Friday, 13 November 2009

  • Modern Warfare 2

    Zip file containing images of the Weapons, Maps, Perks, Prestige Emblems, Card Icons and Card Titles

    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 55-35 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.
    Sniper Rifles 70 damage is decreased to 50, requiring Stopping Power for any chance at a one-shot kill.
    LMG damage is decreased by ten, requiring an extra shot.
    Shotgun maximum 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. An extra 300 points of health specifically for bullets.
    Explosives deliver 7x their damage against a Sentry and ignore the 300 extra health.
    A Melee attack or a Throwing Knife 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.

    Both the Precision Airstrike and Harrier Strike deliver the same payload.
    Three 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.
    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 a specific amount of damage - the vehicle's max health minus 900.

    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 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 a bit.

    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 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 the range of the melee stab and the lock distance of the melee charge.
    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.

    Scrambler Pro will delay claymore detonation for 3 seconds.

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

    Last Stand will leave the player at one point of health for ten seconds.
    Final Stand will leave the player with one health, but he will recover after five seconds.

    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 destructible objects 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.

Comments (43)

  • Can you give a short description of what prevents you getting information for someone with no knowledge on the topic?

    This is very sad news, I used your information to great effect.

  • Is it possible to use the existing fastfile converters (for cod4) to extract the datas out?

  • The licensed Quake 3 engine that the Call of Duty series has used and upgraded since the beginning used file folders that were little more than .zip files.
    Back then, everything was stored in those "pk3" files. Infinity Ward did little more than rename the extension to ".iwd".

    Those types of files were easily opened, and even now in MW2, all textures, images and sounds were in there.
    Textures were DDS files with a different header (which IW renamed ".iwi"), but a converter made them into neat Photoshop cutouts.

    The weapon files were mere text without an extension, containing almost every single variable that made them work.
    They were all in a single folder: "weapons/mp".
    Unlike weapon files, images and sounds, anything that actually had... a "script" was in the fastfile.

    Due to some limitation in model count or item amount, it was previously impossible to have so many "weapons".
    With the vast combinations that Bling can potentially create, they must have changed the way they handle attachments... and with attachments, weapons themselves.

    I'm either going to find the weapon data placed somewhere else in an .iwd, OR be stuck with nothing.
    Unfortunately there is no functioning "Fastfile converter" that can take files OUT of an .ff (that I know of).

  • Well, if I remember correctly, I think I have a fastfile converter in my laptop (was randomly googling around and happened to download it from a modding community forum). I'll check it out when I get home. If its still there I'll upload it for you. =]

  • Ok found it. Here you go, bro.

    http://www.megaupload.com/?d=PA4LHS48

    Its not actually a converter but a decompressor. I've once use that to dissect the X4 mod. There're several files that I can't seem to open though, mainly the .shock and .menu files.

    I'll leave the rest to you. Have fun with it.

  • Heya Den, I've followed your site since the CoD4 days and your charts were very helpful.

    I hope you can somehow gather the data, if it isn't possible we could find out at least the maximum damage of the weapons by playtesting at point-blank maybe?

    Don't be so fast to kiss goodbye CoD6. I know that you must be disappointed by the changes of IW and so am I, but to be honest (I've got the retail version in Ger, level 30 so far), Infinity Ward was right with 2 things: IWNET works rather good (yes it's still a lot worse than dedicated of course, but for peer2peer it's surprisingly lagfree) and the maps really are balanced for 4v4-9v9. I've played "ground wars" (= TDM&DOM with maximum amount of people) and it was already starting to get too full.

    Still, I hope they add dedicated servers and console at some point and give us some of our freedom back =(

  • Thanks for the explanation, Den.

    Here's hoping.

  • Hey man. So sad to hear that. I hope you will get your copy soon and take another look on weapons if you can open the files some other way. Been using your charts and told all my friends about em aswell. Keep up the good work and I'll see you on battlefield. GL&HF, Str3lok


  • Wow this is terrible news. I really relied a lot on the chart for COD4. I would be very disappointed if a chart was never made for MW2. Please Den we're counting on you!

  • Brings a tear to my eye!



    (quick, someone punck me in the nuts!)

  • Don't know if you've seen this link or if it's useful, but from BASHandSlash, the MW2 PC dvar list:

    http://bashandslash.com/index.php?option=com_content&task=view&id=797&Itemid=111

  • The blast shield also gives immunity to stun grenades (confirmed) and supposedly cuts damage you get from headshots.

  • I'm pretty certain the Vector does less damage than the other normal
    30-20 SMGs. I tested everything I had unlocked (up to level 48) against
    the Hummvees on Invasion yesterday, and while most of the weapons fell
    into two clear groups (30 base damage and 40 base damage), it always
    took more rounds from the Vector to set the Hummvee on fire. It looks
    like base damage for the Vector is actually 25-20. This sort of pisses
    me off because it's a .45ACP, so it should do MORE than the 9mm or
    5.7FN weapons, but that's IW for you.

  • The faster it shoots, the weaker it hits. Balance and all that stuff.
    You wouldn't want the Kriss Super V to go around LEANING, would you?

    Odd though, that the Kriss would have damage between 30 and 20.
    While 35 with Stopping Power is one point short of 50, 25 is still already four hits and Power puts it above the 33 damage that will take a shot off.
  • Well, I thought it was odd too, but under the same test conditions, all the standard 30-damage weapons (P90, Uzi, M4, etc) all took 35 or 36 shots to set the Hummvee on fire, where the Vector always took 40. If the other guns are doing 30 base, that would put the Vector at 26 base damage, but like you say, what's the point? Without SP it's four shots to kill, and with SP it's 3, just like all the other 30 base guns, so... yeah.

    I've also noticed that there's something... different about the 3-round burst rifles. The M16's damage hasn't changed, but at range it's been significantly less reliable in getting one-burst kills compared to the CoD4 version. Without access to the code I'm only able to speculate, but my suspicion is that they've tweaked it so the burst spreads a bit more than it used to, so you're more likely at longer ranges to only get two-round hits.

    Finally, It looks to me like the UAV has around 700-800 health. I run an AUG kit with SP Pro and it usually takes me around 12-15 rounds to knock one down, but with recoil it's hard to tell exactly how many of the rounds are hitting. 750 would be a nice round number in keeping with the HP totals of the other Killstreak rewards. I should really try to shoot one down with a sniper rifle so I can be certain though.

  • I'm really interested in how lightweight works. What % bonus does it give while walking and what % while sprinting?

    It doesn't loock speeds thats for sure because you're still slower with an LMG than with an SMG

  • Hey Den, could you get a chart of how to unlock all the Titles and Emblems?

  • Most Titles and Emblems are awarded through use of weapons and regular activities.
    Master a weapon, kill enemies a specific way, capture a base a LOT of times in a single match, earn enough awards.
    There are a few goofy ones, such as shooting chickens in cages, or even hanging around in the bar in the basement of Estate for a while.
    Unfortunately, I don't have/see any hard data regarding each of them.
  • Concerning the M16 (speculation) I've noticed that the initial bullet in right on, the kickback of the weapon causes the second shot to go extremely high, and the third to land somewhere between the first and second.  This seems to be the issue for one shot kills at long range (what I have noticed anyway).  Why they did this is unclear since the FAMAS is a one hit kill at almost any range with SP.

    Also - If anyone knows - the silencer not only seems to be reducing the damage of any weapon at range, but the weapon BASE damage as well - am I just making this up?  Anyone else see this?

  • Woah only 10% movement increase with lightweight? Why does it feel like way more?

  • @Jiggity_jake - On the M16 : I noticed this as well. I think the FAMAS actually has a bit less recoil than the M16 does. That's just personal feel though, I've got no way to objectively test it.

    On Silencers : I thought this as well, so I did some testing at point-blank range with Silencer both on and off, and it's not the case. All the weapons do full base damage even with the silencer on, it just drops off very quickly, so if you're not within like, 30 or 40 yards maybe, you're doing reduced damage. This is true for the Sniper Rifles and LMGs too. I strongly suspect that the SRFs drop from 70 to 50 over distance, because I've had headshots with a silenced sniper rifle not kill even with Stopping Power on. 

  • @M0rr1s - if the silenced sniper rifle shots are reduced to 50 then with stopping power, a headshot should still be a kill. 50*1.4*1.5 = 105

  • @sergemarlon - Ah, you win at math. You're absolutely right. It must be dropping to 40 damage then. Either that or I'm mistaken, which has been known to happen on occasion. I'm pretty sure both shots were in the head though, it was the only part of the dude I could see.

    In other news, does it feel to anybody else like the Thermal Scope is somehow less accurate than the regular sniper scope? I've had a number of shots with the Thermal where I swear to god I had the crosshairs right on the guy and missed anyway, even when they weren't moving.

  • @M0rr1s - Concerning Silenced Sniper Rifles: I too have hit in the head with SP
    on and still did not get a kill, but it was across Derail pretty much
    from one end to the other - regardless a head shot is a head shot, silenced or not that should kill a guy

  • Does anybody know if Extended Mags on an AR increases the ammo for the Shotgun attachment too?

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