Gun Chart for Modern Warfare 2

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Gun Chart for Modern Warfare 2

Post by |i|.NikeZ on Sun Nov 14, 2010 6:57 pm

Here is the full gun chart for Modern Warfare 2. It's taken right from the game data so it's very accurate

Here's the actual link to the chart:

Here's info for basically anything with Modern Warfare 2:
This is the first presentable version of the "Interactive Modern Warfare 2 Chart".
Click on the top row of images to change to the list of that weapon class.
Click on the name of the weapon to change to that weapon.

Update: Feb 05, added the reload times, Raise/Drop times and ADS times for all weapons.
Note: Shotguns replace "Empty" with "Next". The first reload time is followed by the "next" time for each shell added.

You need the most recent version of Adobe Flash Player to view the following.

I put up two of them so you can compare two weapons at the same time without having to switch between the two.
For a larger view, click here.

Damage is near 100% correct with data from the PC version's games_mp.log.
The range at which damage drops though is only approximate.
Player health is 100 and only 30 in "Hardcore".

Just like COD4 and WaW, body parts are segmented and multiply damage when hit.
"FireTime" is the split second between each shot.
"FireRate" is the potential amount of rounds the weapon can fire in a minute without reloading.

Hip Spread is measured in degrees from the center of the screen. (yet to get the shotgun spread)

"Reload" is the time from the very start to the very end of the reload (when the crosshair reappears).
"Empty" is the time to reload when the weapon is completely empty.
"Add Time" is the point in time in which the ammo is loaded, when the ammo counter changes.

"Drop Time" is the time it takes to put away a weapon to draw the other one.
"Raise Time" is the time it takes for that other weapon to be prepared to fire.
Combine the Drop of the weapon you switch from with the Raise of the weapon you switch to.
When switching to a Handgun, all weapons use QuickDropTime, only 0.25 seconds.
The M93 Raffica is also treated as a Handgun and benefits from QuickDrop as well.

"Sight Time" is the time it takes to Aim Down the Sight and return to the hip.

"Recoil" is measured with four opposing powers, two for up/down, two for left/right.
More power = more kick.
More power for one direction = more likely to kick in that direction.

On movement speed (player speed is determined by the weapon in his primary slot):
SMGs and Sniper Rifles have a Speed of 100%
Assault Rifles have a Speed of 95%
Machineguns have a Speed of 87.5%
Riot Shield has a Speed of 80%
A player can pick up another weapon and keep the movement speed of the weapon he spawned with.


Details on things that are not guns, of what was able to be ripped out of the fastfiles (so far) thanks to gagarin.
Anything posted here is subject to scrutiny and change as we still go over it.

Sentry Gun has 1000 points of health and an extra 300 layer of health for bullets.
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.
After 90 seconds, the sentry will destroy itself if the enemy has not done so.

The UAV and Counter UAV have 700 health and hang around for thirty seconds.

Both Helicopters have 1500 health, Chopper Gunner has one flare countermeasure.
The Pave Low has one flare and 3000 health.
Unlike the helicopter in COD4, these three will decrease bullet damage to 0.3x all the time.

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.
Both the Pavelow and Helicopter last for 60 seconds.
The player controlled Chopper Gunner lasts for 40 seconds, not including the time it takes to travel to the map.

Both the Precision Airstrike and Harrier Strike deliver the same payload.
Three (two for Harrier) jets fly by and drop a bomb that breaks apart and releases ten bomblets each.
Each cluster bomb has an explosive radius of 512 inches, with damage of 200 at the center to 50 at the edge.

The Harrier that hangs around has 3000 health and cuts player damage against it in half.
Luckily, some will instantly kill it (or at least really hurt it).
A Stinger, Javelin and other killstreaks (like the remote missile and AC130 guns) will instantly destroy it.
The RPG7 and AT4 will do a specific amount of damage - the Harrier's max health minus 900.
The Harrier will hover in place for 45 seconds.

The Stealth Bomber drops a lot of bombs.
Each of them have an explosive radius of 896 inches.
They deliver 300 damage at the impact point and 50 at the edge.

The AC-130 apparently only has 1000 health.
This is offset by two flare countermeasures and immunity to everything except Launchers.
It lasts 40 seconds. All three guns are 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 a bit.
The Littlebird that drops the package has 500 health and can be destroyed.
Its speed is so great that the window of opportunity to destroy it before it drops the package is very small.

Claymores have:
0.75 second delay after detection. Scrambler Pro increases the delay to 3 seconds.
192 inch detection range.
70° forward field of view detection radius.

On perks and a few other things:

The wait time between bursts for the FAMAS, M16 and M93R is 0.2 seconds.

Stopping Power is still a 1.4x damage multiplier against players.
Stopping Power Pro has that multiplier applied against vehicles. It may also ignore damage absorption some vehicles have.

Danger Close is a bit stronger than it's predecessor, 1.4x increase in explosive damage.
Danger Close Pro is the multiplier applied to all killstreak damage, from AC-130s to Sentry Guns.

Blast Shield equipment cuts damage down to 0.65x, ensuring high survivability, but not invincibility.
Blast Shield and Danger Close will cancel each other out.
Semtex stuck to the player is powerful enough to ignore Blast Shield.

Commando adds 176 units of measurement to the range of the 128 unit lock distance of the melee charge.
Commando Pro cuts off all damage for any fall.

Scavenger will replenish one of each kind of ammunition if that ammo is not already at "MaxAmmo".
One Primary weapon magazine.
One Secondary weapon magazine.
One Grenade/Equipment.
One Special Grenade.
One Underbarrel Grenade / Four Masterkey shells.

MaxAmmo is very particular regarding Scavenger.
MaxAmmo does not count the ammunition loaded in the weapon.
An assault rifle has a maximum of 180 MaxAmmo + 30 MagSize.
Launchers only have a MaxAmmo of 1. To pick up a second grenade, the launcher must be reloaded.
If the currently held weapon and grenades are full, a blue bag will not be picked up even if the other weapon is not full.

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 damage through walls and objects.

Painkiller divides incoming damage by 3.
Throwing knives and melee attacks will still kill a Painkiller in one hit.

One Man Army allows the player to change classes on the fly in 6 seconds.
One Many Army Pro cuts that down to 3. It takes the place of the secondary weapon.
Switching from a One Man Army class to a class that lacks it will still have kills account towards One Man Army challenges for the player's life.

Sleight of Hand cuts reload time in half.
Sleight of Hand Pro halves the time it takes to Aim Down the Sight, both sighting in and out.

Ninja Pro will multiply the user's footstep sound by an amount less than 0.25x.

SitRep will highlight any and all enemy Equipment with a bright red overlay from a very long distance.
SitRep Pro does several things:
Multiplies the volume of enemy footsteps by 4x.
Multiplies the volume of the player and his allies' footsteps by 0.25x.
This allows the one with SitRep Pro to more clearly make out the enemy footsteps.
SitRep Pro does not make the player's footsteps quieter to the enemy, only to himself.

Scrambler will begin to take effect at 800 inches from an enemy. Their radar will be completely snowed at 300 inches.
Scrambler Pro will delay claymore detonation for 3 seconds.

Steady Aim multiplies the hip spread of a weapon to 0.65x.
Steady Aim Pro adds five extra seconds to the 4.5 second breath hold time.

Lightweight will multiply the player's movement speed by 1.1x ( 8% to 10% increase depending on the weapon).
Lightweight Pro will cut the delay between sprinting and being able to fire in half.

Last Stand will leave the player at one point of health for ten seconds after taking lethal damage.


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