The handling of weapons has changed, they have been moved to one of the game's "fastfiles", encrypted. Without that hard data, controlled testing is the alternative.
----- 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.
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.
----- The problem shotgun hitscans had with cars is dealt with, the one pellet's worth of 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.
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. =]
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 =(
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
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.
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?
@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.
@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