CoD4 Weapons: M16 Expert Guide
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In depth guide about the Call of Duty 4 M16A4. This guide was submitted by: OSR with additions from X. If you would like to help editing, adding your own guide, contributing to this one or by correcting any wrong information on this guide click here. Thanks.
M16 Guide Navigation: Info | Quick Stats | Attachments | Perks
Classes | Maps | Videos | Challenges
In-Depth Stats: General Stats | Ammunition | Damage | Movement
Delays and Reloading | Deviation | Recoil | Sway | Idle | Melee
M16 Quick StatsFor in-depth M16 stats click hereAccuracy: 10 / 12 Damage: 7 / 12 Range: 9 / 12 Fire Rate: 9+ / 12 Mobility: 8 / 12 Clip Size/Reserve Ammo: 30/60 Recoil: low cluster Reload Time: 2 seconds / 2.365 empty Damage: 30-40 Range: 1500-2000 / 500-1000 SD Rate of Fire: 925 RPM Penetration: Medium / Large Bullet Location Damage Multiplier: Head (1.4) / Neck: (1.0) / Torso: (1.0) / Stomach: (1.0) / Limbs (1.0) Hip Accuracy: Stand (3-7) / Crouch (2.5-6) / Prone (2-5) M16 Attachments
No Attachments
M16 with Grenade Launcher |
![]() About the M16
Standard service rifle for the U.S. Armed Forces. Fires a 3-round burst. With the Stopping Power perk, this rifle is pretty much a guaranteed one-burst kill if you can land all three shots on your target. Definitely not recommended for the aggressive, run-and-gun player, but one of the deadliest guns in the game for those who like to hang back a little and engage in medium-long range fire.
Unlocked: Level 1. (Assault Rifle Class) M16 PerksThese Perks will help compensate for the M16’s weaknesses.
M16 MapsThe M16 is best used on larger maps because you should usually be using it at some range. Some nice maps for the M16: M16 Custom Classes
Class Name: Commander
Class Name: Ghost (Stealth Class)
Class Name: Noobsicle
Class Name:Hardcore
Class Name:The General M16 Challenges
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M16 Videos
In-Depth M16 Stats
Thanks to Dairuka for getting this information from the games files. For descriptions of what each statistic is, click on it's title.
General Stats
| Information | No Attachments | With Silencer | With ACOG |
| Penetration Type | medium | ||
| Impact Type | Large Bullets | ||
| Inventory Type | Primary | ||
| Aim Assist Range | 1000 - 1500 | 1000 - 1500 | 1000 - 2000 |
| Crosshair Range | 1000 | 1000 | 1000 |
| Zoom Range | 50 | 50 | 30 |
Ammunition
| Information | For All Attachments |
| Low Ammo Threshold | 0.33 (10 bullets left) |
| Ammo Type | 5.56 x 45 mm NATO |
| Maximum Ammo | 180 |
| Starting Ammo | 90 |
| Clip Size | 30 |
Damage
| Information | No Attachments | With Silencer | With ACOG |
| Base Damage | 30 - 40 | 30 - 40 | 30 - 40 |
| Damage vs Juggernaut | 22.5 - 30 | 22.5 - 30 | 22.5 - 30 |
| Damage with Stopping Power | 42 - 56 | 42 - 56 | 42 - 56 |
| Headshot Damage | (x1.4) 42 - 56 | (x1.4) 42 - 56 | (x1.4) 42 - 56 |
| Minimum Damage Range | 2000 | 1000 | 2000 |
| Maximum Damage Range | 1500 | 500 | 1500 |
Movement
| Information | No Attachments | With Silencer | With ACOG |
| Hip Movement Speed Scale | 1 | 1 | 1 |
| Sights Movement Speed Scale | 1 | 1 | 1 |
| Sprint Duration Scale | 1 | 1 | 1 |
| Standing Minimum Speed | 0 | 0 | 0 |
| Standing Moving Forward | 0 | 0 | 0 |
| Standing Moving Reverse | 0 | 0 | 0 |
| Standing Moving Up | -1 | -1 | -1 |
| Ducking Minimum Speed | 0 | 0 | 0 |
| Ducking Moving Forward | -1 | -1 | -1 |
| Ducking Moving Reverse | 0 | 0 | 0 |
| Ducking Moving Up | -1 | -1 | -1 |
| Prone Minimum Speed | 0 | 0 | 0 |
| Prone Moving Forward | -160 | -160 | -160 |
| Prone Moving Reverse | 3 | 3 | 3 |
| Prone Moving Up | -120 | -120 | -120 |
Delays and Reloading
| Information | No Attachments | With Silencer | With ACOG |
| Rate of Fire Time | 0.065 | 0.065 | 0.065 |
| Reload Time | 2 | 2 | 2 |
| Reload (from empty) Time | 2.365 | 2.365 | 2.365 |
| Re-chambering Time | 0.1 | 0.1 | 0.1 |
Deviation
| Information | No Attachments | With Silencer | With ACOG | Reflex Stats |
| Minimum Standing Hip Spread | 3 | 3 | 3 | 3 |
| Maximum Standing Hip Spread | 7 | 7 | 7 | 7 |
| Minimum Ducking Hip Spread | 2.5 | 2.5 | 2.5 | 2.5 |
| Maximum Ducking Hip Spread | 6 | 6 | 6 | 6 |
| Minimum Prone Hip Spread | 2 | 2 | 2 | 2 |
| Maximum Prone Hip Spread | 5 | 5 | 5 | 5 |
| Spread added per shot | 0.6 | 0.6 | 0.6 | 0.6 |
| Spread added for Moving | 5 | 5 | 5 | 5 |
| Decay Rate | 4 | 4 | 4 | 4 |
| Ducking Decay Rate | 1.05 | 1.05 | 1.05 | 1.05 |
| Prone Decay Rate | 1.1 | 1.1 | 1.1 | 1.1 |
Recoil
Sway
| Information | No Attachments | With Silencer | With ACOG |
| Shell Shock Sway | 5 | 5 | 5 |
| Hip Max Sway Angle | 20 | 20 | 20 |
| Hip LERP Speed | 4 | 4 | 4 |
| Sights Max Sway Angle | 2 | 2 | 2 |
| Sights LERP Speed | 6 | 6 | 6 |
| Sights Sway Pitch Scale | 0.1 | 0.1 | 0.1 |
| Sights Sway Yaw Scale | 0.1 | 0.1 | 0.1 |
| Sights Sway Horizontal Scale | 0.14 | 0.14 | 0.02 |
| Sights Sway Vertical Scale | 0.25 | 0.25 | 0.02 |
Idle
| Information | No Attachments | With Silencer | With ACOG |
| Hip Idle Amount | 70 | 70 | 30 |
| Sights Idle Amount | 2 | 2 | 40 |
| Hip Idle Speed | 1 | 1 | 1 |
| Sights Idle Speed | 0.8 | 0.8 | 1.5 |
| Idle Crouch Factor | 0.75 | 0.75 | 1 |
| Idle Prone Factor | 0.4 | 0.4 | 1 |
Melee
| Information | No Attachments | With Silencer | With ACOG |
| Melee Time | 0.8 | 0.8 | 0.8 |
| Melee Charge Time | 1.16 | 1.16 | 1.16 |
| Melee Delay Time | 0.13 | 0.13 | 0.13 |
| Melee Charge Delay Time | 0.16 | 0.16 | 0.16 |

The M16 Iron Sights are at best average. They are the same as the M4, so they too get in the way of your aiming, and it's best not to use them when possible. A good tip for aiming with the iron sights is
to first aquire your target without zooming in, then when you have them in the center of your screen, use the zoom to kill the target. That way you don't have the iron sights get in your way while you are aiming.
They are good when you get used to them, otherwise they can prove miserable.
If you are not going to have RDS or ACOG, I would recommend silencer over no attachments. With the normal sights,
long range aiming is harder and peripheral vision is decreased.




