User:Johnnykiyo/sandbox

Call of Duty 4 Weapons
For multiplayer, Call of Duty 4: Modern Warfare includes a class system which has five preset classes with default weapon load outs and perks assigned to them as well as allowing users to create five custom classes where the user can customize their weapon load out and three perks to assign to their character. The five default classes include Assault, Spec Ops, Heavy Gunner, Demolitions, and Sniper class. Create a class is unlocked when the user gains enough Experience Points (XP) to become a Lance Corporal (level 4), earned by killing opponents. Players can choose between assault rifles, submachine guns, light machine guns, shotguns, or sniper rifles. There are two to seven choices in each weapon type. After a player has picked a weapon, the player can also pick attachments and camouflage with which to modify the weapon.

The Red Tiger camouflage is only available in online multiplayer, and is achieved by getting 150 headshots with a specific gun for assault rifles, submachine guns, light machine guns, and sniper rifles and 100 headshots with the respective shotguns. Its appearance is solid black with red stripes lateral to the weapon,like a tiger's body pattern.

There are six weapons that can equip the Golden Camouflage. It is acquired by completing all the challenges for their respective weapon class, except for the Gold Desert Eagle, which is achieved when rank 55 is reached. This has no beneficial features over other camouflages, beyond their exclusivity.

Gun Statistics
Below are some helpful details for some of the columns in the weapon list.

Damage
Weapons with a damage range deal damage based on how far the bullet has traveled before hitting its target.

RPM
Rounds per minute (RPM) is the theoretical number of bullets that could be fired from the weapon if given an infinite mag size. The weapons with an RPM of 1200 are semi-auto weapons which means 1200 is its maximum potential RPM. The actual RPM of semi-auto weapons, however, is dependent on how fast its user can pull the trigger.

Reload Time
The listed reload times are based on reloading non-empty magazines. It should be noted that reloading a completely empty magazine can add 0.2s - 1.1s to the reload time depending on the weapon.