Post by fred on Dec 5, 2011 22:18:12 GMT -5
Primaries (SMG,AR,LMG,Sniper,Shotgun,Riot):
If you are carrying TWO primaries whether through overkill or pickup you get the base movement speed of the slowest of the two.
Primary Base Movement Rates:
1.0 = SMG, Shotgun, (also Secondaries)
0.9 = Rifle, Fast Sniper (L118, Drag, MSR)
0.8 = LMG, Riot, Slow Sniper (Barrett,RSASS,AS50)
Secondary Weapons (Machine Pistols, Pistols, Launchers):
Secondaries act just like primaries with full base movement rates of 1.0 (like SMG/Shotty). If you pick up a second secondary you will move at full 1.0 speed. This is true even if you started with an LMG or Riot Shield.
Secondary Base Movement Rates:
1.0 = All
Stance Modifiers:
1.0 = Standing
0.65 = Crouch
0.15 = Prone
Aim-Down Sight Modifiers
1.0 = Stalker on ANYTHING
0.8 = SMG, MP, Pistols
0.4 = AR, LMG, Shotgun, Sniper, Launcher
Direction Modifiers
1.0 = Forward
~0.97 = Sideways <- way different. Was .8 on COD4/5
~0.97 = Backward <- way different. Was .7 on COD4/5
(Note: measuring the sideways and backwards modifiers was difficult)
Sprinting
1.5 = Sprint
Speed Proficiency
The Speed proficiency doesn't carry over from primary to other weapon you are carrying whether secondary or second primary.
1.1 = Sniper Speed Proficiency
1.1 = LMG Speed Proficiency
1.1 = Riot Speed Proficiency
Sprinting and Fatigue
Sprinting to exhaustion completely depletes the user's energy reserves and no sprinting is possible for approx. 2 seconds after which approx. 2 more seconds of sprinting is possible.
Note that Extreme Conditioning only doubles the size of the energy reserves but does not increase the rate at which energy is recovered.
Extreme Conditioning
A full rested sprint (not spawn) has 12 "STEPS". These "STEPS" are longer for SMG; shorter for LMG. With SMG this is about 28 meters, AR about 26 meters, and LMG about 23 meters.
A full rested sprint with Extreme Conditioning lasts for 24 "STEPS". With SMG this is about 57 meters, AR about 52 meters, and LMG about 46 meters.
USAS 12, MP9 and Skorpion Sprint "Glitch"
The USAS 12, MP9 or Skorpion (with any or no attachment) will all allow you 1.8X (NOT 2x) the normal sprint duration and this does stack with Extreme Conditioning to allow 3.6x the normal sprint duration. Once you start your sprint with the USAS or Skorpion you may switch to your other weapon while sprinting and continue to get the extended 1.8X sprint distance. This is important because both these weapons Foxtrotting suck. However, if you do the opposite and switch to the USAS, MP9 or Skorpion while already sprinting you only get the shorter normal sprint distance.
Class Switching within first 15 seconds of the game
In objective type game modes it may be advantageous to start with a fast moving SMG class with Extreme Conditioning to obtain a positional advantage then switch to a "fighting" class within the first 15 seconds. You cannot do this if you've fired or used any equipment and any fatigue you've accumulated in the time before switching classes carries over to the new class ... e.g you can't sprint again like you we're fully rested.
Juiced
1.25 = Juiced deathstreak speed factor
Juggernauts
0.6 = Recon Juggernaut (or 0.8 for base RS * 0.75)
0.52 = Assault Juggernaut (or 0.8 for base LMG * 0.65)
(Remember Juggernauts can't pick up weapons so there is no way to change the speeds below except if you somehow got a Juggernaut suit while running specialist and get the speed proficiency of 10%. On a related note you can also pick up your equipment if you put it down before putting on Juggernaut suit.)
Remote Pointstreaks
1.35 = Recon Drone (the little helicopter)
0.9 = Assault Drone (the little tank)
(these are in a straight line only)
Specialist Pointstreak
A 1.1 Speed Proficiency to all weapons types is granted for 8 (7 HL) kills with the Specialist pointstreak. This affects any weapons you are carrying including your primary and secondary (or second primary) as well as weapons that you may pick up, even if they cannot have speed proficiency selected like AR, Shotgun, SMG, Machine Pistols, Pistols, and Launchers. However, if you are using speed proficiency on a Riot, Sniper or LMG you are already carrying you will not see any change on that weapon ... e.g. it does not stack on top of an existing speed proficiency. For example, this bonus will grant an SMG or Shotgun (of course with a suitable 1.0 base movement secondary) a 1.1 base movement speed ... the fastest possible in the game other than with Juiced. But it won't make a bolt sniper go faster than 0.99.
Effect of Magnifying Sights
There was no change for any of the many combinations tried: AR/SMG/LMG with ACOG/Holo/RDS/Hybrid/Thermal and Snipers with VZ/Normal/ACOG. If you think you see a difference in perceived movement speeds it is probably due to the different magnifications.
Lethal/Tactical
If you are holding it open/cooking/prepping (e.g. by holding L2 or R2) you move at your normal primary rate subject to applicable modifiers. If you have a primary with speed proficiency and you deploy the lethal or tactical with that weapon out before you "throw" you will gain the 10% speed bonus. With your other weapon deployed (the one not having speed proficiency) you will not.
Here is my republished research:
docs.google.com/spreadsheet/pub?hl=en_US&hl=en_US&key=0Av5t-DE1i_xfdGRTQWNsZHUxR2tLeGhna2RzeDNGMmc&output=html
If you want to compare with the past Mr. Brotius Maximus has info on movement in his COD4, W@W and MW2 pages here:
denkirson.xanga.com/632800688/call-of-duty-4/
denkirson.xanga.com/681779326/call-of-duty-world-at-war/
denkirson.xanga.com/715966769/modern-warfare-2/
Revised:
12/06/2011 to clarify
12/11/2011 with Juiced, Jugg, KS info.
12/13/2011 with revised Specialist speed proficiency effects.
12/13/2011 with sprint fatigue, weapon sprint glitch, and starting 15 second tactic and general reorg.
If you are carrying TWO primaries whether through overkill or pickup you get the base movement speed of the slowest of the two.
Primary Base Movement Rates:
1.0 = SMG, Shotgun, (also Secondaries)
0.9 = Rifle, Fast Sniper (L118, Drag, MSR)
0.8 = LMG, Riot, Slow Sniper (Barrett,RSASS,AS50)
Secondary Weapons (Machine Pistols, Pistols, Launchers):
Secondaries act just like primaries with full base movement rates of 1.0 (like SMG/Shotty). If you pick up a second secondary you will move at full 1.0 speed. This is true even if you started with an LMG or Riot Shield.
Secondary Base Movement Rates:
1.0 = All
Stance Modifiers:
1.0 = Standing
0.65 = Crouch
0.15 = Prone
Aim-Down Sight Modifiers
1.0 = Stalker on ANYTHING
0.8 = SMG, MP, Pistols
0.4 = AR, LMG, Shotgun, Sniper, Launcher
Direction Modifiers
1.0 = Forward
~0.97 = Sideways <- way different. Was .8 on COD4/5
~0.97 = Backward <- way different. Was .7 on COD4/5
(Note: measuring the sideways and backwards modifiers was difficult)
Sprinting
1.5 = Sprint
Speed Proficiency
The Speed proficiency doesn't carry over from primary to other weapon you are carrying whether secondary or second primary.
1.1 = Sniper Speed Proficiency
1.1 = LMG Speed Proficiency
1.1 = Riot Speed Proficiency
Sprinting and Fatigue
Sprinting to exhaustion completely depletes the user's energy reserves and no sprinting is possible for approx. 2 seconds after which approx. 2 more seconds of sprinting is possible.
Note that Extreme Conditioning only doubles the size of the energy reserves but does not increase the rate at which energy is recovered.
Extreme Conditioning
A full rested sprint (not spawn) has 12 "STEPS". These "STEPS" are longer for SMG; shorter for LMG. With SMG this is about 28 meters, AR about 26 meters, and LMG about 23 meters.
A full rested sprint with Extreme Conditioning lasts for 24 "STEPS". With SMG this is about 57 meters, AR about 52 meters, and LMG about 46 meters.
USAS 12, MP9 and Skorpion Sprint "Glitch"
The USAS 12, MP9 or Skorpion (with any or no attachment) will all allow you 1.8X (NOT 2x) the normal sprint duration and this does stack with Extreme Conditioning to allow 3.6x the normal sprint duration. Once you start your sprint with the USAS or Skorpion you may switch to your other weapon while sprinting and continue to get the extended 1.8X sprint distance. This is important because both these weapons Foxtrotting suck. However, if you do the opposite and switch to the USAS, MP9 or Skorpion while already sprinting you only get the shorter normal sprint distance.
Class Switching within first 15 seconds of the game
In objective type game modes it may be advantageous to start with a fast moving SMG class with Extreme Conditioning to obtain a positional advantage then switch to a "fighting" class within the first 15 seconds. You cannot do this if you've fired or used any equipment and any fatigue you've accumulated in the time before switching classes carries over to the new class ... e.g you can't sprint again like you we're fully rested.
Juiced
1.25 = Juiced deathstreak speed factor
Juggernauts
0.6 = Recon Juggernaut (or 0.8 for base RS * 0.75)
0.52 = Assault Juggernaut (or 0.8 for base LMG * 0.65)
(Remember Juggernauts can't pick up weapons so there is no way to change the speeds below except if you somehow got a Juggernaut suit while running specialist and get the speed proficiency of 10%. On a related note you can also pick up your equipment if you put it down before putting on Juggernaut suit.)
Remote Pointstreaks
1.35 = Recon Drone (the little helicopter)
0.9 = Assault Drone (the little tank)
(these are in a straight line only)
Specialist Pointstreak
A 1.1 Speed Proficiency to all weapons types is granted for 8 (7 HL) kills with the Specialist pointstreak. This affects any weapons you are carrying including your primary and secondary (or second primary) as well as weapons that you may pick up, even if they cannot have speed proficiency selected like AR, Shotgun, SMG, Machine Pistols, Pistols, and Launchers. However, if you are using speed proficiency on a Riot, Sniper or LMG you are already carrying you will not see any change on that weapon ... e.g. it does not stack on top of an existing speed proficiency. For example, this bonus will grant an SMG or Shotgun (of course with a suitable 1.0 base movement secondary) a 1.1 base movement speed ... the fastest possible in the game other than with Juiced. But it won't make a bolt sniper go faster than 0.99.
Effect of Magnifying Sights
There was no change for any of the many combinations tried: AR/SMG/LMG with ACOG/Holo/RDS/Hybrid/Thermal and Snipers with VZ/Normal/ACOG. If you think you see a difference in perceived movement speeds it is probably due to the different magnifications.
Lethal/Tactical
If you are holding it open/cooking/prepping (e.g. by holding L2 or R2) you move at your normal primary rate subject to applicable modifiers. If you have a primary with speed proficiency and you deploy the lethal or tactical with that weapon out before you "throw" you will gain the 10% speed bonus. With your other weapon deployed (the one not having speed proficiency) you will not.
Here is my republished research:
docs.google.com/spreadsheet/pub?hl=en_US&hl=en_US&key=0Av5t-DE1i_xfdGRTQWNsZHUxR2tLeGhna2RzeDNGMmc&output=html
If you want to compare with the past Mr. Brotius Maximus has info on movement in his COD4, W@W and MW2 pages here:
denkirson.xanga.com/632800688/call-of-duty-4/
denkirson.xanga.com/681779326/call-of-duty-world-at-war/
denkirson.xanga.com/715966769/modern-warfare-2/
Revised:
12/06/2011 to clarify
12/11/2011 with Juiced, Jugg, KS info.
12/13/2011 with revised Specialist speed proficiency effects.
12/13/2011 with sprint fatigue, weapon sprint glitch, and starting 15 second tactic and general reorg.