Other details
A weapon's Hip Spread is determined by a minimum and maximum cone of fire in degrees from the center of the screen.
Shotguns from the hip are much less accurate than they used to be before. Aim down the sights with them to make them a bit more effective.
Recoil is an area within four points and the random chance of the weapon kicking in those directions.
The view kick is made of four forces. When two numbers are in opposing directions, they fight one another.
The kick focuses on the average between the two, so if a weapon kicks left 10 and right 60, the kick will always be to the right.
If a weapon kicks 60 both left and right, the sights have equal chance of jumping either way.
If both numbers are on one side of the arrows, then it'll always kick in that direction.
Working against the recoil is Center Speed (number in the bottom right of the Recoil box) which is an arbitrary number. Higher Center Speed means faster recovery.
A weapon's Fire Time is the time between each shot.
Divide 60 by the Fire Time and you get the Rounds Per Minute.
The L96A1 and Stakeout use RechamberTime, basically the same as FireTime, but there to prevent you from skipping the bolt/pump animation.
The burst fire weapons have a 0.2 second delay between bursts, cutting their damage down significantly.
Each weapon has a specific Reload Time for partial and Empty magazines.
For both of these reloads is the Add Time, the point where the Ammo Counter changes.
The Add Time indicates the point where you can cancel the reload animation and still have a reloaded weapon.
Some shotguns and the Python reload one round at a time. The first round takes longer than the following rounds.
The Python's Speed Loader time is also indicated in place of the Add Time (which is irrelevant for the Python).
Raise Time and Drop Time are the lengths it takes to put away one weapon and take out another.
Combine one gun's Drop with another's Raise to see how long it will take.
NOTE: Switching from one weapon to a Pistol will cause your weapon in hand to use Quick Drop, only 0.25 of a second.
Aim Down Sights takes a moment before the sighted accuracy takes effect after pressing the ADS button.
Depending on the weapon you're carrying, your character will have his running speed changed.
Like Call of Duty 1 and 2, it is no longer based on your primary; what is in your hand determines your speed.
Meaning if you switch to a pistol, you will run faster than whatever assault rifle or LMG you've got.
Grenade info
The Frag takes 0.6 seconds to pull the pin and have the grenade ready to throw/start the fuse.
The fuse is 3.5 seconds. 15 direct impact damage.
200 - 75 damage and 6.5 meter range (about 5m is lethal).
Semtex also takes 0.6 seconds to prepare.
Two second fuse. 15 direct damage on stick.
200 - 55 damage and a 6.5 meter radius (about 4.4m is lethal).
The two are near equal in killing power (compared to MW2 where the Semtex was superior to the Frag).
The Frag has the penalty of a long fuse and throwback threat, though it's radius advantage and the ability be thrown indirectly and roll around is a good plus.
The Semtex is fast and made for direct conflict, not much else to it.
The Stun and Flash grenades are basically unchanged since COD4.
The Stun takes 0.2 seconds to prepare and will detonate on contacting the ground after one second.
Its stun effect reaches out to 512 inches (12.8m) and starts losing its stun potency immediately from the center of the blast.
The Flash takes 0.6 seconds to prepare and will detonate after one second wherever.
It's flash effect reaches out to 800 (20m) inches but starts losing its effect after 200 inches (5m).
Between those two, the Flash is best for hitting a large space or anticipating your approach. Stun is made for a more reactionary use, weakening the opponent after you've already made contact and know where the enemy is.
Nova Gas takes 0.6 seconds to prepare to throw and will detonate on the ground after a second.
The dangerous gas effect reaches out to about 185 inches and will cause 13 damage per second for eight seconds. (meaning you'd have to be in the gas for the whole time to be killed by it at full health).
In Touch Football, the player will only suffer 5 damage per second by the gas.
Flash is great for preparation or offense, blinding those watching a doorway or making an airburst to agitate the senses.
Stun is great for offense or counterattack, slowing those who are in pursuit or gaining an advantage against a group by slowing them down.
Nova Gas is great for defense and determent, making a stalemate at a chokepoint or even flushing out campers in vantage points.
The Decoy Grenade.
Upon deployment, the Decoy grenade will choose and mimic the noise of one of a handful of weapons.
AK, AUG, M4, Enfield, Uzi, Kiparis, RPK, Stoner63 as Automatics.
1911, FAL, Python, CZ 75, M14 as Semi-Autos.
The Decoy will last for a total of 30 seconds.
Depending on the weapon chosen, it will fire at that weapon's rate of fire (with a bit of random spacing to mimic someone shooting in bursts) and will be delayed by its reload time. Automatics will fire thirty rounds, semi-autos only 5 rounds.