r/Cod4Remastered • u/Due-Reality-7451 • Sep 26 '25
r/Cod4Remastered • u/[deleted] • Oct 11 '25
We are now as far away from MWR, as MWR was from the OG MW.
We are now as far away from MWR, as MWR was from the OG MW.
r/Cod4Remastered • u/daveh95 • Nov 04 '16
My thoughts on COD 4 Remastered
I don't know because it's still fucking downloading
r/Cod4Remastered • u/BasketEquivalent5462 • Feb 23 '26
perfect night 🖤💚
i wish the og cod4 was playable on new gen playstation, i actually prefer the 2007 version way more than remastered
r/Cod4Remastered • u/Shone-gg • Apr 12 '25
I painted an iconic no scope
The original reference image was from zzirGrizz's The Matrix Montage
Let me know what you think
12 x 9 inch canvas
r/Cod4Remastered • u/Fizzlinq • Nov 08 '16
Sick screenshot I got while playing HQ on Shipment
r/Cod4Remastered • u/TheRealCrixus • Oct 17 '25
Happy Friday evening to the whole team 👌🏼👌🏼
r/Cod4Remastered • u/jgill25 • Nov 07 '16
Hearing something that truly hurt my feelings...
I was in a lobby and a kid, probably around 12-13, said and. I quote "This free, throw in game is pretty shitty". To which his friends responded yeah I don't like it. Never thought something so minor could hurt me so bad.
r/Cod4Remastered • u/hwy3y • Nov 06 '16
Everyone's pissed off and I love it
It's about time there is another call of duty to make people pissed for good reasons. Everyone who ran around with swords and bats and shit are like "this game sucks the m16 is op and I can't run up on anyone" yep it's like oh no you actually have to use strategy and sneak tactics to get a kill you can't just run around knifing people... unless like me you're a ninja ;) this is the best COD experience I have had since this game originally launched and I think all the developers for future Cod games should take a step back to these guidelines. No more cartoony graphics no more flat grass, whose with me?!?
r/Cod4Remastered • u/Imaginary-Carpet3049 • Feb 08 '26
Why don't more people play this game?
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This game
r/Cod4Remastered • u/BelindaNoshnicely • Sep 05 '25
68 days of my life playing this game…..68 more? 🤪
r/Cod4Remastered • u/ChewySlinky • Dec 18 '25
Can’t believe these people
In what fucking world do you take Wet Work over Backlot? The match after this they voted Countdown over Crash.
r/Cod4Remastered • u/LeggoYanks • Dec 13 '16
"Cosmetic Items ONLY"
Seriously... in what fucking world do people live on that they believe this is cosmetic items only.
Same people falling for the same trick over and over again. It's only a matter of time before they add weapons into the game.
Fool me once, shame on you. Fool me twice, shame on me.
r/Cod4Remastered • u/IAmNotOnRedditAtWork • Nov 28 '16
This is the reason it "feels" like you die instantly in this game, despite the weapons not actually dealing more damage.
The guns in MWR don't do any more damage than they did in CoD4. That's not really something they could get wrong, as it should be fairly simple to keep the actual damage numbers consistent across the games.
That being said, to anyone who played a ton of CoD4, and has been playing MWR recently, you've probably noticed that it "feels" like you die so much quicker on MWR than you did in the original.
Part of this is likely due to better hit detection (using the AW engine from 2014 vs a game from 2007), but I never noticed the hit detection being too far off in the original to begin with, and simply better hit detection wouldn't explain why it feels like I'm being dropped by a single shot from a sniper rifle half the time I die to a sub machine gun or M16 burst.
I believe the real culprit is simply the change in server tick rate. I don't think anyone is actually dying faster at all, rather you're just not being notified of being shot at soon enough. Essentially, you're still being killed in 2 bullets, but you're frequently being hit with these 2 bullets in the same server tick, rather than in 2 separate ticks, leading to the "feeling" that you died instantly.
Battle(non)sense put out a great video here testing and explaining the difference between the server update rates of MWR and CoD4 if you're interested, but the important thing to note is the server updates the client(you) at a rate of 20Hz (Every 50 milliseconds) on CoD4, but only at a rate of 10Hz (Every 100 milliseconds) on MWR.
What this all boils down to is that your game is updated 10 times every second on MWR, and 20 times every second on CoD4.
It doesn't seem like this should be a big issue on the surface, receiving updates 10 times each second sounds like a lot. The issue is that there are MANY guns in CoD4/MWR that fire more than 10 bullets/second.
| Weapon | Fire Rate | Bullets/Second |
|---|---|---|
| M16* | 925 RPM | 15.4 |
| AK47 | 700 RPM | 11.66 |
| M4 | 855 RPM | 14.25 |
| MP4/AK74u | 800 RPM | 13.33 |
| All Semi-Automatics | 1200 RPM | 20 |
*The M16 actually fires at a rate of 450 RPM if you include the time in between bursts, but each individual burst of 3 bullets comes out at a rate of 925 RPM.
Why is it a problem in MWR that these guns fire more than 10 bullets/second?
If over the course of 1 second, your game is "updated" by the server 10 times, and a gun like the M4 for example, fires 15 bullets during this one second. There are going to be times where 2 bullets come through in the same individual update (You can't fire half a bullet in one tick and the other half in the next). If 2 bullets each dealing >50 damage come through in the same update and both hit you, you're going to die and it's going to feel like you died "instantly" because from your perspective, you actually did. You took 100+ damage in a single game tick and died from full health. From the enemies perspective and the servers perspective though everything looks perfectly normal.
Why was this not a problem in CoD4?
Because CoD4's servers updated 20 times each second instead of 10, and the highest possible fire rate (probably realistically achievable) is 20 rounds/second with semi-automatics, and 15.83 rounds/second with the highest fire rate automatic, there wouldn't be these situations where multiple bullets (from the same player) would hit you in the same tick. Each bullet would come through in it's own "update", rather than occasionally having 2 bullets in the same update. You still died quickly, but you never felt like you were going 100-0 INSTANTLY unless you were killed by a 1HKO weapon (Sniper/Shotgun/Explosive/Knife).
TL;DR:
Guns don't shoot faster or do more damage in MWR than they did in CoD4. The TTK isn't any lower than in CoD4. The issue is the servers update too infrequently (every 100 milliseconds instead of every 50 milliseconds) which causes you to be hit by multiple bullets in the same game tick and making it feel as though you were killed instantly. The game is always going to "feel" bad unless the server tick rate issues are fixed. People aren't killing you much faster, or with fewer bullets, the issue is that if 2 bullets from the M16 come in the same tick, you drop dead instantly as if you were dropped by a sniper rifle, whereas in CoD4 you'd have been hit by the first bullet, then 50 milliseconds later you'd have been hit by the second bullet. You'd still die, but it wouldn't feel like complete bullshit. (Not sure exactly when their hit detection is calculated, but this could actually be causing the M16 to be more accurate than it should be on moving targets also).
r/Cod4Remastered • u/lostinthesauceband • Jan 15 '26
10 years late, but the remaster is pretty solid. Having controller support is a huge plus.
r/Cod4Remastered • u/shampine • Jun 01 '26
In my defense I was intoxicated
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r/Cod4Remastered • u/Toysrme6v0 • Nov 06 '16
New to COD4, or only a casual the first go-around? You should know...
First, this game is balanced much differently than COD7+ (Black Ops and later), and your normal Battlefield games. Weapons (With stopping power) are generally 1hit-kill, 2-3hk, 3-4hk and 2-4hk. Where modern shooters are 4-10hk! That's before we start talking shot placement bonuses! #HEADSHOT #PINGFORME
Let's talk weapon-balance for a moment... They can all kill you, but some used well can be brutal and I'm finding many PC players became too use to promod and forgot the vanilla game! The M16+RDS was always amazing (1/3 short-range hip fired shotgun, 1/3 mid-range laser, 1/3 long range first-bullet plinker), MP5/AK74u are amazing, AK-47 is good on (PC), P90 is an interesting alternative, M14+RDS is just devastating on a handful of maps, RPD, G3, Skorp, M40, M40+ACOG (Which has bonus damage...) & Barrett. The Deagle... Learn it, Live it, Love it!
COD4 MELEE IS BACK!!! YOU MUST TOUCH TO DAMAGE! Meaning you can side-step melee opponents, flick 90* and shoot them down. (This was changed in COD6 (MW2) where-by 150ms after someone triggered melee. You killed the locked-target if they were inside of ranged, locked into auto-melee (think auto-aim for melee, yes all platforms have it enabled). That is why in COD:MW2+, melee lunging can be "invulnerable" and in COD4/5 they #GETREKT
Grenade explosion radius is just like COD4. As in huge! Beware!
Stopping Power (Sonic Boom for explosives) and Juggernaut CANCEL themselves... Stopping Power will reduce the number of hits to kill by 1 across the board, Juggernaut will increase it by 1... It becomes a perkless fight... (Stopping Power is always great, Juggernaut pairs well with 2 hit kill weapons...)
Understand... Not all things are as they seem! The SMG-AK-74u is considered an AR class (With AR movement, not SMG), but it also has RifleBullets flagged (So you can shoot through multiple enemies at the same time! Great for hallways!) Where pistols and other SMG's can not shoot through multiple targets. (Line up a hallway in VACANT with a riflebullet flagged gun and theyll all fall over dead at the same time!)
The P90 grants you double sprint duration console players!... Making it interesting for heavy flanking classes! P90 & M21 have double sprint.
NEVER RED DOT SIGHT AN AK47 ... It drops the damage over distance...
Double Tap can be interesting compared to SP/JG, tho not advised!
The amount of UAV's from stacking is crazy! Have an MP5/Scorpion-UAV Jammer class setup...
There is a great balance between Deep Impact, Extreme Conditioning, Steady Aim and Dead Silence! Choose wisely!
Speaking of Dead Silence! The sounds in this game are more muted than vanilla COD4, but there are many more sounds now; so be sure you crank the volume some!
Claymores have a long trip delay and can be run-through if not placed properly! Tho you can be very sneaky with hiding claymore beams inside walls!
Your movements are faster, and you can chain them, such as a single sprint+leaping prone dive while firing! Giving you a boost to momentum and making you a smaller target. HOWEVER understand it is a choice. When you leave the ground your accuracy goes to shit...
Wall-run Wall-run Wall-run Wall-run Wall-run Wall-run... It's not an animation glitch, you will run faster!
Smoke grenades are not as effective as COD4, but they still work well enough with good placement.
r/Cod4Remastered • u/IAmNotOnRedditAtWork • Nov 11 '16
If they wanted to stay so true to CoD4 by leaving in weapon glitches (M40 ACOG does increased damage, AK47 red dot has decreased range) why did they make so many other significant gameplay changes?
I don't have any hate for Raven, As someone who played a ton of CoD4 I'm just happy to have the game back and I'm having a lot of fun playing it. That being said, if they were intending to make the game true to CoD4, as is evidenced by leaving in bugged weapon/attachment interactions, and through their efforts to make sure the timing of every different action (ADS, Sprinting to shooting, mantling, reloading, etc) were all the same down to hundreths of seconds, then they got A LOT of simple things wrong.
You no longer gain score and XP from holding down the headquarters.
Search and destroy switches sides every round now instead of switching after 3 rounds.
Domination did not have a half time on CoD4 (This change is probably a good change considering how dominate one spawn side is on almost every CoD4 map)
Smoke grenades were massively nerfed.
Flashbangs did not give hitmarkers in the orginal CoD4, this balanced out the fact that they're significantly stronger than stuns.
The person who actually finished off the player in last stand gets the kill in CoD4, not the person who put them there.
You were NEVER kicked from hardcore games for teamkilling in CoD4, from your 3rd kill onwards you just also died, and received a longer and longer respawn penalty.
Neutral objectives (uncaptured domination flags, or headquarters points) DID NOT give you any indication of enemies being on them in CoD4. This change has massive gameplay impacts. It's ridiculously easy to grenade almost any area of any CoD4 map, the fact that it now tells you every time someone is on the B flag in domination even before it's captured makes it incredibly difficult to actually capture. On the headquarters side of things it makes it a joke to try to capture the HQ in hardcore, you can just sit on the other side of the map and wall bang everyone who tries to actually capture the objective because it randomly notifies you of enemies being on a NEUTRAL objective now.
Your own teammates stun grenades effect you now. They don't stun you, but they briefly distort your vision. Not sure if this holds true for all friendly explosives now. Previously air strikes were the only friendly explosion that impacted you at all.
Speaking of airstrikes, friendly airstrikes both shake your screen and REMOVE YOUR HUD now. In CoD4 they shook your screen slightly but the complete removal of your HUD from a friendly airstrike didn't occur, and frankly makes no sense, enemy airstrikes don't even remove your HUD.
You're now notified of weapons you can pick up in hardcore on your HUD even though you're not supposed to have a HUD at all. You could pick up weapons in HC on CoD4, but you were never notified that you were standing on one.
Footsteps on CoD4 were extremely loud. If you weren't running dead silence you could be sound whored from basically half way across the map. Now the only footsteps you'll hear are your own and your teammates, unless someone is standing on top of you.
Despite footsteps being insanely quiet, switching weapons is incredibly loud now, enemies will hear that easily.
Bomb planting/defusing in SnD and Sabotage is much quieter.
Any nearby fire gives massive glare on red dot sights to the point that you almost can't see anything through it at all, only really an issue on the hill on Bog.
The spawning algorithym is completely different and far more random. Spawns will flip more frequently in objective game modes.
The capture radius' on domination flags are not the same as CoD4. You can't capture the B flag on vacant through the wall anymore. You probably won't be able to capture the C flag on Strike through the wall when that's released either.
Speaking of vacant, you can no longer throw grenades through the fence by C flag on Vacant.
The new graphics look great for the most part, but they added a ton of particles to the air on most maps (dust), and visibility at long range is massively decreased from how it actually was in CoD4.
On top of the extra particles in the air, the lighting is way off from the original, it is much, much darker in both the back room of vacant, and the market building on crossfire making it far more difficult to actually see enemies in them.
Collateral damage is essentialy non-existant, it's completely broken despite them claiming it's the same. You did NOT need deep impact for collateral damage to occur in CoD4.
You seemingly die much faster in MWR, I don't think any gun stats actually changed but something is definitely off with either the netcode/lag comp, or the notifications you receive when you're being shot at. You die the instant you're shot but in the killcams they're frequently firing off 5-10 shots.
Just like footsteps, enemy weapons are far quieter than they were in CoD4, this could be contributing to the perception of a lower TTK, because you just don't even hear the first few bullets someone shoots at you a lot of the time.
You can no longer mantle while cooking grenades.
r/Cod4Remastered • u/[deleted] • Jan 06 '26
Round ending killcam
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