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.
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.



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