Modern Warfare 2 Weapons Damage Chart
Modern Warfare 2 Weapons Damage Chart
We are all pretty familiar with Modern Warfare 2 by now, but getting that perfect setup in multiplayer can be an on-going process. If you are trying to get that custom class that suits you perfectly then this Modern Warfare 2 weapons chart should help.
It features all the guns damage rates, mag size, damage multipliers and attachments. Now you can roll in Modern Warfare 2′s multiplayer safe in the knowledge that your weapon is the right gun for you!







195 Comments
So how many hit points does a normal (without painkiller/blast shield) person have?
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@Auptyk, it think it’s 100 and 300 with painkiller, don’t hold me to that though, it’s just a guess.
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@Silence258, if a sniper can kill in one shot, id say the normal amount is somewhere between 65-75
and painkiller i think adds x2.5 hp, so about
162-187
its just a guess, but if the snipers actually DO that much damage, then this should be more accurate.
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@brax, (adding on) if what Novan Leon said is true (that stopping power makes your damage 140%) then the intervention (70 dmg) with stopping power would make the damage be… 98.
based on that, if you shot someone in the chest, and if the chart is right, and it does multiply the damage by 1.1, then the total damage that person would have got would be 107.8
yet, i have used Danger Close and still one shot someone in the chest with a sniper. so maybe the health is somewhere between 70-90…
and adding painkiller would be:
If it multiplied your health by
x2.5: and the base being 70, total is 175. if the base was 90, total is 225.
but if it multiplied it 3x, and the base was 70, 210 would be the total health. if the base was 90, the total health would be 270.
to put it simply… Hardline Pro helps noobs… alot…
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@brax, no its 100 health. Ever heard of damage multipliers? thats why snipers can one shot kill with only 70 damage.
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@brax, i agree with josh, hp is def 100 look at the multipliers everything adds up perfectly on this chart.. except i think if you have scavenger and u have a javelin u can hold 2 it says max is 1
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@brax, its definately 100 health. Its been that way from the beginning of all Call of Duties. 100 health also makes the most since. Painkiller is 300 health. I am completely certain. Also, Painkiller is extremely GAY! It should be taken off. Deathstreaks, in general, are r****ded. A player should notbe rewarded for sucking.
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@brax, do you know how much fmj does to the damge because i use liht weight on my intervention and can still quick scope with one shot kills (dont try unless you get really good at quick scope)
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@dave,
“Don’t try unless your really good” Oh like you? /claim
Anyways, the health is out of 100.
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@Dave I’ve quickscoped with marathon sit down and stop claiming. Lw makes scoping faster so you don’t need to be good
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@Silence258, it’s 100 health normal, 300 with painkiller, 30 in hardcore.
snipers deal 70 damage, times stopping power, which is 1.4 = 98 damage. The body multiplyer for the barrett and intervention is 1.1, so that = 107.8 damage, resulting in a 1 shot kill body shot with stopping power from the 1st two sniper rifles.
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@Ryan, you can also use the FMJ attachment which gives you 1.1 multiplier, that means you can kill any enemy just by hitting him randomly on the body (feet, arms, body, neck and head) any hit is kill. Intervention 70 damage x stopping power(1.4)x FMJ(1.1) = 107.8 damage which means that you can onehit anyone, anywhere on the whole body. You can do the same thing with Barrett.
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@Silence258, it cant be because intervention and barrett 50 cal ar 1 shot kills, even to the body, and thats only 77 damage…..so i think its 75
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@Silence258, It is 100. And snipers do 1.4 damage mutiplyers to the head and neck and 1.1 to the chest thats why they kill in one shot.
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does anyone know how much damage FMJ adds?
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@Bob, FMJ does not add damage, at least im pretty sure. It just makes your bullet penetration insane. Im talking walls at least 7x as thick as people get turned to swiss cheese by a P90 with fmj.
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@Andres, in game create a class you will see slight increase in dmg when u add
FMJ and i think there is some extra dmg
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no the charts are not right m16 has double damage over famus but they both only kill with 1 full burst
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@Andres, Yes in MW2 FMJ adds damage when not shooting through walls but only enough to make a kill slightly easier its not noticeable in most cases.
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@Andres, Full metal jacket does not add to damage on a fire fight occasion, the only time it adds damage is when shooting through a surface and even then it only gives it enough power to penetrate a wall, i believe that the 50 cal/intervention goes to 45-55 damage through a surface.
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@Bob, No damage added for FMJ. The stats image is misleading. It only decreases the effect a wall has on the damage done by the shot.
Check out this site if you want to know more.
http://denkirson.xanga.com/715966769/modern-warfare-2/
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@Auptyk, fmj only adds damge to the usp pistol because it normaly killed 3 but when i use fmj on it, it kills in 2
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@Auptyk, as well as the intervention, i can 1 shot in the chest at medium range with the intervention in cold blood with fmj, but not when i use it without fmj.
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@Auptyk, FMJ increases damage by 1. But that is not noticeable
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@Bob, 1.1x multiplier
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dog san, Infinity Ward really screwed up the ingame stats, the stats mean absolutely nothing FMJ ads no actual damage boost to any gun.
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@JOKERJOED, this dude is so correct it says that m16 has 2x the damage of famas clearly their both 40 and famas better at range and fire rate is both same not better on famas oh and does anyone know rangers fire rate?????
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@strange range??????????, How can any of you say that infinity award screwed up on the stats? Id listen to the people who created the stats of the game. These forums are just a bunch of opinions.
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@Auptyk, I think the health is below 98 because i can 1 shot people with silencer and stopping power on if i hit the chest up. what ever it is its definitly higher then 75 or else you would be able to 1 shot without stopping power on a sniper with a silencer.
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@marquise, cant be it has to be higher than 99 because any sniper with stopping power does 98 damage so if you shoot in the leg it will not kill it would need two shots
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@Auptyk,
the health is in fact 100
im not sure about painkiller
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@Paradox, Painkiller = 300
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do um pain killers divide the damage u receive by 3
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@Auptyk, if a person has painkiller it increses their health 3x so if it 2 bullets to kill them normially it would take 6 bullets to kill them with painkiller. Blast sheild only proctects a person from explosions ie. grenades RPG’s, C4, Claymore ect.
Hope this helps
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@Auptyk, the normal health for somebody is 100 HP.
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@Auptyk
The maximum health is 100 normally, painkiller divides all incoming damage by 3. Snipers like the Barrett/Intervention OSOK with SP because of their damage multiplyers.
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model 1887 are way to powerful and if everyone doesnt agree with me they need to get killed by one on reg from 50 feet away!!!!!!!!!!!!!
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@mbove, technically it’s counteracted by the fire rate which really sux, but people just use akimbo which then makes it overpowered and in which case i agree with you
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@mbove, yeah i agree totally, me and my buddy were comparing the range of the 1887 to the sub machine guns….and they are identical…how does a shotgun have the range and the power…they frustrate me just as much as the noobtube…i had to resort to making a class with noobs on a scar and a thumper with danger close on haha
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@jman, im preety sure you can not shoot someone on the other side of the map with a model and u can with a smg so yea.. ur wrong
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@Smart Dude, if you look at the range for the 1887′s and compare it with the smg’s where the range, damage, fire rate etc. the range bars are the exact same length…i realize while playing there is a difference but i have been killed in one shot by the 1887′s from a very unrealistic distance…and i don’t know why that shotgun has double the range of all the other shotguns i presume they use the same shells???
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@Smart Dude, you are very right, and to Jman, shotguns have no range in real life, the shells would go way beond anything like what the are in cod mw2, plus the ingame stats are s**t, try killing someone across the map or wasteland with smg, done, now try models, u will be sitting there getting no kills for a long time.
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@Smart Dude
Jokerjoed is correct, in real life you could theoretically hit someone with enough shotgun pellets to cause lethal damage whereas the (lack of) accuracy with an SMG would prevent you from doing so. In-game, however, Infinity Ward balanced gameplay by reducing shotty range.
They did reduce the range on the model(s) in a recent patch, due to them having as much range as a Spas-12 with grip. This corrected the ridiculous range you noticed them having.
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@Smart Dude,
model 1887 is a rifle, not a shotgun, no matter what is is called in the game. its a winchester rifle and should have plenty of range. they took range off the gun so don’t matter no more. if you had akimbo of those your arms would be ripped off.
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@Smart Dude, duobac is wrong, the Winchester Model 1887 is a lever action shotgun, not a rifle. It was designed by John Browning(who is probably America’s greatest gun developer) who then sold the design to the Winchester Repeating Arms Company.
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@mbove, i know. its strange however that they only do 280 damage (560 akimbo) while ranger akimbo is 900 so it cant dominate close range for some reason i thought it was much more powerful than that when i used them
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@mbove
If you don’t want to be unintentionally trolled, don’t read this.
Seriously, it’s a hard gun to use. I don’t use akimbo, I use FMJ, because, well… that’s the only bit about 1887 I can agree with you on, but speaking of akimbo shotguns, just look at the Rangers. They’re f**king ridiculous. With 1887, you can’t even knife after shooting, so if you miss and you don’t have a second shotgun to shoot at them with, you’re pretty much screwed unless you’re lucky enough to avoid his shots/knives until you can shoot again. With the Ranger(s), you get TWO shots, so you can either decide to take them both at once, alternate, or shoot and try a knife. With Akimbo, it’s like the freaking AA-12 but with increased power.
Aside from shotguns, TAR is for self-acclaimed “pros”. The ones who think they’re so cool getting their big streaks. Then they take along dual Rangers with them, or a SPAS-12. Sometimes a PP2000. They take a nade launcher/Semtex as well, with mostly flash grenades. A lot of marathon, some stopping power, and sometimes commando, and if commando, they’re probably using lightweight too, with a revolver tactical knife. It’s so predictable, but it’s so GAY.
There’s my opinion on things. Sorry if I offended anyone, and if I do, it’s probably the lower paragraph. “It’s so predictable,” Exactly.
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there patched now so dont over react too much
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I love this thanks a ton
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You can’t base your weapon choice off of this. They didn’t take in account the differences in fire rate and recoil.
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@K1, youre right, the recoil makes all the difference, for me atleast. I go with a FAL or a M16 just because the recoil rate is down.
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@joe, well the m16 and famas are gay anyways…. OHK with low recoil= rediculous. They are pin point accurate also. .02
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@K1, it says fire rate in the top right of chart but i agree about recoil but he might (i do doubt it though)make a recoil chart
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Anyone knows how much Stopping Power gives in damage bonus?
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@Timson, it multiplies by %40, so 40 damage would 56 with stopping power.
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@Timson,
We should test this out in a private match and get better numbers. You on PSN or Xbox?
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@Timson, Im pretty sure its 6
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HOLD on a sec!!
Where did this chart come from… theres no way! no WAY! the F2000 is the same as the ACT no way!!! Even at that if you hit some one with the M16 you need 4 bullets if theya re in the chest… while the ACR can do it in the same if not less… this chart is bull… another example is the sniper rifles! lol on paper v in game is totaly off… im sorry, worse post ever
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@Alan,
are you butthurt?
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@Alan, ur a absolute d**khead if u cant kill someone with one burst from an m16 ur crap.
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@Josh, u arsewipe u can kill sum1 with 1 burst of an 16, go try it an take that dildo out of ur fukin ass u dik
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@john, lol dat wuz ment 2 b for da alan guy
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@Alan,
If you’re gonna complain that the M-16 is underpowered I suggest you go and remove that ice-pick from your cranium,
Idiot
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@Alan, dude u kill people with one burst of m16 3 bullets
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@JOKERJOED,
He must be hip firing. rofl
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@Alan, sorry your all wrong m16 kills in one burst (3 shots) with no attachments without stopping power and the sniper charts are dead on go test it
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@Alan, You’re bull, if you notice, the ACR has a shorter barrel than the M16 making the round travel slower and therefore less lethal. The M16 is overpowered because it has a ridiculously long barrel while the ACR has the barrel length of the SCAR-H but with the 5.56 bullet. The M16 shoots the same round but the longer barrel makes all the difference, why else do you think sniper rifles are so long.
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@Li, You dont know jack crap….a longer barrel doesnt make a rifle more powerful. It makes them more accurate.
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@Real Marine, The longer the barrel the longer the bullets is being propelled forward by the expanding gas from the the explosion. As well as increase accuracy.
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@Real Marine, Its a game so I dont think it matters.
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@Alan, WHAT THE HELLL!!!!!!!!!!!!! m16 will easy kill in ONE burst acr kills in 4 u just think its more poWerful coz u might miss shots because of slightly worse acurracy
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Stopping Power multiples your damage by 1.4 (140%). The damage values on the chart are default, without SP.
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Hey admin, couldn’t find your contact info. Have you ever thought about creating a map showing the spawn points for the other team? For example in domination, show the spawn points of the other team when your team controls A and B, B and C, A and C?
I was thinking about starting on that tonight so if you’re interested in my findings, shoot me an email and we can talk.
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@illson on ps3,
The spawn points for TDM are on the MP maps http://www.mw2blog.com/modern-warfare-2-multiplayer-maps/
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@admin, ooooh nice. I didn’t notice that. I’m mainly a domination player, atm but I may have o check out TD tonight. Thanks. Great site.
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Great chart!
Was really happy as I saw that news on your site as I have already
been looking for something like that!
Things to perfect it:
- Silenced damage for all weapons
- Firerate in RPM
- Reload time
- Swap time
- Movment speed multiplicator depdendant on the weapon
- Recoil
The last one is the hardest and I got to be honest no clue
how that could be worked in or is there maybe a file
that has the codes on how the weapon behaves while being shot?
In the game I previously played there was one, where you could
see the exact accuray in numbers dependant on shooters movment, stand, turningspeed and length of burst.
That would really make the perfect the chart, as you could fully base
your weapon choice.
Might be asked for much, up to you anyways the above is really appreciated already!
Thanks
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@Fur!ouS,
Silencers only decrease damage for the LMGs and Sniper Rifles, that’s why the chart only shows the silenced values for these guns. For all other weapons silencers just decrease the range that the weapon does it’s maximum damage, causing the weapon to do it’s “Damage Far” amount much earlier.
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oh what i forgot: accuracy
quite important ;D
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This is a nice basic chart. What helps is being able to see all the weapon(s) damage points on one page.
Another point I was going to make – take a look at the ump, its damage and clip size. To me (other then the range) this gun out preforms assault rifles (yes and recoil, but you have to control your shooting).
To me, it is crazy how they made this gun more powerful (according to in-game stats and this chart) then rifles. It still doesn’t make sense to me how this can bring more pain then 70% of the assault rifles.
Thoughts?
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@Jim, I think that this may be because of the higher stopping power of the .45 round which is a lot bigger than the 5.56mm or 7.62mm round used in the assault rifles, which would explain the higher damage. I do think though that the damage should drop-off to about 25 or 20 at long ranges as this is still 3 shot kill anywhere at long range = overpowered
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@Matt, the KRISS Super V called the Vector in MW2 also shoots a .45 round and it is way underpowered in the game.
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@shaun10886, The Kriss does shoot a .45 round but it has 5.5 inch barrel, while the UMP has an 8 inch barrel. So I think their might be a difference in muzzle velocity, and impact velocity. I completely agree on it being underpowered though.
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@Matt, i belive that the ump is very powerful and close or medium close range, however, it lacks long range bacause of the recoil, you can shoot the ACR arcoss a map no prob, not the case with the UMP.
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@JOKERJOED, acr and the ump can both shoot across the map with no problem unless your holding down the trigger with the ump use burst to kill at range
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@Jim, to be honest i didnt know this was so overpowered untill looking probably most accurate smg however the point when its loses damage is joint worst with vector and fire rate is 630RPM (it actually does say on here)
so i agree this cand compete with assualt rifles
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I think I read somewhere that in Hardcore you have 30 hp. I generally use a silenced UMP45, and have found that it is not a one shot kill at long distance. Any thoughts about why this is the case, and has anyone else noticed this? Same goes with a silenced M9, which according these damage values should be a one hit kill at any distance. Any help would be appreciated.
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@Yourhero7, silencers decrease range on all weapons, therefore the ump45′s damage at long range will be decreased.
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@dark_aLex_nz,
I could be wrong, but I thought silencers had no effect on the actual damage of the weapon, but rather made the gun start degrading from its short range dmg value to long range value quicker.
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@Yourhero7, silencers indeed to weaken the weapon. try going in a private match with a friend, and you have stopping power and the intervention plain (no attachments) and shoot your friend in the chest, he should die in one shot. but if you tried it with a silencer, sometimes he wouldnt die in one shot.
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@Yourhero7, you’re not wrong, but you are correct, and the ump is a 1 hit kill i believe, i have never not gotten a hitmarker with it in SnD, and the m9 isnt because the dmg is 25 not 30 (:
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@Yourhero7, i think Hardcore is simply double damage, not lowering your hp so if you hit someone in the arm it would do 70-80 damage but a body/head shot is instakill, the chart shows normal dm. multipliers might be different in hardcore, but i’ve 1 shot’d on hardcore several times with UMP
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@Seraphim Grdian, no; health is reduced to 30. No damage values are changed.
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I wish this had fire rate and reload times.
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@Eric, heres a link to another, more complete, weapons chart
http://www.modernwarfare2forum.com/modern-warfare-2-game-guides/1300-weapon-stats-chart.html
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Why Do the LMG’s have Silenced damage? My guts tell me, that AR’s also do less damage with a silencer…
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@Kees, it’s a game balance issue. The LMGs and sniper rifles do less damage when suppressed, because they have “infinite range” and would be totally overpowered otherwise.
ARs do not do less damage when suppressed, they simply have less range.
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@Kees, only lmgs, dont ask me ask infinity ward
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@Kees, Silencers greatly affect the range of AR’s that’s the only reason it feels like that to you. Your used to a powerful gun hitting 45′s from more than 10-15 feet away silencers hurt AR’s, the best set up i’ve seen so far for silencer is ump/p90, my friend gets a nuke almost every time he uses his ump silenced
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@Seraphim Grdian, your friend should quit
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@Mackey, lol yeah probably
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can anyone estimate at what distance the range is considered as far?
my favorite weapon is ump45 the thing is with stopping power you need a 3rd hit on longer range just for 1 hp… and i am using with silencer
so this might be crucial :/
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ok… seriously, can someone verify where this chart came from! seriously!? at the moment it seemly like the admin just made it up off the bar charts in game, which we all know are actually totally off…
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The original chart came from here:
http://novanleon.fileave.com/MW2%20Weapon%20Chart.gif
I put it together based on my testing, but anyone is welcome to use it and do whatever they want with it. Feel free to test it yourself to verify. I’ve updated the chart to version 5 in case the admin here wants to update it.
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But thats what i mean… you can’t verify it unless you see the maths in the code… and iw would never release this… so in theory its only guess work…. going off the game.. the ump acr, the first sniper, and last shot gun are the best in the game… but according to the chart their not… so why release something that you know isn’t true?
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@Alan,
The math in the chart is VERY accurate, if not 100% correct. It’s been tested by myself and corroborated by many others who do this kind of thing on a regular basis. If you disagree with the math, that’s your choice, but feel free to test it yourself.
The chart says nothing about which gun is the “best”.
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@Alan, there’s a number of tested and verified damage charts floating around. These are real numbers. Try them for yourself if you doubt them.
Weapons charts like this have been around since the Call of Duty 4 days, e.g. courtesy of DenKirson.
@Yourhero7, I haven’t played hardcore games so I don’t know the definitive answer myself, but the UMP45 should kill clean in one hit regardless of distance. Perhaps you were shooting through cover/obstacles?
I’m a big fan of the UMP45 and I generally use it with the suppressor and no stopping power. The range is pretty abysmal when suppressed so it’s just not worth using SP.
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Just an Assumption how he tested it:
Private Match – Regenration off
Class: One Man Army + Weapon to be tested + Flashbangs
In normal mode people have 100 HP, being close to an exploding flash/stun = 1 damage
Shoot once and then let it bang some time
incase he has done that the results are accurate
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this chart is terrible. i’m not sure what it’s supposed to tell me, if anything.
why is there very little variation between guns?
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@who, because they cant add large variations because it would cause overpowered guns
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I like that most of the stats on this chart are accurate. the sniper power does need to be changed because it says that a barret .50 cal and intervention cannot 1 hit kill to the head with a suppressor and no stopping power. I have done it many times. other than that I like this.
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@connor, You’re right it cannot, 70 x 1.4 = 98 not 100. Use your calculator because your brain obviously isn’t working.
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I’m actually very confused after viewing many websites and the supposed “accurate” charts. If a person’s total health is 100 then this chart, plus a million other charts, are completely wrong. Unless I am missing something, I fail to understand how they come up with some of these numbers. The game is not that complex. By no means did Infinite Ward add in all factors that go into shooting guns, therefore, no complex math is required.
The weapons are pretty uniform. How on earth did someone calculate the fact that a gun does 40 damage. The SCAR, if anyone has actually used it, takes only 2 hits. done. the only time it takes 3 hits is at an insane distance. If it only take 2 hits, every time, and a person’s health is at 100, wouldn’t the damage be 50?
Please someone explain. All these numbers do not make any sense. I get that there are damage multipliers, but the damage multipliers do not do s**t unless they are head shots according to this chart.
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@keitaro, I would suggest checking this again, get into a private match, no regeneration, etc. Then fire exactly 2 bullets into your friend with a SCAR-H, I assure you they wont die, unless you hit them in the head.
This chart is probably %100 accurate, and nothing about it is that confusing or complicated, and it makes perfect sense that Infinity Ward would have all these complex stats, _balance_.
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@keitaro, the scar is a 3 shot kill without stopping power, all these stats r without stopping power, btw the aug hbar, rpd, and lsw r all more powerful than all the assault rifles except the fal, the scar aint tht powerful
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@John, Yes but the slow ADS, movement, and switch times completely ruin them unless you camp.
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have you guys seen a actual Barret 50. cal? 1. they a way to big to be carried around a map to snipe they are anti armor or long range rifles they wiegh about 50 to 40 pounds. 2. there is no such thing as a silincer for a 50. cal the bullet will tear it to shreds
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@Rambo,
a Barret (the long-barrel version) weighs 14kg. If u cant carry this with u, u should play less pc and do some sports. There are silenced 50. cal weaps and a silencer will not be torn apart as it actually doesnt really “touch” the bullet. f**k realism, i want fun.
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@notyou, I agree. f**k realism, I want a game where you can vent teenage angst. Anyone else? Good.
Also, kudos to all the peeps over at the CoD HQ.
They just saved our meaningless lives.
Again; f**k realism,
save the fun.
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The Health should be 75 if a sniper kill silenced in the stomic or head is 75(may the noobs searching there house relise theres a app on computers with calculater on it
)
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@Z-r-e-t-a-r,
Base snipe damage is 70. 70 x 1.5 = 105.
Derp.
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I’d like to see how many bullets the extended mags hold per gun..
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@X-zabre, It doubles the clip size, but not the total ammo. So say a gun as 30 shots per clip and 180 total ammo. With extended mags it gets 60 shots per clip, but still has 180 total ammo.
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@Andres, it doesnt double the clip size 110% of the time, like the scar-h holds 20 bullets/ but with ex mags it holds 30
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@connor did you bother even looking at the chart, I mean seriously. You said you one-shot people with a sniper in the face and it killed them but according to the chart it can’t possibly do it with the damage rating the snipers are given? Now if you looked, you would see there is a damage multiplier for different parts of the bodies which would say the damage, if shot in the head, is multiplied by 1.4. That would explain why you could one-shot kill people with a sniper right? Who knows, I could probably misinterpret the graph also since quite a few others did already.
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@Morons, Well it does state that it does 1.4x damage, so 70 damage * 1.4 = 98 damage. Although sometimes it seems random if it just adds the two extra damage or doesn’t.
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@DeathJam, theres both SP + multipliers to factor in.
Ex: Barrett
Base: 70/100
Head: 1.5 = 105
Chest: 1.5 = 105
Torso: 1.1 = 77
Legs/Arms: 1.0 = 70
So without SP, its a 1HK to the head and chest. With SP, its a 1HK to the head, chest, and torso.
With a silencer;
Base: 50/100
Head: 1.5 = 75
Chest: 1.5 = 75
Torso: 1.1 = 55
Legs/Arms: 1.0 = 50
With a silencer, a 1HK to an undamaged player is impossible. Add SP, and its back to unsilenced, no SP levels. [ 1HK to head and chest ].
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Stopping power makes automatic weapons kill one bullet quicker. It doesnt seem like it I know but it’s true.
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@LiamcrfR, if so how come sometimes my stoppin power sniper doesnt kill them (barret 50 cal)
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@LiamcrfR, in one bullet…than 2…
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@kazama, If you read my post better, you would see that I clearly state “automatic weapons” kill one bullet faster.
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@liamcrfr, lol haha my bad…sry..yeh it doesnt seem like its one bullet less ..but that from lag…but its more noticable with the scar or TAR…since its like 2 shots to kill…40*1.4(stoppin power)=56…altho at far it is 3
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I believe this chart is accurate as cod4 had a few lies tothe weapon stats but i’m a bit annoyedthat fal apparently, (on the game) has the same damage as the scar but as you can see here the damage is quite a bit more. and btw does anyone know if acog, thermal rds etc weaken theweapon like it did on cod4?
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this is incorrect because it states the m21EBR has the same damage as the intervention and thats bs
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@rob, as a head shot, automatic one hit kill
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My nuts the WA200 and the M21 snipers have the same damage as the Intervention and the M21
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@ArmoLink,i ment the Intervention and the **50 cal
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@ArmoLink, They do… Look at the multipliers though. The Barret and Intervention have higher body multipliers, and the WA has a higher multiplier for even lower shots than the M21.
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f**k snipers, UMPs and SCARS. All of these guns are noob training wheel guns. Use things like shotguns and knives. If anything they should give shotguns more range to be more real like. Imagine a 55m range for an AA-12 or a 65-75, range with the SPAS, f**kin pussies
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@Brutal, Funny, most people I play with concider shotties noob guns…can’t believe we’ve been wrong that long. Thanks for setting us all straight /sarcasm.
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@Brutal, Really? A shotgun.. and a knife.. skilled? Those are easily the least respected and noobiest weapons in the game!
And you say a sniper is nooby? That the MOST respected weapon in the game. Why else are 1v1s almost always quickscopes?
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I struggle to believe the FAL has 55 power, I mean i’ve tried this gun with stoppin power and it never seems to be a 2 hit kill…sometimes its 4 or 5…explain?
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@Rian, the reason you are not getting 2 hits for a kill is because the FAL they are showing has Holographic site witch slightly increases the damage.
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@Rian, The FAL has a moderate/high amount of recoil.
It does 55 damage up close, so without SP, its 1 2HK close range. Anywhere beyond 37M range, its 35 damage, and a 3HK.
SP has almost no effect on this weapon. All it does is give you the ability to get a 1HK headshot upto 37M.
Where the gun really shines, though, is when you put the Holographic site on.
With SP, its a 1-2HK close range, and 2HK long range.
It’s unknown wether or not the weapon was intended to have 40 or 35 as a minimum base damage, but all I know is Holo site increases to it to 40.
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hello, I’d like to add one thing about the fmj if anyone is still listening. I’ve teste the fmj on various maps with multiple times with the barrett 50. call, the WA2000, the scar and the tar. I’ve found that the damage doesn’t change at all with the assault rifles, however with the sniper rifles it makes a huge difference its very hard to get a one shot kill without fmj unless you have S.P., but with the FMJ its every time, with only chest shots, I always use cold blooded and did so when I tested the theory. Using the FMJ definately adds damage but only for the Snipers.
my K/D is 1.22 by the way, not bragin’ just sayin
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@killaziggy, beat ya
1.26 lol and it adds to smg’s too, at least the ump but its better to still have a scope/sight rather than fmj on it since it fires fast enough
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@killaziggy, I’ve thought about this one a bit. On paper, the FMJ does NOT add damage. I guarantee you that. But, the game has some major lag issues. Have you ever watched a game winning kill and noticed the bullet hit the ground, but somehow the person 5 feet away died?
My guess is that with FMJ, shots that actually hit walls 5 feet away that would normally not be 1HK are made 1HK with FMJ. Following me?
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@Rian
Trust me, I’ve been shot by the FAL ingame many times, and always drop after 1-2 shots. 3 at the most. Lol I’m forever *****ing that for its power and accuracy it seems overpowered.
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@Sir Shot-a-lot, Semi-auto with moderate recoil overpowered? The UMP has almost the exact same stats and is fully auto, walks faster, and ADS faster, with zero recoil..
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to EVERYONE actually read the chart snipers have different multipliers than all the other guns an intervention does 70 damage right? with stopping power (which is x1.4 it does 98 damage) anywhere in the body …. now look at the actual sniper body multipliiers 1.5 (not 1.4) to the head and chest and 1.1 to the body meaning if u hit the person and u have stopping power and u don’t get a kill then the person has 2 health left meaning anything will kill him like a direct impact from a flash ( then it may half to dettonate) u should kill him or even just a gust of wind also IF u one shot someone with a silence without stoping power …. then ur either playing hardcore or someone else ****ing shot him … use ur brain or he fell off a cliff
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If anyone wants more accurate numbers, a riot shield has a challenge involving 1000 damage, someone could complete it for each gun, or simply shoot it once and then end the round to check out the difference. There is also a challenge on deflected bullets, though, so it may not be quite accurate.
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Yeah o think damage is 100 regular with 300 on pain killer.
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What does ‘Add Time’ refer to? Thx
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@Nate, add time is the relationship between when the ammo is registered in the clip/magaziene and the gun ‘reload’ animation is finished. so when you see the bullets in the ammo counter if you were to interrupt the ‘reload’ process then the loaded ammo would still be in the current clip/magaziene
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everyone has 100 health on norma, 30 on hardcore, blast sheild increases resitants to explosive by 1.65, painkiller is 2.5 health boost fmj doesn increase damage but bullet penertration damage
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@tom, well said. All true.
…
and silencer doesn’t decrease damage, it just makes the bullets do their lesser damage closer. (you have a chart to prove it right up ^there^!)
…
and that chart is 100% accurate (it is based off of other charts that were made by people who decompiled the game and found the damage for each gun in the coding); for some reason people can’t read graphs and need to retake elementary school.
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I am f**k’d up with Mw2 right now.. I get beutiful no scope in Afghan and bullet cross the fuc**ng map, AND HITMARKER… That happens so many times when i’m doing something cool and get hitmarker in the chest and ARGGHH……I SO PISSED OF on that.. Why IW do that on sniper rifles and they users.. Why Barret 50.cal and INTERVENTION can’t be one shot kill in every where on body if it using Stopping Power…….And intervention and barret damage fails because you got many hitmarkers in throat or middle of chest….And sometimes I feel like I get hitmarker in head..what the fu*k… Thats not right,, IW must do something about sniper damage!!!!!!!!!!!
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Don’t understand wrong, MW2 is nice and greatest game what i have ever played!! When U play Mw2 with Assault Rifle, game is amazing and fu*king cool… But Sniper Rifles is one part of the game and when u played sniper its generally sucks, because those HITMARKERS ruin the sniping in this great game.. and many people want and love sniping Mw2. But now it’s not so fun and skilled than before because IW increase health…. Because noobs claim when they got killed by skilled sniper in leg or chest.. So Mw2 is full of noobs because IW make Mw2 too easy to players, who can’t play this game..
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In core, there is 100 health, and painkiller divides it by incoming damage by 1/3. In hardcore, you have 30 health. So if a sniper has 70 damage and hits you in the neck, it’s a 1.5 multiplier, which is 105, so it will kill you. Stopping power multiplies all bullet damage by 40%, to the legs, a 1.0 multiplier, it would be 98, not enough to kill someone with full health. No, FMJ does NOT increase bullet damage at all. Just through surfaces.
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how does one interpret the shotgun damage values? 40 damage for a spas-12, 75 for rangers… strange stuff
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@Drew, I’m guessing the shotgun damage values are per pellet? Anyone know?
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@Drew, Yeah, Drew is correct. Also note that some shotguns have 8 pellets [ Spas, Striker ] and others have 6 [ Masterkey, Ranger ]
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damage & health:
http://www.youtube.com/watch?v=UlCquD36Bpw
snipers & silencers:
http://www.youtube.com/watch?v=pP-My8sCHvE
BTW this is NOT made by me its just a link.
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Standard health is 100
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These are FACTS just to clear everything up:
everybody has 100hp, 300 with painkiller
before you post something stupid, you should check to see if you have stopping power on (140% weapon damage)
SNIPERS:
all snipers have the same base damage and different multipliers, thats why the barret and intervention get body shot kills.
it is impossible to get a 1 shot kill with a silencer and without stopping power
Barret is the best with SP, M21 is the best silenced without SP
ARs:
Famas and Tar are the best with stopping power
M16 is better than the famas without stopping power, because of the smaller delay between bursts
Tar is the best without SP (dont use burst guns without SP)
Some people do better with other guns, that’s fine.
SMGs:
UMP is the best all around with or without SP. Silencers barely effect it.
MP5 is the best in SHORT ranges
LMGS: this does not take recoil into account
L86 and AUG are the best, AUG because of the reload time.
I can prove it.
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OK i get the hp and all but whats the difference betwween the intervention and the barrett everyone says the intervention is SOOOOOOOOOOO much better i thinks the barrett is better in every way? plz help
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So what is the x-axis of this chart? Distance? If so, what are the increments? Also, what about the effect of acog?
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ok ok, health is at 100 normal, fmj does not add ANY damage to your gun other than penetration damage. and all the snipers, other than the m21 have multipliers of 1.5 on the head, neck and chest, so you do not need stopping power, or fmj on a sniper (other than the m21) to one shot somebody in the chest or higher. Also take note that if you shoot someone in the shoulder or upper arm it counts as a limb and only has a multiplier of 1.1 with a sniper so for a one shot kill to the limb you need stopping power.
all this information is correct because i have seen many guides showing the multipliers and base damage charts.
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Scar does not do 30 at long range with silencer. I play HC exclusively, and it is not a OHK weapon at long range. There is a precedence for this. The AK47 in COD4 was 40-30 unless you put a silencer on, which reduced the long range damage.
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