﻿<?xml version="1.0" encoding="utf-8"?><rss version="2.0"><channel><title>DenKirson's Xanga</title><link>http://denkirson.xanga.com/</link><description>Latest Xanga weblog from DenKirson</description><language>en-US</language><ttl>60</ttl><image><title>The Weblog Community</title><url>http://s.xanga.com/images/xangalogobutton.gif</url><link>http://denkirson.xanga.com/</link></image><item><title>BF3</title><link>http://denkirson.xanga.com/756891604/bf3/</link><guid>http://denkirson.xanga.com/756891604/bf3/</guid><pubDate>Wed, 30 Nov 2011 02:35:17 GMT</pubDate><description>&lt;p&gt;Guns. Explanation for the contents. Now with &lt;b&gt;Back to Karkand&lt;/b&gt;.&lt;/p&gt;&lt;p&gt;Be sure to check the &lt;a href="http://denkirson.proboards.com/index.cgi?board=general2" rel="nofollow"&gt;Message Board&lt;/a&gt; for information others have gathered from the data already.&lt;br&gt;Check out the data yourself with &lt;a href="http://denkirson.proboards.com/index.cgi?action=gotopost&amp;amp;board=general2&amp;amp;thread=3248&amp;amp;post=53233" rel="nofollow"&gt;Frankelstner's extraction&lt;/a&gt; script.&lt;br&gt;&lt;br&gt;&lt;span style="font-weight: bold;"&gt;WEAPON&lt;/span&gt;&lt;br&gt;The gun's there, obviously. Little symbol and word to show what class the weapon belongs to.&lt;br&gt;An indicator as to which fire modes the weapon has, Auto, Burst, single.&lt;br&gt;&lt;br&gt;&lt;span style="font-weight: bold;"&gt;DAMAGE&lt;/span&gt;&lt;br&gt;Two damage numbers and the drop off points indicated by the red lines.&lt;br&gt;It is important to note here that the &lt;span style="font-style: italic;"&gt;kind&lt;/span&gt; of ammo a weapon uses is taken into account.&lt;br&gt;The bullet itself determines the damage and range, the weapon just shoots them, which is why most weapons have the same damage.&lt;br&gt;Bullets have varying SPEED and DROP values.&lt;/p&gt;&lt;p&gt;For damage multipliers, all weapons deliver:&lt;br&gt;2.0x to the Head&lt;br&gt;1.0x to the Body&lt;br&gt;0.9x to the Legs&lt;br&gt;&lt;br&gt;&lt;span style="font-weight: bold;"&gt;AMMO&lt;/span&gt;&lt;br&gt;CAPACITY is pretty straightforward. The magazine plus one in the chamber if it works that way.&lt;br&gt;The RATE OF FIRE in rounds per minute.&lt;br&gt;Bolt action rifles and the 870MCS show the time to rechamber the weapon.&lt;br&gt;The AN-94 is unique in that its BURST RATE OF FIRE differs from it's fully automatic rate of fire.&lt;br&gt;&lt;br&gt;RELOAD time when the weapon is partially full.&lt;br&gt;RELOAD EMPTY time when the weapon has been... emptied.&lt;br&gt;1stRELOAD for shotguns that reload one at a time.&lt;br&gt;NEXT REL. for all shotguns rounds after the first.&lt;/p&gt;&lt;p&gt;&lt;span style="font-weight: bold;"&gt;SPREAD&lt;/span&gt;&lt;br&gt;Weapons have an inherit inaccuracy when sighted.&lt;br&gt;For example the AK-74M has a 0.2 cone of fire when zoomed and standing still.&lt;br&gt;&lt;br&gt;BASE Spread when standing still.&lt;br&gt;ZOOM Spread when sighted and still.&lt;br&gt;ZOOM MOVE Spread when sighted and moving.&lt;br&gt;Spread added PER SHOT, and the Spread RECOVERY per second.&lt;/p&gt;&lt;p&gt;NOTE: The behavior of Spread is more like Battlefield 2 than Bad Company 2.&lt;br&gt;The very low increase per shot and the high decrease per second may seem odd, but that is because the weapon does not gradually recover while you are firing, only after you have released the trigger.&lt;br&gt;The patch released alongside Back to Karkand has doubled the increase per shot for nearly every weapon, making them unreliably inaccurate far more quickly.&lt;br&gt;&lt;br&gt;SHOTGUNS have an inherit spread for Buckshot and Flechette.&lt;br&gt;The 870MCS only has a 2.0 cone of fire while the automatics have 4.0.&lt;br&gt;SLUG, SLUGZ and ZMOVE for their spread when using Slug or Frag rounds.&lt;br&gt;&lt;br&gt;&lt;span style="font-weight: bold;"&gt;RECOIL&lt;/span&gt;&lt;br&gt;A fixed upwards number.&lt;br&gt;Two left-right numbers which make the area the weapon will randomly kick in.&lt;br&gt;A rapid recovery rate per second.&lt;br&gt;&lt;br&gt;The FIRST SHOT taken with a weapon at rest has its recoil multiplied.&lt;br&gt;In nearly every weapon, the recoil is higher.&lt;br&gt;The AN-94 is unique in that its first shot recoils less, making its two round burst especially effective.&lt;/p&gt;&lt;p&gt;&lt;span style="font-weight: bold;"&gt;SHOTGUNS&lt;/span&gt;&lt;/p&gt;&lt;p&gt;Take note that the damage column along the shotguns are for the types of shot and not just to that particular shotgun.&lt;br&gt;Buckshot, Flechette, Frag, Slug for automatics and Slug for the 870MCS.&lt;br&gt;&lt;br&gt;The FRAG shotgun round not only delivers impact damage, but has a small explosive blast of 40 damage over a 3 meter radius.&lt;br&gt;A point blank shot is capable of a one hit kill.&lt;br&gt;&lt;/p&gt;&lt;img src="http://img12.imageshack.us/img12/9303/chartbase3.png"&gt;</description><comments>http://denkirson.xanga.com/756891604/bf3/#firstcomment</comments></item><item><title>MW3</title><link>http://denkirson.xanga.com/756891600/mw3/</link><guid>http://denkirson.xanga.com/756891600/mw3/</guid><pubDate>Mon, 21 Nov 2011 16:42:44 GMT</pubDate><description>&lt;p&gt;No, not yet.&lt;/p&gt;&lt;p&gt;&lt;a href="http://denkirson.proboards.com/index.cgi?board=general&amp;amp;action=display&amp;amp;thread=3256" rel="nofollow"&gt;Representations of Recoil.&lt;/a&gt;&lt;br&gt;&lt;/p&gt;&lt;img src="http://img836.imageshack.us/img836/9941/chartbase.png"&gt;</description><comments>http://denkirson.xanga.com/756891600/mw3/#firstcomment</comments></item><item><title>Monday Night Combat</title><link>http://denkirson.xanga.com/738334142/monday-night-combat/</link><guid>http://denkirson.xanga.com/738334142/monday-night-combat/</guid><pubDate>Thu, 19 May 2011 07:14:18 GMT</pubDate><description>&lt;p&gt;&lt;strong&gt;Monday Night Combat&lt;/strong&gt; for PC.&lt;/p&gt; &lt;p&gt;The following weapon, Endorsement, Turret and Bot data is based off of the "HostileBalance" file.&lt;br /&gt;&lt;strong&gt;&lt;br /&gt;Important: There are some intentional differences between the PC and console versions of MNC. These are/will be based on the PC version.&lt;/strong&gt;&lt;br /&gt;The Sniper has a lower ammo capacity than the 360's 10 round capacity to slightly deal with the ease of aiming the mouse offers.&amp;nbsp;&lt;br /&gt;The Support's turret has significantly greater defenses while deploying so that it isn't destroyed swiftly by PC aiming.&lt;br /&gt;There may also be some subtle changes to Skills in order to limit the wanton destruction possible by twitch reflex.&lt;br /&gt;Discrepancies will be plentiful, but there should be no drastic differences between the PC and 360 versions.&lt;/p&gt; &lt;p&gt;&lt;strong&gt;FEB 24 UPDATE: &lt;/strong&gt;Sniper rifle damage and headshot modifier changed from 225 and 5x to 170 and 6.7x.&lt;br /&gt;&lt;strong&gt;MAR 10 UPDATE:&lt;/strong&gt; Armor Endorsement weakened for Assault, Support, Sniper, Assassin (Medium and Light type classes).&lt;br /&gt;&lt;strong&gt;MAR 25 UPDATE:&lt;/strong&gt;&amp;nbsp;Assault Bomb regen times boosted slightly, Assault Charge regen times reduced siginificantly.&lt;br /&gt;&lt;strong&gt;MAY 18 UPDATE:&lt;/strong&gt; Lazer Blaser damage went up a few points. Juice effects altered slightly.&lt;/p&gt; &lt;p&gt;Currently, I'm not completely sure how the damage drop over distance for bullet weapons is scaled.&lt;br /&gt;It uses an exponential slope rather than a linear decrease between two points.&lt;br /&gt;Pay no mind to the line. The white squares are good though for where damage reaches their minimum or the shot stops.&lt;/p&gt; &lt;p&gt;Several Grapples have multiple hits, so depending on how many hits, just multiply the grapple damage.&lt;/p&gt; &lt;p&gt;Because of the variety and functions&amp;nbsp;of the weapons, most things have to be in text.&lt;/p&gt; &lt;p&gt;On &lt;strong&gt;Health Regeneration&lt;/strong&gt;, there are three different rates of regeneration.&lt;br /&gt;The &lt;strong&gt;Light&lt;/strong&gt; Classes - Sniper and Assassin - will take 6 seconds to &lt;strong&gt;begin recovering&lt;/strong&gt; &lt;em&gt;and&lt;/em&gt;&amp;nbsp;then 6 seconds to&amp;nbsp;&lt;strong&gt;return to full&lt;/strong&gt;.&lt;br /&gt;The &lt;strong&gt;Medium&lt;/strong&gt; Assault and Support have a time of 7 seconds for both instances.&lt;br /&gt;The &lt;strong&gt;Heavy&lt;/strong&gt; Tank and Gunner, 8 seconds for both.&lt;br /&gt;&lt;br /&gt;Explanations for&amp;nbsp;the stuff immediately below the image.&lt;/p&gt; &lt;p&gt;&lt;img src="http://img189.imageshack.us/img189/3761/weaponsc.png" alt="" /&gt;&lt;/p&gt; &lt;p&gt;The handheld weapons of each class are all quite unique in their behavior and secondary functions, so most things need an explanation.&lt;/p&gt; &lt;p&gt;The measurement of units in the game is a very small distance.&lt;br /&gt;The distance between each pixel&amp;nbsp;in the&amp;nbsp;damage box is a length of 256 units of measurement.&lt;/p&gt; &lt;p&gt;&lt;strong&gt;Damage&lt;/strong&gt; is easy enough. It starts high, goes low and continues on. Unless it's the Shotgun, JetGun or explosive.&lt;/p&gt; &lt;p&gt;The weapons' rate of fire is determined by the time between shots, or &lt;strong&gt;Interval&lt;/strong&gt;. Divide 60 by the interval and that's the rounds per minute.&lt;/p&gt; &lt;p&gt;All weapons have infinite reserve ammo to go into their &lt;strong&gt;Clip Size&lt;/strong&gt;, but they still gotta &lt;strong&gt;Reload&lt;/strong&gt; for a few seconds.&lt;/p&gt; &lt;p&gt;The base damage is&amp;nbsp;multiplied &lt;strong&gt;against Bots, Turrets and the Money Ball&lt;/strong&gt;. Some things are better than others.&lt;/p&gt; &lt;p&gt;&lt;strong&gt;Spread&lt;/strong&gt; for the few guns that use it is an arbitrary amount. Bigger is wider.&lt;br /&gt;The ring that each weapon uses is an&amp;nbsp;accurate representation of the cone of fire.&lt;/p&gt; &lt;p&gt;The &lt;strong&gt;Grapple&lt;/strong&gt; has a base damage against Pros and&amp;nbsp;huge damage against bots.&lt;/p&gt; &lt;p&gt;The &lt;strong&gt;Radius Damage&lt;/strong&gt; of nearly every explosive is 256 units.&lt;br /&gt;For reference on just how big that is, the Assault's Bomb has a 256 radius at Level 1 and a 512 radius at Level 3.&lt;br /&gt;The circle it projects is an accurate representation of that radius.&lt;/p&gt; &lt;p&gt;&lt;br /&gt;The &lt;strong&gt;ASSAULT's Assault Rifle&lt;/strong&gt; is&amp;nbsp;a standard automatic weapon.&lt;br /&gt;When zoomed,&amp;nbsp;the Assault slows down and the cone of fire tightens, but the range at which the weapon's damage decreases is improved a bit.&lt;/p&gt; &lt;p&gt;The &lt;strong&gt;Grenade Launcher&lt;/strong&gt; is also straightforward, an explosive that bounces off the environment and detonates after one second or after hitting an enemy.&lt;br /&gt;Its secondary Grapple will deliver 150 damage against Pros and destructive damage against most bots.&lt;/p&gt; &lt;p&gt;-&lt;br /&gt;The &lt;strong&gt;TANK's Jet Gun&lt;/strong&gt; is very particular.&lt;br /&gt;When deployed, the range at which the Jet Gun will reach extends to a greater distance.&lt;br /&gt;The "&lt;strong&gt;Death Blossom&lt;/strong&gt;" technique is a radial attack that delivers damage based on the current amount of ammunition loaded.&lt;br /&gt;A fully loaded Jet Gun will unleash a full ring of 250 damage while a Death Blossom using only one ammo will only cause 54 damage.&lt;br /&gt;At the default ammo capacity, every round of Jet Ammo is worth 4 damage.&lt;/p&gt; &lt;p&gt;The &lt;strong&gt;Railgun&lt;/strong&gt; is a powerful hitscan weapon.&lt;br /&gt;Not much else to it.&lt;/p&gt; &lt;p&gt;-&lt;br /&gt;&lt;strong&gt;SUPPORT's Shotgun&lt;/strong&gt; is another ordinary weapon... but like most videogame shotguns, the buckshot suddenly vanishes after a short distance.&lt;br /&gt;While you may only see six tracers from a shotgun blast, there are actually fifteen hitscans.&lt;br /&gt;The fifteen shot divides the total 405 point blank damage of the shotgun attack.&lt;/p&gt; &lt;p&gt;The &lt;strong&gt;Heal/Hurt Gun&lt;/strong&gt; is a complex weapon.&lt;br /&gt;First off is the simple &lt;strong&gt;Heal&lt;/strong&gt; ray that sticks to whatever nearby ally Pro or Bot, healing them for 20 points every quarter of a second.&lt;br /&gt;The Heal Gun can also boost the Pro/Bot's maximum health to 150% of its natural maximum.&lt;/p&gt; &lt;p&gt;On the flip side, the &lt;strong&gt;Hurt&lt;/strong&gt; ray will sting an enemy for 15 damage while also returning&amp;nbsp;3% of the Support's max health every quarter of a second.&lt;br /&gt;The Rate of Fire Endorsement is a very effective thing to have for a Support's HealGun, boosting the rate of healing significantly.&lt;/p&gt; &lt;p&gt;-&lt;br /&gt;The &lt;strong&gt;ASSASSIN's Blade&lt;/strong&gt; has a number of contextual modifiers.&lt;br /&gt;Attacking an enemy's rear will multiply damage and cause greater grapples.&lt;br /&gt;The &lt;strong&gt;Dagger&lt;/strong&gt; in Level 1&amp;amp;2 has a lesser base damage than the Sword, and also has a weaker Grapple attack.&lt;br /&gt;The &lt;strong&gt;Sword&lt;/strong&gt; has a slight improvement to slash damage, and its front grapple is a triple hitter for a total of 450 damage.&lt;br /&gt;As a class that can grapple the JackBot, the Assassin is capable of hitting it hard.&lt;/p&gt; &lt;p&gt;The &lt;strong&gt;Shuriken&lt;/strong&gt; has a lot in common with the Assault's grenade launcher, except without gravity on the projectile and ten times the rate of fire.&lt;br /&gt;The Shurikens will ricochet off of surfaces and last for two seconds before they vanish.&lt;/p&gt; &lt;p&gt;-&lt;br /&gt;The &lt;strong&gt;GUNNER's Minigun&lt;/strong&gt; starts off firing at a rate of 600 the instant you pull the trigger.&lt;br /&gt;As the first few seconds pass, the weapon begins firing multiple shots at the same time, effectively adding to the minigun's rate of fire.&lt;br /&gt;After a second of sustained fire, the minigun fires two rounds every 0.2 seconds.&lt;br /&gt;After another second, a shot fired every 0.3 seconds.&lt;br /&gt;Two more seconds and the minigun is as full blast with another shot every 0.4 seconds, essentially giving the weapon a total of 1250 RPM.&lt;/p&gt; &lt;p&gt;Also note that the &lt;strong&gt;Dual Minigun&lt;/strong&gt; cuts the minigun's Fire Interval to 0.05, doubling its initial rate of fire (making its total RPM when in full spin 1850).&lt;br /&gt;But it also lowers the maximum damage to 66% of its original damage... so that it isn't too strong with the doubled rate of fire.&lt;/p&gt; &lt;p&gt;The &lt;strong&gt;Mortar Launcher&lt;/strong&gt; is devastating against turrets and bots, though its base damage lacks against Pros.&lt;br /&gt;Leveling up his passive Skill will fire multiple rockets at once, essentially &lt;em&gt;doubling and tripling&lt;/em&gt; the damage output.&lt;br /&gt;It's the Gunner's long range anti-machine weapon.&lt;/p&gt; &lt;p&gt;-&lt;br /&gt;The &lt;strong&gt;SNIPER&lt;/strong&gt; is another typical class like the Assault.&lt;br /&gt;His &lt;strong&gt;Sniper Rifle&lt;/strong&gt; is as you would expect. When not zoomed, the rifle delivers a weak and inaccurate shot.&lt;br /&gt;Zooming both boosts its base damage and makes it near perfect in accuracy.&lt;br /&gt;It's headshot is lethal to every class except the Gunner with a head shield and a&amp;nbsp;Level 3&amp;nbsp;Tank with Armor Endorsements.&lt;br /&gt;At Level 3, the &lt;strong&gt;Explosive Round&lt;/strong&gt; will cause an explosion on the first thing it hits.&lt;/p&gt; &lt;p&gt;The &lt;strong&gt;SMG&lt;/strong&gt; is Assault Rifle lite. Though, it apparently doesn't lose damage over a distance.&lt;br /&gt;It lacks the accuracy of zoom (though better base spread than the Assault rifle) and has a smaller magazine.&lt;/p&gt; &lt;p&gt;-----&lt;/p&gt; &lt;p&gt;&lt;strong&gt;Juice&lt;/strong&gt;&amp;nbsp;gives several benefits to the character when activated.&lt;/p&gt; &lt;p&gt;Damage Taken: 0.4x&lt;br /&gt;Critical Damage: 2x&lt;br /&gt;Fire Interval: 0.8x&lt;br /&gt;Assassain, Sniper Speed Boost: +180&lt;br /&gt;Support, Assault Speed Boost: +200&lt;br /&gt;Tank, Gunner Speed Boost: +250&lt;br /&gt;Reload Time: 0.5x&lt;br /&gt;Max Health changed to: 1000&lt;/p&gt; &lt;p&gt;-----&amp;nbsp;&lt;/p&gt; &lt;p&gt;&lt;strong&gt;Skills&lt;/strong&gt; are not that complicated, though some do have a bunch of variables and effects.&lt;br /&gt;I get the feeling some time-critical things are different between PC and console.&lt;br /&gt;The Sniper's Trap for example has just over a second of freeze time against Pros for this PC Balance.&lt;br /&gt;The 360 version wouldn't happen to be much longer, would it?&lt;br /&gt;&lt;br /&gt;Almost every skill has a maximum "capacity" of 60.&lt;br /&gt;Why 60? It makes a lot of sense. A capacity of sixty allows for easy synchronyzation to a minute of time.&lt;br /&gt;Each "per second" rate regarding regeneration or degeneration neatly comes out to a round number instead of a fraction of a second.&lt;/p&gt; &lt;p&gt;&lt;strong&gt;Assault Flight&lt;/strong&gt;&lt;br /&gt;&lt;br /&gt;Skill Capacity: 100&lt;br /&gt;Regeneration: +5 per second&lt;br /&gt;Activation cost: 10 energy&lt;br /&gt;&lt;br /&gt;Level 1 Drain: -30 per second&lt;br /&gt;Level 2 Drain: -20 per second&lt;br /&gt;Level 3 Drain: -15 per second&lt;br /&gt;&lt;br /&gt;=&lt;br /&gt;&lt;br /&gt;&lt;strong&gt;Assault Bomb&lt;/strong&gt;&lt;br /&gt;&lt;br /&gt;Skill Capacity: 60&lt;br /&gt;&lt;br /&gt;Level 1&lt;br /&gt;Damage: 100&lt;br /&gt;Radius: 256&lt;br /&gt;Regeneration: +4 per second (20 second recharge time)&lt;br /&gt;&lt;br /&gt;Level 2&lt;br /&gt;Damage: 200&lt;br /&gt;Radius: 384&lt;br /&gt;Regeneration: +5 per second (15 second recharge)&lt;br /&gt;&lt;br /&gt;Level 3&lt;br /&gt;Damage: 300&lt;br /&gt;Radius: 512&lt;br /&gt;Regeneration: +6 per second (10 second recharge)&lt;br /&gt;&lt;br /&gt;Damage vs Turret: 3.3x&lt;br /&gt;Damage vs Bots: 2.5x&lt;br /&gt;Damage vs Moneyball: 1.5x&lt;br /&gt;Damage when attached: 2000&lt;br /&gt;Bomb Activation: 1 second&lt;br /&gt;&lt;br /&gt;-&lt;/p&gt; &lt;p&gt;&lt;strong&gt;Assault Charge&lt;/strong&gt;&lt;br /&gt;&lt;br /&gt;Skill Capacity: 60&lt;br /&gt;&lt;br /&gt;Level 1&lt;br /&gt;Damage: 150&lt;br /&gt;Regeneration: +3 per second (15 seconds)&lt;br /&gt;&lt;br /&gt;Level 2&lt;br /&gt;Damage: 300&lt;br /&gt;Damage vs Bots: 500&lt;br /&gt;Regeneration: +4 per second (10 seconds)&lt;br /&gt;&lt;br /&gt;Level 3&lt;br /&gt;Damage: 300&lt;br /&gt;Grapple Damage: 450&lt;br /&gt;Grapple Damage vs Bots: 5000&lt;br /&gt;Regeneration: +6 per second (6.67 seconds)&lt;br /&gt;&lt;br /&gt;-&lt;br /&gt;&lt;br /&gt;&lt;strong&gt;Assault Passive&lt;/strong&gt; (Critical Chance)&lt;br /&gt;Critical Hit Endorsement is added to Assault Critical&lt;br /&gt;&lt;br /&gt;Level 2&lt;br /&gt;Critical Activation Chance: +2%&lt;br /&gt;Critical Damage: 1.15x&lt;br /&gt;Critical Duration: 1 second&lt;br /&gt;&lt;br /&gt;Level 3&lt;br /&gt;Critical Activation Chance: +5%&lt;br /&gt;Critical Damage: 1.25x&lt;br /&gt;Critical Duration: 1 second&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;-----&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;strong&gt;Support Hacking&lt;/strong&gt;&lt;br /&gt;&lt;br /&gt;Skill Capacity: 60&lt;br /&gt;Regeneration: +1 per second (always 60 seconds)&lt;br /&gt;&lt;br /&gt;Level 1 Hack&lt;br /&gt;Time to Hack: 5 seconds&lt;br /&gt;Duration: 150 seconds&lt;br /&gt;Turret Fire Interval: 0.8x&lt;br /&gt;&lt;br /&gt;Level 2 Hack&lt;br /&gt;Time to Hack: 4 seconds&lt;br /&gt;Duration: 165 seconds&lt;br /&gt;Turret Range Boost: +1024&lt;br /&gt;&lt;br /&gt;Level 3 Hack&lt;br /&gt;Time to Hack: 3 seconds&lt;br /&gt;Duration: 180 seconds&lt;br /&gt;Turret Fire Interval Boost: 0.6x&lt;br /&gt;Turret Range Boost: +1536&lt;br /&gt;&lt;br /&gt;-&lt;br /&gt;&lt;br /&gt;&lt;strong&gt;Support Airstrike&lt;/strong&gt;&lt;br /&gt;&lt;br /&gt;Skill Capacity: 60&lt;br /&gt;Time to Impact: 2 seconds&lt;br /&gt;&lt;br /&gt;Level 1&lt;br /&gt;Damage: 2500&lt;br /&gt;Radius: 256&lt;br /&gt;Skill Use: 60&lt;br /&gt;Skill Regen: +1 per second (60 seconds)&lt;br /&gt;&lt;br /&gt;Level 2&lt;br /&gt;Damage: 2500&lt;br /&gt;Radius: 384&lt;br /&gt;Skill Use: 30.5&lt;br /&gt;Skill Regen: +0.75 per second (40 seconds for one use)&lt;br /&gt;&lt;br /&gt;Level 3&lt;br /&gt;Damage: 2500&lt;br /&gt;Radius: 512&lt;br /&gt;Skill Use: 20.5&lt;br /&gt;Skill Regen: +0.67 per second (30 seconds for one use)&lt;br /&gt;&lt;br /&gt;-&lt;br /&gt;&lt;br /&gt;&lt;strong&gt;Support Firebase&lt;/strong&gt;&lt;br /&gt;Skill Capacity: 60&lt;br /&gt;&lt;br /&gt;Level 1&lt;br /&gt;Health: 1000&lt;br /&gt;Damage: 15 - 5&lt;br /&gt;Range: 1280&lt;br /&gt;Fire Interval: 0.1 second&lt;br /&gt;Skill Regeneration: +1 per second&lt;br /&gt;Pickup Skill Recovery: +15&lt;br /&gt;&lt;br /&gt;Level 2&lt;br /&gt;Health: 1250&lt;br /&gt;Damage: 20 - 5&lt;br /&gt;Range: 1280&lt;br /&gt;Fire Interval: 0.1 second&lt;br /&gt;Skill Regeneration: +1.5 per second&lt;br /&gt;Pickup Skill Recovery: +30&lt;br /&gt;&lt;br /&gt;Level 3&lt;br /&gt;Health: 1500&lt;br /&gt;Skill Regeneration: +2 per second&lt;br /&gt;Pickup Skill Recovery: +45&lt;br /&gt;Healing Aura Rate: 10% healed per second&lt;br /&gt;Healing Aura Radius: 384&lt;br /&gt;&lt;br /&gt;-&lt;br /&gt;&lt;br /&gt;&lt;strong&gt;Support Passive&lt;/strong&gt;&lt;br /&gt;&lt;br /&gt;Level 2&lt;br /&gt;Support Health Regen Delay: 0.6x&lt;br /&gt;Passive Bot Support Radius: 768&lt;br /&gt;Supported Bot Fire Interval: 0.75x&lt;br /&gt;Supported Bot Damage Reduction: 0.5x&lt;br /&gt;&lt;br /&gt;Level 3&lt;br /&gt;Support Max Health: +200&lt;br /&gt;&lt;br /&gt;-----&lt;br /&gt;&lt;br /&gt;&lt;strong&gt;Gunner Slam&lt;/strong&gt;&lt;br /&gt;&lt;br /&gt;Skill Capacity: 60&lt;br /&gt;Bot Stun Duration: 3 seconds&lt;br /&gt;Pro Stun Duration: 5 seconds&lt;br /&gt;Pro Stun Speed: 0.5x&lt;br /&gt;"Flapjack Master" Direct Hit Damage: 1500&lt;br /&gt;&lt;br /&gt;Level 1&lt;br /&gt;Damage: 150&lt;br /&gt;Radius: 512&lt;br /&gt;Skill Regeneration: +4 per second&lt;br /&gt;&lt;br /&gt;Level 2&lt;br /&gt;Damage: 200&lt;br /&gt;Radius: 768&lt;br /&gt;Skill Regeneration: +5 per second&lt;br /&gt;&lt;br /&gt;Level 3&lt;br /&gt;Damage: 275&lt;br /&gt;Radius: 1024&lt;br /&gt;Skill Regeneration: +6 per second&lt;br /&gt;&lt;br /&gt;-&lt;br /&gt;&lt;br /&gt;&lt;strong&gt;Gunner Grapple&lt;/strong&gt;&lt;br /&gt;&lt;br /&gt;Skill Capacity: 60&lt;br /&gt;&lt;br /&gt;Level 1&lt;br /&gt;Skill Regeneration: +4 per second&lt;br /&gt;Grapple Attack #1 Damage: 50&lt;br /&gt;Grapple Attack #2 Damage: 100&lt;br /&gt;Grapple vs Bots: 2000&lt;br /&gt;&lt;br /&gt;Level 2&lt;br /&gt;Skill Regeneration: +5 per second&lt;br /&gt;Grapple Attack #1 Damage: 50&lt;br /&gt;Grapple Attack #2 Damage: 250&lt;br /&gt;Grapple vs Bots: 3500&lt;br /&gt;&lt;br /&gt;Level 3&lt;br /&gt;Skill Regeneration: +6 per second&lt;br /&gt;Grapple Attack #1 Damage: 50&lt;br /&gt;Grapple Attack #2 Damage: 550&lt;br /&gt;Grapple vs Bots: 5000&lt;br /&gt;&lt;br /&gt;-&lt;br /&gt;&lt;br /&gt;&lt;strong&gt;Gunner Deploy&lt;/strong&gt;&lt;br /&gt;&lt;br /&gt;Skill Capacity: 60&lt;br /&gt;Skill Regeneration: +10 per second&lt;br /&gt;&lt;br /&gt;Deployed Spread: 0.8x&lt;br /&gt;Damage Taken: 0.75x&lt;br /&gt;&lt;br /&gt;Critical Damage: 1.2x&lt;br /&gt;&lt;br /&gt;Level 2&lt;br /&gt;Critical Chance: +2%&lt;br /&gt;&lt;br /&gt;Level 3&lt;br /&gt;Critical Change: +5%&lt;br /&gt;Sniper Headshot Disabled&lt;br /&gt;&lt;br /&gt;-&lt;br /&gt;&lt;br /&gt;&lt;strong&gt;Gunner Passive&lt;/strong&gt;&lt;br /&gt;&lt;br /&gt;Level 2&lt;br /&gt;Mortar Radius: 384&lt;br /&gt;Mortar Count: 2x&lt;br /&gt;&lt;br /&gt;Level 3&lt;br /&gt;Mortar Count: 3x&lt;br /&gt;&lt;br /&gt;Dual Minigun Initial Fire Interval: 0.05 (1200 RPM)&lt;br /&gt;Dual Minigun Max Damage: 68&lt;br /&gt;Dual Minigun Ammo Capacity: 150&lt;br /&gt;&lt;br /&gt;-----&lt;br /&gt;&lt;br /&gt;&lt;strong&gt;Tank Product Grenade&lt;/strong&gt;&lt;br /&gt;&lt;br /&gt;Skill Capacity: 60&lt;br /&gt;&lt;br /&gt;Level 1&lt;br /&gt;Damage: 100&lt;br /&gt;Radius: 256&lt;br /&gt;Skill Regeneration: +4 per second&lt;br /&gt;&lt;br /&gt;Level 2&lt;br /&gt;Stun Duration: 2 seconds&lt;br /&gt;Damage: 150&lt;br /&gt;Radius: 384&lt;br /&gt;Skill Regeneration: +5 per second&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;Level 3&lt;br /&gt;Grenade Split: 4x&lt;br /&gt;Damage: 150&lt;br /&gt;Radius: 256&lt;br /&gt;Skill Regeneration: +6 per second&lt;br /&gt;&lt;br /&gt;-&lt;br /&gt;&lt;br /&gt;&lt;strong&gt;Tank Deploy&lt;/strong&gt;&lt;br /&gt;&lt;br /&gt;Skill Capacity: 60&lt;br /&gt;Skill Regeneration: +10 per second&lt;br /&gt;&lt;br /&gt;Jetgun Range: 768&lt;br /&gt;&lt;br /&gt;Jetpack Flame Damage: -10 per Interval&lt;br /&gt;Flame Intervals: 0.5 seconds&lt;br /&gt;Flame Duration: 5 seconds&lt;br /&gt;&lt;br /&gt;Level 1&lt;br /&gt;Deployed Damage Reduction: 0.75x&lt;br /&gt;&lt;br /&gt;Level 2&lt;br /&gt;Health Regeneration Delay: 0.5x&lt;br /&gt;Health Regeneration Duration: 0.5x&lt;br /&gt;&lt;br /&gt;Level 3&lt;br /&gt;Ammo Regeneration: 1 Second Intervals&lt;br /&gt;&lt;br /&gt;-&lt;br /&gt;&lt;br /&gt;&lt;strong&gt;Tank Charge&lt;/strong&gt;&lt;br /&gt;&lt;br /&gt;Skill Capacity: 60&lt;br /&gt;&lt;br /&gt;Level 1&lt;br /&gt;Damage: 150&lt;br /&gt;Skill Regeneration: +4 per second&lt;br /&gt;&lt;br /&gt;Level 2&lt;br /&gt;Damage: 275&lt;br /&gt;Skill Regeneration: +6 per second&lt;br /&gt;&lt;br /&gt;Level 3&lt;br /&gt;Damage: 300&lt;br /&gt;Skill Regeneration: +8 per second&lt;br /&gt;&lt;br /&gt;-&lt;br /&gt;&lt;br /&gt;&lt;strong&gt;Tank Passive&lt;/strong&gt;&lt;br /&gt;&lt;br /&gt;Level 2&lt;br /&gt;Health Regeneration Delay: 0.75x&lt;br /&gt;&lt;br /&gt;Level 3&lt;br /&gt;Max Health: +300&lt;br /&gt;&lt;br /&gt;-----&lt;br /&gt;&lt;br /&gt;&lt;strong&gt;Sniper Flak&lt;/strong&gt;&lt;br /&gt;&lt;br /&gt;Skill Capacity: 60&lt;br /&gt;Skill Regeneration: +3 per second&lt;br /&gt;&lt;br /&gt;Flak Lifespan: 5 seconds&lt;br /&gt;Flak Damage Interval: 0.25 seconds&lt;br /&gt;&lt;br /&gt;Damage vs Turret: 3x&lt;br /&gt;Damage vs Pros: 0.5x&lt;br /&gt;Damage vs Money Ball: 0.33x&lt;br /&gt;&lt;br /&gt;Level 1&lt;br /&gt;Damage: 25&lt;br /&gt;Radius: 256&lt;br /&gt;&lt;br /&gt;Level 2&lt;br /&gt;Damage: 50&lt;br /&gt;Radius: 512&lt;br /&gt;&lt;br /&gt;Level 1&lt;br /&gt;Damage: 75&lt;br /&gt;Radius: 768&lt;br /&gt;&lt;br /&gt;-&lt;br /&gt;&lt;br /&gt;&lt;strong&gt;Sniper Trap&lt;/strong&gt;&lt;br /&gt;&lt;br /&gt;Skill Capacity: 60&lt;br /&gt;Skill Regeneration: +2 per second&lt;br /&gt;&lt;br /&gt;Trap Health: 25&lt;br /&gt;Trap Trigger Radius: 256&lt;br /&gt;Trap Effect Radius: 640&lt;br /&gt;Trap Arming Time: 3 seconds&lt;br /&gt;&lt;br /&gt;Level 1&lt;br /&gt;Skill Use: 60&lt;br /&gt;Max Traps: 1&lt;br /&gt;Slow Duration: 0.5 seconds&lt;br /&gt;Slow Movement Speed: 0.5x&lt;br /&gt;&lt;br /&gt;Level 2&lt;br /&gt;Skill Use: 31&lt;br /&gt;Max Traps: 2&lt;br /&gt;Bot Freeze Duration: 0.5 seconds&lt;br /&gt;Player Freeze Duration: 1.5 seconds&lt;br /&gt;&lt;br /&gt;Level 3&lt;br /&gt;Skill Use: 31&lt;br /&gt;Max Traps: 3&lt;br /&gt;Skill Degeneration: -1&lt;br /&gt;Degeneration Duration: 1 second&lt;br /&gt;&lt;br /&gt;-&lt;br /&gt;&lt;br /&gt;&lt;strong&gt;Sniper Grapple&lt;/strong&gt;&lt;br /&gt;&lt;br /&gt;Skill Capacity: 60&lt;br /&gt;Grapple vs JackBot: 2500&lt;br /&gt;&lt;br /&gt;Level 1&lt;br /&gt;Damage: 150&lt;br /&gt;Damage v Bot: 2000&lt;br /&gt;Skill Regeneration: +4 per second&lt;br /&gt;&lt;br /&gt;Level 2&lt;br /&gt;Damage: 140 x 2&lt;br /&gt;Damage vs Bot: 3500&lt;br /&gt;Skill Regeneration: +5 per second&lt;br /&gt;&lt;br /&gt;Level 3&lt;br /&gt;Damage: 225 x 2&lt;br /&gt;Damage vs Bot: 5000&lt;br /&gt;Skill Regeneration: +6 per second&lt;br /&gt;&lt;br /&gt;-&lt;br /&gt;&lt;br /&gt;&lt;strong&gt;Sniper Passive&lt;/strong&gt;&lt;br /&gt;&lt;br /&gt;Level 2&lt;br /&gt;Sniper Rifle Penetration&lt;br /&gt;&lt;br /&gt;Level 3&lt;br /&gt;Explosion Damage: 100&lt;br /&gt;Explosion radius: 256&lt;br /&gt;&lt;br /&gt;-----&lt;br /&gt;&lt;br /&gt;&lt;strong&gt;Assassin Smoke Bomb&lt;/strong&gt;&lt;br /&gt;&lt;br /&gt;Skill Capacity: 60&lt;br /&gt;&lt;br /&gt;Jump Height Boost: 2.5x&lt;br /&gt;Jump Boost Duration: 1 second&lt;br /&gt;Jump Air Control: 4x&lt;br /&gt;Jump Air Control Duration: 4 seconds&lt;br /&gt;&lt;br /&gt;Bot Stun Duration: 4 seconds&lt;br /&gt;Pro Blind Duration: 1 second&lt;br /&gt;&lt;br /&gt;Damage Taken During Smoke: 0.5x&lt;br /&gt;Damage Mod Duration: 1 second&lt;br /&gt;&lt;br /&gt;Level 1&lt;br /&gt;Smoke Blast Radius: 384&lt;br /&gt;Skill Regeneration: +3 per second&lt;br /&gt;&lt;br /&gt;Level 2&lt;br /&gt;Smoke Blast Radius: 512&lt;br /&gt;Skill Regeneration: +4 per second&lt;br /&gt;&lt;br /&gt;Level 3&lt;br /&gt;Smoke Blast Radius: 640&lt;br /&gt;Skill Regeneration: +5 per second&lt;br /&gt;&lt;br /&gt;-&lt;br /&gt;&lt;br /&gt;&lt;strong&gt;Assassin Cloak&lt;/strong&gt;&lt;br /&gt;&lt;br /&gt;Critical Hit Out of Cloak: 100% chance&lt;br /&gt;Critical Hit Multiplier: 1.15x&lt;br /&gt;Critical Hit Duration: 0.5 second&lt;br /&gt;&lt;br /&gt;Cloak Minimum Visibility: 2400 - 1000 range&lt;br /&gt;Cloak Color Visibility: 700 - 350 range&lt;br /&gt;Cloak High Visibility: 250 - 150 Range&lt;br /&gt;&lt;br /&gt;Level 1&lt;br /&gt;Cloak Drain: -6 per second&lt;br /&gt;Cloak Regen: +2 per second&lt;br /&gt;&lt;br /&gt;Level 2&lt;br /&gt;Cloak Drain: -5 per second&lt;br /&gt;Cloak Regen: +2 per second&lt;br /&gt;&lt;br /&gt;Level 3&lt;br /&gt;Cloak Drain: -4 per second&lt;br /&gt;Cloak Regen: +2 per second&lt;br /&gt;Cloak Stationary Regen: +1 per second&lt;br /&gt;&lt;br /&gt;-&lt;br /&gt;&lt;br /&gt;&lt;strong&gt;Assassin Dash&lt;/strong&gt;&lt;br /&gt;&lt;br /&gt;Skill Capacity: 60&lt;br /&gt;&lt;br /&gt;Level 1&lt;br /&gt;Skill Use: 20 per second&lt;br /&gt;Skill Regeneration: 10 per second&lt;br /&gt;&lt;br /&gt;Level 2&lt;br /&gt;Skill Use: 15 per second&lt;br /&gt;Skill Regeneration: 10 per second&lt;br /&gt;&lt;br /&gt;Level 3&lt;br /&gt;Skill Use: 5 per second&lt;br /&gt;Skill Regeneration: 10 per second&lt;br /&gt;&lt;br /&gt;-&lt;br /&gt;&lt;br /&gt;&lt;strong&gt;Assassin Passive&lt;/strong&gt;&lt;br /&gt;&lt;br /&gt;Level 2&lt;br /&gt;Falling Damage: 0.5x&lt;br /&gt;&lt;br /&gt;Level 3&lt;br /&gt;Falling Damage: 0x&lt;br /&gt;Katana&lt;/p&gt; &lt;p&gt;-----&lt;/p&gt; &lt;p&gt;&lt;strong&gt;Endorsements&lt;/strong&gt;&amp;nbsp;are straightforward in their operation.&lt;/p&gt; &lt;p&gt;&lt;strong&gt;Armor (Heavy Classes)&lt;/strong&gt;&lt;br /&gt;Bronze: +100 Health&lt;br /&gt;Silver: +200 Health&lt;br /&gt;Gold: +300 Health&lt;/p&gt; &lt;p&gt;&lt;strong&gt;Armor (Light and Medium Classes)&lt;/strong&gt;&lt;br /&gt;Bronze: +75 Health&lt;br /&gt;Silver: +150 Health&lt;br /&gt;Gold: +225 Health&lt;/p&gt; &lt;p&gt;&lt;strong&gt;Critical Hit &lt;/strong&gt;(Base Critical Hit Duration lasts 1 second, so it adds up for automatic weapons)&lt;br /&gt;Bronze: +2% chance of Critical, 1.1x damage&lt;br /&gt;Silver: +3% chance of Critical, 1.15x damage&lt;br /&gt;Gold: +5% chance of Critical, 1.25x damage&lt;/p&gt; &lt;p&gt;&lt;strong&gt;Health Regeneration&lt;/strong&gt;&lt;br /&gt;Bronze: 0.8x Regen Delay and Regen Time&lt;br /&gt;Silver: 0.7x&amp;nbsp;Regen Delay and Regen Time&lt;br /&gt;Gold: 0.6x&amp;nbsp;Regen Delay and Regen Time&lt;br /&gt;&lt;br /&gt;&lt;strong&gt;Juice&lt;/strong&gt;&lt;br /&gt;Bronze: Spawn with 10% Juice&lt;br /&gt;Silver: Spawn with 15% Juice&lt;br /&gt;Gold: Spawn with 25% Juice&lt;/p&gt; &lt;p&gt;&lt;strong&gt;Rate of Fire&lt;/strong&gt;&lt;br /&gt;Bronze: 0.9x Fire Interval&lt;br /&gt;Silver: 0.8x Fire Interval&lt;br /&gt;Gold: 0.7x Fire Interval&lt;br /&gt;&lt;br /&gt;&lt;strong&gt;Skill Cooldown&amp;nbsp;&lt;/strong&gt;&lt;br /&gt;Bronze: 1.25x Skill Regen Per Second&lt;br /&gt;Silver: 1.35x Skill Regen Per Second&lt;br /&gt;Gold: 1.5x Skill Regen Per Second&lt;br /&gt;&lt;br /&gt;&lt;strong&gt;Movement Speed&lt;/strong&gt;&lt;br /&gt;Bronze: +25 Run Speed&lt;br /&gt;Silver: +50 Run Speed&lt;br /&gt;Gold: +100 Run Speed&lt;/p&gt; &lt;p&gt;&lt;strong&gt;Accuracy&lt;/strong&gt;&lt;br /&gt;Bronze: 0.8x Cone of Fire&lt;br /&gt;Silver: 0.65x Cone of Fire&lt;br /&gt;Gold:0.5x Cone of Fire&lt;br /&gt;&lt;br /&gt;&lt;strong&gt;Clip Size&lt;/strong&gt;&lt;br /&gt;Bronze: 1.4x Clip Size&lt;br /&gt;Silver: 1.6x Clip Size&lt;br /&gt;Gold: 2x Clip Size&lt;br /&gt;&lt;br /&gt;&lt;strong&gt;Reload&lt;/strong&gt;&lt;br /&gt;Bronze: 0.8x Reload Time&lt;br /&gt;Silver: 0.7x Reload Time&lt;br /&gt;Gold: 0.6x Reload Time&lt;/p&gt; &lt;p&gt;-----&lt;/p&gt; &lt;p&gt;&lt;strong&gt;Slim Bot&lt;/strong&gt;&lt;br /&gt;Health: 175 &lt;br /&gt;Speed: 450&lt;br /&gt;Laser Damage: 7&lt;br /&gt;Laser Interval: 0.5 seconds&lt;br /&gt;Targeting Range: 1280 units&lt;br /&gt;&lt;br /&gt;&lt;strong&gt;GapShot&lt;/strong&gt;&lt;br /&gt;Health: 750&lt;br /&gt;Speed: 150&lt;br /&gt;Mortar Damage: 250&lt;br /&gt;Mortar Radius: 256&lt;br /&gt;Mortar Interval: 2.0 seconds&lt;br /&gt;Mortar vs Turrets: 1000&lt;br /&gt;&lt;br /&gt;&lt;strong&gt;BlackJack&lt;/strong&gt;&lt;br /&gt;Health: 2000&lt;br /&gt;Speed: 400&lt;br /&gt;Blaster Damage: 25&lt;br /&gt;Blaster Projectile Speed: 1800&lt;br /&gt;Melee Damage: 200&lt;br /&gt;Attack Interval: 0.75 seconds&lt;br /&gt;Targeting Range: 1280 units&lt;br /&gt;Blaster vs Bot: 100&lt;br /&gt;Blaster vs Turrets: 38&lt;br /&gt;&lt;br /&gt;&lt;strong&gt;Buzzer&lt;/strong&gt;&lt;br /&gt;Health: 10&lt;br /&gt;Lifespan: 20 seconds&lt;br /&gt;Air Speed: 900&lt;br /&gt;Detonation damage: 125&lt;br /&gt;Detonation radius: 128&lt;br /&gt;Damage vs Turrets: 750&lt;br /&gt;&lt;br /&gt;&lt;strong&gt;Bouncer&lt;/strong&gt;&lt;br /&gt;Health: 5000&lt;br /&gt;Speed: 650&lt;br /&gt;Melee Damage: 150 &lt;br /&gt;Melee vs Turrets: 600&lt;br /&gt;Grapple Damage: 275 x 2 hits&lt;br /&gt;Grapple Regen: 5 seconds&lt;br /&gt;Damage versus Money Ball: 300&lt;br /&gt;&lt;br /&gt;&lt;strong&gt;Scrambler&lt;/strong&gt;&lt;br /&gt;Health: 1000&lt;br /&gt;Speed: 450&lt;br /&gt;Melee Damage: 150&lt;br /&gt;Drain Rate: -3 per second&lt;br /&gt;Drain Radius: 768&lt;br /&gt;&lt;br /&gt;&lt;strong&gt;Gremlin&lt;/strong&gt;&lt;br /&gt;Health: 200&lt;br /&gt;Speed: 750&lt;br /&gt;Melee Damage: 50&lt;br /&gt;Damage vs Turrets: 200&lt;br /&gt;Damage vs Money Ball: 200&lt;br /&gt;&lt;br /&gt;&lt;strong&gt;XL JackBot&lt;/strong&gt;&lt;br /&gt;Health: 20,000&lt;br /&gt;Health Regen Delay: 30 seconds without damage&lt;br /&gt;Health Regen Time: 30 seconds to full&lt;br /&gt;Speed: 300&lt;br /&gt;Cannon Damage: 150&lt;br /&gt;Cannon Radius: 256&lt;br /&gt;Cannon Projectile Speed: 3000&lt;br /&gt;Attack Interval: 1 second&lt;br /&gt;Targeting Range: 4096 units&lt;br /&gt;Damage vs Bots: 1500&lt;br /&gt;Damage vs Turrets: 600&lt;br /&gt;Damage vs Money Ball: 75&lt;br /&gt;Slam Damage: 200&lt;br /&gt;Slam Radius: 1408 units&lt;br /&gt;Slam Regen: 20 seconds&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;strong&gt;Bullseye, the Official Monday Night Combat Mascot&lt;/strong&gt;&lt;br /&gt;Lifespan: 30 seconds&lt;br /&gt;Speed: 400&lt;br /&gt;Money Per Hit: 1-2 random&lt;br /&gt;Item Drop Interval: 2 seconds&lt;/p&gt; &lt;p&gt;-----&lt;/p&gt; &lt;p&gt;&lt;strong&gt;Turrets&lt;/strong&gt;&lt;br /&gt;&lt;br /&gt;&lt;strong&gt;Laser Blazer&lt;/strong&gt;&lt;br /&gt;&lt;br /&gt;Damage vs Bots: 8x&lt;br /&gt;Damage vs Cloak?: 4x&lt;br /&gt;&lt;br /&gt;&lt;strong&gt;Level 1&lt;/strong&gt;&lt;br /&gt;Health: 1500&lt;br /&gt;Build Time: 2 seconds&lt;br /&gt;Damage: 6 per shot&lt;br /&gt;Fire Interval: 0.2 seconds&lt;br /&gt;Sight Range: 1408&lt;br /&gt;&lt;br /&gt;&lt;strong&gt;Level 2&lt;/strong&gt;&lt;br /&gt;Health: 3000&lt;br /&gt;Upgrade Time: 3 seconds&lt;br /&gt;Damage: 7 per shot&lt;br /&gt;Fire Interval: 0.2 seconds&lt;br /&gt;Sight Range: 1664&lt;br /&gt;&lt;br /&gt;&lt;strong&gt;Level 3&lt;/strong&gt;&lt;br /&gt;Health: 4500&lt;br /&gt;Upgrade Time: 4 seconds&lt;br /&gt;Damage: 10 per shot&lt;br /&gt;Fire Interval: 0.2 seconds&lt;br /&gt;Sight Range: 1920&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;strong&gt;Rockit Turret&lt;/strong&gt;&lt;br /&gt;&lt;br /&gt;Damage vs Bots: 3x&lt;br /&gt;Damage vs Cloak?: 8x&lt;br /&gt;&lt;br /&gt;&lt;strong&gt;Level 1&lt;/strong&gt;&lt;br /&gt;Health: 5000&lt;br /&gt;Damage: 160&lt;br /&gt;Radius: 96&lt;br /&gt;Fire Interval: 1.0 second&lt;br /&gt;Sight Range: 1408&lt;br /&gt;&lt;br /&gt;&lt;strong&gt;Level 2&lt;/strong&gt;&lt;br /&gt;Health: 8000&lt;br /&gt;Upgrade Time: 10 seconds&lt;br /&gt;Damage: 160&lt;br /&gt;Radius: 96&lt;br /&gt;Fire Interval: 0.75 seconds&lt;br /&gt;Sight Range: 1664&lt;br /&gt;&lt;br /&gt;&lt;strong&gt;Level 3&lt;/strong&gt;&lt;br /&gt;Health: 13000&lt;br /&gt;Upgrade Time: 15 seconds&lt;br /&gt;Damage: 160&lt;br /&gt;Radius: 96&lt;br /&gt;Fire Interval: 0.5 seconds&lt;br /&gt;Sight Range: 1920&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;strong&gt;Shaveice Turret&lt;/strong&gt;&lt;br /&gt;&lt;br /&gt;&lt;strong&gt;Level 1&lt;/strong&gt;&lt;br /&gt;Health: 5000&lt;br /&gt;Fire Interval: 2.5 seconds&lt;br /&gt;Range: 1408&lt;br /&gt;Slow Multiplier: 0.8x&lt;br /&gt;Slow Duration: 1 second&lt;br /&gt;&lt;br /&gt;&lt;strong&gt;Level 2&lt;/strong&gt;&lt;br /&gt;Upgrade Time: 5 seconds&lt;br /&gt;Health: 10000&lt;br /&gt;Fire Interval: 2.0 seconds&lt;br /&gt;Range: 1408&lt;br /&gt;Slow Multiplier: 0.75x&lt;br /&gt;Slow Duration: 1 second&lt;br /&gt;&lt;br /&gt;&lt;strong&gt;Level 3&lt;/strong&gt;&lt;br /&gt;Upgrade Time: 8 seconds&lt;br /&gt;Health: 15000&lt;br /&gt;Fire Interval: 1.0 seconds&lt;br /&gt;Range: 1408&lt;br /&gt;Slow Multiplier: 0.6x&lt;br /&gt;Slow Duration: 1 second&lt;br /&gt;&lt;br /&gt;&lt;strong&gt;Longshot Turret&lt;/strong&gt;&lt;br /&gt;&lt;br /&gt;Damage vs Bots: 5x&lt;br /&gt;&lt;br /&gt;&lt;strong&gt;Level 1&lt;/strong&gt;&lt;br /&gt;Health: 1000&lt;br /&gt;Damage: 60&lt;br /&gt;Radius: 256&lt;br /&gt;Fire Interval: 4 seconds&lt;br /&gt;Range: 3584&lt;br /&gt;&lt;br /&gt;&lt;strong&gt;Level 2&lt;/strong&gt;&lt;br /&gt;Health: 2000&lt;br /&gt;Upgrade Time: 5 seconds&lt;br /&gt;Damage: 60&lt;br /&gt;Radius: 256&lt;br /&gt;Fire Interval: 2 seconds&lt;br /&gt;Range: 4096&lt;br /&gt;&lt;br /&gt;&lt;strong&gt;Level 3&lt;/strong&gt;&lt;br /&gt;Health: 4000&lt;br /&gt;Upgrade Time: 10 seconds&lt;br /&gt;Damage: 60&lt;br /&gt;Radius: 256&lt;br /&gt;Fire Interval: 1 second&lt;br /&gt;Range: 4608&lt;br /&gt;&lt;br /&gt;-----&lt;/p&gt; &lt;p&gt;&lt;strong&gt;All Class Melee&lt;/strong&gt;&lt;br /&gt;Damage vs Pro: 100&lt;br /&gt;Damage vs Bot: 200&lt;br /&gt;Back Attack vs Pro: 2x damage&lt;br /&gt;Interval: 0.75 seconds (also applies to bot melee)&lt;/p&gt;</description><comments>http://denkirson.xanga.com/738334142/monday-night-combat/#firstcomment</comments></item><item><title>BRINK</title><link>http://denkirson.xanga.com/738334226/brink/</link><guid>http://denkirson.xanga.com/738334226/brink/</guid><pubDate>Sat, 14 May 2011 04:07:17 GMT</pubDate><description>&lt;p&gt;It may take a while to chart BRINK.&lt;/p&gt; &lt;p&gt;No raw data since the sdpk2 files are encrypted, however the PC version has full access to the ~Developer console and debugging.&lt;br /&gt;With all of the "g_Debug..." variables, just about everything is available as though I had access to the files anyway.&lt;/p&gt; &lt;p&gt;Tests with &lt;strong&gt;g_DebugHealth&lt;/strong&gt; reveal:&lt;/p&gt; &lt;p&gt;Light has 120 health&lt;br /&gt;Medium has 140 health&lt;br /&gt;Heavy has 180 health&lt;/p&gt; &lt;p&gt;Hit Location Multipliers are segmented into:&lt;br /&gt;Head (1.5x damage multiplier)&lt;br /&gt;Torso &amp;amp; Arms (1.0x)&lt;br /&gt;Legs (0.75x)&lt;br /&gt;&lt;br /&gt;Up to five extra Health Pip buffs can be acquired. One from Hardened, Two from a Health Command Post and two from a Medic.&lt;br /&gt;The first additional Health Pip adds +30 health to all Body Types.&lt;br /&gt;The following Health Pips add +25, +20, +15 and +10.&lt;br /&gt;Having all buffed Health Pips is a total 100 extra health.&lt;/p&gt; &lt;p&gt;Weapon damage starts off at their listed number, but after a point, they begin to lose damage.&lt;br /&gt;Most Assault and Long Rifles seem to maintain their max damage (if they lose any at all) in just about any encounter due to the mostly close quarters fighting.&lt;br /&gt;SMGs, Shotguns, Heavy guns and Pistols however begin to lose damage as early as 6m (Tokmak) or as far out to about 20m (Sea Eagle).&lt;/p&gt; &lt;p&gt;Tests with &lt;strong&gt;g_DebugWeaponAccuracy&lt;/strong&gt; reveal:&amp;nbsp;&lt;/p&gt; &lt;p&gt;Sighting will give you better accuracy over crouching in most cases.&lt;br /&gt;Sighting overrides posture, so it is not necessary to crouch and Sight to get best accuracy.&lt;br /&gt;Moving while Sighted will also maintain best accuracy.&lt;br /&gt;Accuracy when Knocked Down, Climbing and Sliding is 10 for all weapons.&lt;br /&gt;Firing extended bursts will amplify the power of spread increase and recoil.&lt;br /&gt;Maximum inaccuracy varies between weapons, but you really shouldn't be spraying anyway.&lt;/p&gt; &lt;p&gt;Tests with &lt;strong&gt;g_DebugWeapon&lt;/strong&gt; and &lt;strong&gt;g_DebugBulletFiring&lt;/strong&gt; reveal:&lt;/p&gt; &lt;p&gt;The rate of fire in milliseconds. The reload times. The Raise/Lower time from one weapon to another.&lt;/p&gt; &lt;p&gt;Now, this chart has the Damage, a bunch of times and stationary spread.&lt;br /&gt;Later, I'll get the rest of the Raise/Lower times and then delve into the Spread added per shot.&lt;br /&gt;&lt;br /&gt;Note that all of these are with the stock weapon, no attachments at all.&lt;/p&gt; &lt;p&gt;&lt;img src="http://imageshack.us/m/88/7906/weapons2.png" alt="" /&gt;&lt;/p&gt;</description><comments>http://denkirson.xanga.com/738334226/brink/#firstcomment</comments></item><item><title>Battlefield Heroes</title><link>http://denkirson.xanga.com/706368076/battlefield-heroes/</link><guid>http://denkirson.xanga.com/706368076/battlefield-heroes/</guid><pubDate>Sun, 03 Apr 2011 11:04:59 GMT</pubDate><description>&lt;p&gt;&lt;strong&gt;&lt;a href="http://www.battlefieldheroes.com/" rel="nofollow"&gt;Battlefield Heroes&lt;/a&gt;&lt;/strong&gt; chart? &lt;br /&gt;&lt;br /&gt;I wanted to have something that wasn't Call of Duty, something I could get the jump on.&lt;br /&gt;(though "the jump" probably would have been when I got into the beta several months ago)&lt;br /&gt;Since Heroes is free (not including buying fake clothes), anybody with a PC made after 200X can download and play.&lt;br /&gt;&lt;br /&gt;&lt;strong&gt;NOTE&lt;/strong&gt;: All numbers are direct from the game's files.&lt;br /&gt;The only way any of these numbers are incorrect is if I made a typo or if the numbers have changed.&lt;br /&gt;&lt;br /&gt;&lt;strong&gt;UPDATE&lt;/strong&gt;: The "stylish" weapons are identical to the weapon that shares the same menu image.&lt;br /&gt;For example, the Stylish Shotgun is the same as the Very Fast shotgun. No statistical advantages, only image.&lt;/p&gt; &lt;p&gt;&lt;strong&gt;MOST RECENT UPDATE&lt;/strong&gt;: So far, every new weapon that has been added to the arsenal has been statistically similar to existing weapons.&lt;br /&gt;For example the Bad Company 2 LMGs are identical to the Long Range MG&lt;br /&gt;The BC2 SMGs to the Short&amp;amp;Fast SMG. The BC2 sniper rifles to the Slow&amp;amp;Heavy Rifle.&lt;br /&gt;The Medal of Honor LMG to the Uber/Super Short&amp;amp;Fast MG. So on and so forth.&lt;br /&gt;If the rate of fire and/or ammo capacity matches up, it is probably emulating that original weapon.&lt;br /&gt;&lt;br /&gt;&lt;strong&gt;ANOTHER UPDATE&lt;/strong&gt;: The new "Uber Super" weapons are, once again, identical to another existing weapon in almost every way. The differences are:&lt;br /&gt;&lt;br /&gt;Ammo capacity for some weapons, that's obvious in-game, don't need to tell you that.&lt;br /&gt;&lt;br /&gt;SMG Critical Chance has increased to 4%&lt;br /&gt;Pistol Critical chance has increased to 13%&lt;br /&gt;Shotgun Critical Chance has increased to 7%&lt;br /&gt;MG Critical Chance has increased to 7%&lt;br /&gt;&lt;br /&gt;Sniper Rifle Mid Range has become 20m and Long Range has become 30m.&lt;br /&gt;Knife range has increased to approximately 1.5x the original's distance and delivers 30-37 damage.&lt;br /&gt;&lt;br /&gt;Rocket Launcher has a 30% chance of dealing an extra 10 damage to enemies in the blast radius.&lt;/p&gt; &lt;p&gt;&lt;strong&gt;OH LOOK MORE UPDATES:&lt;/strong&gt;&amp;nbsp;Punk Heroes weapons are unique from all the Uber, BC2 and MOH weapons being mostly copies of existing guns.&lt;br /&gt;Punk Heroes' SMG, Shotgun and Grenade Launcher added to the bottom of the image.&lt;br /&gt;&lt;br /&gt;&lt;img src="http://img193.imageshack.us/img193/6581/weaponsv.png" alt="" align="left" /&gt;&lt;br /&gt;Every bullet is an object that travels, so shots have to be lead on distant targets.&lt;br /&gt;Sniper Rifles have a high velocity, you barely need to lead at all with them.&lt;br /&gt;Machineguns have about half or less the velocity of rifles.&lt;br /&gt;Pistols and shotguns have one fourth the velocity of rifles.&lt;br /&gt;&lt;br /&gt;---&lt;br /&gt;&lt;br /&gt;Each gun type has three versions:&lt;br /&gt;1) "Fast&amp;amp;Light" short range gun with a high fire rate and big spread&lt;br /&gt;2) "Default" average gun that doesn't excel at anything&lt;br /&gt;3) "Slow&amp;amp;Heavy" Long range gun with good accuracy and a slow... everything&lt;br /&gt;&lt;br /&gt;The ideal equipment would usually be to pair a Short gun with a Long gun.&lt;br /&gt;The guns need to be rented with Victory Points, earned by playing the game.&lt;br /&gt;Though lots of guns are outclassed by others of its type.&lt;br /&gt;For example, the Fast SMG pretty much dominates the SMG class.&lt;br /&gt;The Default MG is superior in any range against the Fast MG.&lt;br /&gt;&lt;br /&gt;-&lt;br /&gt;&lt;br /&gt;For &lt;strong&gt;Damage&lt;/strong&gt;, BFH uses a lot of numbers.&lt;br /&gt;BFH guns have a min-max damage range for three seperate distances.&lt;br /&gt;&lt;br /&gt;The damage for each shot is random, though the possible min-max for most of them are small enough that the number of shots needed to take out each enemy class will not vary that much.&lt;br /&gt;&lt;br /&gt;There is also a chance for each weapon to score a &lt;strong&gt;Critical Hit&lt;/strong&gt; for specific damage addition.&lt;br /&gt;&lt;br /&gt;The rocket launcher is anti-vehicle, it has low blast damage. Its power lies in a direct hit.&lt;br /&gt;Frags and TNT do a set amount of damage, damage decreases the further from the center of the blast.&lt;br /&gt;&lt;br /&gt;The "range" areas are quite small.&lt;br /&gt;Two values determine where Medium begins and where Long begins, Close starting at zero, of course.&lt;br /&gt;&lt;br /&gt;-&lt;br /&gt;&lt;br /&gt;&lt;strong&gt;Reloading&lt;/strong&gt; consists of unimportant slapping and clacking for a few seconds.&lt;br /&gt;The weapons in Battlefield Heroes are capable of being reloaded even when wielding another weapon during the reload.&lt;br /&gt;Some call it "cold reload", I'm gonna go by its code, &lt;em&gt;"Reload Without Player"&lt;/em&gt;.&lt;br /&gt;&lt;br /&gt;-&lt;br /&gt;&lt;br /&gt;The &lt;strong&gt;Rate of Fire&lt;/strong&gt; in BFH is set as rounds per minute.&lt;br /&gt;No need to divide 60 by the time between shots.&lt;br /&gt;&lt;br /&gt;-&lt;br /&gt;&lt;br /&gt;&lt;strong&gt;Deviation&lt;/strong&gt; (ie "spread") is presumably measured in degrees from the center of the crosshair.&lt;br /&gt;While other Battlefield games make use of the many deviation variables, only a single number exists for Heroes.&lt;br /&gt;A static number making a little cone of fire.&lt;br /&gt;&lt;br /&gt;-&lt;br /&gt;&lt;br /&gt;No weapon in Battlefield Heroes has &lt;strong&gt;Recoil&lt;/strong&gt; except for the Sniper Rifle.&lt;br /&gt;All three of them kick up and to the right.&lt;br /&gt;The default rifle happens to kick the least.&lt;br /&gt;The fast rifle has a bit more more oomph with each shot.&lt;br /&gt;The long rifle will have you looking at the sky.&lt;br /&gt;&lt;br /&gt;-----&lt;br /&gt;&lt;br /&gt;No need to list the Abilities;&lt;br /&gt;Their in-game descriptions tell you everything you'd need to know.&lt;br /&gt;&lt;br /&gt;Actually, some of them could use some clarity.&lt;br /&gt;For example, Frenzy Fire.&lt;br /&gt;It only subtracts 0.1 Spread per level on the MG.&lt;br /&gt;At level 5, any LMG only rivals the Fast SMG in accuracy.&lt;/p&gt;</description><comments>http://denkirson.xanga.com/706368076/battlefield-heroes/#firstcomment</comments></item><item><title>Crysis 2</title><link>http://denkirson.xanga.com/742784256/crysis-2/</link><guid>http://denkirson.xanga.com/742784256/crysis-2/</guid><pubDate>Sat, 02 Apr 2011 11:54:48 GMT</pubDate><description>&lt;p&gt;Most of the stuff in the game is rather complex and some things are spread in multiple places. It may take a while for me to figure out and organize everything.&lt;/p&gt; &lt;p&gt;&lt;strong&gt;MARCH 25:&lt;/strong&gt; Initial stuff on the handheld weapons. Damage, Rate of Fire, Reload times.&lt;br /&gt;&lt;strong&gt;MARCH 26:&lt;/strong&gt;&amp;nbsp;Basics of Hip spread, the effects of Rapid Fire and Point Fire Enhance.&lt;br /&gt;&lt;strong&gt;MARCH 28:&lt;/strong&gt;&amp;nbsp;Recoil, Laser Sight Spread, and the player's movement speed from the hip and when zoomed with various attachments.&lt;br /&gt;&lt;strong&gt;APRIL 2:&lt;/strong&gt; Avoided April Fools jokes, added the HMG, explosives, the damage effect of silencers, ammo capacity, special armor-piercing effects and some other stuff.&lt;br /&gt;&lt;strong&gt;APRIL 7:&lt;/strong&gt; Tucked the underbarrel attachments in next to the explosives. Added Suit Data image.&lt;/p&gt; &lt;p&gt;Coming soon: the rest of the reload times (wherever they are) and a more comprehensive chart detailing everything about the Suit and its three modes.&lt;/p&gt; &lt;p&gt;The &lt;strong&gt;Player&lt;/strong&gt;&amp;nbsp;has &lt;strong&gt;120 Health&lt;/strong&gt;.&lt;br /&gt;After five seconds without taking damage, the player's health begins to regenerate.&amp;nbsp;&lt;/p&gt; &lt;p&gt;The&amp;nbsp;&lt;strong&gt;Nanosuit&lt;/strong&gt; has &lt;strong&gt;100 Energy&lt;/strong&gt;.&lt;br /&gt;After one second of not using any energy draining functions, the suit will recharge 30 energy per second.&lt;br /&gt;If the suit is reduced to 0 Energy, it stays disabled for three seconds before recharging.&lt;/p&gt; &lt;p&gt;Recoil for most weapons is low (it should be, you have a big muscle suit and future guns) and character models are rather stiff and upright.&lt;br /&gt;There is not a lot of randomness when the weapon is sighted (much less with Aim Enhance), meaning accuracy and reflex are pivotal in a shootout. Aim for the head.&lt;/p&gt; &lt;p&gt;Weapons start off with a certain amount of &lt;strong&gt;Damage&lt;/strong&gt; out to a set &lt;strong&gt;Distance&lt;/strong&gt;.&lt;br /&gt;After that range, the weapons in Crysis 2 lose &lt;strong&gt;Damage Per Meter&lt;/strong&gt; to a &lt;strong&gt;Minimum Damage&lt;/strong&gt;.&lt;br /&gt;For example, the SCAR loses 0.25 damage per meter until it reaches 25 Damage.&lt;br /&gt;The &lt;strong&gt;Single Fire&lt;/strong&gt; mode on assault rifles has its own Damage and Range and Rate of fire.&lt;/p&gt; &lt;p&gt;&lt;strong&gt;Silencers&lt;/strong&gt; typically have minor negative effects to go with the quietness and lack of showing a dot on the minimap.&lt;br /&gt;The long range minimum damage is decreased slightly with a silencer equipped, just enough that it would take an extra body shot.&lt;br /&gt;Note that the DSG-1 isn't showing a silencer - that's because it doesn't lose damage with it.&lt;/p&gt; &lt;p&gt;Weapons in Crysis 2 have their rates of fire measured in &lt;strong&gt;Rounds Per Minute&lt;/strong&gt;.&lt;br /&gt;Divide 60 by that RPM and you'll get the &lt;strong&gt;FireTime&lt;/strong&gt;, or time between each shot fired.&lt;br /&gt;The &lt;strong&gt;Rapid Fire Suit Module&lt;/strong&gt; multiplies the rounds per minute uniquely for each weapon.&lt;/p&gt; &lt;p&gt;Weapons have a single&amp;nbsp;&lt;strong&gt;Reload Time&lt;/strong&gt;. Exception being the Marshall.&lt;br /&gt;Along with the Reload time is the &lt;strong&gt;Fill Ammo Reload Fraction&lt;/strong&gt; or "AddTime", the point when the ammo counter changes.&lt;/p&gt; &lt;p&gt;The &lt;strong&gt;Spread&lt;/strong&gt; of a weapon has both a maximum and minimum, both reduced by a 0.8 multiplier when crouching.&lt;br /&gt;The &lt;strong&gt;Point Fire Enhance Suit Module&lt;/strong&gt; multiplies the hip spread of each weapon.&lt;br /&gt;The &lt;strong&gt;Laser Sight Attachment&lt;/strong&gt; reduces the hip spread of most weapons to around 3.0 and less when firing from the hip.&lt;br /&gt;&lt;br /&gt;The functions of &lt;strong&gt;Recoil&lt;/strong&gt; are mostly a mystery to me, but have some numbers anyway. Recoil is really low.&lt;br /&gt;The recoil has a &lt;strong&gt;Maximum X and Maximum Y axis&lt;/strong&gt;. Y for up and X for left-right.&lt;br /&gt;&lt;strong&gt;Attack&lt;/strong&gt; is probably the speed at which the the weapon/view is moved away from the point of aim.&lt;br /&gt;&lt;strong&gt;Decay&lt;/strong&gt; actively (and &lt;em&gt;very rapidly&lt;/em&gt;) slows the Attack speed and returns to the center.&lt;br /&gt;There is a small bit of &lt;strong&gt;Randomness&lt;/strong&gt;&amp;nbsp;to Attack that prevents the speed of the recoil from being 100% predictable.&lt;br /&gt;Finally, the &lt;strong&gt;Aim Enhance Module&lt;/strong&gt; multiplies the Decay of each weapon positively so that it recovers even faster.&lt;/p&gt; &lt;p&gt;The &lt;strong&gt;Mobility&lt;/strong&gt;&amp;nbsp;of a weapon is very simple.&lt;br /&gt;The &lt;strong&gt;Base&lt;/strong&gt;&amp;nbsp;move speed multiplier of a player is that of the weapon in his hand and when not zoomed in.&lt;br /&gt;When &lt;strong&gt;zooming&lt;/strong&gt; in, the player's speed is decreased to the multiplier of whatever sight &lt;strong&gt;attachment&lt;/strong&gt; he has on.&lt;br /&gt;For example a player with a SCAR+Assault Scope will move at 98% speed and 50% when looking through the scope.&lt;br /&gt;As for underbarrel attachments' negative effects to the Mobility stat in the weapon menu: no effect (unless that number is somewhere else).&lt;/p&gt; &lt;p&gt;When &lt;strong&gt;zooming in&lt;/strong&gt;, the &lt;strong&gt;spread&lt;/strong&gt; of most weapons is reduced to almost nothing.&lt;br /&gt;Pistols have a bit of inaccuracy to prevent them from being just as useful at a distance, but everything else is reliably accurate out to very long ranges.&lt;/p&gt; &lt;p&gt;Note that the Microwave gun and both sniper rifles &lt;strong&gt;ignore the damage reduction&lt;/strong&gt; of Armor Mode. Don't slow yourself down against foes wielding those.&lt;br /&gt;The Hammer, Majestic and Grendel have a minor armor-piercing effect, causing Armor Mode to only reduce their damage to 80% (rather than 65%).&lt;/p&gt; &lt;p&gt;&lt;img src="http://img688.imageshack.us/img688/3687/weaponsi.png" alt="" /&gt;&lt;/p&gt; &lt;p&gt;&lt;img src="http://img855.imageshack.us/img855/849/suit.png" alt="" /&gt;&lt;/p&gt; &lt;p&gt;&lt;strong&gt;Power Jump&lt;/strong&gt; gives the player 2.3x times the height of a normal jump.&lt;br /&gt;It takes 20 energy to use.&lt;/p&gt; &lt;p&gt;The &lt;strong&gt;Air Stomp&lt;/strong&gt;&amp;nbsp;is a velocity-based attack. The higher you are, the more time you have to fall and the faster you'll go, naturally.&lt;br /&gt;Depending on the height, the Air Stomp can deliver from a minimum of 40 damage to a maximum of 220 damage.&lt;br /&gt;Similarly, the radius of the Stomp can grow from 2 meters out to 7 meters.&lt;br /&gt;A simple Power Jump doesn't come close to getting enough air for more than the minimum damage. You need some elevation, a few seconds of air.&lt;br /&gt;&lt;br /&gt;&lt;strong&gt;Speed&lt;/strong&gt;&amp;nbsp;(sprinting) will boost the player's forward speed to 1.8x.&lt;br /&gt;Speed drains up to seven points of energy per second.&lt;/p&gt; &lt;p&gt;&lt;strong&gt;Stealth&lt;/strong&gt; drains the player's Energy by five points when standing still.&lt;br /&gt;Based on how fast the player is moving with stealth, the suit will drain up to fifteen points per second.&lt;br /&gt;&lt;strong&gt;Stealth mode may also cause the player to take double damage while cloaked.&lt;/strong&gt; Gotta look into this.&lt;/p&gt; &lt;p&gt;&lt;strong&gt;Armor&lt;/strong&gt; drains 2 to 7 points of energy per second depending on the player's movement speed. His movement speed is also decreased to 80%.&lt;br /&gt;Armor absorbs a percentage of damage to the Player's health. 35% of the damage is diverted to his Suit Energy.&lt;br /&gt;If for example, a player with Armor is hit in the torso for 30 damage. His health takes 19 damage.&lt;/p&gt; &lt;p&gt;-----&lt;br /&gt;&lt;strong&gt;SUIT MODULES&lt;/strong&gt;&amp;nbsp;&lt;/p&gt; &lt;p&gt;&lt;strong&gt;Armor:&lt;/strong&gt;&lt;br /&gt;Air Stomp - Velocity based attack, more speed = more damage. Requires elevation beyond a Power Jump.&lt;br /&gt;Minimum Velocity Damage = 40 out to 2 meters&lt;br /&gt;Maximum Velocity Damage = 220 damage out to 7 meters&lt;br /&gt;UPGRADE II - No damage from falling&lt;br /&gt;UPGRADE III - 0.5x recovery time after Stomp&lt;br /&gt;&lt;br /&gt;Proximity Alarm - Sense enemy in 30m horizontal radius (not vertical), updates every two seconds&lt;br /&gt;UPGRADE II - Sensor updates every second&lt;br /&gt;UPGRADE III - Sensor updates every half-second&lt;br /&gt;&lt;br /&gt;Armor Enhance 0.5x Energy Consumption&lt;br /&gt;UPGRADE II - +25% movement speed in Armor Mode&lt;br /&gt;UPGRADE III - Immune to Nanosuit Jammer Bonus&lt;br /&gt;&lt;br /&gt;Threat Tracer Highlight Bullet path within 6m&lt;br /&gt;UPGRADE II - Highlight Grenades within 15m radius&lt;br /&gt;UPGRADE III - Highlights Explosives within 15m radius&lt;br /&gt;&lt;br /&gt;Nano Recharge - 2x Health regeneration&lt;br /&gt;UPGRADE II - 2x Suit Recharge (60 per second)&lt;br /&gt;UPGRADE III - 0.5x delay before health regeneration&lt;br /&gt;&lt;br /&gt;Detonation Delay +2 seconds to grenade fuse when in blast radius&lt;br /&gt;UPGRADE II - +2 seconds to C4 fuse when in blast radius&lt;br /&gt;UPGRADE III - Fires Chaff against enemy JAW missiles&lt;br /&gt;&lt;br /&gt;Energy Transfer - Restores 20% energy with a kill&lt;br /&gt;UPGRADE II - Restores 30% energy with a kill&lt;br /&gt;UPGRADE III - Restores 50% energy with a kill&lt;br /&gt;&lt;br /&gt;-&lt;br /&gt;&lt;br /&gt;&lt;strong&gt;Stealth:&lt;/strong&gt;&lt;br /&gt;&lt;br /&gt;Stealth Enhance - Transition time to/from Stealth is halved&lt;br /&gt;UPGRADE II - No shadow cast in Stealth mode&lt;br /&gt;UPGRADE III - 0.5x energy drain rate in Stealth mode&lt;br /&gt;&lt;br /&gt;Covert Ops - No Player footstep sound&lt;br /&gt;UPGRADE II - Invisible to Ceph Airstrike&lt;br /&gt;UPGRADE III - 2x Enemy footstep sound&lt;br /&gt;&lt;br /&gt;Cloak Tracker - Creates particles on Cloaked enemy within 20m&lt;br /&gt;UPGRADE II - Causes enemy Cloak to flicker after 7 seconds in radius&lt;br /&gt;UPGRADE III - Causes enemy Cloak to flicker after 5 seconds in radius&lt;br /&gt;&lt;br /&gt;Jammer - Scrambles the radar of enemies within a 10m range&lt;br /&gt;UPGRADE II - Provides protection against enemy Radar Jammer attacks&lt;br /&gt;UPGRADE III - Scrambles the radar of enemies within an 18m range&lt;br /&gt;&lt;br /&gt;Blind Spot - Invisible to Maximum Radar&lt;br /&gt;UPGRADE II - Immune to Visor Tagging&lt;br /&gt;UPGRADE III - Become less visible to enemies in Nano Vision&lt;br /&gt;&lt;br /&gt;Tracker - Tracks enemy footsteps within 25m, updates every 0.6 seconds&lt;br /&gt;UPGRADE II - Footstep direction tracks&lt;br /&gt;UPGRADE III - Doubled track updates, 0.3 seconds&lt;br /&gt;&lt;br /&gt;Visor Enhance - Automatically Tag enemies when zoomed in&lt;br /&gt;UPGRADE II - Enemy Flashbang grenade effect lasts 0.1x as long&lt;br /&gt;UPGRADE III - Nano Vision energy drain 0.5x&lt;br /&gt;&lt;br /&gt;-&lt;br /&gt;&lt;br /&gt;&lt;strong&gt;Power:&lt;/strong&gt;&lt;br /&gt;&lt;br /&gt;Side Pack - +1 Primary magazine&lt;br /&gt;UPGRADE II - +1 grenade/explosive&lt;br /&gt;UPGRADE III - +1 Attachment ammo&lt;br /&gt;&lt;br /&gt;Weapon Pro - 0.6x Reload Time&lt;br /&gt;UPGRADE II - 0.5x Aim Down Sight time&lt;br /&gt;UPGRADE III - 0.4x Weapon swap time&lt;br /&gt;&lt;br /&gt;Aim Enhance - Reduced recoil (unique to weapon)&lt;br /&gt;UPGRADE II - 0.4x view shake from explosions&lt;br /&gt;UPGRADE III - 1.6x movement speed when aiming down sights (versus whatever negative speed it offers)&lt;br /&gt;&lt;br /&gt;Loadout Pro - Two Primary weapons&lt;br /&gt;UPGRADE II - No Mobility loss from Attachments&lt;br /&gt;UPGRADE III - 1.5x speed while carrying HMG (Versus its 0.6x speed scale)&lt;br /&gt;&lt;br /&gt;Rapid Fire - Higher rate of fire on Primary Weapons (unique to weapon)&lt;br /&gt;UPGRADE II - Higher rate of fire on Secondary Weapons (unique to weapon)&lt;br /&gt;UPGRADE III - Higher rate of fire on Mounted Weapons&lt;br /&gt;&lt;br /&gt;Point Fire Enhance - Reduces spread of primary weapons (unique to weapon)&lt;br /&gt;UPGRADE II - Reduces spread of Secondary weapons (unique to weapon)&lt;br /&gt;UPGRADE III - Reduces spread of Mounted weapons&lt;br /&gt;&lt;br /&gt;Mobility Enhance 0.5x Sprint and Jump Energy cost&lt;br /&gt;UPGRADE II - 0.5x Ledge grab climb time&lt;br /&gt;UPGRADE III - 0.25x Fire after Sprint time&lt;br /&gt;&lt;br /&gt;Retriever - Automatically collect Dogtags&lt;br /&gt;UPGRADE II - 1 less dogtag required for support bonuses&lt;br /&gt;UPGRADE III - 1.2x Support Bonus time&lt;/p&gt;</description><comments>http://denkirson.xanga.com/742784256/crysis-2/#firstcomment</comments></item><item><title>Bad Company 2</title><link>http://denkirson.xanga.com/722757523/bad-company-2/</link><guid>http://denkirson.xanga.com/722757523/bad-company-2/</guid><pubDate>Fri, 17 Dec 2010 03:21:59 GMT</pubDate><description>&lt;p&gt;Battlefield Bad company 2 Chart.&lt;br&gt;The numbers listed are taken directly from the game code of the PC version.&lt;br&gt;The only way any of this is wrong is if the numbers were changed or if I made a typo.&lt;br&gt;Many things are subject to change or correction as I navigate through this new game engine.&lt;br&gt;&lt;br&gt;&lt;strong&gt;OCTOBER 28&lt;/strong&gt;: Patch.&lt;br&gt;Check the &lt;a href="http://blogs.battlefield.ea.com/battlefield_bad_company/archive/2010/10/28/patch.aspx" rel="nofollow"&gt;patch notes&lt;/a&gt; to see what has changed. Most changes were on weapon damage.&lt;br&gt;&lt;strong&gt;DECEMBER 1&lt;/strong&gt;: VIP Map Pack 7.&lt;br&gt;The charts haven't changed since any changes made to consoles were already applied to PC on Oct 28.&lt;/p&gt; &lt;p&gt;&lt;strong&gt;DECEMBER 16: VIETNAM&lt;/strong&gt;&lt;br&gt;Oh hey look at that. Nam's not even out yet and yet here it is, taken from the December 1st patch.&lt;br&gt;Both the guns and special weapons are down there below the BC2 weapons.&lt;br&gt;It is possible the numbers may change in the immediate future once the expansion is actually out.&lt;br&gt;Stuff like hand grenades and ammo boxes are the same as the BC2 version.&lt;/p&gt; &lt;p&gt;&lt;strong&gt;DECEMBER 21: VIETNAM VEHICLES&lt;/strong&gt;&lt;br&gt;Not nearly as much as I thought there'd be.&lt;br&gt;&lt;br&gt;-----&lt;/p&gt; &lt;p&gt;The basics of any of the primary weapons are:&lt;/p&gt; &lt;p&gt;-&lt;strong&gt;Damage&lt;/strong&gt;&lt;br&gt;Damage starts high up close, drops over distance, and continues at a lower damage amount.&lt;br&gt;&lt;br&gt;-&lt;strong&gt;Rate of Fire&lt;/strong&gt;&lt;br&gt;"Rate" is measured in &lt;em&gt;Rounds Per Minute&lt;/em&gt;.&lt;br&gt;"Time" is the delay between each shot.&lt;br&gt;&lt;br&gt;-&lt;strong&gt;Reload Time&lt;/strong&gt;&lt;br&gt;Reloading is made of &lt;em&gt;Time&lt;/em&gt; and &lt;em&gt;Threshold&lt;/em&gt; (or "Add").&lt;br&gt;"Time" is the time in seconds for the weapon to finish the reload animation and be ready to fire.&lt;br&gt;"Add" is the point in time during the reload when the ammo counter changes.&lt;br&gt;&lt;br&gt;The Pump Action shotguns reload one round at a time.&lt;br&gt;The first shell takes longer to reload than all shells after it.&lt;br&gt;After being loaded, the shotgun will play a "post reload" animation that will ready it for shooting.&lt;br&gt;For those three shotguns, the chart reads "First", "Next" and "Ready".&lt;br&gt;&lt;br&gt;The player can cancel the reload by switching weapons (the fastest method).&lt;br&gt;Doing so after the Add Time or during Ready Time will allow the player to reload and get the weapon ready to fire more quickly.&lt;br&gt;&lt;br&gt;-&lt;strong&gt;Spread&lt;/strong&gt;, &lt;strong&gt;Spray&lt;/strong&gt; and &lt;strong&gt;Recoil&lt;/strong&gt;&lt;br&gt;There are MANY variables related to a weapon's accuracy and inaccuracy.&lt;br&gt;&lt;em&gt;To make it as simple as possible, a bigger number = worse accuracy, more recoil.&lt;/em&gt;&lt;br&gt;&lt;br&gt;There are now a bunch of different things in &lt;strong&gt;Spread&lt;/strong&gt;. Kinda cluttered.&lt;br&gt;"Base" is the minimum hip spread when standing still.&lt;br&gt;"Move" is the min hip spread when moving.&lt;br&gt;"Zmov" is the spread when sighted and moving.&lt;br&gt;"SLUGZM" is the shotgun slug accuracy when zoomed and moving.&lt;br&gt;Pistols have "Zoom" - spread other than perfect 0.0 - which is the spread when sighted and standing still. The pistol have the same spread standing still as they do moving.&lt;br&gt;The two in &lt;strong&gt;Spray&lt;/strong&gt; are spread added to the weapon with each shot from the hip and sighted.&lt;br&gt;The two in &lt;strong&gt;Recoil&lt;/strong&gt; are the weapon's sights and camera jumping around with each shot when sighted.&lt;br&gt;&lt;br&gt;"Kick" is the angle increase with each shot.&lt;br&gt;Higher "Amp" means that the kick becomes sharper and faster, even causing the Angle Increase to be even greater.&lt;br&gt;Example being the M9 (0.6 and 7.0) and the MP-412 (3.5 and 7.0).&lt;br&gt;They have the same kick value, but the REX has six times the Amp, and their difference in recoil is clear.&lt;br&gt;&lt;br&gt;&lt;strong&gt;Ammo&lt;/strong&gt; is self-explanatory.&lt;br&gt;Bullets in your magazine and the damage multiplier for headshots.&lt;br&gt;&lt;br&gt;Soldier health is 100.&lt;br&gt;Ceramic Body Armor is 125.&lt;br&gt;Six seconds after taking damage, the player will recover three health per second.&lt;br&gt;&lt;br&gt;In "Hardcore" players have 60 health.&lt;br&gt;&lt;br&gt;&lt;img src="http://img4.imageshack.us/img4/6581/weaponsv.png" alt=""&gt;&lt;br&gt;&lt;img src="http://img202.imageshack.us/img202/5861/namf.png" alt=""&gt;&lt;/p&gt; &lt;p&gt;A brief explanation for a few other numbers...&lt;br&gt;There are variables for each posture and again for each posture when sighted.&lt;br&gt;A "Min" for when the player is not firing his weapon and a "Max" for the highest spread a weapon can have from firing.&lt;br&gt;&lt;br&gt;Weapons universally recover 3.0 degrees of spread per second.&lt;br&gt;LMGs, the G3 and Semi-Auto primary weapons recover 5.0 spread a second when zoomed, resulting in greater accuracy with successive shots.&lt;br&gt;Spread and recoil are always recovering, even while firing, in between shots.&lt;br&gt;Nearly all weapons have a 5.0 "Max" spread in any posture. Pistols have a Max of 3.0 (2.0 zoomed) and Sniper rifles have 7.0.&lt;/p&gt; &lt;p&gt;NOTE that the Vietnam M14 has a recovery of 5.0 to the other rifles' 3.0.&lt;br&gt;&lt;br&gt;From the hip, crouching has little benefit for most weapons except for LMGs in which hip spread &lt;em&gt;barely&lt;/em&gt; improves.&lt;br&gt;Crouching while sighted, most weapon subtracts 0.05 from its Amp.&lt;/p&gt; &lt;p&gt;The Flamethrower projectiles travel along the stream, each one delivering 20 damage on hitting a soldier.&lt;br&gt;Once hit, the Soldier takes 50 damage over the course of 7 seconds.&lt;br&gt;So you'll need to at least hit him at least three times with fire to have the burning over time take him out.&lt;br&gt;The flames fade out after 0.3 seconds, so they only travel out to about 15 meters.&lt;br&gt;&lt;br&gt;-----&lt;br&gt;&lt;br&gt;Explosive weapons behave quite differently between themselves.&lt;br&gt;&lt;br&gt;&lt;strong&gt;Blast Damage&lt;/strong&gt; is a single damage number (bottom number) that continues for a short distance (Red number).&lt;br&gt;After that, damage linearly drops to zero by it's maximum range (top number).&lt;br&gt;The red number is its approximate lethal range to infantry at full health when using the Explosive Damage Spec.&lt;br&gt;&lt;br&gt;&lt;strong&gt;Against Armored Vehicles&lt;/strong&gt;, explosive damage is modified every which way.&lt;br&gt;Against Tanks and APCs, the listed number is the damage done to their 1250 health.&lt;br&gt;The explosive icon means the vehicle takes it as explosive damage, the side hit does not matter.&lt;br&gt;The bullet icon means the vehicle takes it as projectile damage and hitting it in the rear or side will do extra damage based on the Vehicle Chart.&lt;br&gt;The Anti-Tank mine is sometimes capable of destroying tanks with only one mine, but it is not consistent.&lt;br&gt;The underside of vehicles seems extra vulnerable to damage.&lt;br&gt;Against lighter vehicles, most of these explosives will take them out in one hit.&lt;br&gt;&lt;br&gt;&lt;strong&gt;Speed&lt;/strong&gt; is simple - higher number, faster it goes.&lt;br&gt;Note that the RPG-7 can speed up a bit if being guided by a Tracer Dart.&lt;br&gt;&lt;br&gt;&lt;strong&gt;Detonation&lt;/strong&gt; is a mix of things.&lt;br&gt;The time it takes to throw a grenade after pressing the button and the time it takes to explode.&lt;br&gt;The 40mm grenade takes 0.2 seconds before it will detonate, hitting something at less than about 10m will make it a dud.&lt;br&gt;A direct hit with the 40mm will still hit and kill an enemy.&lt;br&gt;The Tracer Dart lasts for 45 seconds after sticking to something.&lt;br&gt;&lt;br&gt;&lt;strong&gt;Reload&lt;/strong&gt; is the same as the Weapon Chart with the time it takes to reload and the time the ammo counter changes.&lt;br&gt;Also included is the time it takes to get one explosive of that type from the Assault's Ammo Box.&lt;br&gt;&lt;br&gt;&lt;img src="http://img440.imageshack.us/img440/3885/booms.png" alt=""&gt;&lt;br&gt;&lt;br&gt;-----&lt;br&gt;&lt;br&gt;Vehicles are very uniform, each vehicle has many similar things to another of the same type.&lt;br&gt;&lt;br&gt;All vehicles can generally be taken out with a single infantry rocket, but Tanks and APCs take extra damage from the side and rear.&lt;br&gt;To minimize damage to those weak sides, armored vehicles can angle themselves against incoming attack to decrease damage.&lt;br&gt;The steeper the angle, the lower the damage (to a minimum of the indicated "ANGLE" number).&lt;br&gt;&lt;br&gt;There are other multipliers in relation to vehicle weapons that alter the damage they do to one another.&lt;br&gt;A tank reads 1000 combined direct and blast damage, and while it will do that amount of damage to a HMMWV or a helicopter, the effect against other tanks is different.&lt;br&gt;&lt;br&gt;There are several multipliers related to the impact and blast damage of the Tank Shell related specifically to the material of armored vehicles.&lt;br&gt;Instead of listing those, this is the easiest explanation = &lt;strong&gt;Tank Cannon damage&lt;/strong&gt; against another Tank is approximately &lt;strong&gt;350&lt;/strong&gt; to the front.&lt;br&gt;&lt;br&gt;&lt;img src="http://img820.imageshack.us/img820/5862/vehicles.png" alt=""&gt;&lt;/p&gt; &lt;p&gt;&lt;img src="http://img20.imageshack.us/img20/7206/namvehicles.png" alt=""&gt;&lt;/p&gt; &lt;p&gt;&lt;br&gt;---&lt;br&gt;&lt;br&gt;&lt;img src="http://img259.imageshack.us/img259/2281/specsm.png" alt=""&gt;&lt;br&gt;&lt;br&gt;&lt;/p&gt; &lt;p&gt;&amp;nbsp;&lt;/p&gt; &lt;p&gt;Vehicle Specializations are limited to the player who has them, and most will only work when the Pilot/Driver is the one who has it.&lt;br&gt;Armor will only improve a vehicle's defense when the driver has it.&lt;br&gt;Warhead and Reload will only improve the damage or reload time of the seat the player is in.&lt;br&gt;ALT V is only for the primary seat (and the attack helicopter gunner), no alternate weapon exists for secondary seats.&lt;br&gt;Smoke will only work for the pilot/driver.&lt;/p&gt; &lt;p&gt;While just about anything else on there should be simple enough, a slightly more detailed description of the &lt;strong&gt;Power Tool&lt;/strong&gt; and the way it repairs:&lt;br&gt;&lt;br&gt;The Power Tool fires at a rate of fire of 900 RPM. That's a "shot" every 0.066 seconds.&lt;br&gt;With each "shot", it gains 0.025 heat. Constantly fighting against that heat is a cooldown of 0.2.&lt;br&gt;The two combined with the rate of fire allows the Power Tool to fire 85 times over the course of 5.676 seconds.&lt;br&gt;&lt;br&gt;It repairs 6.5 points of damage with each shot.&lt;br&gt;With the 0.3 second delay before the tool starts up, that's &lt;strong&gt;559 vehicle health repaired over 6~ seconds&lt;/strong&gt;.&lt;br&gt;Holding the trigger for 6 seconds will cause the tool to overheat.&lt;br&gt;&lt;br&gt;Originally, it took two seconds to recover from full heat and the tool had a two second overheat.&lt;br&gt;As of R7, the 0.2 cooldown requires five seconds to cool down from full heat and Overheating also takes five seconds.&lt;br&gt;&lt;br&gt;For reference, All armored ground vehicles have 1250 health.&lt;br&gt;&lt;br&gt;Also, the Repair Tool delivers 19.5 damage against enemies and enemy vehicles per "shot".&lt;br&gt;&lt;br&gt;---&lt;br&gt;A feature of HMG_Bullet (used by the M95) is that it can damage lightly armored vehicles such as Jeeps and Helicopters.&lt;br&gt;&lt;br&gt;All bullets travel at the same arbitrary speed of "600" (though their tracers are made intentionally slower than the actual projectile).&lt;br&gt;&lt;br&gt;---&lt;br&gt;&lt;strong&gt;&lt;br&gt;Spotting&lt;/strong&gt;, like the repair tool, uses "overheat" to prevent excessive Socialize use.&lt;br&gt;The player is capable of about five Socialize button presses in rapid succession before overheating and being inoperable for five seconds.&lt;br&gt;With the cooldown, the fastest continuous rate that a player can spot without overheating is once every two seconds.&lt;/p&gt; &lt;p&gt;---&lt;/p&gt; &lt;p&gt;Each &lt;strong&gt;MCOM Station&lt;/strong&gt; has 1000 health.&lt;br&gt;&lt;br&gt;According to Materials, a C4 explosion has a 0.15x multiplier against the "Objective" material.&lt;br&gt;290 becomes 43.5. Twenty-three C4 stuck to the objective will destroy it.&lt;br&gt;&lt;br&gt;Given the base damage of the rockets, all three match up with a 0.1x multiplier.&lt;br&gt;23 hits from the RPG-7, AT-4 and Tank Shells.&lt;br&gt;29 hits from the Carl Gustav.&lt;br&gt;32 direct hits from 40mm grenades to destroy the MCOM.&lt;/p&gt;</description><comments>http://denkirson.xanga.com/722757523/bad-company-2/#firstcomment</comments></item><item><title>Saturday, December 11, 2010</title><link>http://denkirson.xanga.com/737191263/item/</link><guid>http://denkirson.xanga.com/737191263/item/</guid><pubDate>Sat, 11 Dec 2010 02:10:07 GMT</pubDate><description>&lt;p&gt;Really? Okay, if you insist.&lt;/p&gt;
&lt;p&gt;&lt;a rel="nofollow" href="https://www.paypal.com/cgi-bin/webscr?cmd=_donations&amp;amp;business=JL9PMXQ6J3F9G&amp;amp;lc=US&amp;amp;item_name=Den%20Kirson&amp;amp;item_number=denate&amp;amp;currency_code=USD&amp;amp;bn=PP%2dDonationsBF%3adennations%2epng%3aNonHosted"&gt;&lt;img src="http://img843.imageshack.us/img843/6067/dennations.png" alt="" /&gt;&lt;/a&gt;&lt;/p&gt;</description><comments>http://denkirson.xanga.com/737191263/item/#firstcomment</comments></item><item><title>Black Ops</title><link>http://denkirson.xanga.com/735016527/black-ops/</link><guid>http://denkirson.xanga.com/735016527/black-ops/</guid><pubDate>Tue, 09 Nov 2010 05:05:22 GMT</pubDate><description>&lt;p&gt;Call of Duty: Black Ops Information&lt;/p&gt; &lt;p&gt;&lt;strong&gt;&lt;a href="http://www.sendspace.com/file/f01zxg" rel="nofollow"&gt;FLASH CHART HERE UNTIL I CAN FIND A MORE RELIABLE PLACE TO HOST THE FLASH FILES&lt;/a&gt;&amp;nbsp;&lt;/strong&gt;&lt;/p&gt; &lt;p&gt;This stuff is going to see a bunch of small changes over time.&lt;br /&gt;It'd be best to redirect anyone here for the most up to date images instead of posting old pictures elsewhere.&lt;/p&gt; &lt;p&gt;Data is 100% accurate based on data taken openly from the game's files.&lt;/p&gt; &lt;p&gt;&lt;a href="http://www.sendspace.com/file/94on1x" rel="nofollow"&gt;.zip that contains a bunch of Black Ops related images from the HUD and Menu.&lt;/a&gt;&lt;/p&gt; &lt;p&gt;&lt;strong&gt;MAR 25&lt;/strong&gt;&amp;nbsp;- Nope, today's patch didn't change any weapons. Just the RC-XD was weakened a bit.&lt;strong&gt;&lt;br /&gt;&lt;/strong&gt;&lt;/p&gt; &lt;p&gt;&lt;strong&gt;COMING SOON: WHENEVER THEY DECIDE TO PUT ALL THOSE CHANGES ON THE 360/PS3 TO THE PC.&lt;/strong&gt;&lt;/p&gt; &lt;p&gt;&lt;strong&gt;Damage&lt;/strong&gt; starts at one amount of damage, decreases over a certain range and continues at a lower damage.&lt;br /&gt;Certain &lt;strong&gt;body parts multiply&lt;/strong&gt; damage from attacks.&lt;br /&gt;Note that the L96A1 has an extra damage modifier. The upper arm also takes 1.5x damage.&lt;br /&gt;All shotguns' minimum damage is 10 and all five of them fire eight pellets of buckshot.&lt;br /&gt;-&lt;br /&gt;A weapon's &lt;strong&gt;Hip Spread&lt;/strong&gt; is determined by a minimum and maximum cone of fire in degrees from the center of the screen.&lt;br /&gt;Shotguns from the hip are much less accurate than they used to be before. Aim down the sights with them to make them a bit more effective.&lt;br /&gt;-&lt;br /&gt;&lt;strong&gt;Recoil&lt;/strong&gt; is an area within four points and the random chance of the weapon kicking anywhere within that area.&lt;br /&gt;The recoil causes the player's view to travel in that direction, a higher number means a faster camera jump and ultimately more recoil.&lt;br /&gt;The kick focuses on the average between the points, so if a weapon kicks left 10 and right 60, the kick will almost always be to the right.&lt;br /&gt;If a weapon kicks 60 both left and right, the sights have equal chance of jumping either way.&lt;br /&gt;If both numbers are on one side of the arrows, then it'll always kick in that direction.&lt;/p&gt; &lt;p&gt;Working against the recoil is &lt;strong&gt;Center Speed&lt;/strong&gt; (number in the bottom right of the Recoil box), a mostly arbitrary number.&lt;br /&gt;Higher Center Speed means faster recovery as well as dampening the recoil, as CenterSpeed is always active from the instant you shoot.&lt;/p&gt; &lt;p&gt;No other attachment aside from obvious exceptions (Snub Nose) affect the recoil of a weapon.&lt;br /&gt;The Red Dot and Reflex are completely benign and only serve as iron sight replacements.&lt;/p&gt; &lt;p&gt;-&lt;br /&gt;A weapon's &lt;strong&gt;Fire Time&lt;/strong&gt;&amp;nbsp;is the time between each shot.&lt;br /&gt;Divide 60 by the Fire Time and you get the&amp;nbsp;&lt;strong&gt;R&lt;/strong&gt;ounds &lt;strong&gt;P&lt;/strong&gt;er &lt;strong&gt;M&lt;/strong&gt;inute.&lt;br /&gt;The L96A1 and Stakeout use RechamberTime, the same as FireTime, but there to prevent you from skipping the bolt/pump animation.&lt;br /&gt;The burst fire weapons (M16, G11) have a 0.2 second delay between bursts, cutting their rate of fire down significantly.&lt;/p&gt; &lt;p&gt;Each weapon has a specific &lt;strong&gt;Reload Time&lt;/strong&gt; for partial and &lt;strong&gt;Empty&lt;/strong&gt;&amp;nbsp;magazines.&lt;br /&gt;For both of these reloads is the &lt;strong&gt;Add Time&lt;/strong&gt;, the point where the Ammo Counter changes.&lt;br /&gt;The Add Time indicates the point where you can cancel the reload animation and still have a reloaded weapon.&lt;br /&gt;Some shotguns and the Python reload one round at a time. The first round takes longer than the following rounds.&lt;br /&gt;The Python's Speed Loader time is also indicated in place of the Add Time (which is irrelevant for the Python).&lt;br /&gt;&lt;strong&gt;-&lt;br /&gt;Raise Time&lt;/strong&gt;&amp;nbsp;and &lt;strong&gt;Drop Time&lt;/strong&gt;&amp;nbsp;are the lengths it takes to put away one weapon and take out another.&lt;br /&gt;Combine one gun's Drop with another's Raise to see how long it will take.&lt;br /&gt;NOTE: Switching from one weapon to a Pistol will cause your weapon in hand to use &lt;strong&gt;Quick Drop&lt;/strong&gt;, only 0.25 of a second.&lt;/p&gt; &lt;p&gt;&lt;strong&gt;Aim Down Sights&lt;/strong&gt; takes a moment before the sighted accuracy takes effect after pressing the &lt;strong&gt;ADS&lt;/strong&gt;&amp;nbsp;button.&lt;/p&gt; &lt;p&gt;Depending on the weapon you're carrying, your character will have his &lt;strong&gt;running speed&lt;/strong&gt; changed.&lt;br /&gt;Like Call of Duty 1 and 2, it is no longer based on your primary; what is in your hand determines your speed.&lt;br /&gt;Meaning if you switch to a pistol, &lt;em&gt;you will run faster&lt;/em&gt; than whatever assault rifle or LMG you've got.&lt;/p&gt; &lt;p&gt;Oh yeah, and of course, players have 100 health by default. They recover all health immediately after five seconds of no damage.&lt;br /&gt;And the Miniscule health setting of 30 is used for "Hardcore".&lt;/p&gt; &lt;p&gt;&lt;strong&gt;FLASH CHART&lt;/strong&gt; - &lt;a href="http://get.adobe.com/flashplayer/" rel="nofollow"&gt;Be sure to update Flash.&lt;br /&gt;&lt;/a&gt;Click on the horizontal weapon image menu to select that weapon class.&lt;br /&gt;Click on the weapon names on the left to select that weapon.&lt;br /&gt;Click on the attachment image to modify the chart to reflect that attachment in green.&lt;br /&gt;Hover the mouse over parts of the chart to see simple explanations.&lt;br /&gt;&lt;br /&gt;Warlord will cause both attachment effects to take place. The only conflicts are with the Grip and Scopes which are specified.&lt;br /&gt;Two of them embedded so you can compare two different guns side-by-side.&lt;br /&gt;If there isn't a change indicated on the chart, it isn't changed statistically.&lt;br /&gt;That includes attachments that have been omitted like the Red Dot.&lt;/p&gt; &lt;p&gt;&lt;object width="782" height="190" data="http://www.swfcabin.com/swf-files/1296028713.swf" type="application/x-shockwave-flash"&gt;&lt;param name="data" value="http://www.swfcabin.com/swf-files/1296028713.swf" /&gt;&lt;param name="src" value="http://www.swfcabin.com/swf-files/1296028713.swf" /&gt;&lt;param name="quality" value="high" /&gt;&lt;/object&gt;&lt;/p&gt; &lt;p&gt;&lt;object width="782" height="190" data="http://www.swfcabin.com/swf-files/1296028713.swf" type="application/x-shockwave-flash"&gt;&lt;param name="data" value="http://www.swfcabin.com/swf-files/1296028713.swf" /&gt;&lt;param name="src" value="http://www.swfcabin.com/swf-files/1296028713.swf" /&gt;&lt;param name="quality" value="high" /&gt;&lt;/object&gt;&lt;/p&gt; &lt;p&gt;&lt;a href="http://img683.imageshack.us/img683/9382/weaponp.png" rel="nofollow"&gt;Click here for the old not-Flash image.&lt;/a&gt;&lt;/p&gt; &lt;p&gt;The Flamethrower lets out an invisible projectile traveling along the flame stream that causes 50 points of damage.&lt;br /&gt;Each projectile eats up 4% of fuel in the 100% tank, meaning 25 "shots" total.&lt;br /&gt;The flame projectiles reach out to about 500 inches / 12.5 meters before fading out, giving it similar range to shotguns.&lt;/p&gt; &lt;p&gt;-----&lt;/p&gt; &lt;p&gt;&lt;strong&gt;Grenades and Explosive Equipment&lt;/strong&gt;.&lt;/p&gt; &lt;p&gt;In the Blast Radius column are three numbers.&lt;br /&gt;The &lt;strong&gt;Maximum Damage&lt;/strong&gt; at the center of the blast.&lt;br /&gt;The &lt;strong&gt;Minimum damage&lt;/strong&gt; at the edge of the blast.&lt;br /&gt;The &lt;strong&gt;Radius&lt;/strong&gt; of the blast itself. &lt;br /&gt;The Claymore has a specific cone for its blast. 60&amp;deg; in either direction from where you face it.&lt;br /&gt;It's trigger area is near-identical to its blast radius.&lt;br /&gt;Note that the Nova Gas delivers &lt;em&gt;13 damage every second&lt;/em&gt; to enemies while&amp;nbsp;in its radius.&lt;/p&gt; &lt;p&gt;In the Time column, things get a little specific for each item.&lt;br /&gt;&lt;strong&gt;Prep Time&lt;/strong&gt; is the amount of time it takes to prepare and throw the grenade/equipment.&lt;br /&gt;Prep Time is a combination of HoldFireTime (time to pull pin) and FireDelay (arm-throwing animation).&lt;/p&gt; &lt;p&gt;&lt;strong&gt;Fuse Time&lt;/strong&gt; is obviously the amount of time it takes for the thing to detonate on its own.&lt;br /&gt;Note that Concussion, Nova and WP won't explode until they land on the ground.&lt;br /&gt;The Crossbow's fuse doesn't start until it hits an object.&lt;br /&gt;&lt;br /&gt;Both &lt;strong&gt;Smoke&lt;/strong&gt; grenades last for approximately eight seconds before they begin to clear up.&lt;br /&gt;This means the Nova Gas is lethal if someone stays in the gas for the whole duration.&lt;/p&gt; &lt;p&gt;The Grenade Launcher and Crossbow have their own &lt;strong&gt;Reload&lt;/strong&gt; times.&lt;/p&gt; &lt;p&gt;The Grenade Launcher needs to travel at least 9 meters to arm itself, otherwise it'll be a&amp;nbsp;&lt;strong&gt;Dud&lt;/strong&gt;.&lt;/p&gt; &lt;p&gt;Equipment and launchers take about a second to &lt;strong&gt;Raise&lt;/strong&gt;&amp;nbsp;after putting away their weapon.&lt;br /&gt;Prepping C4 and Claymores is not unlike grenades.&lt;br /&gt;The C4's trigger and Claymore's sensor &lt;strong&gt;Detonation&lt;/strong&gt;&amp;nbsp;both take approximately 0.83 seconds.&lt;/p&gt; &lt;p&gt;The Strela and LAW can destroy any enemy aircraft with one hit (not including Flares from helicopters).&lt;/p&gt; &lt;p&gt;The &lt;strong&gt;Ballistic Knife&lt;/strong&gt; has exactly half the projectile speed of the &lt;strong&gt;Crossbow&lt;/strong&gt;.&lt;br /&gt;Both Knife and Crossbow have a very slight lift before they begin to fall on a flat shot.&lt;br /&gt;The Ballistic Knife's melee time (0.6 &amp;amp; 1.0) is a bit faster than the normal melee (0.8 &amp;amp; 1.16) and does not need to wait for a gun's RaiseTime before attacking again.&lt;br /&gt;Both knives' Melee Ranges (64) and Charge Ranges (128) are identical.&lt;br /&gt;Whatever changes made to these ranges are so far only on consoles, but appear to be very minimal.&lt;/p&gt; &lt;p&gt;&lt;img src="http://img841.imageshack.us/img841/7336/explosives.gif" alt="" /&gt;&lt;/p&gt; &lt;p&gt;-----&lt;/p&gt; &lt;p&gt;Perks are rather straightforward this time.&lt;br /&gt;With the exception of the specific numbers, the in-game description tells you just about everything in the briefest way possible.&lt;/p&gt; &lt;p&gt;&lt;img src="http://img34.imageshack.us/img34/548/perksb.png" alt="" /&gt;&lt;/p&gt; &lt;p&gt;Yeah, a patch is going to prevent / has prevented the Hardline Pro Gamble of anything except actual Care Packages.&lt;/p&gt; &lt;p&gt;-----&lt;/p&gt; &lt;p&gt;Killstreaks. The image is kind of crude right now, I'll touch it up some.&lt;/p&gt; &lt;p&gt;Because of the dynamics of each killstreak, things in the image are jumbled, but most things about the killstreaks are self-explanatory.&lt;br /&gt;The way stuff is coded with multiple variables overwriting one another, finding the correct info is troublesome, there may still be some errors.&lt;/p&gt; &lt;p&gt;Some things:&lt;br /&gt;The Spy Planes are only vulnerable to enemy damage for about twenty seconds.&lt;br /&gt;Near the end of its time, enemies are unable to damage it with bullets (rockets still work). It flies off while still giving another pass or three to the team.&lt;/p&gt; &lt;p&gt;The SAM Turret and Sentry Gun have unlimited ammunition.&lt;br /&gt;The SAM turret takes out Spy Planes in one hit, but will only take half of a helicopter's Max health in one hit.&lt;br /&gt;In other words, the SAM Turret would need three missiles - one for the flare, two for the helicopter - to take a chopper out.&lt;/p&gt; &lt;p&gt;The Care Package drops have two columns of percentages (split in half).&lt;br /&gt;The left are chances of each item to appear in the box and the right column is the &lt;strong&gt;Hardline Pro Gamble&lt;/strong&gt;.&lt;/p&gt; &lt;p&gt;Both the Napalm Strike and Rolling Thunder dump fifteen bombs roughly along the area that their specific cursors indicate.&lt;/p&gt; &lt;p&gt;The Helicopters have an "armored" state that lowers bullet damage.&lt;br /&gt;After 500 points of health (that's from the total health,&amp;nbsp;&lt;strong&gt;not&lt;/strong&gt;&amp;nbsp;1500 and 500 extra) are removed, they take full damage from bullets.&lt;br /&gt;The time it takes for them to arrive and leave isn't counted in their sixty second timer. They'll be active and able to attack for about sixty seconds.&lt;/p&gt; &lt;p&gt;&lt;img src="http://img218.imageshack.us/img218/3938/killstreaks.png" alt="" /&gt;&lt;/p&gt;</description><comments>http://denkirson.xanga.com/735016527/black-ops/#firstcomment</comments></item><item><title>Medal of Honor</title><link>http://denkirson.xanga.com/734091172/medal-of-honor/</link><guid>http://denkirson.xanga.com/734091172/medal-of-honor/</guid><pubDate>Thu, 14 Oct 2010 22:14:28 GMT</pubDate><description>&lt;p&gt;Though I do not intend to get Medal of Honor, the multiplayer game is simple enough to make a mini chart. No images or frills.&lt;br /&gt;&lt;br /&gt;The numbers on the chart comes from Patch #2 with help from some of you guys.&lt;br /&gt;Confirmation of the damage numbers through simple testing by those who have the game is welcomed.&lt;/p&gt;
&lt;p&gt;Bolt Action rifles have had their power drastically reduced. Just about no more body shots.&lt;br /&gt;The added recoil from the patch is minor, it is still far less of a factor in accuracy than the cone of fire in Spread.&lt;br /&gt;&lt;br /&gt;Since the game engine is the exact same Bad Company 2 build of the Frostbite engine, I set it up similarly to the BC2 chart.&lt;br /&gt;The overview of the chart columns and their meanings:&lt;br /&gt;&lt;br /&gt;DAMAGE&lt;br /&gt;Starts high. Number at the top in the left column.&lt;br /&gt;Decreases over a certain distance. Two numbers in the range column.&lt;br /&gt;Continues on at the lowered amount of damage. Bottom number in the left column.&lt;br /&gt;&lt;br /&gt;Headshots are multiplied by 2.8x&lt;br /&gt;Sniper Rifle headshots by 3.0x&lt;br /&gt;Shots to the legs and arms are 0.8x&lt;br /&gt;&lt;br /&gt;Open Tip Ammo adds an approximate 1.25x damage increase to weapons. One bullet less needed to kill.&lt;br /&gt;Inversely, Silencers offer a quiet weapon at the cost of 0.75x damage. One bullet more needed.&lt;br /&gt;Laser Sight tightens the spread of the weapons that have it by about 0.7x.&lt;br /&gt;However, the Laser Sight also decreases damage on shotguns so one more pellet of buckshot is necessary.&lt;br /&gt;&lt;br /&gt;FIRE RATE&lt;br /&gt;The top item is "Rounds Per Minute".&lt;br /&gt;The second is the time between shots.&lt;br /&gt;&lt;br /&gt;RELOAD&lt;br /&gt;First is the full reload Time.&lt;br /&gt;Next is the "Reload Threshold" or "Add Time", the point where the ammo counter changes.&lt;br /&gt;Reloading can be cancelled after this point and the weapon will still be reloaded.&lt;br /&gt;&lt;br /&gt;Shotguns use "First" and "Next" Indicating the first shell and following shells reloaded one at a time.&lt;br /&gt;&lt;br /&gt;HIP SPREAD&lt;br /&gt;Lots of numbers now.&lt;br /&gt;First is "Base" the minimum spread when standing still and aiming from the hip.&lt;br /&gt;"Move" is obviously the minimium spread when walking around.&lt;br /&gt;&lt;br /&gt;"Max" is the maximum spread, reached by firing your weapon.&lt;br /&gt;If there are two numbers on Max, the first is for Base and the second is for Move.&lt;br /&gt;&lt;br /&gt;"Shot" is the amount of Spread added with each round fired.&lt;br /&gt;Spread recovers swiftly at a rate of 3.0 spread per second.&lt;br /&gt;&lt;br /&gt;ZOOM SPREAD&lt;br /&gt;The same stuff in Hip Spread applies to everything here.&lt;br /&gt;&lt;br /&gt;Note that Shotguns have a universal spread of 3.5, regardless of posture or zoom.&lt;br /&gt;Also note that you shouldn't try firing a bolt-action from the hip or while moving. That'd just be silly.&lt;/p&gt;
&lt;p&gt;&lt;img src="http://img838.imageshack.us/img838/2176/medalofhonors.png" alt="" /&gt;&lt;/p&gt;
&lt;p&gt;The Knife, upon pressing the melee button, takes 0.3 seconds for the attack to hit and will deliver 120 damage.&lt;/p&gt;
&lt;p&gt;Hand Grenades have an explosive radius of 3.2 meters, of which about 2.5m is lethal.&lt;/p&gt;
&lt;p&gt;C4 only has 0.375 the throwing speed of the hand grenade.&lt;br /&gt;It also has a radius of 5.0 meters, of which 4.5 is lethal to infantry.&lt;br /&gt;&lt;br /&gt;The Spec-Ops' rocket launchers have an explosive radius of 3.0, which about 1.0 is lethal to infantry.&lt;br /&gt;They take 3.5 seconds to reload with a Reload Add Threshold of 2.275 seconds.&lt;/p&gt;
&lt;p&gt;Tier 1 - 50 Points&lt;br /&gt;Mortar Strike&lt;br /&gt;UAV&lt;/p&gt;
&lt;p&gt;Tier 2 - 100 Points&lt;br /&gt;Rocket Strike&lt;br /&gt;Match Ammo (1.5x Bullet Damage)&lt;/p&gt;
&lt;p&gt;Tier 3 - 175 Points&lt;br /&gt;Guided Missile&lt;br /&gt;Flak Jacket (150 Max Health)&lt;/p&gt;
&lt;p&gt;Tier 4 - 250 Points&lt;br /&gt;Artillery&lt;br /&gt;Armor Piercing Bullets&lt;/p&gt;
&lt;p&gt;Tier 5 - 350 Points&lt;br /&gt;A10 Strafing Run&lt;br /&gt;Counter UAV&lt;/p&gt;
&lt;p&gt;Tier 6 - 450 Points&lt;br /&gt;Airstrike&lt;br /&gt;Sabot Rounds (2.0x Bullet Damage)&lt;/p&gt;
&lt;p&gt;Tier 7 - 600 Points&lt;br /&gt;Cruise Missile&lt;br /&gt;Kevlar Vest (200 Max Health)&lt;/p&gt;</description><comments>http://denkirson.xanga.com/734091172/medal-of-honor/#firstcomment</comments></item></channel></rss>