of the blast.
The Minimum damage at the edge of the blast.
The Radius of the blast itself.

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