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{{Game|aw}}
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{{Game|aw|iw}}
   
''[[Call of Duty: Advanced Warfare]]'' has seen the introduction of multiple weapon variants of a single weapon. These variants, for the most part, have changes in their stats that from the base weapon. The following are the effects of the changes on the weapon variants.<ref>http://denkirson.proboards.com/thread/7579/advanced-warfare-weapon-variant-stats, http://denkirson.proboards.com/thread/7510/advanced-warfare-fire-rates, http://denkirson.proboards.com/thread/7503/advanced-warfare-damage-range</ref>
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''[[Call of Duty: Advanced Warfare]]'' has seen the introduction of multiple weapon variants of a single weapon. These variants, for the most part, have changes in their stats that from the base weapon. The following are the effects of the changes on the weapon variants.<ref>http://denkirson.proboards.com/thread/7579/advanced-warfare-weapon-variant-stats, http://denkirson.proboards.com/thread/7510/advanced-warfare-fire-rates, http://denkirson.proboards.com/thread/7503/advanced-warfare-damage-range
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All information here was found by Marvel4</ref>
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Weapon variants also return in ''[[Call of Duty: Infinite Warfare]]'' and ''[[Call of Duty: Black Ops 4]]'' however without any statistical changes.
   
 
==Effects==
 
==Effects==
 
===Damage===
 
===Damage===
Affects damage values (increase/decrease in damage, and which values are affected, vary from gun to gun), multipliers (XMG, EPM3, and sniper rifles), Penetration (ARX-160 'Steel Bite', MK14, and Sniper Rifles), Pellets (adds/subtracts one pellet per each damage point- Shotguns only).
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Affects damage values (increase/decrease in damage, and which values are affected, vary from gun to gun), multipliers ([[XMG]], [[RW1]], and [[MORS]]), Penetration ([[ARX-160]], [[MK14]], and sniper rifles), Pellets (adds/subtracts one pellet per each damage point - Shotguns only).
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[[File:AW Damage Positive.png]]
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[[File:AW Damage Negative.png]]
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===Range===
 
===Range===
 
Increases/decreases the minimum and/or maximum ranges of weapon variants by 15% (Note: On shotgun variants where the medium damage is decreased, this affects how far the shotgun can actually shoot and hit a target).
 
Increases/decreases the minimum and/or maximum ranges of weapon variants by 15% (Note: On shotgun variants where the medium damage is decreased, this affects how far the shotgun can actually shoot and hit a target).
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[[File:AW Range Positive.png]]
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[[File:AW Range Negative.png]]
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===Fire Rate===
 
===Fire Rate===
Increases/decreases fire rate (fire time), intro fire rate, and burst delay (as well as reload time on the MORS). Increases/decreases overheating on Directed Energy Weapons (EM1, EPM3, and AE4).
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Increases/decreases fire rate (fire time), intro fire rate, burst delay, reload time on the single-shot MORS, and overheating on Directed Energy Weapons ([[EM1]], [[EPM3]], and [[AE4]]).
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[[File:AW Firerate Positive.png]]
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[[File:AW Firerate Negative.png]]
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===Mobility===
 
===Mobility===
Increases/decreases ADS time by 10%, and increases movement speed by 2% (Shotguns, Sniper Rifles, and the SAC-3).
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Increases/decreases ADS time by 10%, and increases movement speed by 2% (shotguns, sniper rifles, and the [[SAC3]]).
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[[File:AW Mobility Positive.png]]
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[[File:AW Mobility Negative.png]]
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===Handling===
 
===Handling===
 
Increases/decreases Sprint-Out time (Shotguns, Sniper Rifles, and the RW1) by 10%, and Hip Fire spread by 10%.
 
Increases/decreases Sprint-Out time (Shotguns, Sniper Rifles, and the RW1) by 10%, and Hip Fire spread by 10%.
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[[File:AW Handling Positive.png]]
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[[File:AW Handling Negative.png]]
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===Accuracy===
 
===Accuracy===
 
Increases/decreases Viewkick by 10%, Idle Amount and Idle Speed (Sniper Rifles and RW1), and Hipspread by 10% (Shotguns).
 
Increases/decreases Viewkick by 10%, Idle Amount and Idle Speed (Sniper Rifles and RW1), and Hipspread by 10% (Shotguns).
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[[File:AW Accuracy Positive.png]]
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[[File:AW Accuracy Negative.png]]
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===Magazine Capacity===
 
===Magazine Capacity===
Increases/decreases magazine capacity by a certain number of bullets. The maximum reserve ammunition is not affected.
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Increases/decreases magazine capacity by a certain number of bullets. The associated number of bullets is deducted/added from the starting reserve ammunition, but the maximum reserve ammo is not affected.
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[[File:AW Magazine Positive.png]]
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[[File:AW Magazine Negative.png]]
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===Reserve Magazines===
 
===Reserve Magazines===
 
Increases/decreases the starting reserve ammunition by one magazine. The maximum ammunition is not affected.
 
Increases/decreases the starting reserve ammunition by one magazine. The maximum ammunition is not affected.
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[[File:AW Ammo Positive.png]]
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[[File:AW Ammo Negative.png]]
   
 
==Note==
 
==Note==
One should be aware that the in game stats shown do not always reflect how the guns actually perform. For example, the KF5 'Breakneck' and 'Single Stack' both fire at 1016 RPM, despite the fact the 'Breakneck' has +3 Fire Rate and the 'Single Stack' only having +1.
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One should be aware that the in-game stats shown do not always reflect how the guns actually perform. For example, the [[Pytaek]] '''Loophole''' is depicted as having decreased handling (hipfire) in the stats, where as in-game it is actually increased.
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==References==
 
==References==
 
<references/>
 
<references/>
   
 
{{Gameplaymechanics}}
 
{{Gameplaymechanics}}
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[[Category:Gameplay mechanics]]

Revision as of 01:15, 11 July 2019

The subject of this article appears in Call of Duty: Advanced Warfare The subject of this article appears in Call of Duty: Infinite Warfare


Call of Duty: Advanced Warfare has seen the introduction of multiple weapon variants of a single weapon. These variants, for the most part, have changes in their stats that from the base weapon. The following are the effects of the changes on the weapon variants.[1]

Weapon variants also return in Call of Duty: Infinite Warfare and Call of Duty: Black Ops 4 however without any statistical changes.

Effects

Damage

Affects damage values (increase/decrease in damage, and which values are affected, vary from gun to gun), multipliers (XMG, RW1, and MORS), Penetration (ARX-160, MK14, and sniper rifles), Pellets (adds/subtracts one pellet per each damage point - Shotguns only).

AW Damage Positive

AW Damage Negative

Range

Increases/decreases the minimum and/or maximum ranges of weapon variants by 15% (Note: On shotgun variants where the medium damage is decreased, this affects how far the shotgun can actually shoot and hit a target).

AW Range Positive

AW Range Negative

Fire Rate

Increases/decreases fire rate (fire time), intro fire rate, burst delay, reload time on the single-shot MORS, and overheating on Directed Energy Weapons (EM1, EPM3, and AE4).

AW Firerate Positive

AW Firerate Negative

Mobility

Increases/decreases ADS time by 10%, and increases movement speed by 2% (shotguns, sniper rifles, and the SAC3).

AW Mobility Positive

AW Mobility Negative

Handling

Increases/decreases Sprint-Out time (Shotguns, Sniper Rifles, and the RW1) by 10%, and Hip Fire spread by 10%.

AW Handling Positive

AW Handling Negative

Accuracy

Increases/decreases Viewkick by 10%, Idle Amount and Idle Speed (Sniper Rifles and RW1), and Hipspread by 10% (Shotguns).

AW Accuracy Positive

AW Accuracy Negative

Magazine Capacity

Increases/decreases magazine capacity by a certain number of bullets. The associated number of bullets is deducted/added from the starting reserve ammunition, but the maximum reserve ammo is not affected.


AW Magazine Positive

AW Magazine Negative

Reserve Magazines

Increases/decreases the starting reserve ammunition by one magazine. The maximum ammunition is not affected.

AW Ammo Positive

AW Ammo Negative

Note

One should be aware that the in-game stats shown do not always reflect how the guns actually perform. For example, the Pytaek Loophole is depicted as having decreased handling (hipfire) in the stats, where as in-game it is actually increased.

References