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Original: 7/18/2009 8:52 AM
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Saturday, July 18, 2009

Call of Duty: World at War

 
Update:
Der Riese Weapons Message Board Post

All numbers shown are from World at War\Main\iw_14.iwd and the Mod Tools and Raw Code provided by Treyarch.
These numbers are not from guess-testing. All data taken out of the game code of the PC version.
The only way any of this is incorrect is if I made a typo. I make changes and updates every now and then.

There are some differences on consoles compared to this information for PC.
I do not have the means to record these differences as I only have World at War for PC.
The only way to get accurate numbers for any differences is with help from others with those consoles.
Any differences found should be thoroughly tested using these PC numbers as a reference.
With conclusive results, any changes will be added to the Console Differences image.

-----

Server settings can allow player Health to be Miniscule (30) Half (50) Normal (100) and Double (200).
Health Regeneration can be set to Fast (2 seconds) Slow (10 seconds) Normal (5 seconds) and None (0 seconds).

Pretty much the only thing left is the Flamethrower. It isn't all that special.
On contact with the licks of flame, 50 damage per hit, 500~ range. It does not deliver damage over time (at all) like it does in Zombies.



Click the ? square above the column for an explaination.









Movement speed is based on which weapon class is in your primary weapon slot.
Carrying a machinegun as a primary will cause the pistol to also move at MG speed.

Pistol, SMG and Shotgun all have a speed of "1" or 100%. Rifles have 0.95 and Machineguns 0.875.
The menus in Create-a-Class are not congruent with some weapons' real "type".
For example the 30 Cal has "SMG" speed despite being a heavy machinegun.

Sprinting will increase movement speed to 150%.
Sighting a weapon will cut speed down to half, pistols cancel out that speed loss when sighted.
Moving sideways or backwards will also slow the player down to 80% or 70%.



The image should be able to explain itself.
Blast damage numbers are along the bottom, the Kill Radius and Max Radius are diagonal.
Direct Impact symbol is for Direct Impact damage.
Fuse is obviously the time for or how the explosive detonates.
Hold is the time it takes to "pull the pin" before throwing.
All explosives gradually lose damage from the center of the blast.

The Molotov behaves unusally.
If it hits the ground, it has a radius that will deliver the 150 Direct Impact damage, even if the enemy was not directly hit.
If it breaks against the wall or an object, no matter how close to the player it lands, it will deliver 90 splash damage.



All explosives have a unique damage multiplier against tanks.
The Tank's hit locations are Front, Side, Rear and Underside.
Multiply the Explosive's increased Damage by the Tank's Side Multiplier to get damage.

Only a Satchel Charge can properly hit the Underside and damage is increased dramatically.
The Satchel is the best explosive against the Tank and can destroy it with one charge.

Bullets do less than one point of damage, the Hit Indicator gives a sense of false security.
Do not waste your ammo (unless that ammo comes from the PTRS-41 or the tank's machineguns).

Projectile weapons - Bazooka, Tank Turret, Rifle Grenade - excel at removing the panels and destroying the Tank Treads. The sticky explosives have little effect against the treads.

The Armor Plating on the tanks absorb hull damage delivered by bullets or projectiles.
The plates are mere decoration against the N°71 and Satchel.
Unless every projectile is intercepted by an armor plate, the number needed to destroy the tank will not change.
The damage absorbed by the armor plates goes to knocking the armor plates off.





Time is the amount of time before the player can fire his weapon again.
The actual melee strike arrives in only a tenth of a second.
Melee is the normal swing/slash.
Charge is when the player locks on and moves to stab the enemy.
The Attached Bayonet has greater range at the cost of a longer recovery time.
Range is measured in "inches".









The further the enemy is, the less damage he will take. Weapons have different ranges at which damage drops.
For reference, the hull of both the T-34 and Panzer in WaW are about 250 inches in length.
Before you check Wikipedia, no, the tanks in game are not to-scale with the real-world versions.




AddTime is the point during reload when ammo is added to the ammo counter.
You can interrupt the reload after the AddTime and still have a loaded weapon.
"Empty" obviously refers to when the weapon magazine is out of ammo.




Fire Time is the time between shots fired. Dividing 60 by FireTime gets RPM; dividing 60 by RPM gets FireTime.
This determines the speed for automatic weapons and the time before taking the next shot for semi/bolt/pump weapons.
The Trench Gun and Bolt-Action Rifles use RechamberTime, same thing.


DAMAGE MULTIPLIER
Self-explanatory. Headshot equals more damage. For example, 30 would be increased to 42 with a 1.4 multiplier.
Sniper Rifles and a few other weapons have different multipliers, but they behave the same. Just multiply the damage by 1.5 or 1.4 or 1.1 or 2.



Idle Amount is the area in which the ironsights/scope on a weapon moves around, affecting accuracy.
Stances can improve the Idle Amount, but not all weapons benefit from lower stances.
Every weapon has perfect accuracy when aiming down the sights (shotguns the obvious exception).



View Kick controls the power, direction and maximum area at which the player's view will turn when firing a weapon.
The numbers are measured in degrees (10 = 1°). Bigger number, more kick.
Kick is random, but will focus on the average. The weapon will often kick in the direction of the higher number.
A direction with two numbers means that the weapon will ALWAYS kick in that direction.
The kick for Sniper Rifles are unnecessary since the weapons will recover before the next shot can be fired.


VIEWKICK CENTER SPEED (no image)
View Kick Center Speed affects how quickly the camera returns to where the player was aiming.
Center Speed is in effect from the very instant a shot is fired.
Higher number, faster recovery.








PC / CONSOLE DIFFERENCES

Without the console versions to check against, I am unable to discover the differences between platforms myself.
For PC, all of the information is correct. For consoles, any known differences are shown in the linked picture.
Credit to those who test and detail the differences for me to record them, most of them probably left a comment below and in the message boards.
So far, all tests have been done on the XBox 360. The state of the Playstation 3 version is unkown.


TOP

Yeah, it is actually called an N°74 ... but I like calling it the N°71.
 Posted 7/18/2009 8:52 AM - 326013 Views - 61 eProps - 79 comments

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Aiie, where did all the comments go?  How much does the flamethrower slow you down (if at all)?
Posted 4/12/2009 7:05 PM by BBTY - recommend - reply

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Unfortunately, my little update adding in Map Pack 1 maps accidentally lost all existing comments.

Flamethrower, if you mean run speed, has a speed of 1, so it reflects your primary weapon's speed.
If you mean harm, the flamethrower will slow down the zombies slightly but does nothing to the speed of players.
Posted 4/13/2009 3:26 AM by DenKirson - recommend - reply

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I was wondering if there are numbers for how fast the snipers scope in. For example if a springfield is just sitting at your hip and you hit the ADS button how long before the scope & crosshairs come completely up. I would really love to know those stats because I quickscope with the snipers so obviously whichever one scopes in the fastest i will probably use.
Posted 4/14/2009 5:53 PM by B1uNtx - recommend - reply

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@B1uNtx - 

All of the scoped rifles have the same amount of "ADSTrans" time.
0.4 seconds to transition to ADS, 0.6 seconds to return to hip (including the scoped M1 Garand).
The ironsight version of any rifle (including semi-automatics) takes 0.25 seconds either way.
Posted 4/15/2009 2:45 AM by DenKirson - recommend - reply

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@DenKirson - 


Ok thanks for the info! I am assuming that all the snipers in cod4 are the same as well?
Posted 4/15/2009 8:11 PM by B1uNtx - recommend - reply

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Love the detail in this chart.  However, I question its accuracy.  On the chat, the SVT and the Gewehr have the same stats with the SVT taking a bit longer to reload.  From experience, I do not believe the damage is the same for both weapons.  It's also hard to believe they would design two weapons with almost the exact same stats.  I am playing on an Xbox 360 so this may be the reason.  But, I don't see any differences for the Gewehr/SVT on your Xbox 360 link.
Posted 4/16/2009 6:54 AM by scapegoat03 - recommend - reply

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If I have fireworks and throw back a grenade, will it get the boost in damage?

What if the enemy who threw the grenade has fireworks but I don't?
Posted 4/16/2009 10:43 PM by BBTY - recommend - reply

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@BBTY - 

Good question.
Since posession of the grenade changes from one player to the other, the effect may be lost or gained when crossing over.
Don't know, though. Haven't tried it.
Posted 4/17/2009 2:34 AM by DenKirson - recommend - reply

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@DenKirson - Then I shall test it for you!  FOR SCIENCE!  *And to finally contribute rather than just taking :P*

Posted 4/17/2009 12:44 PM by BBTY - recommend - reply

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(This is on the 360 verison, btw.  I don't think that should matter for nades, but you never know).

Posted 4/17/2009 12:58 PM by BBTY - recommend - reply

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@BBTY - w- my explanation somehow didn't show up...

Anyway, I had a friend pick a class with flak jacket, and I took a class with fireworks.  I had him toss a grenade at me, then tossed it back at him, and it killed him.

So at least, it seems that it depends on the guy throwing back the grenade.

Posted 4/17/2009 12:59 PM by BBTY - recommend - reply

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I have a question about stopping power and body multipliers.  Using the thompson example.

A Thompson does 40 damage.
Stopping power increases damage by 1.4
Giving the Thompson 56 damage.

When does the body multiplier come into play?

This is what I am assuming the math is...
(Weapon_Damage * Stopping_Power_Perk) * Damage_Multiplier = Damage_Dealt

So a headshot with a Thompson would be
(40 * 1.4) * 1.4 = 84

Is this correct?

Posted 4/17/2009 7:47 PM by joegio13 - recommend - reply

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I have a question that i haven't found an answer for yet...
Do you know the affect the Telescopic Scope causes to the FG42's Sight Sway?
The FG42 has a default sight sway of 40 and typically the Telescopic Scope will increase a weapon's sight sway 10 - 18.
However, i believe that no sight sway for any of the other weapons with a Telescopic Scope is higher than 38 so... does that mean that this particular weapon doesn't get any increase, or a reduction of sight sway to equal 38, or an addition of sight sway perhaps of something like 10 - 18 or maybe less.
To note; when using the scope on the FG42 i personally don't notice any severe increase of sight sway.
I'm sure the answer is in the game code and anyone who's taken a look at that probably would be best at answering this question.
Posted 4/17/2009 9:34 PM by eLantern - recommend - reply

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@joegio13 - 

Whoa now. It works like that, but where'd you get 84 from?
40 x 1.4 = 56
56 x 1.4 = 78

@eLantern - 

The FG42's idle is the same with or without the telescopic sight.
The other rifles become more unsteady as shown.
Posted 4/18/2009 6:19 AM by DenKirson - recommend - reply

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@DenKirson - 

Oh I messed up lol.  thanks,

Another question.  How do these values calculate into Hardcore mode?

Posted 4/18/2009 1:54 PM by joegio13 - recommend - reply

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The same way.

The only difference is that players have 30 health.
Posted 4/18/2009 2:11 PM by DenKirson - recommend - reply

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How is the flamethower's range?  Does it always do 50 damage/hit even at the fringes of it's range?  How come sometimes it seems like I am not hitting the enemy at all, and yet I get a kill (One time on Knee Deep, I hit someone once, then they backed down the stairs while I wildly flamed at the top of the stairs, and they died after killing me.  Even in the killcam, I CLEARLY was not flaming anywhere near him after I initially hit him, and he ran down the stairs..  uh, what?)

He hadn't run THAT FAR down the stairs, but it was far enough that I shouldn't have been able to hit him at all even if I was aiming for him.

Oh, and can the flames from the flamethrower pierce through things?  If so, how much can they penetrate?  Can they go through people like an MP40 bullet?

One time on Makin it seemed like I was able to get someone through one of the sheet metal walls.  The wall DID have an opening, but that was in the bottom right corner (relative to where I was standing) and I was aiming at the upper middle with the flamethrower.

Posted 4/18/2009 3:55 PM by BBTY - recommend - reply

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@BBTY - 

Always 50 damage.
The stream of flame is just a visual effect.
The real damage comes from the little "drips" of flame that shoot out periodically and succumb to gravity after a short distance (explaining how the guy below you was burned).
Such as in this image (orange circled, purple boxed "drips").
The Drips are handled like projectiles and will deliver damage in the same way a direct impact weapon would.
The flame going through the Makin buildings is like the flame flying through empty air.
Posted 4/18/2009 5:33 PM by DenKirson - recommend - reply

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And what determines what the flame can go through and what it cannot go through?

Posted 4/19/2009 11:27 AM by BBTY - recommend - reply

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Oh yeah, I seem to remember reading someplace that in Zombies, your movement speed is determined by which weapon you have out, whereas in team deathmatch your speed is determined by your primary weapon.  Is that true, and if it is, could I theoretically use overkill to increase my speed while using other weapons?

For example, could I take overkill with the MP40 in the first slot and the MG42 in the second and run at maximum speed with the MG42 out?
Posted 4/19/2009 4:29 PM by BBTY - recommend - reply

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@BBTY - 

Zombies is single player and the weapon in your hand determines speed.

Multiplayer is multiplayer... and the weapon in your primary slot determines your speed with any weapon in the second slot.
Posted 4/19/2009 4:39 PM by DenKirson - recommend - reply

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Does double tap affect PPSh-41?
Posted 4/20/2009 6:16 AM by skrat501 - recommend - reply

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@skrat501 - 

Yes and no.
The XBox and PS3 versions have a capped frame rate and the engine is set up to not allow a rate of fire faster than 1200RPM / 0.05 FireTime.

The PC, with no restriction to its Frames Per Second, can let loose a rate of fire higher than that restriction.
Though, if the PC player's frame rate is lower than 60 (or 30?), then the weapon's performance will suffer because of it.

This used to be why Quake 3 players would turn down absolutely every setting until the game had as many colors as a GameBoy.
If the computer could gain more than 333 frames per second, the weapons would actually fire more rapidly, the player could move faster and jump higher. Now, there's no reason for it, almost any Quake engine game has a limit below 333 to maximum frames, only maintaining higher than 60FPS is necessary.
Posted 4/20/2009 8:11 AM by DenKirson - recommend - reply

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Can you tell me every single thing that the grip does?
Posted 4/20/2009 11:01 PM by BBTY - recommend - reply

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@BBTY - Err for the shotguns.  There has to be SOME benefit, even if its miniscule.

Posted 4/20/2009 11:10 PM by BBTY - recommend - reply

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