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[分享]《使命召唤6:现代战争2》全武器详细数据(更新其他装备的一些数据)

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圣骑士

21CN房奴

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 楼主| 发表于 2010-1-19 15:17  ·  广东 | 显示全部楼层 |阅读模式
首先感谢福利彩嫖提供原文地址,由于要代理访问很不方便,我把flash都下了回来放到了国内服务器,方便大家查看,以后要是有其他的还会更新。

推荐在这里看完整版本:点击进入

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   另外一个Flash版本的武器数据,更加直观!由于版面问题无法全屏显示,请点这里[/COLOR]开新窗口查看完整版。[/ALIGN]


原文地址(需代理):http://denkirson.proboards.com/index.cgi?board=general&action=display&thread=613[/ALIGN]

图片版,相比Flash版有一些改进,图片显示不完全就点开看大图。

[/ALIGN]
[U]以地图Highrise作射程参照[/SIZE][/U][/ALIGN]
[/ALIGN]
[/ALIGN]

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再附上昨天发的第一个版本,点这里[/COLOR]开新窗口查看完整版。

原文地址(需代理):http://denkirson.xanga.com/715966769/modern-warfare-2/[/ALIGN]



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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.

-----

Details on things that are not guns, of what was able to be ripped out of the fastfiles (so far) thanks to gagarin.
Anything posted here is subject to scrutiny and change as we still go over it.

Sentry Gun has 1000 points of health.
Explosives deliver 7x their damage against a Sentry.
A Melee attack or a Throwing Knife will instantly disable the Sentry.
The Sentry has the potential to fire continuously for eight seconds.
It recovers fully in four. If it "overheats", it will take eight seconds.
After 90 seconds, the sentry will destroy itself if the enemy has not done so.

The UAV and Counter UAV have 700 health and hang around for thirty seconds.

Both Helicopters have 1500 health, Chopper Gunner has one flare countermeasure.
The Pave Low has one flare and 3000 health.
Unlike the helicopter in COD4, these three will decrease bullet damage to 0.3x all the time.

The AI controlled Helicopters use three of the four same old Threat Factors.
Class Threat has been removed, presumably due to the Secondary Weapon diversity.
Both the Pavelow and Helicopter last for 60 seconds.
The player controlled Chopper Gunner lasts for 40 seconds, not including the time it takes to travel to the map.

Both the Precision Airstrike and Harrier Strike deliver the same payload.
Three (two for Harrier) jets fly by and drop a bomb that breaks apart and releases ten bomblets each.
Each cluster bomb has an explosive radius of 512 inches, with damage of 200 at the center to 50 at the edge.

The Harrier that hangs around has 3000 health and cuts player damage against it in half.
Luckily, some will instantly kill it (or at least really hurt it).
A Stinger, Javelin and other killstreaks (like the remote missile and AC130 guns) will instantly destroy it.
The RPG7 and AT4 will do a specific amount of damage - the Harrier's max health minus 900.
The Harrier will hover in place for 45 seconds.

The Stealth Bomber drops a lot of bombs.
Each of them have an explosive radius of 896 inches.
They deliver 300 damage at the impact point and 50 at the edge.

The AC-130 apparently only has 1000 health.
This is offset by two flare countermeasures and immunity to everything except lock-on Launchers.
It lasts 40 seconds. All three guns are available. They have a reload time of:
25mm = 1.5
40mm = 3.0
105mm = 5.0

The Care Package and Emergency Airdrop have a chance of dropping anything (except nukes).
Care Package has a much higher probability of dropping other low-Streak hardpoints, while the Emergency Airdrop evens up the chances a bit.
The Littlebird that drops the package has 500 health and can be destroyed.
Its speed is so great that the window of opportunity to destroy it before it drops the package is very small.

Claymores have:
0.75 second delay after detection. Scrambler Pro increases the delay to 3 seconds.
192 inch detection range.
70° forward field of view detection radius.

-----
On perks and a few other things:

The wait time between bursts for the FAMAS, M16 and M93R is 0.2 seconds.

Stopping Power is still 1.4x damage against players.
Stopping Power Pro has that multiplier applied against vehicles.

Danger Close is a bit stronger than it's predecessor, 1.4x increase in damage.
Danger Close Pro is the multiplier applied to all killstreaks, from AC-130s to Sentry Guns.

Blast Shield equipment cuts damage down to 0.65x, ensuring high survivability, but not invincibility.
Blast Shield and Danger Close will cancel each other out.
Semtex stuck to the player is powerful enough to ignore Blast Shield.

Commando adds 176 units of measurement to the range of the 128 unit lock distance of the melee charge.
Commando Pro cuts off all damage for any fall.

Scavenger will replenish one of each kind of ammunition if that ammo is not already at "MaxAmmo".
One Primary weapon magazine.
One Secondary weapon magazine.
One Grenade/Equipment.
One Special Grenade.
One Underbarrel Grenade / Four Masterkey shells.

MaxAmmo is very particular regarding Scavenger.
MaxAmmo does not count the ammunition loaded in the weapon.
An assault rifle has a maximum of 180 MaxAmmo + 30 MagSize.
Launchers only have a MaxAmmo of 1. To pick up a second grenade, the launcher must be reloaded.
If the currently held weapon and grenades are full, a blue bag will not be picked up even if the other weapon is not full.

Rapid Fire attachment has the same effect as Double Tap, multiplying time between shots by 0.75x (other way around, Rate of fire by 1.33x)
FMJ (Full Metal Jacket) attachment has the same effect as Deep Impact, greatly improving penetration damage through walls and objects.

Painkiller divides incoming damage by 3.
Throwing knives and melee attacks will still kill a Painkiller in one hit.

One Man Army allows the player to change classes on the fly in 6 seconds.
One Many Army Pro cuts that down to 3. It takes the place of the secondary weapon.
Switching from a One Man Army class to a class that lacks it will still have kills account towards One Man Army challenges for the player's life.

Sleight of Hand cuts reload time in half.
Sleight of Hand Pro halves the time it takes to Aim Down the Sight, both sighting in and out.

Ninja Pro will multiply the user's footstep sound by 0.25x.

SitRep will highlight any and all enemy Equipment with a bright red overlay from a very long distance.
SitRep Pro does several things:
Multiplies the volume of enemy footsteps by 4x.
Multiplies the volume of the player and his allies' footsteps by 0.25x.
This allows the one with SitRep Pro to more clearly make out the enemy footsteps.
SitRep Pro does NOT make the player's footsteps quieter to the enemy, only to himself.

Scrambler will begin to take effect at 800 inches from an enemy. Their radar will be completely snowed at 300 inches.
Scrambler Pro will delay claymore detonation for 3 seconds.

Steady Aim multiplies the hip spread of a weapon to 0.65x.
Steady Aim Pro adds five extra seconds to the 4.5 second breath hold time.

Lightweight will multiply the player's movement speed by 1.1x ( 8% to 10% increase depending on the weapon).
Lightweight Pro will cut the delay between sprinting and being able to fire in half.

Last Stand will leave the player at one point of health for ten seconds after taking lethal damage.

-----
The problem shotgun hitscans had with cars is dealt with, the one pellet's worth of damage dealt to destructible objects like barrels and cars are multiplied by four.
Cars and barrels have the same health and "on fire" health drain as they do in COD4.

以上的装备、perk等说明很容易看懂,我就不翻译了,不懂的可以问,或者有谁有空造福大家翻译下。 [s:248].
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发表于 2010-1-19 15:46  ·  广东 | 显示全部楼层
数据分析很专业啊!

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魚魚,偶耐你!

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发表于 2010-1-19 15:56  ·  宁夏 | 显示全部楼层
好好,數據帝的最愛
val

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发表于 2010-1-19 16:05  ·  北京 | 显示全部楼层
好帖,赞一个
研究一下

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发表于 2010-1-19 17:48  ·  上海 | 显示全部楼层
有用的参考资料,支持LZ

战士

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发表于 2010-1-19 17:57  ·  北京 | 显示全部楼层
这个必须要顶一下,太专业了,famas和m16a4初始伤害竟然都是40啊。

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发表于 2010-1-19 22:54  ·  北京 | 显示全部楼层
和实际的感觉一样!!

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发表于 2010-1-19 23:08  ·  江西 | 显示全部楼层
真服了这个作者……太有钻研精神了……大概职业是做研究员的……

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发表于 2010-1-19 23:59  ·  上海 | 显示全部楼层
很好,相当直观。谢谢LZ

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『Angel • FIX』

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发表于 2010-1-20 00:20  ·  澳大利亚 | 显示全部楼层
顶~~~衰减的那个很好
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