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Can be canceled by switching weapons prior to throwing. Kills with a single hit anywhere on the body, and can hit after bouncing off other objects. Throwing Knife – Travels for several meters in a straight line before beginning to drop.The Semtex can’t be primed, but it explodes on short timer that starts the moment it leaves your hand. twice the damage (thus twice the killing range), doesn’t display location icon, and can’t be thrown back. Semtex – Doesn’t throw as far as the Frag, but it sticks to whatever it touches, doesn’t roll, does approx.Can’t be canceled by switching weapons prior to throwing. Also, displays location icon and can be thrown back if nearby. half the damage (thus half the killing range) of the Semtex.
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Frag – Can throw a little further than Semtex, and can be primed, but does approx.If it fails I’ll try to find another host, but I can’t guarantee anything. I’m using a free file hosting service to host the chart. Stopping Power still multiplies weapon damage by 1.4 on top of any other multipliers.Sniper Rifles still remain the only weapons to take full advantage of the body part multipliers, and use the same damage x multiplier system that was in COD4. The damage multiplier for the head is still 1.4 or 1.5 like it was in COD4. Different areas of the body still have their own damage multipliers, though there seems to be a slightly simplified model (no “neck” hit area, as this is now grouped together with the upper body / chest area).A silenced UMP45 at long range is just as powerful as an unsilenced UMP45 at close range. The only weapon that violates both of these rules is the UMP45, which always does it’s max damage, regardless of distance or attachments.Equipping a silencer on these weapons will permanently drop the weapons damage to it’s minimum damage, regardless of range, so you’ll get the minimum damage no matter how close or far away you are. Some weapons don’t experience any falloff, and maintain their max damage values at any range (LMG, Snipers).
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Silencers will cause this falloff to occur earlier, and thus do less damage at longer ranges. Weapons do their max damage up until a certain distance when the damage begins to decrease and eventually levels out at the min damage value.
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