call of duty
TRANSCRIPT
Call of Duty 4: Modern WarfareWeapons Analysis
A Look At How Range and Player Health Affect Weapon Effectiveness
and Gameplay Balance
-=B2Z=- Scallion
Overview
• Assumptions• Arguments• Principles for Picking Adjustment• Graphical Analysis• Proposal
Assumptions
• All analysis is based on values found in COD4 %game path%\main\iw_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
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
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
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
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
• Note: This appears to be case if all minimum and maximum damage ranges are equal. Useful for comparing weapon power.
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)
• The problems with this are immediately evident and led to development of hardcore mode.
• 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.
• Restores balance to weapons. Single-shot weapons tend to be lower firing-rate, slower-reloading, less accurate, etc
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
Conveniently: