Everything I could find on "perks"

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  • Chris_Redfield
    Member
    • Oct 2006
    • 5986

    #1

    Everything I could find on "perks"

    Ive been doing some web searching, my own research and some testing. "My" end is nothing but some "lab testing" unsupported by code, which I havent checked yet. There are also 2 graphs that I found off CAL forums (www.caleague.com).

    First tier perks are all self-explanatory. Just that Bandolier gives you 3 times the ammount of ammo youre originally carrying.

    Juggernaut basically gives you +1 shot life expectancy. If a weapon usually kills you in 4 shots, it kills you with 5 if Juggernaut is enabled. This is true for all weapons, however neck and headshots are uncertain (I dont know that yet). Juggernaut is also cancelled out if Stopping Power is used. Literally.

    Sleight of hand makes you reload faster, for G35C for example, reload time goes from 2.1 seconds to 1 seconds flat. Application of "logic" would state that 50% reduction in time would go for all weapons.

    Stopping power basically means that whatever the target youre shooting at, you have to hit them one hit less than what you´d do without stopping power. Killing someone with 4 shots instead of 5 as opposed to when you´d not be using stopping power.

    Doubletap, as tested on G36C (only, yet), gives a 25% increase in ROF.

    Extreme Conditioning gives you 2X the running distance.

    Steady Aim cuts your reticle diameter (or grouping) from hip fire down by half.

    I forgot to test Iron Lungs, would be cool if someone did.

    Deep Impact perk is a little more complicated, which is why Id use someone elses work to explain what it does. In short, it "ups" your weapons penetration class by one.

    Check the following graph bottom for info on wall penetration (its added as a file).

    I only have 12 hours in COD4 so far, so please dont kill me for inaccuracies. However, theres NOWHERE any kind of info on perks, which is why I had to search them all out myself. Theres really a significant ammount of "science" behind all weapons, which makes it a very cool game. Especially if you want to use everything at your disposal to be ahead of the competition.

    For example, I no longer use a P90 in CQC, I use a Scorpion, which kills with 2 shots at point blank, I back it up with sleight of hand, and ACOQ sights, and either deep penetration or steady aim.

    Why? Since all weapons lose strenght over distance, ACOQ sights actually make that minimal distance of Scorpion longer (from its initial 200 inch distance), so it keeps its 50 hitpoint damage per shell for a longer distance. Sleight of hand balances the small magazine and steady aim balances out inaccuracy that ACOQ sight brings with itsself.
  • m_d

    #2
    Iron Lungs = 9 heart beats (seconds?) instead of 4 and a bit, so pretty much x2.

    Comment

    • Chris_Redfield
      Member
      • Oct 2006
      • 5986

      #3
      Originally posted by m_d View Post
      Iron Lungs = 9 heart beats (seconds?) instead of 4 and a bit, so pretty much x2.
      Thanks, I figured they´d double it.

      Comment

      • Cantina_Fly
        Random BF Noob
        • Sep 2007
        • 563

        #4
        I'd concur with most of what you said. That chart is far too small to be legible though and not everyone is a member of the CAL forums, so if you could get a larger version of it. :)

        Comment

        • imported_Infiltrator
          Member
          • Apr 2007
          • 221

          #5
          Interesting, I myself haven't experimented yet with the game but this is good to know. Anyway you posted the thumbnail version in the attachment so you might wanna correct that :)

          Comment

          • Chris_Redfield
            Member
            • Oct 2006
            • 5986

            #6
            Hahahahahah! Serves me right for not doublechecking. It does indeed look stupidly small.



            One of those things that noone pays attention to is "weapon range", which means that over certain distance, weapons damage is severely affected by the range. Which is how the Scorpion gives 50hp damage, but is limited to very short range, and after certain distance, only gives minimum damage, which is 20 hp. And so forth.

            Comment

            • Kodakk
              Member
              • Oct 2006
              • 3486

              #7
              I thought Iron Lungs was 10 seconds (when I counted) - is there a heart beat every second? - I counted using the game timer.

              Original without Iron lungs is like 4-5 seconds

              Comment

              • wenZECA

                #8
                really helpful stuff. A+

                Comment

                • CtrlAltDe1337
                  Member
                  • Feb 2007
                  • 1431

                  #9
                  without iron lungs its 4 seconds and with it it is 8 or 9 (8 I think).

                  Comment

                  • Kodakk
                    Member
                    • Oct 2006
                    • 3486

                    #10
                    I believe it's greater than 8, either that or I can't count. Probably the latter.

                    Comment

                    • =)BiT(=BlackMage
                      Member
                      • Dec 2007
                      • 165

                      #11
                      Juggernaut reduces damage from weapons by 25%, and Stopping Power increases weapon damage by 40%, UNLESS someone with Stopping Power is shooting someone with Juggernaut, then it is hardcoded to be even.

                      Comment

                      • Vreki
                        Senior Member
                        • Oct 2007
                        • 4226

                        #12
                        Originally posted by =)BiT(=BlackMage
                        Juggernaut reduces damage from weapons by 25%, and Stopping Power increases weapon damage by 40%, UNLESS someone with Stopping Power is shooting someone with Juggernaut, then it is hardcoded to be even.
                        Wouldn't the numbers cancel out anyway? 0.75 X 1.40 = 1.05 which gives only 5% extra damage.

                        Comment

                        • sfcthebam

                          #13
                          Good info mate

                          Think I read on Charlie Oscar Delta forum, Iron Lungs increases your steady aim to 8 seconds... think original its 3 or 4 without.

                          Comment

                          • Chris_Redfield
                            Member
                            • Oct 2006
                            • 5986

                            #14
                            Originally posted by Vreki View Post
                            Wouldn't the numbers cancel out anyway? 0.75 X 1.40 = 1.05 which gives only 5% extra damage.
                            Its very technical, but from what we know, IW did a lot of testing in this matter to ensure the perfect balance for all weapons in the case of Juggernaut and Stopping Power scenario.

                            I just used a very simplictic explanation, which is how, in a nutshell, this works.

                            Juggernaut gives you +1 hit (if you died from 4 hits, you now die from 5), Stopping Power gives enables you to kill with 1 hit less (If M4A1 kills from 4, it now kills from 3 shots- at short distance)

                            However, in the event of a person using Stopping Power at another one using Juggernaut, the game first checks which perks are in use, and if it "sees" that SP and Jugg are used, it basically disables both perks and the hits are counted as they were without the perks. In technical terms and laymans terms- "they cancel each other out".

                            EDIT: Sorry, I misread you. Thing is, they wouldnt cancel each other out at very specific situation where a weapon does 98% damage for example.

                            Comment

                            • Vreki
                              Senior Member
                              • Oct 2007
                              • 4226

                              #15
                              Originally posted by Chris_Redfield View Post

                              EDIT: Sorry, I misread you. Thing is, they wouldnt cancel each other out at very specific situation where a weapon does 98% damage for example.
                              Ok, I see, they are going more for the "Card Game" feel than the RPG style.
                              I hope that design doesn't come back to bite them in the behind when they need to add or modify stuff, because hard coding is the way of the devil.

                              Nice info btw., a shame the table is only a picture.

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