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-starts wed
Happy Easter!
The Rev Seized the Day to conquer the City of Evil in Bat Country and force the Beast and the Harlot to Scream Their Unhoy Confessions. He left them Trashed and Scattered and Blinded with the Strength of the World. He found it Almost Easy and Became a Sidewinder and slitheres to A Little Piece of Heaven in his Afterlife now he is M.I.A abd his Nightmare has come to pass .Rip Jimmy The Rev Sullivan You're Gone But Never Forgotten
40 damage becomes 56 etc...
30 Weapon Discrepancies:
2. L86 has a SUSAT acog sight on it.
3. FAL holographic raises minimum damage to 40, making it a 2 hit kill at any range with stopping power (silenced or not)
4. M16A4 holographic reduces recoil
5. Akimbo G18 hipspread is tighter than single G18 hipspread.
6. Regular DEagle crosshair alignment is a bit off, the bullet hits in the gap to the right of the gun's middle metal sight. In any case, tac knife DEagle's crosshairs are pretty much straight on.
8. M9 with Tac Knife has USP.45-like recoil, reloads with an invisible magazine and has off centre irons. The bullet goes below and to the right of the irons.
9. The MG4, Desert Eagle and Raffica all have off centre iron sights. The Desert Eagle's is corrected when equipped with a Tac Knife. The MG4's bullet lands below the tip of the post, the Desert Eagle's lands between the centre and right post and the Raffica lands on the right post.
10. The Vector's and SCAR's Fall Camo have a darker orange color as the guns are normally tan.
11. The AK-47 has sway unless used naked or with an ACOG.
12. The WA2000 OHK zones on a target are not affected by stopping power. (unless the target is damage, has Painkiller, or is shot through something)
14. The Masterkey has crazy ridiculous range (39m) (but other than that is by far the worst shotgun, being super weak, having only 4 shots per clip/magazine/whatever, and being pump-action).
15. The F2000 and TAR-21 have different Red Dot Sights; the TAR is a MARS scope
16. F2000's RDS does not go out when EMP'd.
17. It's been reported that Deagles can OSK to the shoelaces (unconfirmed)
18. the reload add time from intervention is faster when the mag is empty
19. P90s equipped with extended mags increase your sprint time from 4 seconds to 8.
20. Flash grenades take 0.6 seconds to release whereas stuns take 0.2 seconds.
22. UMP is a 3 hit kill at all ranges (35 minimum damage)
23. you can see the tar- 21 HBS fully while in ADS if you bling with RDS
24. The MG4, M240, and M9 all have glitched silencers. If you shoot with these weapons you will ALWAYS show up on radar.
25. Semtex and C4 both have the same damage, and will OHK out to 4 meters.
26. Double tapping the F key will quickly detonate any C4 you have released. C4 can be used as semtex with a shorter/longer fuse
27. Flash grenades take 0.6 seconds to release whereas stuns take 0.2 seconds.
28. All LMGs lose 10 damage when silenced
29. All silencers lose 20 damage when silenced
30. Knife lunge is 2 meters without commando, Riot lunge is 3 without commando. Attaching commando will bring both attacks to 4.5 meters
http://www.swfcabin.com/swf-files/1275223739.swf
Damage is near 100% correct with data from the PC version's games_mp.log.
The range at which damage drops though is only approximate.
Player health is 100 and only 30 in "Hardcore".
Just like COD4 and WaW, body parts are segmented and multiply damage when hit.
"FireTime" is the split second between each shot.
"FireRate" is the potential amount of rounds the weapon can fire in a minute without reloading.
Hip Spread is measured in degrees from the center of the screen. (yet to get the shotgun spread)
"Reload" is the time from the very start to the very end of the reload (when the crosshair reappears).
"Empty" is the time to reload when the weapon is completely empty.
"Add Time" is the point in time in which the ammo is loaded, when the ammo counter changes.
"Drop Time" is the time it takes to put away a weapon to draw the other one.
Combine the Drop of the weapon you switch from with the Raise of the weapon you switch to.
When switching to a Handgun, all weapons use QuickDropTime, only 0.25 seconds.
The M93 Raffica is also treated as a Handgun and benefits from QuickDrop as well.
"Sight Time" is the time it takes to Aim Down the Sight and return to the hip.
"Recoil" is measured with four opposing powers, two for up/down, two for left/right.
More power = more kick.
More power for one direction = more likely to kick in that direction.
On movement speed (player speed is determined by the weapon in his primary slot):
SMGs and Sniper Rifles have a Speed of 100%
Assault Rifles have a Speed of 95%
Machineguns have a Speed of 87.5%
Riot Shield has a Speed of 80%
A player can pick up another weapon and keep the movement speed of the weapon he spawned with.
Weapon iron sight discrepancies.
http://cod-stats.webs.com/mw2irons.htm
Game Settings-15(5 hiding/securing the POW, 10 gameplay) Minutes, Friendly Fire,
Killstreaks disabledm Unlimited Points, 1 Life. Possible improved health.
Game Mode: TDM (Possible Hardcore)
Settings: 2 teams, 1 POW, 1 rescue team, 1 POW holders.
Rules
There is a pre-set amount of time in which the POW must find and be
"captured" by the defending team.
Once the POW is "captured" the rescue team must try to locate and rescue
the POW. If the POW is killed in ANY way, the defending team wins. The
defending team can NOT kill the POW unless:
1. The POW tries to escape
2. There is only 1 defending team member left alive.
Ways to win:
Team 1 (Rescue)
1. Kill entire defending team.
2. Escort the POW to the 'safehouse'
3. The POW escapes and gets to the 'safehouse'
Team 2 (Defend)
1. Kill entire Rescue team
2. POW dies
3. Time runs out.
If there is only 1 defending team left, the POW can only attempt to knife
the "guard", they may NOT use any other weapons/equip.