Even More (!) Useful Information

Yes, it's time for yet ANOTHER tutorial containing all new useful information about CoD4. All information here is from Denkirson's manga site [http://www.xanga.com/DenKirson], without his permission, however on his site he makes it abundantly clear that he doesn't care if you even credit him. I think he deserves it though.

This tutorial continues on from the last one. so to make sure you get all the information you can, don't forget to view the other 2 tutorials I posted here.

CoD4 Damage Charts: http://www.fpsbanana.com/tuts/6456

More Useful CoD4 Information: http://www.fpsbanana.com/tuts/6489

Let's get started....


POINT OF VIEW:

Your view isn't coming from your character's eyes, and your bullets aren't coming from your weapon. Both your point of view is, and your bullets come from the top of your head! Call of Duty 2's sniping was notorious for players only seeing the tip top of helmets. That's also why the Melee Attack might seem so long at 64 inches, a couple feet are lost since the attack actually starts from the character's head. Imagine he's headbutting the enemy.


MOVING SPEED:

Moving sideways will only allow the player to move 0.8 times the total maximum (forward) speed. Moving backwards will only allow the player to move 0.7 times the total maximum (forward) speed. Sprinting will allow the player to move forwards 1.5 times the total maximum (forward) speed.

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.

Going by the two extremes, backpedalling with an LMG only has 41% the speed of Sprinting with an SMG.


HEALTH REGENERATION:

"Health Regeneration" is really really simple. After five seconds, all your health returns. Instantly. Completely. Lose 1 health, wait five seconds. Back to 100%. Lose 99 health, wait five seconds. Back to 100%. You'll know you get your health back after five seconds by listening. Five seconds after taking damage, your character will exhale. Health Regeneration is on for Hardcore, Stock and off for Old School.


DOUBLE TAP:

Double Tap and Stopping Power are balanced in their improvement of "Damage". The two perks are perfectly even in their "Time to Kill a Guy" for weapons that deliver 30 damage. Stopping Power gives a greater benefit of hundredths of a second in Time to Kill for weapons that deliver 40 damage. Inversely, Double Tap gives a greater benefit of hundredths of a second in Time to Kill for weapons that deliver 20 damage.


LAST STAND:

Players in Last Stand have 1 OR 2 points of health. Their health purposely switches between one and two every half second in order to keep the red damage overlay visible. Players in Last Stand are invulnerable during the transition to Last Stand mode, where they fall to the ground and draw a pistol. Last Stand lasts exactly fifteen seconds after drawing the pistol.

Last Stand is not activated if the player is killed by a: Headshot Melee Attack Explosive Falls from high places.


WEAPON RANGE VS DAMAGE:

A chart explaining weapon damage, and certain distances-


This next section has a few revisions to information that was written in the last tutorial i posted. Just some add on info, and new things.

THE G36c IS SUPER DUPER, PRETTY SWELL, A REALLY COOL GUY, AND/OR AWESOME There are four weapons in the Assault and SMG classes that "idle" WHEN SIGHTED: The AK74u, the M4, the AK47 and the G36c The first two move from the center of the screen at the same speed and radius WHEN SIGHTED. The AK47 is slightly steadier. The fourth is unique. Not only does the G36c deviate far less WHEN SIGHTED, it moves slower AND stance improves its steadyness WHEN SIGHTED.

The numbers don't matter, I'm just using them to explain it. The values involved are called ADSIdleAmount, ADSIdleSpeed and ADSIdle[Stance]Factor. Compared to the M4: M4 has a universal ADS Idle Speed of 1.5 and an Amount of 40 at all stances, all attachments included (ACOG too). G36c has a speed of 0.8 and an Amount of 28 when Standing. Crouching, the G36c's idle Amount is 21 and the speed is 0.6, at least half of the M4. Prone, it'll barely move at a 11 Amount and 0.3 Speed, a fourth and a fifth of the M4's Amount and Speed.

The G36c is very steady when aiming down the sights compared to the other fully-automatic rifles. More if crouched or prone.

Before anybody asks: No Sniper rifle or ACOG moves around less if crouched or prone. The G36c (all attachments, ACOG included) is the only Primary Weapon (and ACOG) that benefits from different Idle Stance Factors. The RPG-7 benefits from less idling with stances, but that doesn't improve the accuracy or random twisting and turning of the rocket. The pistols Idle at nearly the same rate as the G36c and have slightly improved steadyness when crouched or prone.

The reason most other weapons don't idle is because if they did, they would suck. The four ironsight weapons that idle do so because they would be utterly overpowered if they did not. The M4 would outclass all other assault rifles if the ironsights were steady. The MP5 would be obsolete in face of the AK74u.


HELICOPTERS:

Helicopters enter the map from one of a few directions (most only have one) and travel between pre-determined points until it loops back to the beginning. The time the helicopter is in play is dependant on the map. It could be less than one minute or even two minutes. The helicopter absorbs bullet damage, dropping all damage to 30%. After losing 500 points of its total 1100 health, the helicopter is "weakened" and bullets deliver full damage against it. At the same time, the helicopter will engage "evasive Maneuvers" - travel from point to point more quickly and spend less time hovering in place. After letting loose a burst from its vulcan minigun, it has about a two second "reload time", make your move then!

Helicopters assess threat through four factors: Distance from Helicopter - Closest player gets most threat Has attacked Helicopter - Anyone who has attacked the helicopter gets threat Weapon Class - A player with an RPG-7, Assault Rifle or LMG on their person will get threat. Player Score - Highest scoring player in view gets most threat. Whoever has the highest combined threat from these four factors will be the helicopter's Primary Target. The helicopter will only target a player it can see more than 50% of his body.

Seems people don't know what I mean with "effective" in the description for the RPG-7. The RPG-7 is the only EFFECTIVE explosive against the helicopter because it only takes one soldier with an RPG-7 to take it down. That's effective. What isn't effective is the necessity of several soldiers carrying enough of the other explosives and the inaccessability of the use of the explosives on the helicopter.

It would require several soldiers' stock of Frag grenades, Underbarrel grenades and C4.

"But it shows an X when I hit the chopper with it!" Even if the helicopter is still in its state of absorbing bullet damage, the weakest SMG can do more damage in the amount of time it would take to throw one of those explosives at the helicopter. Stop wasting those explosives on the chopper. If you don't have a rocket, use bullets.


DISCREPANCIES:

Some weapons have differences in themselves with some attachments, or are different from all other weapons. These differences may be intentional or erroneous (G3 Melee is certainly an error, at least), IW knows which is which.

-M249 SAW with a Grip has improved Hip Accuracy (Between Assault and SMG hip accuracies) -AK47's damage is 40-20 when equipped with a Silencer or Red Dot -AK-74u when equipped with a Silencer or Red Dot has the hip accuracy of the assault rifles -Remington 700, when sighted, has an ADSIdleAmount of 60 in which it moves around more compared to the other four sniper rifles (40) -M40A3 with an ACOG does 75 damage -G3 with a Silencer has an erroneously long Melee Charge Delay, longer than the stabbing animation, so the lock-on melee attack does not work


M16:

Because of the delay between bursts, the M16's rate of fire is effectively cut down to 450 Rounds Per Minute but the three rounds in themselves are fired at a speed of 925 RPM.


ADD RELOAD CANCEL:

Reloading in Call of Duty has a unique element. This has existed since Call of Duty 1. A variable known as ReloadAddTime marks the point at which ammunition is added into the weapon during the Reload time. Shorter than the full Reload time, a Reload Cancel after the Add time is up can stop the rest of the reload animation and have loaded the ammunition, effectively cutting off up to a full second for most weapons.

Not only does the add time apply to regular Reloading, but also to Empty Reloading, meaning that a Reload Add Cancel can eliminate the extra time needed to rechamber the empty weapon.

Reload Cancel is easy to do: just Sprint, Melee, or Switch Weapons while reloading. Cancel after the ammo counter fills up = shortened reload. It can be done with Sleight of Hand, but with the speed of the perk, Add Canceling will barely cut off any time than if it simply completed the reload animation.

There are three primary ways to cancel reloading and get the weapon ready whether or not it has loaded the ammunition: -Melee Attack -Switch Weapons -Sprint

Melee has a long recovery (longer than what the Add Time would cut off) and should only be used to cancel if intending to attack. Sprint and switching to something else compete for speed. In the end, Sprint gives the shortest possible cancel time and allows the player full mobility instead of waiting for the weapon switch to be able to Sprint.

Reload Add Cancel is useful for just about every weapon:

[The letters at the far right represent ammo that can be shared between guns]


EXPLOSIVE DAMAGE RADIUS:


VEHICLES/ DESTRUCTABLES:


RANGE BUG:

There is no such thing as a "range bug", the Skorpion and pistol bullets travel forever at their minimum damage just like every other weapon (except shotguns, by design).


There you have it. Even MORE information for the every day player of CoD4. Go out there and pwn some n00bs.

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Comments

  • uknowme's Levels
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    Posted 5 years ago

    Whooaaaaa this is nice! thanks for the "helicopter" info! i wouldn't forget to bring a rpg from now on!

    Tora Dora!!!
  • TrappaKeepa's Levels
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    Posted 5 years ago

    Hands down, this is easily the best tutorial I have ever seen. Not only is the structure of the tutorial easy to read but it has pictures too! I know, that's a silly thing to say. But in all reality presentation is key to holding the attention of your audience. Often lectures and other presentations are filled with someone talking to much and not enough visual information. This tutorial contains the visual aspect needed for something like this as well as the verbiage needed to thoroughly explain what it is we are looking at. You can tell that a lot of time and effort was put into this. Great job, 10/10!

    User Title
    Which God do you kill for?
  • Demolitions's Levels
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    Posted 5 years ago
    Posted by HalfEvil333
    Last Stand is not activated if the player is killed by a: Headshot Melee Attack Explosive Fall
    I've gone into last stand from falling many times. Really high falls will kill you, but smaller ones leave you in last stand.
    Health Regeneration is on for Hardcore, Stock and Old School.
    You mean its off, no? Besides those two things this tut is great :p

    Well your health does regen for hardcore mode. You just have much less health, so it doesn't make much of a difference. Old School mode your health regens a LITTLE bit. But not much sometimes.

    As for the last stand thing, it means falls from high places, without really saying that. I'll fix this up a bit.

    User Title
  • HalfEvil333's Levels
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    Posted 5 years ago
    Last Stand is not activated if the player is killed by a: Headshot Melee Attack Explosive Fall

    I've gone into last stand from falling many times. Really high falls will kill you, but smaller ones leave you in last stand.

    Health Regeneration is on for Hardcore, Stock and Old School.
    You mean its off, no? Besides those two things this tut is great :p

  • Daishi 1's Levels
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    Posted 5 years ago

    Great job.

    Jon, your local gun enthusiast
  • TheGrymoire's Levels
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    Posted 5 years ago

    Sooo much information! Great - 10/10

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    Fractals in Nature
  • Mario4155's Levels
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    Posted 5 years ago

    Man this one kickass tut! Job well done!

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    Currently pursuing happiness
  • unbreakable's Levels
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    Posted 5 years ago

    This is the best Tutorial made.

    Thank you denkirson

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    For The Emperor.
  • Demolitions's Levels
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    Posted 5 years ago

    Good, i tried to make it as easy to read as possible, as the last tutorial of information i posted was a bit harder to read.

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  • Soviet1942's Levels
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    Posted 5 years ago

    This is probably the best thread on FPSB in general. Out of the two years I've been here this is probably the most detailed tut ever. This is just one of those submissions where you don't need to ask any questions to clarify anything. Its just perfect. Great job.

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    Supa Sexay

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