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Part 2 – Multiplayer

Table of Contents:

  1. Basic Info and Stats Outline
  2. Assault Rifle statistics
  3. SMG Statistics
  4. LMG Statistics
  5. Shotgun Statistics
  6. Sniper Rifle Statistics
  7. Pistol Statistics
  8. Explosive Statistics
  9. Perk Statistics
  10. Compatible Ammunition
  11. Hip Fire Accuracy
  12. Reload Add Cancel
  13. Helicopter Statistics + Info
  14. Other Explosives
  15. Grip Info
  16. Bullet Penetration Info + Other
  17. The Knife
  18. Irregularities
  19. Tips
  20. Sources

1. Basic Information

  • All 20 over head maps
  • Stock Player health is 100.
    • In Hardcore, stock player health is 30.
    • In Old School, stock player health is 200.
  • Hardcore has lower health, no HUD and team killing is enabled.
  • Old School has double health, higher jump height, and landing slowdown disabled. You start with a Skorpion and M9 and must pick up weapons and perks which spawn throughout maps.
  • Guns lose damage over a certain amount of range.
    • If you refer to sections 2 to 7, you’ll notice damages are labled [Number-Number], the dash indicates the range from highest to lowest damage the weapon can inflict.
  • Each weapon (except shotguns) has a damage multiplier. Damage multiplier is divided into hitting different body parts: Head, neck, torso, stomach and limbs.
    • With all weapons but snipers, the damage multiplier for hitting an enemy in any part of the body BUT the head is x1.0. This means no extra damage is added. With all weapons but snipers, if you shoot an enemy in the head, it will inflict x1.4 or x1.5 more damage against the enemy.
    • WITH snipers, damage multiplier is much more varied. Whether you hit your enemy in the head, neck, torso, stomach or limbs could be the difference in a 1 shot kill or a 2 shot kill.
  • For example: If you have a Barrett .50 Cal (70 damage stock, refer to section 6) and shoot an enemy in the head (70 * 1.5) you will inflict 105 damage, killing the enemy.
  • Stopping Power, Sonic Boom and Juggernaut are the only 3 perks that affect damage/health.
    • Stopping Power v. Juggernaut = A cancellation of both perks.
    • Player WITHOUT Stopping Power v. Juggernaut = Damage from weapons AND explosives reduced to 75% effectiveness.
    • Stopping Power v. player WITHOUT Juggernaut = Damage increased 40%.
    • Sonic Boom v. Juggernaut = A cancellation of both perks.
    • Sonic Boom v. player WITHOUT Juggernaut  = Explosive damage increased 25%.
  • For other perk stats and info, refer to section 8.
  • Weapon Range: refer to sections 2 to 7 for weapon range information. Higher up damage until the first range number (See 1500 or 500 for M16A4 below) and damage is lesser for the second number. You’ll noticed weapons have less range when silenced, the bullets don’t actually travel less distance, they get weaker at a lesser distance.
  • Range in units: Use the source for info.
  • Shotguns: Shotgun damages are affected by range and the buckshot, depending on how many of 8 parts hit the enemy.
  • Compatible Ammunition: When walking over a weapon which carries the same ammo, you can pick up it’s ammo and it will work with the gun in your hands. This also works with the duo of MP5/M9 or Mini Uzi/M9. See section 10.
  • Reload Add Cancel: Shorter than the full reload time, a reload cancel after the add time (and up) can stop the rest of the reload animation, but have loaded the ammo. It applies to regular and empty reloading.

2. Assault Rifle Statistics

  • M16A4:
    • Damage: 40-30
    • Damage vs Juggernaut: 30-22.5
    • Damage w/ SP: 56-42
    • Range: 1500-2000 and 500/1000 Silenced
    • Rate of Fire: 3 round burst – 925 RPM
    • Damage Multiplier: x1.4 (Head), x1.0 (All other)
    • 30 Round Magazine
    • Reload: 2 seconds and 2.365 Empty
  • AK47:
    • Damage: 40-30 (Iron Sights and ACOG) and 40-20 (RDS and Silenced) – See irregularities
    • Damage vs Juggernaut: 30-22.5
    • Damage w/ SP: 56-42
    • Range: 1500-2000 and 500/1000 Silenced
    • Rate of Fire: Fully Automatic – 700 RPM
    • 30 Round Magazine
    • Reload: 2.5 seconds and 3.25 Empty
  • M4A1 Carbine:
    • Damage: 30-20
    • Damage vs Juggernaut: 22.5-15
    • Damage w/ Stopping Power: 42-28
    • Range: 1500-2000 and 500/1000 Silenced
    • Rate of Fire: Fully Automatic – 850 RPM
    • 30 Round Magazine
    • Reload: 2.03 seconds and 2.36 Empty
  • G3:
    • Damage: 40-30
    • Damage vs Juggernaut: 30-22.5
    • Damage w/ Stopping Power: 56-42
    • Range: 1500-2000 and 500/1000 Silenced
    • Rate of Fire: Semi Automatic
    • 20 Round Magazine
    • Reload: 2.75 seconds and 3.75 empty
  • G36C:
    • Damage: 30-20
    • Damage vs Juggernaut: 22.5-15
    • Damage w/ Stopping Power: 42-28
    • Range: 1500-2000 and 500/1000 Silenced
    • Rate of Fire: 750 RPM
    • 30 Round Magazine
    • Reload: 2.1 seconds and 2.967 empty
  • M14:
    • Damage: 50-40
    • Damage vs Juggernaut: 37.5-30
    • Damage w/ Stopping Power: 70-56
    • Range: 1500-2000 and 500-1000
    • Rate of Fire: Semi-Automatic
    • 20 Round Magazine
    • Reload: 2.5 seconds and 3.06 Empty
    • x1.5 Damage multiplier for head and neck shots
  • MP44:
    • Damage: 40-30
    • Damage vs Juggernaut: 30-22.5
    • Damage w/ Stopping Power: 56-42
    • Range: 1500-2000
    • Rate of Fire: 600 RPM
    • 30 Round Magazine
    • Reload: 2.75 seconds and 3.5 empty

3. Submachine Gun Statistics:

  • MP5:
    • Damage: 40-20
    • Damage vs Juggernaut: 30-15
    • Damage w/ Stopping Power: 56-28
    • Range: 750-1000 and 350-700 Silenced
    • Rate of Fire: 800 RPM
    • 30 Round Magazine
    • Reload: 2.3 seconds and 3.3 empty
  • Skorpion:
    • Damage: 50-20
    • Damage vs Juggernaut: 37.5-15
    • Damage w/ Stopping Power: 70-28
    • Range: 200-400 and 100-300 silenced
    • Rate of Fire: 850 RPM
    • 20 Round Magazine
    • Reload: 2.4 seconds and 2.67 empty
  • AK74u:
    • Damage: 40-20
    • Damage vs Juggernaut: 30-15
    • Damage w/ Stopping Power: 56-28
    • Range: 750-1000 and 350-700 Silenced
    • Rate of Fire: 800 RPM
    • 30 Round Magazine
    • Reload: 2.5 seconds and 3.25 empty
  • Mini Uzi:
    • Damage: 30-20
    • Damage vs Juggernaut: 22.5-15
    • Damage w/ Stopping Power: 42-28
    • Range: 750-1000 and 350-700 Silenced
    • Rate of Fire: 950 RPM
    • 32 Round Magazine
    • Reload: 2.4 seconds and 3.5 empty
  • P90:
    • Damage: 30-20
    • Damage vs Juggernaut: 22.5-15
    • Damage w/ Stopping Power: 42-28
    • Range: 750-1000 and 350-700 Silenced
    • Rate of Fire: 925 RPM
    • 50 Round Magazine
    • Reload: 2.8 seconds and 3.5 empty


4. Light Machine Gun Statistics:

  • M249 SAW:
    • Damage: 30
    • Damage vs Juggernaut: 22.5
    • Damage w/ Stopping Power: 42
    • Range: No effect
    • Rate of Fire: 925 RPM
    • 100 Round Magazine
    • Reload: 6.45 Seconds
  • RPD:
    • Damage: 40
    • Damage vs Juggernaut: 30
    • Damage w/ Stopping Power: 56
    • Range: No effect
    • Rate of Fire: 700 RPM
    • 100 Round Magazine
    • Reload: 9.7 Seconds
  • M60E4:
    • Damage: 50-40
    • Damage vs Juggernaut: 37.5-30
    • Damage w/ Stopping Power: 70-56
    • Range: 1000-1500
    • Rate of Fire: 600 RPM
    • 100 Round Magazine
    • Reload: 9.7 Seconds

5. Shotgun Statistics

  • W1200:
    • Damage: 40-10 (up to x8)
    • Damage vs Juggernaut: 30-7.5 (up to x8)
    • Damage w/ Stopping Power: 52-14 (up to x8)
    • Range: 300-500
    • Rate of Fire: Pump-Action – 150 RPM
    • 7 Shells
    • Reload: 1 second for first shell, .5 next shell
  • M1014:
    • Damage: 30-10 (up to x8)
    • Damage vs Juggernaut: 22.5-7.5 (up to x8)
    • Damage w/ Stopping Power: 42-14 (up to x8)
    • Range: 300-500
    • Rate of Fire: Semi-Automatic – 300 RPM
    • 4 Shells
    • Reload: 1 second for first shell, .5 for next shell

6. Sniper Statistics:

  • M40A3:
    • Damage: 70-75 (See Irregularities)
    • Damage vs Juggernaut: 52.5-56.25
    • Damage w/ Stopping Power: 98-105
      • Headshot: x1.5
      • Neckshot: x1.5
      • Torsoshot: x1.1
      • Stomachshot: x1.1
    • Range: No effect
    • Rate of Fire: Bolt-Action – 70 RPM
    • 5 Rounds
    • Reload: 1.1 second for first round, .4 for next round
  • M21
    • Damage: 70
    • Damage vs Juggernaut: 52.5
    • Damage w/ Stopping Power: 98
      • Headshot: x1.5
      • Neckshot: x1.1
      • Torsoshot: x1.1
    • Range: No effect
    • Rate of Fire: Semi-Automatic
    • 10 Round Magazine
    • Reload: 2.5 Seconds and 3.1 empty
  • Dragunov
    • Damage: 70
    • Damage vs Juggernaut: 52.5
    • Damage w/ Stopping Power: 98
      • Headshot: x1.5
      • Neckshot: x1.5
      • Torsoshot: x1.5
    • Range: No effect
    • Rate of Fire: Semi-Automatic
    • 10 Round Magazine
    • Reload: 2.75 seconds and 3.5 empty
  • R700
    • Damage: 70
    • Damage vs Juggernaut: 52.5
    • Damage w/ Stopping Power: 98
      • Headshot: x1.5
      • Neckshot: x1.5
      • Torsoshot: x1.5
      • Stomachshot: x1.1
    • Range: No effect
    • Rate of Fire: Bolt-Action – 70 RPM
    • 4 Rounds
    • Reload: 1.1 second for first round, .4 for next round
  • Barrett .50 Cal
    • Damage: 70
    • Damage vs Juggernaut: 52.5
    • Damage w/ Stopping Power: 98
      • Headshot: x1.5
      • Neckshot: x1.5
      • Torsoshot: x1.5
      • Stomachshot: x1.1
    • Range: No effect
    • Rate of Fire: Semi-Automatic
    • 10 Round Magazine
    • Reload: 4.1 seconds and 4.6 empty

7. Pistol Statistics:

  • M9
    • Damage: 40-20
    • Damage vs Juggernaut: 30-15
    • Damage w/ Stopping Power: 56-28
    • Range: 250-500 and 150-350 silenced
    • Rate of Fire: Semi-Automatic
    • 15 Round Magazine
    • Reload: 1.6 Seconds, 1.9 empty
  • USP .45
    • Damage: 40-20
    • Damage vs Juggernaut: 30-15
    • Damage w/ Stopping Power: 56-28
    • Range: 450-1000 and 250-600 silenced
    • Rate of Fire: Semi-Automatic
    • 12 Round Magazine
    • Reload: 1.6 seconds, 1.9 empty
  • M1911 .45
    • Damage: 40-20
    • Damage vs Juggernaut: 30-15
    • Damage w/ Stopping Power: 56-28
    • Range: 350-900 and 250-500 silenced
    • 8 round magazine
    • Reload: 1.6 seconds, 1.9 empty
  • Desert Eagle
    • Damage: 50-30
    • Damage vs Juggernaut: 37.5-22.5
    • Damage w/ Stopping Power: 70-42
    • Range: 350-1200
    • 7 Round Magazine
    • Reload: 1.96 seconds, 2.1 empty

8. Explosive Statistics

  • Fragmentation Grenade
    • Damage: 300-75 – 15 Direct Impact
    • Blast Radius: 0-256
    • Fuse: 5 seconds
      • Martyrdom Fuse: 2.5 seconds
    • Can be ‘cooked’ in sync with beats per second
  • Flash Grenade/Flashbang
    • Damage: 15 Direct Impact
    • Blast Radius: 200-800
    • Fuse: 1 second
  • Stun Grenade
    • Damage: 40 Direct Impact
    • Blast Radius: 0-512
    • Fuse: Only detonates after touching ground
  • Claymore
    • Damage: 200-50
    • Blast Radius: 0-256 – 90° forward cone
    • Fuse: .83 second delay – motion trigger
    • 60° forward cone trigger area
  • C4
    • Damage: 200-50
    • Blast Radius: 0-256
    • Fuse: .83 second delay – manual trigger
    • Double tap ‘X or reload’ to detonate
  • Rifle Mounted Grenade Launcher
    • Damage: 155-25 – 135 Direct Impact
    • Blast Radius: 0-300
    • Fuse: 375 Range to activate
    • Won’t detonate before 375 range is traveled
  • RPG-7

    • Damage: 160-30 – 1000 Direct Impact
    • Blast Radius: 0-300
    • Fuse: Immediate impact

9. Perk Statistics

  • Juggernaut
    • Reduces weapon and explosive damage to 75% effectiveness.
  • Stopping Power
    • Increases weapon power to 140% effectiveness.
  • Sleight of Hand
    • Reduces reload time by 50%
  • Sonic Boom
    • Increases explosive power to 125% effectiveness.
  • Steady Aim
    • Hip Fire radius becomes 66% of original size.
  • Extreme Conditioning
    • 2x Sprint time
  • Iron Lungs
    • 2x Hold breath time

Stopping Power/Sonic Boom cancel eachother out, not according to stats shown, but according to the game’s files.

10. Compatible Ammunition

See section 1 for details.

  • 5.56x45mm NATO:
    • M16A4
    • M4 Carbine
    • G36C
    • M249 SAW – Not compatible
  • 7.62×51
    • G3
    • M40A3
    • R700
    • M21
    • M14
    • M60E4 – Not compatible
  • 9x19mm Parabellum
    • MP5
    • Mini Uzi
    • M9
  • .45 ACP
    • USP .45
    • M1911 .45
  • 7.62×39
    • AK47
    • RPD – Not compatible

Since Light Machine Guns are belt fed, they don’t pick up ammo when you walk over compatible counterparts.

11. Hip Fire Accuracy

Accuracy is defined by the crosshair radius, and is split into 3 categories by stance: Standing, crouch and prone. You will be most accurate when prone. The 2 numbers [Number-number] will indicate still-moving, smaller being the size of the crosshair. You are more accurate when still.

  • Assault Rifles:
    • Standing: 3-7
    • Crouch: 2.5-6
    • Prone: 2-5
  • SMG:
    • Standing: 2-5
    • Crouch: 1.75-4.5
    • Prone: 1.5-4
  • LMG:
    • Standing: 4-10
    • Crouch: 3.5-8
    • Prone: 3-6
  • Shotgun:
    • All Sights: 4-5.5
  • Snipers:
    • Standing: 10-15
    • Crouch: 9.5-14
    • Prone: 9-13

12. Reload Add Cancel

Refer to section 1 for details:

Add time:

  • All Assault Rifles: 1.5 Seconds
  • Skorpion and Mini Uzi: 2.2 Seconds
  • AK74u: 1.5 Seconds
  • Mini-Uzi: 2.2 Seconds
  • P90 and MP5: 1.77 Seconds
  • M249 SAW: 5.32 Seconds
  • RPD and M60E4: 7.13 Seconds
  • W1200 and M1014: .25 Seconds
  • M40A3 and R700: .26 seconds
  • M21 and Dragunov: 1.5 Seconds
  • Barrett .50: 2.8 Seconds
  • M9, USP .45 and M1911 .45: 1.2 Seconds
  • Desert Eagle: 1.43


13. Helicopter Statistics + Info

  • Helicopters have 1100 health.
  • Bullet damage against a helicopter is multiplied by .3 (or reduced to 30%) until the helicopter’s health is 600. Then bullets do full damage.
  • Stopping Power gives no damage boost against the helicopter.
  • The RPG-7 does 1000 damage direct impact; 1 RPG and a small hail of bullets is enough to take down an enemy chopper.
  • The chopper will leave if you back out of a match. If you had a connection error and were kicked from the match, but still connected to Xbox Live, the chopper will get the kills for your team, but won’t count towards your kill total.

You can take out a chopper with:

  • 7/8 underbarrel grenades, or…
  • 4 perfectly cooked hand grenades (which explodes inches from the chopper), or…
  • 6 C4 attached to the chopper, or…
  • 1 RPG and a small hail of bullets.

Helicopters assess threat through several factors:

  • Distance from Helicopter – Closest gets threat
  • Has attacked Helicopter – Most recent attacker gets threat
  • Weapon Class – RPG-7, Assault, LMG > SMG, Scopes, shotguns.
  • Player Score – Highest scoring player in view gets threat.
  • Whoever has the highest combined threat from these four factors will be the helicopter’s Primary Target.

Some other things to consider:

  • Distance will give 1-100 points of threat
  • Attacking the helicopter gets exactly 100 points of threat.
  • A big gun (LMG, RPG, AR) gets 200 points of threat, otherwise nothing.
  • Player score is taken and multiplied by 4, and that number is given to each player.

Example:

  • Player A is point blank from the chopper (theoretically), has attacked it and is using an LMG, that totals 400 threat points.
  • Player B is at the edge of target distance, hasn’t attacked and doesn’t have a big gun, he has 1 threat point.
  • Player A has a score of 120, multiply that by 4 = 480 threat points.
  • Player B has a score of 220, multiply that by 4 = 880 threat points.
  • Total:
    • Player A has 880 threat points.
    • Player B has 881 threat points, proving score is the biggest factor.


14. Other Explosives

Vehicles:

  • Destructible vehicles have 550 + 750 health. After the vehicle loses 550 health, it catches fire and goes into a state of 750 degrading health which explodes in about 10 seconds. That can be slowed down by shooting the vehicle.
  • Bullet damage is treated normally and stopping power has no effect on vehicles.
  • Explosives have x2.75 splash damage against vehicles.
  • If the explosive (with multiplier) does more than 200 damage, the car will catch fire. If more than 400, the car will explode immediately.
  • The vehicle explosion blast radius reaches 375 units in range and does 300-75 damage.

Red Barrels:

  • Red barrels have 150 health.
  • Any amount of damage will make it catch fire, it loses health and explodes in about 10 seconds.
  • The blast radius of a barrel is 1-250 units in range and does 250-1 damage.

15. Grip Info

  • The grip attachment is related to kick, each weapon has different effects with the grip.
  • All LMG’s have inproved ‘View Kick Center Speed’, which is the speed of which the camera returns to where you were aiming.
    • M249 SAW: VKCS is increased from 1700 to 1900, and hip fire accuracy is nearly half of the original spread.
    • RPD: VKCS is increased from 1700 to 1900.
    • M60E4: VKCS is increased from 1500 to 1700.
    • W1200: VK decreased by an arbitrary amount (75% of original kick)
    • M1014: VK decreased by an arbitrary amount (75% of original kick)
  • While a difference of only 200 points of Center Speed for the LMGs might seem insignificant, View Kick Center Speed is always active from the moment you take your first shot.
  • Demonstration: On the left of this linked image is the RPD without a Grip, right is with.
  • The Grip offers a much better grouping and prevents muzzle climbing.

16. Bullet Penetration Info + Other

  • Penetration is far more complex than just that one weapon-related thing. I may have some new post about the intracies of penetration later. For now (or ever), some bits:
    • The angle at which the bullet penetrates an object has a great effect. Ten degrees can make a big difference. From 45° or more, the bullet may do nothing.
    • ALL Weapons (LMGs and Snipers included) lose damage over distance after passing through a wall to as low as 1.
    • Types/materials of objects are numerous, a wood board and some flimsy sheet metal can make difference of several points.
    • Penetration type is vague, but accurate, and based on the type of bullet each category of gun uses:

      • Assault Rifles are of ‘medium’ penetration type.
      • Light Machine Guns are of ‘large’ penetration type.
      • SMG’s are of ‘small’ penetration type.
      • Snipers are of ‘large’ penetration type.
      • Shotguns are of ‘small’ penetration type.
      • Pistols are of ‘small’ penetration type.
      • Desert Eagle is of ‘medium’ penetration type.
      • Barrett .50 Cal is of ‘Armor Piercing’ penetration type.
  • Carrying an SMG, Pistol, or Shotgun in your Primary Weapon Slot (that’s the gun you’re holding when you spawn) gives the player a “base” run speed of “1″.
  • A Sniper Rifle or Assault Rifle in your Primary Weapon Slot has a base run speed of “0.95″. Just 5% slower than the smaller guns, not really noticeable… but it could really make a difference.
  • A Light Machinegun in your Primary Weapon Slot has a base run speed of “0.875″. 12.5% slower than the small weapons, a bit more noticeable.

17. The Knife

In Multiplayer, the knife has:

  • 135 Damage
  • 64 Range on slash
  • 128 range on stab
    • Enemy has to be in centre half of screen to lock on.

18. Irregularities:

  • When ACOG is equipped on M40A3, damage goes up to 75.

  • When Red Dot Sight or Silencer is equipped on AK-74u, hip fire accuracy become that of an assault rifle.

  • Hardcore modes limit damage to 30 from the stock 100. HUD is eliminated.

  • Old School mode raises damage to 200, increases jumping hight, landing slowdown is disabled. Weapon/classes are eliminated, players must start with Skorpion and M9 and pick up weapons and perks.
  • When Silencer or Red Dot Sight is equipped on AK47, damage at long range decreases from 30 to 20 (40-20)
  • When using a G3SD (suppressed), there is an erroneously long melee delay, so the action may not work.
  • R700 has a slightly higher ‘ADSIdleAmount’ than other snipers; it moves around more when scoped.
  • The AK47, M4, AK74u and G36C all ‘idle’ when sighted, which means they sway around. The G36C has less sway than the other 3.
  • I have tested each irregularity, and can confirm they are true.

19. Tips

  • In Hardcore, when sniping, you don’t have to use Stopping Power since any shot is a one hit kill. Since when you shoot, you don’t show up on the radar in HC, it’s beneficial to use either:
    • UAV Jammer, to stay completely hidden.
    • Overkill, to have a weapon for sniping and CQC
  • Use the Grip AND Steady Aim on the M249 SAW for Pistol-like hip-fire accuracy, P90-like rate of fire and power, and a 100 round magazine.
  • Double tap ‘X or reload’ to detonate a C4 without bringing out the detonator.
  • Be sure to watch the ammo counter when you’re reloading, due to ‘ReloadAddCancel’ you can sprint/throw grenade to cancel your reload and you’ll have loaded your ammo.
  • When in a firefight, but caught reloading, sprint away into cover, THEN reload. If your opponent is still firing, you can’t be caught standing still or fairly static and unable to shoot.
    • Or an alternative, if caught in a firefight and need to reload, pull out your pistol, it’s quicker than reloading.
  • When taking a flag in Domination, try to be as far away from the flag as possible and try to cover the main route to the flag.
  • Use smoke as a distraction. For example, on S&D on Ambush, throw a smoke at B, but have your team flank for A.
  • When trying to retrieve an enemy flag in Domination which as multiple enemies on it, throw a flashbang, it’s highly underrated, it can blind for over 5 seconds and enemies can’t see where they’re going.

20. Sources

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  1. Great guide you have here mate.

  2. avatar Gianni

    3yellowdogs,If you know about NAD, then I’m fairly cairetn you’re familiar with Kim DuToit, since he kinda got the ball rolling on this idea.If you didn’t know about his other idea, I suggest you check out April 15th, at his blog.I have actually in this event, and, like you, think we need to move up the date a little for the next one.Good luck.

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