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Time To Kill - Damage

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First episode of 'Time To Kill', a series devoted to the inner workings and mechanics of Call of Duty's multiplayer.

Episode one focuses on damage - a critical part of the game, and the factors that can influence the effectiveness of your weapons.

At its core, Damage is a simple concept - you have a weapon, and a successful hit with said weapon will deliver damage to your opponent - and should you deal damage sufficient you'll be awarded a kill.
The weapon damage mechanics in call of duty do have some trickier points, however - as there are multiple factors that can affect your weapon's performance - and either enhance your lethality, or blunt your weapon's power.

For most weapons, the distance from your target is the major factor in determining how much damage you're able to deal with each shot.
Generally, the closer you are to your foe the more damage your weapon will deal.
Most weapons have two damage figures - a maximum and minimum amount that it is capable of inflicting.
These two numbers are paired with two distances, defining the weapon's effective range.

From a point blank range to the first distance figure, your weapon will deal its maximum damage.
Between the near and far range figures, damage will scale linearly from your weapon's maximum to its minimum.
And from this point outwards, you'll deal minimum damage out to any distance.

A weapon's category is usually a fairly good indicator of its effective range - while every weapon has its own unique range, each category tends to have similar traits.
Shotguns have the shortest range, followed by pistols and SMGs. These weapons deal most damage up close, but lose effectiveness rapidly at a distance.
Once shotguns reach their maximum range, they'll deal no damage at all to an opponent further away.
LMGs and assault rifles have moderate effective range, hence normally performing best at a middle distance.
Note that some weapons don't have any damage drop-off whatsoever - sniper rifles, for instance, will deal the same damage at any distance - giving them a distinct advantage in their intended long-ranged role.
Prior to Modern Warfare 3, the LMG category had similar attributes for the most part, retaining their high damage at even the longest of ranges.
Now, while still potent at range - they do lose some punch at a distance.

Other than range, shooting through surfaces is another factor that can affect the damage you inflict on your opponent.
Bullets have the ability to pierce thin walls, glass, fences and other materials - but in doing so will lose some of their effectiveness.
3 factors influence how much damage is lost: the material of the surface you are shooting, the incident angle of your shot, and the type of weapon you're using - along with any proficiency, perk or attachment that might affect penetration.

Multipliers will directly change the amount of damage you inflict - as the name suggests, they increase damage in a straightforward mathematical way.
The most common multiplier you'll see is 1.4x - this is the normal value for headshots, and the damage multiplier for stopping power for those games that had it.
The SMGs, and the SCAR-L boast a slightly elevated headshot multiplier, at 1.5x - the FAD higher still, at 1.7x - and the Skorpion and MP9 are the highest of all, dealing double damage when you strike an opponent in the head.
Shotguns are another interesting exception, with no damage added whatsoever for headshots - making aiming for centre mass the most sensible option.
Sniper rifles have the most complex multipliers, with different sections of the body each having their own multiplier, permitting different one-hit-kill areas per rifle.
Multipliers don't always increase damage inflicted - the armour granted by donning a juggernaut suit will apply a 0.1x multiplier to incoming damage, effectively giving you the equivalent of 1000 health instead of 100.
Aerial killstreaks are similarly armoured against bullet damage, with the explosive launchers proving much more effective against them.

The reasoning behind the most common multiplier, 1.4x, is fairly simple - for the typical range of shots-to-kill in Call of Duty, a 40% increase in damage equates to precisely one fewer shot to kill.
20 damage for a 5 shot kill becomes 28 damage, for a 4 shot kill.
25 damage for a 4 shot kill becomes 35 for a 3 shot kill.
This means, that in the vast majority of circumstances, you require one fewer headshot to kill than you would need shots to the body.

Most of the available arsenal in Modern Warfare 3 comprise what are known as 'hitscan' weapons - whether assault rifle, SMG, LMG, shotgun or sniper rifle.
Essentially, anything that fires a bullet.

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