Choosing and Comparing Weapons – in Call of Duty 4 Based on Stat Charts


Choosing and Comparing Weapons – in Call of Duty 4 Based on Stat Charts

One of the main Call of Duty 4 abilities is having the option to pick great weapons and classes. You can do this part of the way by private experience and experimentation however it you additionally need a few hard realities and data. Sadly the in game diagrams that show weapon data are thoroughly off-base. The connection on the lower part of the page has the right weapon details graph, this data is state-of-the-art and is taken straightforwardly from the Call of Duty program documents.

The graph is genuinely easy to peruse, every section addresses a singular trademark and each column shows which weapon it alludes to. The principal section is the main, it is the harm every slug does. Shots take away harm from your beginning 100 wellbeing in typical games and 30 wellbeing in no-nonsense modes. The harm shows a reach, similar to 40-30 for the M16. This implies at nearer range the M16 causes 40 harm and as you move further away the harm steadily diminishes to 30. The following segment is the harm multiplier which lets you know how much the first shot harm is increased by relying upon where it hits a rival player. For instance 380 amocause 1.4x times as much harm then shots somewhere else on the body for the M16. Next is range which we discussed before, range is the distance your shot can go before it becomes ineffectual. Range likewise decides how soon your shot harm starts to drop. Pace of Fire, Fire Type, Clip Size and Reload Time are obvious. Infiltration lets you know how well the projectile enters walls and how much harm it does on the opposite end. Weapons with high entrance like the Barrett will actually want to go through thick walls while weapons with low infiltration like the M9 will be halted. Ultimately we have Hip Fire which lets you know how precise the weapon is while discharging without a degree.

So how would we utilize this data to pick great weapons? Lets have a go at utilizing the graph to look at the SAW and the RPD. That graph lets us know that the RPD has a higher slug of 40, while the SAW is profitable in reload time and pace of fire. To dive further the RPD’s higher harm esteem intends that with Stopping Power prepared it two shot kills any adversary. The SAW then again requires three shots to get a kill. This intends that albeit the SAW has a superior reload time and pace of discharge the RPD is generally a superior weapon since it can have two chance kills. We can apply this graph to each and every other weapon and it can help as make clever classes and improve at Call of Duty 4.


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