Sunday, May 22, 2011

Sunday, May 1, 2011

LMG and CZ75 Recoil Chart

The last of the fully-auto guns for recoil charts, no semi-auto charts will be done:

 
I highly recommend you visit for more Cod related discussion.
All research done by psijaka, thanks.

Saturday, April 16, 2011

AR Recoil Charts

This is arguably the most popular class in Black Ops, so here:





I highly recommend you visit for more Cod related discussion.

All research done by psijaka, thanks.

Tuesday, April 12, 2011

Recoil Charts For SMGs

I decided to start with SMGs because they have some of the most recoil of any gun class.

Here are how the guns typically will recoil in CoD: Black Ops, it helps to choose which gun best suits you:







I highly recommend you visit for more Cod related discussion.

All research done by psijaka, thanks.


Monday, April 4, 2011

Game Mechanics(Basic)

Shooting
A common misconception in Call of Duty is that one must lead his shots.  This is not true.  Even though one may assume that it takes time for your bullet to travel and then hit your target(like in the Halo series), this is not true.  Once the trigger is pulled a bullet(hitscan) will hit the target with no delay.  Any delay experienced in multiplayer is pure lag.  Another note, ALL WEAPONS are completely 100% accurate.  If you are on target and you shoot when your reticule(aimer) is on the target your shot, in theory, will 100% connect.  The only reason that this may not seem to be the case is lag, or faulty hitboxes on the player models.

Damage
Each player will start out with 100 points of health.  This health will recharge after 5 seconds, completely.  hardcore mode has 30 points of health for a player.  Health works by subracting the amount of damge you took until you hit zero, then you die.  If a gun does 40 damage per bullet up close and 30 damage per bullet at a far range(like the Commando) it will take 3 shots to kill up close, and 4 at a distance.  The only exception to this is headshots.  Headshots offer a dammage multiplyer, meaning it does more damage to an enemy when you shoot them in the head.  The damage multiplyer for the Commando for the head is 1.4 meaning a single shot up close(which is normally 40 damage) will now do 56(40x1.4).  This means the Commando has the potential to kill in two shots if both shots are headshots.

I will continue into much more detail about game mechanics in future posts, thanks.

Saturday, April 2, 2011

Weapon Basics

Weapons in the Call of Duty series are separated into five categories:submachine guns, shotguns, light machine guns, assault rifles, and snipers.  Each category has its own specific niche. 

SMGs
Submachine guns are in the Call of Duty series pretty much the kings of close range combat.  They have a high rate of fire, a medium mag size, and medium-high damage.  The 100% mobility rate and quick ADS(aim down sight) time attribute to their success at close range.  Their high recoil and weak bullet damage at long range make them suffer at close range.

Shotguns
Shotguns in the CoD series are far from their real life brothers.  Shotguns in CoD usually have a relatively short range(only about 16 meters in Black Ops)  This extremely short range plus the extremely slow rate of fire makes shotguns obsolete in most CoDs.  Shotguns have an extremely low damage drop off, meaning the get extremely weak after around 10 meters. If you are looking to run and gun, use an SMG, it is much more effective, but shotguns can sometimes be more fun.(The only game I recommend using a shotgun in is MW2)

Light Machine Guns
LMGs have the slowest movement speed of all weapons in the CoD series.  Players using an LMG will only be able to run 87.5% of the user using an SMG or shotgun.  This decrease in movement speed is made up for by higher bullet damage and a larger clip(other than in Black Ops).  Most LMGs have a slow RoF(Rate of Fire), which means they will lose must close range encounters.  LMGs are good for holding a position, but not moving.  I would not reccomend using them in Black Ops, but in most other CoDs they can hold their own.

Snipers 
Snipers have a high bullet damage, slow rate of fire and 95% movement speed.  This class is very self explanatory, you can run and gun if you want to impersonate zzirGrizz, but if you want to get as many kills as possible, you will stay low and pick your shots.

Assault Rifles
Assault rifles are arguably that best and most effective weapon class in the past two CoDs(Black Ops/MW2).  After World at War the assault rifles got a major makeover, they now do not have any idle sway(except for a few).  Idle sway is the movement of your sights when aiming.  This leads to less accurate shots and shorter range.  if you have CoD4 aim down the sight with the ak47 and notice how your sight will move in a figure 8 pattern.  This was erased in the most recent CoDs.  This subtle change allows for Ars(Assault rifles) to dominate at nearly any range.  Assault rifles can contend with SMGs at close range and Snipers at long range.  Assault rifles have a medium clip, a medium rate of fire, a medium-fast reload, medium ADS, 95% movement speed, and a medium-high bullet damage.  Assault rifles are the way to go for a truly balance gun in Black Ops and MW2.