Damage starts at one amount of damage, decreases over a certain range and continues at a lower damage.
Certain body parts multiply damage from attacks.
Note that the L96A1 has an extra damage modifier. The upper arm also takes 1.5x damage.
All shotguns' minimum damage is 10 and all five of them fire eight pellets of buckshot.
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 anywhere within that area.
The recoil causes the player's view to travel in that direction, a higher number means a faster camera jump and ultimately more recoil.
The kick focuses on the average between the points, so if a weapon kicks left 10 and right 60, the kick will almost 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), a mostly arbitrary number.
Higher Center Speed means faster recovery as well as dampening the recoil, as CenterSpeed is always active from the instant you shoot.
No other attachment aside from obvious exceptions (Snub Nose) affect the recoil of a weapon.
The Red Dot and Reflex are completely benign and only serve as iron sight replacements.
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, the same as FireTime, but there to prevent you from skipping the bolt/pump animation.
The burst fire weapons (M16, G11) have a 0.2 second delay between bursts, cutting their rate of fire 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.
Oh yeah, and of course, players have 100 health by default. They recover all health immediately after five seconds of no damage.
And the Miniscule health setting of 30 is used for "Hardcore".