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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 - 326011 Views - 61 eProps - 79 comments

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Visit Madrok's Xanga Site!
More info on Tank damage on the 360...

1) 2 N°71 grenades on the back and 1 on the front will not destroy a tank. 2 N°71 on the back and 1 on the side will destroy a tank.

2) 2 satchels on the back and 1 N°71 on the front will destroy a tank.


So i don't know what the hell is going on, seeing as satchels around the tank (front, back, sides) are supposed to do less damage then the N°71.
Posted 6/3/2009 1:07 PM by Madrok - recommend - reply

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@Madrok - 

This had a short discussion in the forums.
While the numbers are correct for PC, the N°71 is exceptionally weaker on consoles, against tanks at least.

Two Sticky grenades with Fireworks to the rear will desttroy a tank on PC.
But two grenades to the rear with increased damage on consoles will still need approximately four shots from a PTRS.

Presumably, the N°71 has different actual damage than its 249... or a different inherit tank multiplier leading to something other than 336.
My guess is that the Sticky's damage against a tank is somewhere around 260~ damage.
Posted 6/3/2009 3:19 PM by DenKirson - recommend - reply

Visit SHanded's Xanga Site!
Will you show up on the radar if you use the flamethrower? Large flames are already bad enough, but overall it's definitely more silent than a rifle with muzzle hider...

Also, is there any way to find out what scr_maxhealth or perk_ values a server has? I've fallen for some that mask as softcore but have only 45 health, only to find myself instagibbed by explosives with flak jacket equipped (they didnt change the flakjacket value...making it nearly useless)

Will you at some point include weapon discrepancies, eg the Garand sniperscoped sways less when crouched etc...

Keep up the good work!
Posted 6/3/2009 8:56 PM by SHanded - recommend - reply

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@SHanded - 

The Flamethrower doesn't have a "silenced//" variable and I don't know off the top of my head. Just watch the radar to see if an enemy guy shows up when he shoots fire. It probably does not.

Don't know of any way to check out a server's settings without having remote control over it.
Posted 6/3/2009 10:27 PM by DenKirson - recommend - reply

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@DenKirson - 


Crazy why they would make the sticky's less powerful on the console against tanks. I wonder what their reasoning for that was?
Posted 6/4/2009 12:32 AM by Madrok - recommend - reply

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Thanks Den i'll check it out.

@madrok, for all I know the Wii version doesn't have flares and the tabun effect is weird too. I just stick to the PC versions of CoD, since you can also play on modded servers and stuff.
Posted 6/4/2009 1:56 PM by SHanded - recommend - reply

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Does double tap increase the rate at which the flamethrower produces licks of flame?
Posted 6/20/2009 8:03 PM by The_Zheng - recommend - reply

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@The_Zheng - 

Double Tap does make the flamethrower overheat faster, so presumably yes.
Posted 6/20/2009 8:34 PM by DenKirson - recommend - reply

Visit B1uNtx's Xanga Site!
i know this isnt the cod4 stats page, but i didnt see comments for that one. i was wondering if that "EncyClanPedia" thing still works, or if there is another location for all the gun info. I would love to see all the info that contains the "...many variables that have no or little effect on the weapons' operations. Or ones I haven't bothered to put into visual aid form."
Thanks, it would be much appreciated.
Posted 6/21/2009 12:30 AM by B1uNtx - recommend - reply

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@B1uNtx - 

I don't know what happened to roe.totalgaming's wiki page, and I don't know of any other that catalogs every variable.
Maybe when I inevitably do a chart thing for Modern Warfare 2, I'll detail every one of the things in the weapon files.
Until whatever, the official Mod Tools have concise descriptions for most of the weapon file variables and almost every PC mod usually has the whole list of equipment in there.

Here are the relevant files.

http://www.megaupload.com/?d=E9LX91W0

Both the .gdf and the weapon files can be opened with Notepad or Wordpad and such.
The .gdf files have descriptions for every variable of the COD4 equipment. Scroll down a bit.
The /mp folder contains all of the numbers for the weapons (and their attachment versions).
Posted 6/21/2009 9:39 AM by DenKirson - recommend - reply

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how do i save the cod 5 wepons for my logo?
Posted 6/24/2009 11:08 AM by Jamie09245 - recommend - reply

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4 things haha:

is bandoliers effect an extra clip or two for every gun or does it change based on the gun?

What are the different percentages (im assuming its a %age) for damage after going through certain surfaces?

where on a telescopic sight does the bullet go? (at the tip of the main triangular sweep or the tip of the front ironsight or where?)

and lastly
is it possible that there are more differences between the xbox version than mentioned?
Posted 7/16/2009 3:47 PM by herkenbrack - recommend - reply

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Each weapon has a different Maximum Ammo stock. Most weapons get about double of what they would normally have.

Thin stuff like the sheet metal of the hangar or the huts in Makin take off very little, while most everything else with any kind of thickness will cut damage down to a third or so. The angle at which the shot goes through will cut off a lot more damage than just the base resistance of the material.

The tip of the chevron reticle, of course.

Yes. For example, the Sticky Grenade is either weaker against the tank (requiring more than two to the rear of a tank with Fireworks to destroy it) or just weaker overall.
Posted 7/16/2009 5:31 PM by DenKirson - recommend - reply

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I'm intrigued by the "Charge" attack range on the Melee Attack chart.  What kind of attack is this and how is it performed?  I believe I've done it in the past by accident, where I appeared to pull the enemy towards me and stabbed them... but if I'm honest I'm not sure how this is actually done.  Apologies if this is in the manual or something, I'm at work atm and it just perked my interest :)
Posted 7/20/2009 6:28 AM by cobraCordite - recommend - reply

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@cobraCordite - 

If the enemy is just far enough away, the player will "charge" to get within range and do the stab animation.
If the players are absolutely point blank (or there is no nearby enemy), the player will slash without moving towards the opponent.
Posted 7/20/2009 6:55 AM by DenKirson - recommend - reply

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Den Kirson.. I have a question.. That you may not know the answer to.

I've gone back to this site just about everyday, and I read the stats like the holy book.

Only thing is.. I happen to have the wii version.. Of course most likely you've never played
the Wii version, but do you think everything stat wise for 360/PS3 remains true for Wii version?

I know for a fact that MP40's 50 damage from 360 version is ported into wii version for a fact,
so I'm assuming Wii version's damage per bullet for each weapon is the same. I'm also confident the perks
are relatively teh same

I just don't know about everything else if the Wii version matches up with 360 version.. Such as same reload time,
range for max damage for weaps, RPM, view kick, idle time, and center speed!

Do you think the Wii can handle all these stats?
Posted 7/30/2009 4:33 AM by Arcanine2009 - recommend - reply

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@Arcanine2009 - 

From some very very blurry youtube videos of Wii multiplayer gameplay, there look to be very few differences from the tougher consoles.

The Wii version uses the "DynamicCrosshair" variable that allows the Wiimote to aim away from the center of the screen.
It is probably an effect of DynamicCrosshair, but it appeared that the weapons have significantly less viewkick. The Thompson I've seen a lot of looked like it didn't go up at all and just nudges the screen.

Of the weapons I could see in the videos, they look to have the same damage, rate of fire, reload times and hip spread, and perks operate the same.
Unless it was lag, a scoped bolt action might kill to the limbs.

The Wii can certaintly handle all of the numbers, they're just numbers. It handles the game well by using low graphic settings and small resolution, Wiirld at War's weapons are probably very close if not identical in weapon design to the PS3 and 360 versions.
Posted 7/30/2009 5:55 PM by DenKirson - recommend - reply

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@DenKirson - 



I can actually confirm that damage multipliers for the Wii, are indeed the same for console versions!

Thanks.
Posted 7/31/2009 9:59 PM by Arcanine2009 - recommend - reply

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you should create a weapons table for the pack-punched weapons!! like list their abilities and damage, just an idea!
Posted 8/13/2009 12:43 PM by biff2121 - recommend - reply

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@biff2121 - 

Maybe when it comes to PC in... however long.
Posted 8/13/2009 7:26 PM by DenKirson - recommend - reply

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Den is the man, your charts have helped me tons in COD4 and CODWaw here's some props 4u.  BTW will you be adding pack-a-punch weapon stats for CoDWaw?
Posted 8/25/2009 2:03 PM by studentofcod - recommend - reply

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Whoops sorry for the double-post...still hope you get the props Den!

Posted 8/25/2009 2:08 PM by studentofcod - recommend - reply

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@studentofcod - 

Once Der Riese comes to PC, there will probably be a forum post detailing the Pack-a-Punch.
Posted 8/25/2009 5:30 PM by DenKirson - recommend - reply

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Question for you guys about tanks..If n74's do 672 dmg to the back of a tank and ptrs does 25 to the back, then how come it takes more than 2 n74's and a shot to blow up a tank?  I've tested this and it takes ~12 ptrs shots after the 2 n74's have already blown off the armor. I don't get it.....
Posted 9/15/2009 6:33 PM by studentofcod - recommend - reply

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@DenKirson - Does a forums post mean that it will be located here or somewhere else?

Posted 10/7/2009 12:19 PM by studentofcod - recommend - reply

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