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Black Ops Weapon Damage Analysis

LITE992 January 8, 2011 User blog:LITE992

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IntroductionEdit

I know there's probably plenty of weapon pages, but this one I'm devoting to the damage output of weapons. Time To Kill (TTK) is the main focus of the damage output of the weapons. It will be ordered by the weapon's max damage range, to its lowest damage range. You can skip to the end of the blog to find the fastest killing weapons. In the middle will be individual specs.

Remember of course, there is more to a weapon than how strong it is and how fast it kills. Find the weapon you like and it will be your best weapon.

A few things to know:

TTK is minimum amount of time a weapon needs to kill. With automatics, this is done by firing the weapon fully automatically until it kills. For a semi auto, this is done by firing the weapon as fast as the game's firecap allows. To find TTK, I will use the RPK to demonstrate.

  • RPM is 750
  • Firetime is 0.08
  • Damage is 40 at all ranges.
  • The RPK needs to deal 120 damage to the target to kill it, which is three shots.
  • Subtract one from number of shots needed to kill (in this case, 3 - 1)
  • Multiply that result with Firetime (2 x 0.08)
  • TTK is 0.16s. Three shots are fired. One at 0.00s, 0.08s, 0.16s.

RPM refers to Rounds Per Minute - how many shots can be fired in a minute as if you had unlimited ammo.

Firetime is similar to RPM, it refers to the delay between shots. It is measured in seconds. If a weapon has a Firetime of 0.08s, one shot is fired at 0.00s, and one is fired at 0.08s.

The ACOG scope increases recoil.

The Grip dampens recoil.

If you combine the two aforementioned attachments, recoil will be slightly higher than it was without both of those attachments.

Refer to individual weapon pages for reload times and other related info.

Note: Ranges are approximate. They may not be the same as they are shown here.

Damage MultipliersEdit

Like past Call of Duty games, certain parts of the body will multiply damage based on where they're hit. Most weapons will deal 100% damage to the body and 140% to the head. This is not always the case.

Listed below are weapons and their mutlipliers (excluding 1x). The sections of the body are: Head, Neck, Chest, Stomach, and Limbs (arms and legs). The L96A1 is unique in that it has an Upper Shoulder multiplier.

Below are weapons and the areas they deal extra damage to:

  • All SMGs deal 1.4x Damage to the Head
  • All Assault Rifles deal 1.4x Damage to the Head.
  • The M14 has a 1.5x multiplier to the Head and Neck. The FAL uses standard Assault Rifle multipliers.
  • Shotguns do not have damage mutipliers. Therefore, they deal 1x damage to all parts of the body, including the Head.
  • All LMGs deal 1.4x Damage to the Head.
  • Sniper Rifles kill in one shot to the Head, Neck and Chest.
    • In addition, the L96A1 kills in one hit to the Stomach and Upper Shoulder (between the elbow and the shoulder) as well.
  • Pistols deal 1.4x Damage to the Head.

Below is the Damage output list. Some weapons are identical in this sense, and so I can list multiple at the same time.

SMGsEdit

MP5k, AK-74uEdit

  • RPM: 750
  • Firetime: 0.08s

RangeEdit

Unsuppressed

  • 40 Damage up to 20m
    • TTK: 0.16s
  • 20 Damage past 25m
    • TTK: 0.32s

Suppressed

  • 40 Damage up to 10m
  • 20 Damage past 17.5m

SkorpionEdit

  • RPM: 750
  • Firetime: 0.08s

RangeEdit

Unsuppressed

  • 50 Damage up to 5m
    • TTK: 0.08s
  • 20 Damage past 12.5m
    • TTK: 0.32s

Suppressed

  • 50 Damage up to 2.5m
  • 20 Damage past 7.5m

MAC11, Uzi, PM63, MPL, Spectre, KiparisEdit

  • RPM: 937.5
  • Firetime: 0.064s

RangeEdit

Unsuppressed

  • 30 Damage up to 20m
    • TTK: 0.192s
  • 20 Damage past 25m
    • TTK: 0.256s

Suppressed

  • 30 Damage up to 7.5m
  • 20 Damage past 17.5m

Assault RiflesEdit

Note: For the burst-fire weapons, the weapon's TTK will use the burst's RPM if it can kill in three shots, and its overall RPM if it kills in over three shots. Burst fire weapons have a delay of 0.2s between bursts.

M16Edit

  • RPM per burst: 937.5
  • RPM overall: 450
  • Firetime: 0.064s

RangeEdit

Unsuppressed

  • 40 Damage up to 50m
    • TTK: 0.128s
  • 30 Damage past 62.5m
    • TTK: 0.39s

Suppressed

  • 40 Damage up to 20m
  • 30 Damage past 30m

EnfieldEdit

  • RPM: 750
  • Firetime: 0.08s

RangeEdit

Unsuppressed

  • 35 Damage up to 37.5m
    • TTK: 0.16s
  • 25 Damage past 50m
    • TTK: 0.24s

Suppressed

  • 35 Damage up to 12.5m
  • 25 Damage past 25m

M14, FALEdit

  • RPM: 625
  • Firetime: 0.096s

RangeEdit

Unsuppressed

  • 50 Damage up to 37.5m
    • TTK: 0.096s
  • 40 Damage past 50m
    • TTK: 0.192s

Suppressed

  • 50 Damage up to 12.5m
  • 40 Damage past 25m

FAMAS, AUGEdit

  • RPM: 937.5
  • Firetime: 0.064s

RangeEdit

Unsuppressed

  • 35 Damage up to 37.5m
    • TTK: 0.128s
  • 25 Damage past 50m
    • TTK: 0.192s

Suppressed

  • 35 Damage up to 12.5m
  • 25 Damage past 25m

Galil, AK-47, CommandoEdit

  • RPM: 750
  • Firetime: 0.08

RangeEdit

Unsuppressed

  • 40 Damage up to 37.5m
    • TTK: 0.16s
  • 30 Damage past 50m
    • TTK: 0.24s

Suppressed

  • 40 Damage up to 12.5m
  • 30 Damage past 25m

G11Edit

  • RPM per burst: 1250
  • RPM overall: 525
  • Firetime: 0.048

RangeEdit

  • 35 Damage up to 37.5m
    • TTK: 0.096s
  • 25 Damage past 50m
    • TTK: 0.345s

ShotgunsEdit

Shotguns deal maximum damage until a specific range. After that range, damage sharply drops to 10. The furthest a shotgun can shoot will deal 10 damage, after that range the pellets will vanish.

OlympiaEdit

  • RPM: 212
  • Firetime: 0.283s

RangeEdit

  • 40 Damage up to 10m
  • Maximum range is 15m

StakeoutEdit

  • RPM: 92.3
  • Firetime: 0.65s

RangeEdit

  • 40 Damage up to 7.5m
  • Maximum range is 15m

SPAS-12Edit

  • RPM: 312.5
  • Firetime: 0.192s

RangeEdit

  • 30 Damage up to 7.5m
  • Maximum range is 15m
  • Apparently the suppressor does not affect range.

HS-10Edit

  • RPM: 341
  • Firetime: 0.176s

RangeEdit

Single

  • 30 Damage up to 7.5m
  • Maximum range is 15m

Dual-Wield

  • 30 Damage up to 5m
  • Maximum range is 12.5m

MasterkeyEdit

  • RPM: 128.5
  • Firetime: 0.467s

RangeEdit

  • 30 Damage up to 7.5m
  • Maximum range is 12.5m

Sniper RiflesEdit

All sniper rifles deal 70 damage at all ranges, and 50 if suppressed.

Dragunov, WA2000, PSG-1Edit

  • RPM: 235
  • Firetime: 0.256s

L96A1Edit

  • RPM: 60
  • Firetime: 1s

Light Machine GunsEdit

RPK, HK21Edit

  • RPM: 750
  • Firetime: 0.08s

RangeEdit

  • 40 Damage at all ranges.
    • TTK: 0.16s

M60Edit

  • RPM: 535
  • Firetime: 0.112s

RangeEdit

  • 50 Damage up to 25m
    • TTK: 0.112s
  • 40 Damage past 37.5m
    • TTK: 0.224s

Stoner63Edit

  • RPM: 937.5
  • Firetime: 0.064s

RangeEdit

  • 40 Damage at all ranges
    • TTK: 0.128s

PistolsEdit

ASPEdit

  • RPM: 937.5
  • Firetime: 0.064s

RangeEdit

  • 40 Damage up to 7.5m
    • TTK: 0.128s
  • 20 Damage past 22.5m
  • T*TK: 0.256s

Makarov, M1911Edit

  • RPM: 625
  • Firetime: 0.096s

RangeEdit

Unsuppressed

  • 40 Damage up to 7.5m
    • TTK: 0.192s
  • 20 Damage past 22.5m
    • TTK: 0.384s

Suppressed

  • 40 Damage up to 6.5m
  • 20 Damage past 12.5m

PythonEdit

  • RPM: 625
  • Firetime: 0.096s

RangeEdit

Standard

  • 50 Damage up to 7.5m
    • TTK: 0.096s
  • 30 Damage past 30m
    • TTK: 0.288s

ACOG Scope

  • 50 Damage up to 15m
  • 30 Damage past 30m

Snub Nose

  • 40 Damage up to 15m
    • TTK: 0.192s
  • 30 Damage past 30m

CZ75Edit

  • RPM semi-automatic: 625
  • Firetime semi-automatic: 0.096
  • RPM fully automatic: 535
  • Firetime fully automatic: 0.112

RangeEdit

Unsuppressed

  • 40 Damage up to 12.5m
    • TTK: 0.192s
  • 20 Damage past 25m
    • TTK: 0.384s

Suppressed

  • 40 Damage up to 6.5m
  • 20 Damage past 12.5m

Fully automatic

  • 30 Damage up to 7.5m
    • TTK: 0.336s
  • 20 Damage past 12.5m
    • TTK: 0.448s

ComparisonEdit

Weapons will be compared to other weapons in their class and overall. Shotguns and Sniper Rifles have been omitted due to their one shot kill abilities. Weapons are ranked by a faster TTK. Weapons will be ranked based on their TTK in their maximum damage and minimum damage.

SMGsEdit

Maximum damageEdit

  1. Skorpion - 0.08s
  2. MP5k, AK74u - 0.16s
  3. MAC11, Uzi PM63, MPL, Spectre, Kiparis - 0.192s

Minimum damageEdit

  1. MAC11, Uzi, PM63, MPL, Spectre, Kiparis - 0.256s
  2. Skorpion, MP5k, AK74u - 0.32s

Assault RiflesEdit

Maximum damageEdit

  1. G11, M14, FAL - 0.096s
  2. AUG, FAMAS, M16 - 0.128s
  3. Enfield, Galil, AK-47, Commando - 0.16s

Minimum damageEdit

  1. M14, FAL, AUG, FAMAS - 0.192s
  2. Enfield, Commando, Galil, AK47 - 0.24s
  3. G11 - 0.345s
  4. M16 - 0.39s

Light Machine GunsEdit

Maximum damageEdit

  1. M60 - 0.112s
  2. Stoner63 - 0.128s
  3. RPK, HK21 - 0.16s

Minimum damageEdit

  1. Stoner63 - 0.128s
  2. RPK, HK21 - 0.16s
  3. M60 - 0.224

PistolsEdit

Maximum damageEdit

  1. Standard Python - 0.096s
  2. ASP - 0.128s
  3. Makarov, M1911, Python Snub Nose, Standard CZ75 - 0.192s
  4. CZ75 Full Auto - 0.336s

Minimum damageEdit

  1. ASP - 0.256s
  2. Standard Python 0.288s
  3. Makarov, M1911, Standard CZ75 - 0.384s
  4. CZ75 Full Auto - 0.448s

All WeaponsEdit

Maximum damageEdit

  1. Skorpion - 0.08s
  2. G11, Standard Python, M14, FAL - 0.096s
  3. M60 - 0.112s
  4. AUG, FAMAS, M16, Stoner63, ASP - 0.128s
  5. MP5k, AK74u, RPK, HK21, Galil, AK47, Commando, Enfield - 0.16s
  6. MAC11, Uzi, PM63, MPL, Spectre, Kiparis, Makarov, M1911, Python Snub Nose, CZ75 - 0.192s.
  7. CZ75 Full Auto - 0.336s

Minimum damageEdit

  1. Stoner63 - 0.128s
  2. RPK, HK21 - 0.16s
  3. M14, FAL, AUG, FAMAS - 0.192s
  4. M60 - 0.224s
  5. Enfield, Commando, Galil, AK47 - 0.24s
  6. ASP, MAC11, Uzi, PM63, MPL, Spectre, Kiparis - 0.256s
  7. Python - 0.288s
  8. Skorpion, MP5k, AK74u - 0.32s
  9. G11 - 0.345s
  10. Makarov, M1911, Standard CZ75 - 0.384s
  11. M16 - 0.39s
  12. CZ75 Full Auto - 0.448s

ConclusionEdit

I still stand by the point I made in at the beginning of the post. The best weapon is your best weapon. These numbers give you an idea where the weapon should be used in terms of range. Don't go buying a high placing weapon because you saw it here. There's more to the weapon than damage. Recoil, reload speeds, attachments. All you must take into account. The Skorpion is the fastest killing gun in the game. How come few people use it? Because its range is poor. Feedback is appreciated, and errors can and will be fixed.

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