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Raw data of weapons..

Raw data of weapons..

3,498
King of Chaos
3,498

PostJan 11, 2010#1

http://translate.googleusercontent.com/ ... HIYTo_CE-w

After the release of Call of Duty: Modern Warfare 2, that has already become the usual technical information about each weapons, perks and other technical possibilities thing of the past due to the lack of any detailed information about the company's innovations Infinity Ward. After the release of Call of Duty: Modern Warfare 2, that has already become the usual technical information about each weapons, perks and other technical capabilities of a thing of the past in the absence of any detailed information about the company's innovations Infinity Ward. Therefore, all data presented in the article, were going to actually bit by bit. Therefore, all data presented in the article, were going to actually bit by bit. But finally, this work came to an end and I am very pleased to represent you. But finally, this work came to an end and I am very pleased to represent you.
Data killstrikah: Data killstrikah:
1) Do Sentry Gun'a (turret) 1000 + Health International has 300 extra Health International (this is a kind of armor), while attempting to destroy the turret of small arms. 1) Do Sentry Gun'a (turret) 1000 + Health International has 300 extra Health International (this is a kind of armor), while attempting to destroy the turret of small arms. Any damage from explosive weapons is multiplied by 7 (the above additional 300 Health International are ignored). Any damage from explosive weapons is multiplied by 7 (the above additional 300 Health International are ignored). Stab (or throw throwing knives) disables the turret. Stab (or throw throwing knives) disables the turret. Overheats after 8 seconds of continuous fire. Overheats after 8 seconds of continuous fire. If you do not have time to overheat - restored in 4 seconds. If you do not have time to overheat - restored in 4 seconds. If overheat - the same 8 seconds rest. If overheat - the same 8 seconds rest.
Adding to sERGE-002: Adding to sERGE-002:
Number of bursts: from 20 to 120 (random) Number of bursts: from 20 to 120 (random)
Pause between bursts: from 0.15 to 0.35 seconds (accidentally) Pause between bursts: from 0.15 to 0.35 seconds (random)
Turret unwinding time: 0.5 seconds Turret unwinding time: 0.5 seconds
The lifetime of guns: 90 seconds (then it disappears, but if after 90 seconds, she shoots at the goal, then disappear when the cease fire) The lifetime of guns: 90 seconds (after that it disappears, but if after 90 seconds it shoots at goal, then disappear when the cease fire)
According to information from logs, turret deals 20 points of damage According to information from logs, turret deals 20 points of damage
2) 2) Both of the helicopter (the one who controls the boat and an arrow that is the player) have the 1500 Health International. The helicopter, operated a player has a 1 charge of flares. Both the helicopter (the one who controls the boat and an arrow that is the player) have the 1500 Health International. The helicopter is controlled by the player has 1 charge of flares. Pavelow has 1 charge of flares and Health International 3000. Pavelow has 1 charge of flares and Health International 3000. Any damage from small arms is multiplied by 0.3, so that the weapon to shoot down helicopters cause lethal. Any damage from small arms is multiplied by 0.3, so that the weapon to shoot down helicopters cause lethal. As soon as the helicopters lose a third of health - can easily begin to smoke, but after losing 2 / 3 of health are beginning to smoke in earnest. As soon as the helicopters lose a third of health - can easily begin to smoke, but after losing 2 / 3 of health are beginning to smoke in earnest. The helicopters, operated by a bot, attack on the same system as in code 4. The helicopters, operated by a bot, attack on the same system as in code 4. The first to come under fire: The first to come under fire:
1) in the immediate vicinity of the helicopter 1) in the immediate vicinity of the helicopter
2) attack helicopter 2) attack helicopter
3) The player with the largest number of stuffed points 3) The player with the largest number of stuffed points
4) the player, armed with "dangerous" secondary weapon, ie pistol. 4) the player, armed with "dangerous" secondary weapon, ie pistol. Gunners (unlike kod4) is not the first attack Gunners (unlike kod4) is not the first attack
Adding to sERGE-002: Adding to sERGE-002:
Recharge time FFAR missile air-to-air missiles - 5 sec Recharge time FFAR missile air-to-air missiles - 5 sec
Time to shift from one target to another: 0.5 sec Time to shift from one target to another: 0.5 seconds
Gun reload time: 1.5 seconds Gun reload time: 1.5 seconds
Number of rounds in the gun shop: 40 Number of rounds in the gun shop: 40
The maximum range of visibility goals: 3500 The maximum range of visibility goals: 3500
Spawn-Protect from the helicopter for the newly born players: 5 sec Spawn-Protect from the helicopter for the newly born players: 5 sec
The minimum percentage of the visible part of modelki player: 50% (if less, the helicopter you not "see") The minimum percentage of the visible part of modelki player: 50% (if less, the helicopter you not "see")
The maximum distance from his players to the target captured by helicopter when the helicopter is not rocket launches: 256 The maximum distance from his players to the target captured by helicopter when the helicopter did not release the missile: 256
The viewing angle of the helicopter: 90 degrees The viewing angle of the helicopter: 90 degrees
Shooter helicopter flies on the map of 40 seconds. Shooter helicopter flies on the map of 40 seconds. Pilots (bots) fly in the normal helicopter and PaveLow 60 seconds Pilots (bots) fly in the normal helicopter and PaveLow 60 seconds
Pavelow has 2 machine gun (a cobra, he is one) with a rate of 600 rounds per minute Pavelow has 2 machine gun (a cobra, he is one) with a rate of 600 rounds per minute
According to information from logs, cobra (controlled by the bot), deals 10 damage. Pavelow - 40 units of damage with each gun. According to information from logs, cobra (controlled by the bot), deals 10 points of damage. Pavelow - 40 units of damage with each gun.
Shooter helicopter fired explosive bullets. Shooter helicopter fired explosive bullets. Damage is not defined Damage is not defined
3) The Harrier fighter (Harrier aka "Kapital") 3000 Health International. 3) The Harrier fighter (Harrier aka "Kapital") 3000 Health International. The damage from small arms in contact is reduced by half (that is, if destroy Karia without the aid of rockets, he will have The damage from small arms in contact is reduced by half (that is, if destroy Karia without the aid of rockets, he will have 6000 Health International. 6000 Health International. That is why (for balance), it does not fly the helicopter on the map, and uses the tactics of defense position). That is why (for balance), he does not fly on the map as a helicopter, and uses the tactics of defense position). Start to smoke, if the remaining 900 or less Health International. Start to smoke, if the remaining 900 or less Health International. AT-4 rockets and RPG-7 is applied to him specific damage - max health minus 900 points of damage. " AT-4 rockets and RPG-7 is applied to him specific damage - max health minus 900 points of damage. "The newly born players have a similar helicopter spawn protection - 5 seconds. The newly born players have a similar helicopter spawn protection - 5 seconds. Karia is on the map for 45 seconds. Karia is on the map for 45 seconds.
Among other things, Karia has 6 missiles, air-air (FFAR) for combat with the enemy equipment. Among other things, Karia has 6 missiles, air-air (FFAR) for combat with the enemy equipment. If equipment on the map - is a primary goal for Karia. If equipment on the map - is a primary goal for Karia. Secondary - have the players, but first it will try to destroy those who have a secondary weapon, again, rocket launcher Secondary - have the players, but first he will try to destroy those who have a secondary weapon again, rocket launcher
According to information from logs, Karia inflicts 40 points of damage from his machine gun According to information from logs, Karia inflicts 40 points of damage from his machine gun
4) AC-130 has only 1000 Health International + 2 charge of flares. 4) AC-130 has only 1000 Health International + 2 charge of flares. Flies on the map of 40 seconds. Flies on the map of 40 seconds. It shoots 3 types of charges of various calibres. It shoots 3 types of charges of various calibres. After the shot with 25mm recharge time 1.5 seconds, 40 mm - 3 seconds and 105 mm - 5 seconds recharge. After the shot with 25mm recharge time 1.5 seconds, 40 mm - 3 seconds and 105 mm - 5 seconds recharge. The time between re-running the heat trap - 5 seconds (ie 2 rocket which was started within 5 seconds he did not "discourage"). The time between re-running the heat trap - 5 seconds (ie 2 rocket which was started within 5 seconds he did not "discourage"). Impervious to any damage from small arms Impervious to any damage from small arms
5) 5) Care Package and the Emergency Airdrop can lose anything except nuclear missiles. Care Package and the Emergency Airdrop can lose anything except nuclear missiles. But if a Care Package likely to lose rickety killstriki, then Emergency Airdrop chance to reset the normal killstriki much higher. But if a Care Package likely to lose rickety killstriki, then Emergency Airdrop chance to reset the normal killstriki much higher.
Percentages: Percentages:
Y Care Package: We Care Package:
14.78% - UAV 14.78% - UAV
14.78% - Ammunition 14.78% - Ammunition
13.04% - Counter-UAV 13.04% - Counter-UAV
10.43% - turret 10.43% - turret
10.43% - rocket Predator 10.43% - Predator missile
9.57% - airstrike 9.57% - air strike
6.09% - an air strike in support of Karia 6.09% - an air strike in support of Karia
6.09% - Helicopter 6.09% - Helicopter
4.35% - Pavelow 4.35% - Pavelow
4.35% - Stealth Bombers 4.35% - Stealth Bombers
2.61% - Shooter helicopter 2.61% - Shooter Helicopter
2.61% - AC-130 2.61% - AC-130
0.87% - EMP 0.87% - EMP
0% - Nuclear missile 0% - Nuclear missile
At Emergency Airdrop: In Emergency Airdrop:
40% - UAV 40% - UAV
40% - Ammunition 40% - Ammunition
50.2% - Counter-UAV 50.2% - Counter-UAV
50.2% - turret 50.2% - turret
45.3% - rocket Predator 45.3% - Predator missile
34.4% - airstrike 34.4% - air strike
18.5% - an air strike in support Karia 18.5% - an air strike in support of Karia
18.5% - Helicopter 18.5% - Helicopter
11.5% - Pavelow 11.5% - Pavelow
11.5% - Stealth Bombers 11.5% - Stealth Bombers
7.8% - Shooter Helicopter 7.8% - Shooter Helicopter
7.8% - AC-130 7.8% - AC-130
0% - EMP 0% - EMP
0% - Nuclear missile 0% - Nuclear missile

Interest data for Emergency Airdrop are inclusive of loss of data killstrikov one ejection boxes of AC-130. Interest data for Emergency Airdrop are inclusive of loss of data killstrikov one ejection boxes of AC-130. That is, the percentage receiving killstrika in one of 4 boxes That is, the percentage receiving killstrika in one of 4 boxes
Dropped box disappears after 90 seconds (if you did not have time to use) Dropped box disappears after 90 seconds (if you did not have time to use)
The helicopter, carrying a box Care Package, you can also destroy. The helicopter, carrying a box Care Package, you can also destroy. Has 500 Health International and the rate of 250 units per second. Has 500 Health International and the rate of 250 units per second. Expo does not give, but will take into account the destruction killstrika. Expo does not give, but will take into account the destruction killstrika.
When using a box with replenishment of ammunition, you can also resume (if it was thrown out earlier) the signal marker to perk When using a box with replenishment of ammunition, you can also resume (if it was thrown out earlier) signal marker for perk Tactical Insertion. Tactical Insertion.
6) UAV (and Counter-UAV 6) UAV (and Counter-UAV) flew for 30 seconds on the map. 700 Health International. ) Flew for 30 seconds on the map. 700 Health International. Defense is not so easy to shoot down sorry =) Defense is not so easy to shoot down sorry =)
7) On aviaudrami situation is not entirely clear. 7) On aviaudrami situation is not entirely clear. It is known that the Stealth bomber slowest (rate of 2000 units per second), and point air strike and air strike support Karia faster in 3.5 times, ie 7000 units per second. It is known that the Stealth bomber slowest (rate of 2000 units per second), and point air strike and air strike support Karia faster in 3.5 times, ie 7000 units per second. Choose the direction of attack (from where to fly) can only have bombers and a conventional air strike. Bombers throw a bomb in a large radius, but the heap (the radius is not stretched, as in an air strike, that is actually obtained in the usual range). Normal aviudar in total has a larger radius of destruction than the Stealth, but not the closely-grouped and stretched (in addition, beginning bombs dropped shortly before the discharge point. The radius of the dumping bombs have therefore not circular, namely "in length." If you say "geometrically ", then reset the bomb is in the form of an ellipse / oval). Air strike in support of Karia also drops the bomb on the line, but the damage radius and a half times less than that of conventional Karia Choose the direction of attack (from where to fly) can only be a bomber and a conventional air strike. Bombers throw a bomb in a large radius, but the heap (the radius is not stretched, as in an air strike, that is actually obtained in the usual range). Usual aviudar in total has a larger radius of destruction than the Stealth, but not the closely-grouped and stretched (in addition, beginning bombs dropped shortly before the discharge point. The radius of the dumping bombs have therefore not circular, namely "in length . "If you say" geometrically ", the bomb release comes in the form of an ellipse / oval). airstrike support Karia also drops the bomb on the line, but the damage radius and a half times less than that of conventional Karia

Airstrikes and air strike with the support of Karia have the same load of bombs. Airstrikes and air strike with the support of Karia have the same load of bombs. 3 Jet'a (2 Jet'a to attack Karialom) drop bombs, which the air is divided into 10 small bombs each. 3 Jet'a (2 Jet'a to attack Karialom) drop bombs, which the air is divided into 10 small bombs each. And each harms 300-20 in a radius of 512 units. And each harms 300-20 in a radius of 512 units.

Stealth Bombers emit a lot of bombs (quantity not specified). Stealth Bombers emit a lot of bombs (quantity not specified). Each harms 300-50 in a crazy radius 896 Each harms 300-50 in a crazy radius 896

8) EMP in game mode Free For All thwarts any equipment located on the map and knocked out radar at 1 minute in all except you. 8) EMP in game mode Free For All thwarts any equipment located on the map and knocked out radar at 1 minute in all except you. In team modes, all the same, but only at the opposing team. In team modes, all the same, but only at the opposing team. At the time of the EMP can not use any other killstriki. At the time of the EMP can not use any other killstriki.
9) A nuclear strike makes all living within a radius of cards (toll 999999). 9) A nuclear strike makes all living within a radius of cards (toll 999999). Method of disposal not known. Method of disposal not known.
Data on perk: Data on perk:
Stopping power increases damage by 40 percent (1.4h). Stopping power increases damage by 40 percent (1.4h). If the pump to PRO version, the harm against the technology to grow by 40 percent (1.4h) If the pump to PRO version, the harm against the technology will increase by 40 percent (1.4h)
Danger Close increases the damage from the explosions up to 40 per cent (in the earlier parts of 25). Danger Close increases the damage from the explosions up to 40 per cent (in the earlier parts of 25). This is due to the fact that the damage from grenades now less! This is due to the fact that the damage from grenades now less!
Danger Close Pro increases the damage of all killstrikov (from the turret to the AC-130) Danger Close Pro increases the damage of all killstrikov (from the turret to the AC-130)
Blast Shield reduces damage from explosions at 35 per cent (0.65x). Danger Close and Blast shield mutually neutralize each other. Blast Shield reduces damage from explosions at 35 per cent (0.65x). Danger Close and Blast shield mutually neutralize each other. If a grenade Semtex stick to the character with perks Blast Shield, then perk ignore (in the sense of a grenade so powerful that perk will not save). If a grenade Semtex stick to the character with perks Blast Shield, then perk ignore (in the sense of a grenade so powerful that perk will not save).

Commando Perk set distance of 176 inches (initially 128 units) for the application of charge knife, that is stroke, in which the opponent must "fix" in sight Commando Perk set distance of 176 inches (initially 128 units) for the application of charge knife , that is stroke, in which the opponent must "fix" in sight
Pro version perk Commando exclude the possibility of dying from falling from height. Pro version perk Commando exclude the possibility of dying from falling from height.

Painkiller reduces damage taken three times for 10 seconds. Painkiller reduces damage taken three times for 10 seconds. Beat with a knife or knife throwing still kill the first time. Beat with a knife or knife throwing still kill the first time.
Perk One Man Army allows you to change the class on the fly for 6 seconds. Pro version - for 3 seconds. Perk One Man Army allows you to change the class on the fly for 6 seconds. Pro version - for 3 seconds. Perk occupies the second slot (secondary weapon), and throw it impossible Perk occupies the second slot (secondary weapon), and throw it impossible
Perk Sleight of Hands (Sleight of Hand) continues to reduce the recharge time in half. Pro version reduces the time of integration into a regime of sight (ADS) and exit from the double Perk Sleight of Hands (Sleight of Hand) continues to reduce the recharge time by half. Pro version reduces the time of integration into a regime of sight (ADS) and exit from the double
Perk Lightweight increases movement speed by 7 percent. Pro version reduces the time for the possibility of fire after a sprint to 40 percent (0.6h). Perk Lightweight increases movement speed by 7 percent. Pro version reduces the time for the possibility of fire after a sprint to 40 percent (0.6h). In addition, perk reduces the shaking of the screen when running on a quarter (0.75x). In addition, perk reduces the shaking of the screen when running on a quarter (0.75x). Not noticeably, but there. Not noticeably, but there.
Ninja Pro version perk multiplies the volume of movement of your player to 0.25 (in other words, the volume of movement is reduced by 4 times) Ninja Pro version perk multiplies the volume of movement of your player to 0.25 (in other words, the volume of movement is reduced to 4 times )
SitRep Pro version perk increases the volume of movement of the enemy 4 times. SitRep Pro version perk increases the volume of movement of the enemy 4 times. In addition, perk highlights in red equipment of the enemy (ie, hand grenades, Claymore mines, etc.). In addition, perk highlights in red equipment of the enemy (ie, hand grenades, Claymore mines, etc.). Besides SitRep Pro reduces by 4 times the level of audibility of the player and his teammates (0.25h), but only for the player (deception hearing takes place). Besides SitRep Pro reduces by 4 times the level of audibility of the player and his teammates (0.25h), but only for the player (deception hearing takes place). That is, for the opponents of audibility of your steps remain the same. That is, for the opponents of audibility of your steps remain the same.
Perk Steady Aim, as in the previous parts, reduces the spread when firing from the hip by 35 per cent (0.65h). Pro version allows you to keep breathing perk instead of the standard 4.5 seconds to 9.5 seconds. Perk Steady Aim, as in the previous parts, reduces the spread when firing from the hip by 35 per cent (0.65h). Pro version allows you to keep the perk breath instead of the standard 4.5 seconds to 9.5 seconds.
Perk Last Stand allows you to live after the death of another 10 seconds, while keeping 1 hit health. Perk Last Stand allows you to live after the death of another 10 seconds, while keeping 1 hit health. As in previous parts, perk does not work if you die from explosive damage from a blow with a knife or a hit in the head. As in previous parts, perk does not work if you die from explosive damage from a blow with a knife or a hit in the head. You can crawl at speeds of 0.2h from the nominal speed You can crawl at speeds of 0.2h from the nominal rate
Final Stand Perk gives the player an additional 50 additional Health International, after he received a lethal amount of damage. Final Stand Perk gives the player an additional 50 additional Health International, after he received a lethal amount of damage.
Perk Scrambler starts to act has a radius of 800 units from the enemy (the floating effect). Perk Scrambler starts to act has a radius of 800 units from the enemy (the floating effect). Fully clouding the radar in a radius of 300 units Fully clouding the radar in a radius of 300 units
Pro version Scrambler perk increases the time before the blast Claymore mine, after "activation" of up to 3 seconds Pro version Scrambler perk increases the time before the blast Claymore mine after "activation" of up to 3 seconds
Attached files Attached files Rapid Fire (which is attached to the SMG) functions similarly to perk Rapid Fire (which is attached to the SMG) functions similarly to perk Double Tap, ie increases the rate of 33 per cent Double Tap, ie increases the rate of 33 per cent
Attached files (type of ammunition) FMJ (Full Metal Jacket) functions similarly to perk Deep Impact, that is, allows fell with a vengeance through the walls. Attached files (type of ammunition) FMJ (Full Metal Jacket) functions similarly to perk Deep Impact, that is, allows fell with a vengeance through the walls. In the sense of passing through the entire wall damage is increased by 2 times. In the sense of passing through the entire wall damage is increased by 2 times.
Attached files "increased shop" does not increase the number of rounds (the number of rounds consistently), and the size of the store 1.5 times - 2 times. Attached files "increased shop" does not increase the number of rounds (the number of rounds consistently), and the size of the store 1.5 times - 2 times. More information can be read here More information can be read here
Data on the speed of the character: Data on the speed of the character:

336
Ballsy
336

PostJan 12, 2010#2

tl;dr

(edit = I'm Awesome and i like to use forum lingo from WoW forums)

3,498
King of Chaos
3,498

PostJan 12, 2010#3

fixed

336
Ballsy
336

PostJan 12, 2010#4

No, Fixt.

(edit = Also I can't spell, help me dear lord I need to put a gun to my face and end my misery!)

3,498
King of Chaos
3,498

PostJan 12, 2010#5

I think that's better ;)

PostMar 16, 2010#6

bump