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Call Of Duty
1. Call of Duty 4: Modern Warfare
Weapons Analysis
A Look At How Range and Player
Health Affect Weapon Effectiveness
and Gameplay Balance
-=B2Z=- Scallion
3. Assumptions
• All analysis is based on values found in COD4
%game path%mainiw_11.iwd file
• Ranges are assumed to be in inches
(assumption from IW Forums) and have been
converted to yards
• Range considerations based on map scaling,
.iwd files and gameplay needs; not based on
real weapons
4. Assumptions (ctd)
• Damage values between min and max damage
ranges are scaled by a percentile (available on
request, found on IW Forums)
• No perks were used for adjustment of values
– Juggernaught and Stopping Power cancel each
other out; adjustment based on these places one
or the other at advantage to the expense of those
not using these perks
• Analysis does not consider explosive weapons;
may be included in future work
5. Arguments
• Normal mode requires an unrealistic number
of hits to produce a kill
• Hardcore mode eliminates balance in
weapons with (arbitrary?) health selection
• Weapon balance must be restored to make
game more enjoyable to players
6. Adjustment Principles
• Headshots should typically result in a kill
• Engagement beyond 40 yds is province of
snipers and allows relaxation of this point
• Reasonable limitations for weapon type
should be considered
• 2 or 3 shots to kill are reasonable, depending
on weapon type and range
• Non-headshots should not typically result in
kill
7. Analysis
• Unless otherwise stated, graphs assume a
non-headshot
• Root data available by request (contact
Scallion at b2zclan.com)
• Drop-offs noted in second graph are fairly
constant across all graphs; note classes
8. • Note: This appears to be case if all minimum and maximum
damage ranges are equal. Useful for comparing weapon power.
9.
10.
11. 2-D Plots
• These charts show the distribution of required
shots at range
• Allows quick idea of number of rounds most
guns require to kill
• These are normal (non-head) shots
• Note top section in 30 and 42 health is
exclusively the two shotguns
• Additional plots for other health levels may be
obtained by contacting -=B2Z=- Scallion
(please specify health setting you require)
12. • The problems with this are immediately evident
and led to development of hardcore mode.
13. • Hardcore mode allows a 1-shot kill for every weapon. Inherently, this skews
favor towards a majority single-shot kills, reducing balance of weapons which do
not provide this advantage.
14. • Restores balance to weapons. Single-shot weapons tend to be lower firing-
rate, slower-reloading, less accurate, etc
15. The Fix
• By adjusting modded server player health to
42, a balance is restored to the game, without
loss of hardcore elements
• Allows a quick fix, without adjustment of 26
weapon files; retains quality of well reasoned
adjustment