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Cod MW3 Primary Weapons Stats

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by

Javier XBlitzenX

on 20 March 2012

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Transcript of Cod MW3 Primary Weapons Stats

MW3 Weapons
& Stats Primary
Weapons Assault Rifles (AR) -M4A1
Unlock level : 4
Damage : 42-20
RoF : 780rpm
Recoil : Low-Medium
Mag. size : 30 (45 with
extended mags.)
Reload time:
2.03s loaded
2.36s unloaded
Attachments :


Red dot (lvl 2)


Supressor (lvl 5)


Grenade launcher (lvl 8)


ACOG scope (lvl 11)


Heartbeat sensor (lvl 14)


Shotgun (lvl 20)


Hybrid sight (lvl 23)


Extended Mags (lvl 26)


Thermal scope (lvl 29) -M16A4
Unlock level : 4
Damage : 45-25
RoF : 780rpm (per burst)
Recoil : Low-Medium
Mag. size : 30 (45 with
extended mags.)
Reload time: 2.03s
-SCAR-L
Unlock level : 6
Damage : 35-20
RoF : 750rpm
Recoil : Low
Mag. size : 30 (45 with
extended mags.)
Reload time:
2.4s loaded
2.68s unloaded -CM901
Unlock level : 18
Damage : 49-25
RoF : 666rpm
Recoil : High
Mag. size : 30 (45 with
extended mags.)
Reload time:
2.33s loaded
2.7s unloaded -Type 95
Unlock level : 32
Damage : 55-20
RoF : 1000rpm (per burst)
Recoil : Low
Mag. size : 30 (45 with
extended mags.)
Reload time:
2.76s loaded
3.3s unloaded -G36C
Unlock level : 42
Damage : 40-25
RoF : 769rpm
Recoil : Medium
Mag. size : 30 (45 with
extended mags.)
Reload time:
2.43s loaded
3.46s unloaded -ACR 6.8
Unlock level : 50
Damage : 40-30
RoF : 705rpm
Recoil : Extremely low
Mag. size : 30 (45 with
extended mags.)
Reload time:
1.9s loaded
2.5s unloaded -MK14
Unlock level : 60
Damage : 75-49
RoF : 545rpm (semi-auto)
Recoil : Low
Mag. size : 20 (30 with
extended mags.)
Reload time:
2.76s loaded
3.2s unloaded -AK47
Unlock level : 68
Damage : 49-25
RoF : 689rpm
Recoil : Medium-High
Mag. size : 30 (45 with
extended mags.)
Reload time:
2.5s loaded
3.25s unloaded -FAD
Unlock level : 78
Damage : 30-24
RoF : 1000rpm
Recoil : Medium
Mag. size : 40 (60 with
extended mags.)
Reload time:
3.2s loaded
3.56s unloaded Submachine Guns (SMG) Attachments:

Red dot (lvl 2)

Supressor (lvl 5)

Rapid Fire (lvl 11)

ACOG Scope (lvl 16)

Holographic Sight (lvl 19)

HAMR Scope (lvl 22)

Extended Mags (lvl 24)

Thermal Scope (lvl 26) -MP5
Unlock level : 4
Damage : 42-20
RoF : 800rpm
Recoil : Medium
Mag. size : 30 (45 with
extended mags.)
Reload time:
2.53s loaded
3.03s unloaded -UMP45
Unlock level : 4
Damage : 49-17
RoF : 750rpm
Recoil : Low-Medium
Mag. size : 32 (48 with
extended mags.)
Reload time:
2.5s loaded
3.03s unloaded -PP90M1
Unlock level : 28
Damage : 42-17
RoF : 1000rpm
Recoil : Low
Mag. size : 36 (54 with
extended mags.)
Reload time:
2.67s loaded
3.5s unloaded -P90
Unlock level : 38
Damage : 42-20
RoF : 857rpm
Recoil : Low-Medium
Mag. size : 50 (75 with
extended mags.)
Reload time:
2.76s loaded
3.46s unloaded -PM-9
Unlock level : 56
Damage : 35-20
RoF : 1090rpm
Recoil : Extremely high
Mag. size : 32 (48 with
extended mags.)
Reload time:
3.03s loaded
3.97s unloaded -MP7
Unlock level : 74
Damage : 35-20
RoF : 895rpm
Recoil : Extremely Low
Mag. size : 40 (60 with
extended mags.)
Reload time:
3.0s loaded
3.63s unloaded The M4A1 could be considered the best weapon in order to start playing this game. It's high rpm and the good damage at close combat make this weapon perfect for close to medium range combats, however it's iron sights are a bit strange to handle at long range combats. Avoid extremely long combats and you will dominate the enemy even on cqc situations. The M16A4 appears as the 1st burst action weapon in the game, and it's only recommended for pretty experienced players. In order to use the M16A4 properly, avoid intense cqc fights and limite yourself to medium to long range combat. Even through it is poor conditioned for close ranged combats, it can be perfectly used for
counter-sniping and giving long ranged protections. The SCAR-L is a good weapon in order to do a variety of actions at the same time. It can allow the player to get in long ranged combat while defendid cqc positions due to it's limited rate of fire. It can be used as an insanely accurate weapon in order to get a better accuracy, however, it may give some problems against smgs or shotguns because of it's low rate of fire, so try to use your secondary when moving inside buildings or at small zones. The CM901 can be easily identificated for it's massive recoil which makes long range battles something painful to deal with. Along with his high recoil, it has a pretty low recoil, but it's great damage at close and medium (or sometimes, even long range) can dominate most of the weapons due to it's easy 3 hit-kill. A good recommendation is to pack this gun with a grenade launcher or a shotgun, so it will allow the player to be more useful for the team in many situations. The Type95 in the 2nd burst action weapon in the game, and it is used by a lot of players due to it's extremely powerful damage and the low recoil. The Type95 can easily anhiliate enemies with 2 bullets at cqc, making the 3 round burst an even better option for this gun. If equiped with a zoom scope, it can be a serious option in order to kill enemies at almost any range. The G36C is a pretty good weapon for the players that know how to compensate recoil. If you don't count the agressive recoil, it is a really viable option to dominate variated range maps as Mission or Bakaara, as this weapon can kill enemies at long range with only 4 bullets and it has some easy to use iron sights, it is recommended to use this weapon with extended mags., so you can dominate the enemy at any range and try to "spray and pray" at cqc. The ACR 6.8 is an extremely powerful weapon that can be used by unskilled players that don't know already how to compensate the recoil properly. It's high damage, extremely low recoil and moderated RoF make this weapon absurdly good at almost any situation. It can 3 hit-kill at cqc and medium range and can be fired full-auto at long ranges whitout even taking care about the recoil. Pack this gun with a red dot for insane accuracy. The MK14 is the only semi-auto AR in this game and it features the highest damage of any AR, making it a viable weapon for sniping while having cqc cover. It can kill enemys at close and medium range in only 2 hits while having a 1 hit-kill on the head at close range, making headshot accurracy vital for this weapon. It's only problem is the limited magazine size, so it's recommended to use extended mags. along with a zoom optic to make this weapon even better for long range. The AK47 is a high damage AR that can be compared to the CM901 because both weapons deal high damage and have a huge visual recoil. However, the AK47 recoil can be compensated by moving the joystick down. It will compensate the long range recoil and will make the bullets hit easier on cqc. Pack it with a grenade launcher to make long range fights easier, especially when getting a few hitmarkers on the target and you need to finish the work. The FAD can be considered a mix of an AR and a SMG. It has low damage, a really high RoF and a easy to compensate recoil, making this weapon similar to the MW2 F2000. It has a huge magazine size that can be even bigger when packed with extended mags., making it a strange but useful mix of a AR, SMG and LMG. The MP5 is one of the most balanced SMG because even through it excels at cqc, it can be used to counter enemys at medium to long ranges if fired on small bursts. Avoid firing full auto at long ranges because it's recoil limitates the full auto option only for cqc engagements. The UMP45 returns from MW2 but now it features a different kind of weapon. Now it has higher rpm and a lower damage. Use the UMP45 as a hip fire spray at cqc and limitate the use of the sights at long range. Use extended mags. and rapid fire to get a massive amount of damage and ammunition dealt per second. The PP90M1 is an extremely powerful weapon on cqc and medium range combats. It's high RoF and damage make this gun insanely good when killing players at close quarters. If used with rapid fire and steady aim, it is the most powerful gun in order to give the enemy loads of damage in a few seconds. Also, try to pack this gun with scavenger to get some extra ammunition. The P90 is the perfect mix of a SMG and a LMG, especially when equipped with extended mags. It's high Rof and magazine capacity can allow this gun to take crowds of enemys in a few seconds and if equipped with rapid fire, it can be a devastating solution countering high transited zones. The PM9 is often ignored because of it's high recoil, but when combined with rapid fire, extended mags. and steady aim it can be the most powerful cqc weapon in MW3. However the massive recoil is still present so recoil compensation is a must in this weapon. The MP7 is the SMG that features the lowest recoil, which can be easily compared to the one that the ACR 6.8 has. This weapon is useful at any range and if used with a silencer it can be used as the ultimate sneaking weapon. Light Machine Guns (LMG) Attachments:

-Red dot (lvl 2)

-Supressor (lvl 5)

-Grip (lvl 8)

-ACOG Scope (lvl 11)

-Rapid Fire (lvl 14)

-Heartbeat Sensor (lvl 20)

-Holographic Sight (lvl 22)

-Extended Magazines (lvl 25)

-Thermal Scope (lvl 27) -L86LSW
Unlock level : 4
Damage : 38-20
RoF : 800rpm
Recoil : Medium
Mag. size : 100 (150 with
extended mags.)
Reload time:
3.76s loaded
4.39s unloaded -MG36
Unlock level : 4
Damage : 40-25
RoF : 769rpm
Recoil : Medium
Mag. size : 100 (150 with
extended mags.)
Reload time:
3.73s loaded
4.53s unloaded -PKP Pecheneg
Unlock level : 18
Damage : 40-25
RoF : 705rpm
Recoil : Medium
Mag. size : 100 (150 with
extended mags.)
Reload time:
8.06s loaded
8.66s unloaded -MK46
Unlock level : 54
Damage : 40-25
RoF : 857rpm
Recoil : Medium
Mag. size : 100 (150 with
extended mags.)
Reload time:
8.67s loaded
9.04s unloaded -M60E4
Unlock level : 72
Damage : 50-30
RoF : 600rpm
Recoil : Medium
Mag. size : 100 (150 with
extended mags.)
Reload time:
9.3s loaded
10.0s unloaded Sniper Rifles Attachments:

-ACOG Scope (lvl 2)

-Supressor (lvl 5)

-Heartbeat Sensor (lvl 13)

-Extended Magazines (lvl 15)

-Thermal Scope (lvl 19)

-Variable Zoom (lvl 22) In this chart you can see all the stats of the sniper rifles. You only have to think that the Barret 50.cal and the AS50 feature a high recoil, the dragunov features a medium-high one and the RSASS features a low-medium recoil. Also think that supressed high calibers 1hit-kill at the head, neck and chest and the low caliber ones (RSASS and Dragunov) can't 1 hit kill with 1 bullet to any part of the body. Shotguns Attachments:

-Grip (lvl 2)

-Silencer (lvl 5)

-Red Dot (lvl 12)

-Holographic Sight (lvl 17)

-Extended Magazines (lvl 26) -USAS 12
Damage per pellet: 25-5
Number of pellets: 9
Max. damage : 225-45
RoF : 139rpm All the shotguns work in the same way. They shoot a number of pellets which do damage individually. The shotguns get a 25% more range with the range proficiency and a 40% more of damage with damage proficiency. -KSG 12
Damage per pellet: 28-15
Number of pellets: 9
Max. damage : 252-135
RoF : 60rpm (pump action) -SPAS-12
Damage per pellet: 30-14
Number of pellets: 8
Max. damage : 240-112
RoF : 65rpm (pump action) -AA-12
Damage per pellet: 15-5
Number of pellets: 8
Max. damage : 120-40
RoF : 400rpm -Striker
Damage per pellet: 25-15
Number of pellets: 6
Max. damage : 150-90
RoF : 352rpm (semi-auto) -Model 1887
Damage per pellet: 30-20
Number of pellets: 8
Max. damage : 240-160
RoF : 65rpm (pump action) Note that all the LMGs have the same basic
stats. They have a horrible movement speed,
a low aim down sights time and 100 bullets in
their magazine. They all also have a special skill,
if you fire an LMG when you went to prone it
will reduce greatly it's recoil. Thermal Sights do
the same thing but in any position, making
recoil lower in almost every situation. This has been the analysis
of the primary weapons in
MW3. Next time, I will do
one about the secondaries. SEE YA!
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