The Special Ops mod aims to open up Blacklist to the player, giving you many new options for tactics and customization, while removing many of the limitations and handicaps that made the game easier and less rewarding. You'll find it's much harder for the player to control the battlefield and track enemies. A fully stealthy approach is even more difficult than before, and getting spotted can be very deadly if you are unprepared. You'll have to use a much wider range of tactics to evade and eliminate hostiles rather than striking from the shadows over and over - preparation is key. Hostile guards are sharp and deadly, and enemy commandos are a force to be reckoned with.

Updated for v5.1, the FAMAS is now a normal assault rifle and the prototype sniper rifle has been replaced by the MG4 light machine gun.

Posted by on


These are the complete stats for all the weapons, attachments and ops suits in the mod. As I've mentioned before, I can't change anything in the in game menus, including the weapon/ops suits names, and the stat display bars that accompany them. So I made this so you actually know what's going on with your gear, because the original stats weren't even that accurate to begin with. Now you know exactly what you're working with.

I've cataloged each and every weapon and armor stat in the game so you can configure your gear the way you want. Most of the numbers I've used come directly from the game files.

Does not apply

The stats in the armory screen no longer apply; I cannot change them, for accurate stats use the info on this page!

//////////////////////////////////////////////////////////////////////////////


WEAPON ATTACHMENTS


A couple keywords for attachments:

Precision Range = Range at which the crosshair turns red. When the crosshair is red, a precise hit is almost assured.

Dispersion per shot: After every shot the weapon loses a bit of accuracy for a second. This is what causes the crosshair to get larger if you fire multiple shots consecutively. This is called dispersion per shot in the game files.

Dispersion recovery: How fast the crosshair returns to normal size.
___________________________________________________
---------------------------------------------------

Scope2
OPTICS

[HoloSight]
Greatly increases accuracy while moving.

[Red Dot]
Decreases maximum dispersion at the cost of precision accuracy. Great for CQC where rapid body shots are more effective than a precise head shot. Also increases accuracy while turning.

[ACOG Sight]
Weapon accuracy improved by 60%, precision range (range at which crosshair turns red) increased by 20% (change to 50% in new version). Takes longer to recover after shooting.

___________________________________________________
---------------------------------------------------

Rails
RAILS

[Laser Sight (SMG, Rifle)]
Improves weapon recovery speed after each shot.
Note that the pistol laser no longer gives any bonus; it's there for aesthetics only.

[Angled Foregrip]
Reduces upwards recoil by 40%.

___________________________________________________
---------------------------------------------------

Muzzle2
MUZZLE

[Pistol Silencer]
Reduces pistol damage by 30%.

[SMG/Rifle Silencer]
Reduces damage by 20%.

[Rifle MuzzleBrake]
Lowers dispersion per shot(crosshair gets larger more slowly during full auto firing)

[SMG MuzzleBrake]
Increases accuracy while moving, improves automatic fire accuracy.

___________________________________________________
---------------------------------------------------

Bullet
AMMO

[Match Grade Ammo(Pistol, SMG)]
Improves weapon accuracy by 10%, and the weapon has a 30% longer precision range (range at which the crosshair turns red)
{Designed for stealth missions where you need to land a headshot from a bit further away}

[Match Grade Ammo (Rifle)]
Precision range doubled
{Helps you land precision shots at range, but won't help you in close quarters.}

[HollowPoint Pistol Ammo]
Increases weapon damage by 30%, reduces precision range by 60%.
{Great for close quarters when precision shots aren't viable.}

[HollowPoint SMG Ammo]
Increases weapon damage by 20%, reduces precision range by 40%.
{Same as pistol hollowpoint, good for close quarters when you don't have time to line up a headshot.}

[AP Ammo (Pistol, SMG]
Increases weapon damage by 10%.

[AP Ammo (Rifle)]
Increases weapon damage by 15%.

___________________________________________________
---------------------------------------------------
INTERNAL

[Bolt Blueprinting]
Reduces dispersion per shot by 10% (crosshair doesn't get as large after each shot)

[Weight Balance]
Weapon is more accurate while turning.

[Match Grade Trigger]
Dispersion recovery reduced by 15%.

[Tuned Recoil Buffer]
Reduces upwards recoil by 10% and horizontal recoil by 25%

[Accurized Barrel]
Increases accuracy by 10%.


//////////////////////////////////////////////////////////////////////////////

WEAPONS

These values are taken directly from the game files. I know these numbers are confusing, but I wanted to take the numbers directly from the game files so you know what you're dealing with. As far as accuracy is concerned, lower means more accurate. Moving and automatic accuracy are just modifiers of the stationary accuracy.

[Weapon]
Damage: Simple, how much damage the weapon does
Rate of Fire: How fast the weapon shoots. This is not an actual number related to RPM - it's just the number the game uses to determine how fast the gun shoots. Lower means faster.
Accuracy Rating
-Stationary: This is how accurate the weapon is when standing still. Again, the number doesn't have an actual meaning, it's just what the game uses to determine how precise the weapon is. A lower number means more accurate
-Moving: Add this number to the stationary accuracy to determine how accurate the weapon is while moving. Example: A weapon has 1.0 stationary accuracy and 1.5 moving accuracy. 1.0 + 1.5 = 2.5 accuracy while moving. Again, lower is better.
-Automatic (per shot): This is how accurate the weapon is using full auto. The weapon loses this much accuracy after each shot. You can see the crosshair get larger when you hold down the trigger. Lower is still better.

Damage values with (suppressed) next to them means the weapon is suppressed by default, and therefore has lower damage. To find the suppressed damage of regular weapons, take the damage and multiply it by .7 (for pistols) or .8 (for all weapons besides pistols).


Pistol
----------------- [PISTOLS]-----------------


[5-7]
Damage: 210 (suppressed)
Accuracy Rating (lower number is better)
-Stationary: 1.05
-Moving: .43
Recoil: Low
Range: Short/Medium

[USP45]
Damage: 350
Accuracy Rating
-Stationary: 1.18
-Moving: .42
Recoil: Medium
Range: Short

[P4X Storm]
Damage: 345
Accuracy Rating
-Stationary: 1.21
-Moving: .40
Recoil: Medium/Low
Range: Short

[F40]
Damage: 265
Accuracy Rating
-Stationary: 1.20
-Moving: .45
Recoil: Low
Range: Short

[Mac11] (Formerly prototype pistol)
Damage: 220
Rate of Fire: .50
Accuracy Rating
-Stationary: 1.1
-Moving: 0.6
-Automatic: .60
Recoil: Low/Average
Range: Short

[Desert Eagle]
Damage: 550
Accuracy Rating
-Stationary: 0.91
-Moving: 0.5
Recoil: Medium
Range: Medium

[Makarov]
Damage: 245
Accuracy Rating
-Stationary: 1.32
-Moving: 0.38
Recoil: Very low
Range: Short



SMG
----------------- [SMG]-----------------


[MP7A2]
Damage: 220
Rate of Fire: 0.65
Accuracy Rating
-Stationary: .91
-Moving: 0.7
-Automatic (per shot): .55
Recoil: Low
Range: Short/Medium

[MP5]
Damage: 250
Rate of Fire: 0.70
Accuracy Rating
-Stationary: .87
-Moving: 0.6
-Automatic: .60
Recoil:
Range: Medium

[Vector]
Damage: 250
Rate of Fire: 0.60
Accuracy Rating
-Stationary: .97
-Moving: 1.0
-Automatic: .70
Recoil: Low
Range: Short

[UMP45]
Damage: 280
Rate of Fire: 1.0
Accuracy Rating
-Stationary: .85
-Moving: 0.8
-Automatic: .80
Recoil: Low
Range: Medium

[M4 SOPMOD] (Previously Prototype SMG)
Damage: 280 (suppressed)
Rate of Fire: .65
Accuracy Rating
-Stationary: .8
-Moving: 2.0
-Automatic: 0.82
Recoil: Low/Medium
Range: Short/Medium

[Mac11]
Damage: 200
Rate of Fire: .50
Accuracy Rating
-Stationary: 1.0
-Moving: 0.7
-Automatic: .60
Recoil: Low/Average
Range: Short

[pp19]
Damage: 220
Rate of Fire: 0.75
Accuracy Rating
-Stationary: .89
-Moving: 1.3
-Automatic: .65
Recoil: Low
Range: Short/Medium

[pp2000]
Damage: 245
Rate of Fire: 0.75
Accuracy Rating
-Stationary: 0.92
-Moving: 0.70
-Automatic: .85
Recoil: Low/Average
Range: Short

[PFS-12]
Damage: 255
Rate of Fire: 0.55
Accuracy Rating
-Stationary: .93
-Moving: 0.8
-Automatic: .70
Recoil: Low
Range: Medium


Rifle
----------------- [ASSAULT RIFLES]-----------------

Assault rifles are different than any other weapon group because they actually do MORE damage the farther you are from the target. I did this to further differentiate them from SMGs, and give the player more of a reason to select a SMG over an AR for close quarters.

[416]
Damage @ 20m: 570
Rate of Fire: .65
Accuracy Rating
-Stationary: .62
-Moving: 5.0
-Automatic: 1.3
Recoil: Low
Range: Long

[G36C]
Damage @ 20m: 590
Rate of Fire: .80
Accuracy Rating
-Stationary: .74
-Moving: 4.9
-Automatic: 1.3
Recoil: Low
Range: Long

[ARX]
Damage @ 20m: 600
Rate of Fire: .85
Accuracy Rating
-Stationary: .74
-Moving: 5.5
-Automatic: 2.25
Recoil: Medium
Range: Long

[M16A4] (Previously Prototype Rifle)
Damage @ 20m: 460 (suppressed)
Rate of Fire: .55 (burst)
Accuracy Rating
-Stationary: .58
-Moving: 6.2
-Burst: 1.1
Recoil: Low
Range: Long

[AK-47]
Damage @ 20m: 690
Rate of Fire: 1.0
Accuracy Rating
-Stationary: .75
-Moving: 5.3
-Automatic: 1.1
Recoil: High
Range: Long

[AKS-74U]
Damage @ 20m: 610
Rate of Fire: .80
Accuracy Rating
-Stationary: .88
-Moving: 3.8
-Automatic: 1.7
Recoil: Medium
Range: Medium

[SA58]
Damage @ 20m: 720
Rate of Fire: 1.0
Accuracy Rating
-Stationary: .65
-Moving: 5.2
-Automatic: 1.64
Recoil: High
Range: Long


[Goblin]
Damage @ 20m: 560
Rate of Fire: .65
Accuracy Rating
-Stationary: .85
-Moving: 3.2
-Automatic: 1.4
Recoil: Low
Range: Medium

[Honey Badger]
Damage @ 20m: 500
Rate of Fire: .80
Accuracy Rating
-Stationary: .77
-Moving: 3.7
-Automatic: 1.7
Recoil: Medium
Range: Medium

[FAMAS]
Damage @ 20m: 540
Rate of Fire: .50
Accuracy Rating
-Stationary: 0.8
-Moving: 4.5
-Automatic: 1.15
Recoil: Medium
Range: Long


Shotgun

----------------- [SHOTGUNS]-----------------

For shotgun damage, see ammo types below


[M1014]
Accuracy Rating
-Stationary: 2.9
-Moving: 1.2
Recoil: Medium
Range: Short

[AA12]
Accuracy Rating
-Stationary: 3.0
-Moving: 2.0
-Automatic: 3.0
Recoil: Medium/High
Range: Short

[RMB93]
Accuracy Rating
-Stationary: 3.3
-Moving: 1.2
Recoil: Medium
Range: Short

[Prototype Shotgun]
Accuracy Rating
-Stationary: 3.8
-Moving: 1.4
Recoil: Low
Range: Short

[ACS-12]
Accuracy Rating
-Stationary: 3.4
-Moving: 2
Recoil: Medium/High
Range: Short

----------------- [SHOTGUN AMMO]-----------------

[Slug]
Damage: 800
Very accurate at close range, but takes more time to recover after shooting. Will not reliably hit the target beyond 20m.

[Flechette]
Damage: 250 x 6 pellets
Very low spread
Increases precision range by 40%

[Buckshot] (Buckshot is the default shotgun ammo type; to use it, leave both flechette and slug unchecked. It will be loaded by default)
Damage: 400 x 6 pellets
High spread
Decreases precision range by 50%



Sniper Rifle
----------------- [SNIPER RIFLES] -----------------


[SR25]
Damage: 500 (suppressed)
Accuracy Rating
-Stationary: 0.1
Recoil: Low
Range: Very Long


[MG4 Light Machine Gun] (Formerly Prototype Sniper Rifle)
Damage @ 20m: 470
Rate of Fire: .40
Accuracy Rating
-Stationary: 1.0
-Moving: 7.0
-Automatic: 0.4
Recoil: Medium
Range: Long

[SVU]
Damage: 675
Accuracy Rating
-Stationary: 0.1
Recoil: High
Range: Very Long

[VSS]
Damage: 350 (suppressed)
Accuracy Rating
-Stationary: 0.1
Recoil: Very Low
Range: Very Long


//////////////////////////////////////////////////////////////////////////////


Suits
OPS SUITS

Remember, if you are using a Merc suit, you only need the Merc torso and the Upper Echelon Suit Gloves and boots. You can wear whatever pants you want.

Also, boots and gloves all have the same exact stats, they are nothing more than cosmetic. You can pick whichever one you like.

............................................

Classic Ops Suit

[TORSO]
Damage reduction: 3%
Noise Reduction: 3%
Detection time: 3%
Gadgets: 1
[PANTS]
Damage reduction: 3%
Noise Reduction: 3%
Detection time (time it takes for the spotting indicator to fill up): 3%
Gadgets: 2
............................................

AB Gel

[TORSO] (Merc Suit)
Damage reduction: 35%
Noise Reduction: --
Detection time: --
Gadgets: 2
Spare Secondary mags: +1
[PANTS]
Damage reduction: 25%
Noise Reduction: --
Detection time: --
Gadgets: 3
............................................

Kevlar Weave

[TORSO] (Merc Suit)
Damage reduction: 35%
Noise Reduction: --
Detection time: --
Gadgets: 3
[PANTS]
Damage reduction: 25%
Noise Reduction: --
Detection time: --
Gadgets: 3
............................................

Tactical Mesh

[TORSO] (Spy Suit)
Damage reduction: --
Noise Reduction: 25%
Detection time: 15%
Gadgets: 2
[PANTS]
Damage reduction: --
Noise Reduction: 20%
Detection time: 5%
Gadgets: 2
............................................

Ceramic Plate

[TORSO] (Merc Suit)
Damage reduction: 35%
Noise Reduction: --
Detection time: --
Gadgets: 2
Spare Secondary mags: +1
[PANTS]
Damage reduction: 25%
Noise Reduction: --
Detection time: --
Gadgets: 2
Spare Secondary mags: +1
............................................

Nanopolymer Coating

[TORSO] (Hub Sam shirt)
Damage reduction: --
Noise Reduction: 25%
Detection time: 15%
Gadgets: 2
[PANTS]
Damage reduction: --
Noise Reduction: 20%
Detection time: 5%
Gadgets: 2
............................................

Upper Echelon Suit

[TORSO]
Damage reduction: --
Noise Reduction: 25%
Detection time: 15%
Gadgets: 2
[PANTS]
Damage reduction: --
Noise Reduction: 20%
Detection time: 5%
Gadgets: 2
............................................

4E Eclipse Suit

[TORSO] (Archer)
Damage reduction: 18%
Noise Reduction: 12%
Detection time: 10%
Gadgets: 3
[PANTS]
Damage reduction: 25%
Noise Reduction: --
Detection time: --
Gadgets: 3
............................................

Stealth Nanofiber

[TORSO]
Damage reduction: --
Noise Reduction: 25%
Detection time: 15%
Gadgets: 2
[PANTS]
Damage reduction: --
Noise Reduction: 20%
Detection time: 5%
Gadgets: 2
............................................

Raven Suit

[TORSO] (Merc Suit)
Damage reduction: 35%
Noise Reduction: --
Detection time: --
Gadgets: 2
Spare Secondary mags: +1
[PANTS]
Damage reduction: 25%
Noise Reduction: --
Detection time: --
Gadgets: 3
............................................

Revenant Suit

[TORSO]
Damage reduction: 18%
Noise Reduction: 12%
Detection time: 10%
Gadgets: 3
[PANTS]
Damage reduction: 17%
Noise Reduction: 10%
Detection time: 5%
Gadgets: 3
............................................

Alpha Suit


[TORSO] (Kestrel)
Damage reduction: 18%
Noise Reduction: 12%
Detection time: 10 %
Gadgets: 3
[PANTS]
Damage reduction: 17%
Noise Reduction: 10%
Detection time: 5%
Gadgets: 3
............................................




Post a comment

Your comment will be anonymous unless you join the community. Or sign in with your social account: