I have been playing Call of Duty since the second game in the series. I was about 7 years old when my friends, brothers, and I would play the split screen campaign and battle eachother in local multiplayer. Now, just over 15 years and $1000 later(had to buy original black ops 3 times cuz someone knocked over my 360), I still enjoy playing this series with my friends online. CoD has come an extremely long way since I first started playing, considering it was almost strictly a World War II game back in the day, and I am curious to see how the weapons in the newest release, Cold War, can perform.
The Cold War weapons data being analyzed was scraped from a webpage. This webpage was put together by a fellow CoD lover. Fortunately, this person made my life easier, they went into the game and copied down all the weapon stats into a spreadsheet that I was able to scrape. So shout out to this person.
This data frame includes all the base weapon and base weapon stats. Each time a player increases their weapon level, they unlock attatchments that improve weapon performance. Any player is allowed to have up to 5 attachments on their weapon, unless they are using the primary gunfighter wildcard which allows 8 attachments on the primary weapon. Some of these attachments include : muzzle, barrel, optic, stock, front grip, rear grip, and underbarrel. This allows the players of the CoD community to make over 40,000 possible weapon combinations! However, we will just be looking at base weapon stats, that is, a weapon with zero attachments.
Below are tables showing the data, data dictionary, and summary statistics. It is important to note that this is an exploratory analysis. I am not answering one hypothesis of “what is the best weapon?”, rather I want to compare how the weapons differ between classes and how the classes differ between weapons.
| weapon | Damage | DPS | Time To Kill | Shots To Kill | Effective Range | RPM | Mag Size | ADS | Reload Speed | Muzzle Velocity | Vert. Recoil | Hor. Recoil | Hipfire Accuracy | gun_type |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| X1911 | 50 | 333.3 | 300.0 | 3 | 19.05 | 400 | 8 | 225 | 1.8 | 200 | 231 | 120.0 | 6.5 | p |
| Magnum | 75 | 214.0 | 351.0 | 2 | 15.24 | 171 | 6 | 225 | 6.3 | 300 | 200 | 200.0 | 6.5 | p |
| Diamatti | 30 | 360.0 | 366.0 | 5 | 21.59 | 1111 | 15 | 225 | 1.7 | 250 | 168 | 120.0 | 7.0 | p |
| Hauer 77 | 159 | 175.0 | 0.0 | 1 | 5.72 | 66 | 5 | 250 | 4.5 | 850 | 750 | 150.0 | 8.0 | sg |
| Gallo | 118 | 417.0 | 283.0 | 2 | 5.72 | 212 | 7 | 250 | 6.0 | 850 | 450 | 250.0 | 8.0 | sg |
| Pelington 703 | 110 | 99.0 | 1100.0 | 2 | 127.00 | 54 | 5 | 550 | 5.1 | 500 | 550 | 250.0 | 18.0 | sr |
| LW3 | 110 | 86.0 | 1300.0 | 2 | 127.00 | 47 | 5 | 650 | 3.0 | 550 | 550 | 350.0 | 18.0 | sr |
| M82 | 110 | 330.0 | 333.0 | 2 | 127.00 | 180 | 5 | 700 | 3.0 | 525 | 1040 | 300.0 | 18.0 | sr |
| Type 63 | 68 | 370.0 | 367.0 | 3 | 50.80 | 327 | 25 | 350 | 2.5 | 625 | 390 | -180.0 | 8.5 | tr |
| M16 | 50 | 450.0 | 132.0 | 3 | 25.40 | 909 | 30 | 350 | 2.7 | 725 | 390 | -80.0 | 8.5 | tr |
| Aug | 51 | 714.0 | 152.0 | 3 | 38.10 | 857 | 30 | 350 | 2.7 | 775 | 420 | 166.5 | 8.5 | tr |
| DMR 14 | 58 | 349.0 | 332.0 | 3 | 50.80 | 361 | 20 | 325 | 2.5 | 700 | 351 | 270.0 | 8.5 | tr |
| Stoner 63 | 42 | 505.4 | 249.0 | 4 | 50.80 | 722 | 75 | 625 | 6.0 | 675 | 270 | 200.0 | 7.0 | lmg |
| RPD | 38 | 413.0 | 276.0 | 4 | 50.80 | 652 | 75 | 600 | 7.0 | 475 | 351 | 100.0 | 7.0 | lmg |
| M60 | 50 | 431.0 | 232.0 | 3 | 50.80 | 517 | 75 | 650 | 7.4 | 600 | 350 | 500.0 | 7.0 | lmg |
| MP5 | 32 | 457.0 | 280.0 | 5 | 15.24 | 857 | 30 | 275 | 2.6 | 250 | 252 | 208.0 | 7.0 | smg |
| Milano | 42 | 403.2 | 312.5 | 4 | 12.70 | 576 | 32 | 250 | 2.2 | 225 | 322 | 225.0 | 6.5 | smg |
| AK74u | 38 | 441.4 | 258.0 | 4 | 7.62 | 697 | 30 | 300 | 2.4 | 500 | 288 | 224.0 | 7.0 | smg |
| KSP 45 | 50 | 450.0 | 166.0 | 3 | 11.43 | 722 | 30 | 275 | 2.4 | 200 | 200 | -300.0 | 7.0 | smg |
| Bullfrog | 34 | 425.0 | 320.0 | 5 | 19.05 | 750 | 50 | 275 | 2.8 | 250 | 180 | 127.5 | 7.5 | smg |
| XM4 | 30 | 361.0 | 333.0 | 5 | 45.72 | 722 | 30 | 300 | 2.6 | 550 | 360 | 30.0 | 7.5 | ar |
| AK47 | 38 | 380.0 | 300.0 | 4 | 38.10 | 600 | 30 | 300 | 2.6 | 490 | 405 | -84.0 | 7.5 | ar |
| Krig 6 | 35 | 380.3 | 368.0 | 5 | 50.80 | 652 | 30 | 300 | 2.4 | 625 | 276 | -32.0 | 7.5 | ar |
| QBZ 83 | 32 | 363.2 | 353.0 | 5 | 45.72 | 681 | 30 | 283 | 2.5 | 625 | 350 | -85.0 | 8.0 | ar |
| FFAR 1 | 28 | 424.2 | 330.0 | 6 | 38.10 | 909 | 25 | 300 | 2.1 | 625 | 330 | 40.0 | 7.5 | ar |
| variable | definition |
|---|---|
| Weapon | name of the gun |
| Damage | amount of health one bullet from the gun takes away when it hits another player |
| DPS | Damage per second. This shows the quantity of damage a gun can do in a time period. |
| Time to Kill | How fast this weapon would kill an enemy in milliseconds. |
| Shots to Kill | The number of shots it takes a weapon to kill an enemy. |
| Effective Range | A measure in meters, of a distance a weapon should perform its best at. |
| RPM | Fire rate. This displays how many bullets this weapon can shoot in one minute. |
| Mag Size | The amount of bullets a weapon is able to shoot before a reload or a new clip. |
| ADS | Aim down sight. A measure of time in milliseconds of how long it takes to aim the weapon. |
| Reload Speed | A measure of time in seconds of how long it takes to change magazines with a new one. |
| Muzzle Velocity | A measure of speed a bullet travels out of the barrel of the weapon. |
| Vert. Recoil | Vertical Recoil. A measure of how much the weapon misses its intended target up or down. |
| Hor. Recoil | Horizontal Recoil. A measure of how much the weapon misses its intended target left or right. |
| Hipfire Accuracy | A measure of how many bullets will hit its intened target when not aiming down sights. |
| gun_type | Puts each weapon into a class. ‘p’ = pistols, ‘sg’ = shotguns, ‘sr’ = sniper rifles, ‘tr’ = tactical rifles, ‘lmg’ = light machine guns, ‘smg’ = sub machine guns, ’ar = assault rifles |
| min_reload_speed | max_range | max_mag | min_time_to_kill | max_shot_to_kill | avg_damage |
|---|---|---|---|---|---|
| 1.7 | 127 | 75 | 0 | 6 | 59.12 |
As you can see from the charts, all weapon categories are best at something. Sure, shot guns and sniper rifles are at the top if we’re talking damage per shot. But these weapons are only good for that one enemy at a time. More often than not, playing online CoD will have you running into multiple enemies at once. This is why it’s important to look at the damage per second. Now we can see that lmgs, ars, trs, and smgs are the superior classes. Dividing the classes even further, we get into reload speed, effective range, and aim down sight time. These variables are crucial when deciding a weapon for competetive play. If you’re looking for a weapon that is faster reload speed, smaller magazines, and lower range, then you are going to want a sub machine gun. If you just want to increase that range a little bit while maintaining similar reload times and mag size, then an assault rifle is what you want. Finally, if you want to increase the range even further and play with a burst or semiautomatic rifle, then the tactical rifle is your choice of class. If you want to play from an extreme distance or play close by using attachemnts that improve ads, then a sniper is the best. If you decide you want to do something different like idk be an asshole, then you can pick between light machine guns or shot guns or both. :p
Lets bring in some of our own data. I scraped this data set from cod trackers website. I got the weapon stats from my friends and I’s gameplay. Some of the game modes that were played: team deathmatch, kill confirmed, domination, hardpoint, and search and destroy. Data manipulating was necessary to get some of the variables I wanted to look at. For the most part, the variables are self-explanatory but some of the variables that are important, not easily understood, or were created by me are in the data dictionary right below the snippet of the data set.| Weapon | player | class | Kills | K.D.Ratio | Deaths | Deaths.During.Use | Damage | Headshots | HS. | Matches.Played | Assists | Hits | Shots | Accuracy | Kills.min | Kills.match | Damage.min | dps | Damage.match | avg_life | seconds_played | mins_played | score_min |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| AK-47 | leo | ar | 1675 | 1.39 | 453 | 1208 | 313349 | 286 | 0.8 | 1266 | 507 | 9506 | 37900 | 25.1 | 2.12 | 1.32 | 396.14 | 6.6014073 | 247.51 | 104.000 | 47467 | 791.1166667 | 243.76936 |
| XM4 | leo | ar | 1489 | 1.09 | 379 | 1366 | 287686 | 336 | 0.8 | 1285 | 429 | 10450 | 40559 | 25.8 | 1.68 | 1.16 | 324.34 | 5.4021482 | 223.88 | 140.000 | 53254 | 887.5666667 | 191.92924 |
| Pelington 703 | leo | sr | 708 | 1.28 | 276 | 551 | 120090 | 331 | 14.1 | 1187 | 47 | 851 | 2352 | 36.2 | 1.09 | 0.60 | 185.32 | 3.0876228 | 101.17 | 140.000 | 38894 | 648.2333333 | 112.84517 |
| Krig 6 | leo | ar | 206 | 1.04 | 271 | 199 | 41805 | 37 | 0.7 | 119 | 82 | 1446 | 5597 | 25.8 | 2.19 | 1.73 | 444.73 | 7.3367848 | 351.30 | 21.030 | 5698 | 94.9666667 | 260.09126 |
| M16 | leo | tr | 162 | 1.12 | 229 | 144 | 31326 | 33 | 1.2 | 176 | 49 | 787 | 2633 | 29.9 | 1.64 | 0.92 | 316.42 | 5.2710752 | 177.99 | 25.950 | 5943 | 99.0500000 | 188.28874 |
| Gallo SA12 | leo | sg | 139 | 1.03 | 75 | 135 | 22890 | 8 | 0.3 | 154 | 17 | 273 | 2304 | 11.8 | 4.63 | 0.90 | 763.00 | 12.3930698 | 148.64 | 24.630 | 1847 | 30.7833333 | 479.15539 |
| MP5 | leo | smg | 88 | 0.68 | 652 | 129 | 16820 | 8 | 0.2 | 89 | 32 | 771 | 3769 | 20.5 | 1.47 | 0.99 | 280.33 | 4.6541229 | 188.99 | 5.540 | 3614 | 60.2333333 | 172.66187 |
| Milano 821 | leo | smg | 83 | 1.11 | 84 | 75 | 16091 | 2 | 0.1 | 151 | 26 | 570 | 1706 | 33.4 | 2.37 | 0.55 | 459.74 | 7.4668213 | 106.56 | 25.650 | 2155 | 35.9166667 | 267.28538 |
| Hauer 77 | leo | sg | 8 | 0.50 | 79 | 16 | 1735 | 0 | 0.0 | 11 | 2 | 83 | 472 | 17.6 | 2.67 | 0.73 | 578.33 | 7.7455357 | 157.73 | 2.840 | 224 | 3.7333333 | 241.07143 |
| AK-74u | leo | smg | 7 | 0.39 | 200 | 18 | 1339 | 0 | 0.0 | 0 | 3 | 50 | 247 | 20.2 | 1.40 | 7.00 | 267.80 | 4.3615635 | 1339.00 | 1.540 | 307 | 5.1166667 | 166.12378 |
| 1911 | leo | p | 6 | 0.86 | 28 | 7 | 684 | 1 | 1.0 | 48 | 0 | 13 | 101 | 12.9 | 6.00 | 0.12 | 684.00 | 5.8461538 | 14.25 | 4.180 | 117 | 1.9500000 | 307.69231 |
| M60 | leo | lmg | 3 | 1.00 | 5 | 3 | 511 | 0 | 0.0 | 16 | 0 | 11 | 75 | 14.7 | 3.00 | 0.19 | 511.00 | 5.2142857 | 31.94 | 19.600 | 98 | 1.6333333 | 183.67347 |
| Diamatti | leo | p | 3 | 0.75 | 4 | 4 | 780 | 1 | 1.6 | 4 | 0 | 26 | 63 | 41.3 | 3.00 | 0.75 | 780.00 | 11.6417910 | 195.00 | 16.750 | 67 | 1.1166667 | 268.65672 |
| FFAR 1 | leo | ar | 2 | 2.00 | 84 | 1 | 276 | 1 | 3.3 | 4 | 0 | 10 | 30 | 33.3 | 2.00 | 0.50 | 276.00 | 9.5172414 | 69.00 | 0.350 | 29 | 0.4833333 | 413.79310 |
| QBZ-83 | leo | ar | 2 | 2.00 | 81 | 1 | 514 | 0 | 0.0 | 36 | 2 | 76 | 554 | 13.7 | 0.15 | 0.06 | 39.54 | 0.6353523 | 14.28 | 9.990 | 809 | 13.4833333 | 22.24969 |
| DMR 14 | leo | tr | 2 | 2.00 | 25 | 0 | 300 | 1 | 9.1 | 8 | 0 | 6 | 11 | 54.5 | 2.00 | 0.25 | 300.00 | 6.5217391 | 37.50 | 1.840 | 46 | 0.7666667 | 260.86957 |
| LW3 - Tundra | leo | sr | 1 | 1.00 | 184 | 1 | 150 | 1 | 50.0 | 0 | 0 | 2 | 2 | 100.0 | 1.00 | 1.00 | 150.00 | 16.6666667 | 150.00 | 0.050 | 9 | 0.1500000 | 666.66667 |
| M82 | leo | sr | 1 | 0.50 | 32 | 2 | 150 | 0 | 0.0 | 8 | 0 | 0 | 2 | 0.0 | 1.00 | 0.12 | 150.00 | 2.1126761 | 18.75 | 2.220 | 71 | 1.1833333 | 84.50704 |
| RPD | leo | lmg | 1 | 0.50 | 44 | 2 | 203 | 0 | 0.0 | 8 | 0 | 4 | 18 | 22.2 | 1.00 | 0.12 | 203.00 | 5.6388889 | 25.38 | 0.819 | 36 | 0.6000000 | 166.66667 |
| KSP 45 | leo | smg | 0 | 0.00 | 52 | 2 | 123 | 0 | 0.0 | 31 | 0 | 4 | 357 | 1.1 | 0.00 | 0.00 | 17.57 | 0.2679739 | 3.97 | 8.830 | 459 | 7.6500000 | 0.00000 |
| AUG | leo | tr | 0 | 0.00 | 94 | 0 | 0 | 0 | 0.0 | 0 | 0 | 0 | 0 | 0.0 | 0.00 | 0.00 | 0.00 | 0.0000000 | 0.00 | 0.010 | 1 | 0.0166667 | 0.00000 |
| variable_aw | definition_aw |
|---|---|
| player | name of the player |
| K.D.Ratio | amount of kills divided by deaths.during.use |
| Deaths | The number of times a player has been killed by that weapon |
| HS. | Headshot percentage. The amount of headshots divided by total shots |
| avg_life | The average time of any life with that weapon before you get killed |
| mins_played | Time played in minutes |
| score_min | Quantity of score per minute played. Kills = 100 points, assists = 50 points |
These charts above show some interesting information comparing all of our gameplay. This data also makes an argument for the best player. That player is me.
| weapon | Damage | DPS | Time To Kill | Shots To Kill | Effective Range | RPM | Mag Size | ADS | Reload Speed | Muzzle Velocity | Vert. Recoil | Hor. Recoil | Hipfire Accuracy | gun_type |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Pelington 703 | 110 | 99.0 | 1100 | 2 | 127.00 | 54 | 5 | 550 | 5.1 | 500 | 550 | 250 | 18 | sr |
| AK74u | 38 | 441.4 | 258 | 4 | 7.62 | 697 | 30 | 300 | 2.4 | 500 | 288 | 224 | 7 | smg |
| Weapon | player | class | Kills | K.D.Ratio | Deaths | Deaths.During.Use | Damage | Headshots | HS. | Matches.Played | Assists | Hits | Shots | Accuracy | Kills.min | Kills.match | Damage.min | dps | Damage.match | avg_life | seconds_played | mins_played | score_min |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Pelington 703 | leo | sr | 708 | 1.28 | 276 | 551 | 120090 | 331 | 14.1 | 1187 | 47 | 851 | 2352 | 36.2 | 1.09 | 0.60 | 185.32 | 3.087623 | 101.17 | 140.00 | 38894 | 648.2333333 | 112.84517 |
| AK-74u | leo | smg | 7 | 0.39 | 200 | 18 | 1339 | 0 | 0.0 | 0 | 3 | 50 | 247 | 20.2 | 1.40 | 7.00 | 267.80 | 4.361563 | 1339.00 | 1.54 | 307 | 5.1166667 | 166.12378 |
| Pelington 703 | mitch | sr | 30 | 0.52 | 299 | 58 | 5602 | 14 | 8.4 | 12 | 2 | 54 | 167 | 32.3 | 0.77 | 2.50 | 143.64 | 2.387894 | 466.83 | 7.85 | 2346 | 39.1000000 | 79.28389 |
| AK-74u | mitch | smg | 1 | 1.00 | 506 | 0 | 150 | 0 | 0.0 | 0 | 0 | 1 | 0 | 1.0 | 1.00 | 1.00 | 150.00 | 75.000000 | 150.00 | 0.00 | 2 | 0.0333333 | 3000.00000 |
| AK-74u | justin | smg | 2135 | 1.17 | 395 | 1819 | 374299 | 136 | 0.3 | 944 | 484 | 12779 | 42617 | 30.0 | 2.61 | 2.26 | 457.02 | 7.616992 | 396.50 | 124.00 | 49140 | 819.0000000 | 290.23199 |
| Pelington 703 | justin | sr | 3 | 1.50 | 88 | 2 | 613 | 0 | 0.0 | 12 | 1 | 6 | 14 | 42.9 | 0.60 | 0.25 | 122.60 | 1.952229 | 51.08 | 3.57 | 314 | 5.2333333 | 66.87898 |
| AK-74u | pat | smg | 985 | 1.10 | 578 | 892 | 173293 | 113 | 0.6 | 249 | 254 | 6076 | 20318 | 29.9 | 4.25 | 3.96 | 746.95 | 12.415317 | 695.96 | 24.15 | 13958 | 232.6333333 | 478.00544 |
| Pelington 703 | pat | sr | 598 | 0.99 | 257 | 606 | 94553 | 168 | 9.3 | 272 | 44 | 788 | 1815 | 43.4 | 2.24 | 2.20 | 354.13 | 5.900343 | 347.62 | 62.00 | 16025 | 267.0833333 | 232.13729 |
| AK-74u | owen | smg | 1755 | 1.12 | 1285 | 1573 | 312376 | 261 | 0.8 | 431 | 411 | 9793 | 31428 | 31.2 | 4.01 | 4.07 | 713.19 | 11.879221 | 724.77 | 20.46 | 26296 | 438.2666667 | 447.33039 |
| Pelington 703 | owen | sr | 50 | 0.50 | 428 | 100 | 9412 | 16 | 7.7 | 61 | 11 | 74 | 208 | 35.6 | 1.32 | 0.82 | 247.68 | 4.111839 | 154.30 | 5.35 | 2289 | 38.1500000 | 145.47837 |
Here we can see how a sniper and a sub machine gun can perform at weapon level 0. We can also see how we have performed with these weapons as the guns have leveled up.
Part of what makes a good Call of Duty player is a positive K/D. For the average player, maintaining a K/D just above 1 is a challenge in itself. This means on a match by match basis, I am killing more times than I am getting killed. Pro players are another beast. These types of players have no problem maintaining K/D’s above a 2 and even higher. Objective time, communication, and game awareness are just some other factors that attribute to how good a player is. Looking at this bunch of variables can be overwhelming, so for now, we will see what variables can predict a positive K/D.
The variables I am going to be looking at are: headshots, headshot percentage, accuracy, average life, and score per minute. I expect these to attribute to a positive K/D over other variables. If we look at average life, we would think that the longer a person is alive means the longer they are not dying. So, we can only assume that they will be getting at least one kill if their average life is high in quantity of seconds. If this variable is not significant, then we can look at score per minute to see if, when they are alive, this player is actually producing kills and assists. Further, the amount of headshots, headshot percentage, and accuracy are important in predicting a K/D because how is a player supposed to have more kills than deaths if they cannot hit their shots. I am curious to see how significant these variables are in predicting a 1.0 K/D.
Heres a graph to see if there was a correlation between average life and a positive K/D ratio. To make the data more balanced, I filtered out to weapons that had at least 100 matches played. The results show that there is not a correlation.
This is interesting and shows some correlation. Generally, if the accuracy is above 30% the K/D is mostly above a 1, which is what I expected.
Now lets look at a true linear model.
##
## Call:
## lm(formula = K.D.Ratio ~ Headshots + HS. + Accuracy + avg_life +
## score_min, data = all_weapons1)
##
## Residuals:
## Min 1Q Median 3Q Max
## -0.26456 -0.10044 -0.01560 0.08478 0.34231
##
## Coefficients:
## Estimate Std. Error t value Pr(>|t|)
## (Intercept) 7.528e-01 1.818e-01 4.142 0.000199 ***
## Headshots 3.502e-04 3.078e-04 1.138 0.262679
## HS. 7.173e-03 1.019e-02 0.704 0.486095
## Accuracy 2.289e-03 5.228e-03 0.438 0.664053
## avg_life 8.744e-05 7.996e-04 0.109 0.913528
## score_min 5.022e-04 2.171e-04 2.313 0.026566 *
## ---
## Signif. codes: 0 '***' 0.001 '**' 0.01 '*' 0.05 '.' 0.1 ' ' 1
##
## Residual standard error: 0.149 on 36 degrees of freedom
## Multiple R-squared: 0.1816, Adjusted R-squared: 0.06798
## F-statistic: 1.598 on 5 and 36 DF, p-value: 0.1856
The result was surprising. The only variable that is somewhat significant is the score per minute. I can believe this because this variable does show the most impact this player had in a game. The higher the score per minute, the more kills and assists this player is producing in a small time frame. And the more kills in a small time frame could mean equal or less deaths.
Is there a best weapon? This is really up for you to decide. Each class has its ups and downs. Each weapon is unique from the next one in its class. But remember, Call of Duty online is team play, which means that a combination of weapons and classes is what’s going to be best when trying to win.