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Post by snakex on Aug 16, 2010 8:25:16 GMT -5
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Post by KingVaroon on Aug 17, 2010 16:58:51 GMT -5
this game is going to be a huge campfest since killstreaks wont count towards each other. everyone will now camp to get their 9/11 killstreak reward.
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Post by fenrir on Aug 17, 2010 20:09:14 GMT -5
this game is going to be a huge campfest since killstreaks wont count towards each other. everyone will now camp to get their 9/11 killstreak reward. They don't now? You'll have a heck of a time getting to 9/11 killstreaks while running like a madman. PS: Don't flame on this. I am perfectly aware that you can do it (as I have, and I'm no good at R&G). I'm just saying it's less likely than by moving more methodically or holding a strategic position.
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mdnl
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Post by mdnl on Aug 17, 2010 21:18:16 GMT -5
this game is going to be a huge campfest since killstreaks wont count towards each other. everyone will now camp to get their 9/11 killstreak reward. To add to this, Care Package just became a LOT stronger as a 4KS . That's if it's in the final release, I think it will be, I hope it isn't.
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mannon
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Post by mannon on Aug 18, 2010 6:29:26 GMT -5
Actually I think killstreaks stacking encourages tactical loitering since people need a place to hide for a moment to use their Predator, or at least for a moment to call in an airstrike/harrier/pavelow, and people really hide it out for their CG/AC130. Not to mention the people that call in their harrier or pavelow and then camp defensively and just let it build.
I dunno if it'll be as interesting if they don't stack, but it will be more fair and you won't have to deal with facing a CG or AC130 just because your team was too stupid to help you shoot down harriers or at least avoid getting killed by them. (Honestly... harriers are not THAT dangerous as long as you have some situational awareness and a little bit of cover. I think you have to show more than 50% of your body before they will even target you and if they aren't facing your way it doesn't even matter.)
I think we should keep in mind that the potential power of the care package is entirely dependent upon the mix of KS rewards that are in it and how often you get the different ones. Since many KS rewards are being changed we already know that mix will be greatly altered, and we have no idea what kind of weighting Treyarch will give them. For all we know you could have really bad odds on getting any of the higher kill rewards or something.
I will say that if no KS rewards directly build KS's then the carepackage's greatest weakness has been nullified (not removed, merely given to all the other KS's as well). On the other hand it would actually make KS rewards such as UAV and CUAV that only passively add to your kill streaks that much more useful, relatively.
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Post by raraavis on Aug 21, 2010 23:50:56 GMT -5
Latest single player footage from Gamescom in Cologne. Warning: It contains the Blackbird and its associated mechanics so it may spoil some of the dramatic surprise in two months.
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mannon
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Post by mannon on Aug 22, 2010 0:07:30 GMT -5
I can barely watch this, because the brainless guy with the camera only has the bottom 3 inches of the screen even in view most of the time... grrr.... Lord I cannot abide shitty camera work... I don't care if he's just an amateur he knows we don't care about the guy's back in front of him dammot!
Sorry... this level of stupidity just frustrates me...
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Post by chyros on Aug 23, 2010 2:11:53 GMT -5
WHAT HAVE THEY DONE TO MY AK-47 D:
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Post by stonewill on Aug 23, 2010 13:48:14 GMT -5
WHAT HAVE THEY DONE TO MY AK-47 D: Horrible things D: it looks like the stg in WaW :/
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Post by chyros on Aug 23, 2010 17:24:10 GMT -5
WHAT HAVE THEY DONE TO MY AK-47 D: Horrible things D: it looks like the stg in WaW :/ ! EXACTLY what I was thinking! It looks like it's about two centimetres wide now >.> .
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mdnl
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Post by mdnl on Aug 24, 2010 2:26:55 GMT -5
Hey at least those horrible rails have been removed...
The one in COD4 is good I wouldn't mind the comeback of an exact copy of that.
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Post by Aphoristic on Aug 24, 2010 23:12:15 GMT -5
I honestly think the new AK-47 looks better than the one in CoD4, maybe because I liked the STG in WaW a lot...
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Post by corpse on Aug 26, 2010 8:23:19 GMT -5
Things that aren't generic hitscans which will lend to far more diverse encounters and tactics - seriously? YES, SERIOUSLY. The problem there is that most people you come up against will use them to same way that grenades are used in Strike at Karkand in BF2. All I see is more ways to screw up my killstreaks. My hard-earned tactical loitering killstreaks.
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mannon
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Post by mannon on Aug 27, 2010 15:16:10 GMT -5
And that's a bad thing? ;p
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Post by raraavis on Sept 1, 2010 18:40:25 GMT -5
Probably one of the most intriguing new features is the introduction of currency. That's right, can you can earn in-game cash for your success! With this cash you can spend it on unlocking weapons, uniforms and accessories to make your character unique.
But that's not all, the money has also introduced a new intense addictive game mode called "Wager Mode". This mode features 4 games that you can choose and you gamble with your own currency while the fear of loss is incredibly great that it intensifies the action.
"One in the chamber" sees you having one bullet and if you have to shoot and kill then you receive your dead enemy's bullet so that you can reload. If you shoot and miss then your only option is to sneak up on an enemy to knife them. "Sharpshooter" gives you a random generated weapon so you can either be dangerously overpowered or woefully under-prepared. "Sticks and Stones" sees you armed with just three basic weapons, killing an enemy with the crossbow or the ballistic knife gets you big points where the tomahawk doesn't but in a tactical move it resets the dead enemy to zero. "Gun Game" sees you trying to get a kill with 20 different weapons and the first that manages win but if you're knifed to death then you're humiliated and have to go back and perform another kill with the last weapon you used.Reveal trailer for the new FFA modes.
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Post by Aphoristic on Sept 1, 2010 19:15:57 GMT -5
Wait for the actual event to start. They will explain what the hell they are talking about in the magazine even better, hopefully. (seriously, flamethrower attachments, what?)
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Post by raraavis on Sept 2, 2010 3:52:47 GMT -5
:11-:22 M72 LAW shows off ability to fire multiple missiles in addition to a small one and two numbered indicator on the sight that doesn't seems to change states. We see the China lake launcher replace the thumper--unless he's carrying three weapons, it seems as though it has a rear sight, similar to an RPG but also an open, front flip up sight. It also seems that in addition to a more subdued critical health UI with less blood and more transparent blood and greater peripheral vision in general, there is a ringing effect as well. It could be the after effect of a partial explosive hit or it could be a subtle hint about your health status. Under the FAMAS in the early kill feed, DJVahn kills MatTks with the returning Walther 2000 (6/48 ammo) although as you see at :32, the recoil has been dramatically reduced. :23-:25 RPG animation looks directly borrowed from CD4 but the acoustics have been muted--firing it creates a whistling, gas-powered sound and the impact is equally understated. Nevertheless its distinct enough to recognize. The reload is also extremely fast both in ammo counter feedback and the animation--the player unlocks lightweight pro with his kill as well adding to his sleight of hand pro that we revisit at :50 with the RPK. I suspect the perk order is ascending from the bottom up rather than top down, so although sleight is in the perk 3 slot, its still functionally perk 1 as we later steady aim go in the upper most slot.Perk order has been significantly altered, stopping power and juggernaut (and Danger Close?) have been omitted and I haven't seen mention of deathstreaks. See the new perk tiers here. In the scene with the dueling crossbow users, notice they are underneath rocket boosters. :28 First show of the bankrupting Tomahawk, notice the different reticules between the unsheathed ballistic knives and the Tomahawk, looks like the analogue for the throwing knife in its flight behavior and the ability to be plucked off the ground for reuse (1:35). :32 After the WA2000 kill, its dimensions have been re-sized somewhat so it doesn't restrict the screen as much, the player goes to switch weapons to a (launcher?) weapon called the Grim Reaper although we don't see it. :34 Akimbo Makarovs with significant muzzle flash, two seconds later we see the Spas (the weapon indicator omits the "12") with a slightly altered weapon switch animation. The gun model is largely identical to MW2's Spas, however, the stock of the shotgun is folded on the gun itself to form a bridge restricting vision down the sights of the gun for a few centimeters on each side of its true irons. The firing sound is also more of a metallic pop than a thundering one. :46 One in the Chamber footage, notice the golden bullet UI and the player's last life. As we see again at 1:15, you immediately earn an ammo credit, there is no need to physically walk over the dead players body to scavenge it. Notice 1:16 where the players firing on the minimap are colored yellow then red. :53 Thermal ("Infrared") AUG unlocks Steady Aim pro as his perk 2, reappears equipped with Swarovski sight at 2:14, and a version at 2:30 with custom rails. 1:41-2 Gun game mode shows off Ithaca shotgun with four round magazine--it looks like it behaves like the W1200 from CoD4. From there, the player advances to an MP5, another one with a model and animation looking very familiar to the CoD4 one, and finally to akimbo skorpions. They are labeled dual wield in game however and they seem to have a hip spread area tighter or about equal to akimbo G18s. It seems bewildering but the gun game forces you to swap upon scoring a kill rather than giving a small period to move to cover--a veritable death sentence for players obtaining high draw time weapons. 1:46 Python multiple attachments. 2:15 M14 changes to a minigun called the Death Machine (499/499 ammo), seems like after wind up it brings up a unique reticule. 2:27 L96A1 Extended Mags, there are no FMJ attachments, deep impact returns as a perk two called "Hardened." 2:35 No "Stuck!" text after attaching the bolt. Also the blast radius seems smaller than semtex as the user takes no damage even as the victim charges him, identical scenario replays at 2:52. 2:38 Thermal RPK, notice the new illumination obscures the environment about as or slightly more intensely than MW2 thermal does as the features inside the warehouse he's peering into are almost invisible as they bleed together in the darkness. And at 2:40 we see the new AK irons (groan).
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Post by snakex on Sept 2, 2010 5:01:24 GMT -5
Treyarch vid
User vids
Wager Mode:
Create a Class:
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mannon
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Post by mannon on Sept 2, 2010 8:39:16 GMT -5
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Post by snakex on Sept 2, 2010 9:13:39 GMT -5
fixed
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Post by qupie on Sept 2, 2010 10:00:17 GMT -5
nice vids, thanx
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Post by mdnl on Sept 2, 2010 12:46:34 GMT -5
So I noticed a flamethrower attachment I really hope it isn't cheap.
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Post by raraavis on Sept 3, 2010 23:05:17 GMT -5
~Preemptive Griping~ - Gun game and Sharp shooter are not as unpredictable as I expected, I was hoping every player would have a truly random weapon set and attachments instead of a predictable tier approach. I don't believe I saw any suppressed weapons or anything suggesting stealth or finesse. The china lake launcher seems like it represents two tiers even
Even if different maps have different weapon paths or perk configurations, the problem remains to a large extent. Additionally, why in the world are you given so much ammunition when a single kill will advance a player? If these modes are to represent a mix frantic play with the breadth of so many weapon proficiencies, why play this mode when it encourages sloppiness? I hope editing cvars will allow us to correct and unlock the true potential and value of this mode.
- After re-watching the wager match reveal, there seems to be a persistent UAV sweep revealing enemies independent of weapon fire alerts on the minimap in all the game modes. At first I thought it was linked to forcing the last survivors into a confrontation in One Bullet game but the trailer shows there are other players alive and active. Given that the maps are already relatively small and player count is six, the constant reveal strikes me as counter intuitive and begging for a hardcore variant.
- G4 commentators mention the SAM turret can shoot down the care package heli. Are we to assume the SAM is on a limited lifespan like the sentry or is that a permanent fixture?
- I'm not clear as to advancement mechanics--the press materials all suggest that you can earn experience from playing as normal and I think even challenge mode has some ranked dimension (Dan Suarez interview). Challenges still exist but also time limited challenges exist as well with different challenge categories on a daily basis.
What I'd like to know is does standard play also reward the Cod points? Seems like playing hardcore FFA or TDM would always be the more advantageous strategy for accumulating experience and maybe Cod points. I bring this up since I remember WaW seemed to have longer levels than the modern games.
- There are some areas that I am almost positive the PC version will be deficient in
>Join in progress toggle >The ability to choose whether you want to spawn on TI or not--this by itself utterly undermines the validity of the item in the first place >Three independent keys for killstreaks analogous to D-pad instead of one with no control over order >Theatre mode
- The perk balance is unusual--Flak Jacket and Tac Mask strike me as utterly uncompetitive. I find it highly unlikely that any amount of explosive reduction will save you from the Valkyrie (Predator analogue) , any of the air strikes or the gunship. So that means it counters non danger close undermounted and throwable grenades and clays.
I think Ghost/Scav (I), Hardened/Warlord (II), and Ninja (III) completely outclass the others, even without knowing their pro effects.
Unless dogs still attack ghosts, then that changes things.
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Post by snakex on Sept 4, 2010 4:18:40 GMT -5
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Post by pooneega on Sept 8, 2010 4:46:03 GMT -5
raraavis has some pretty good gripes however a few dont necessarily agree with... If Treyarch has two wits about them the SAM turret will be on a timer and hopefully a relatively short one at that seeing that it isn't really an expensive killstreak. It's only 4 kills and honestly if it shoots down any killstreak then I can already see it being borderline too powerful. It would be way too easy to shut down any and all air support without even having to take the time to switch classes and find some open space to aim up at the chopper for a few seconds. Although 'gun balance' is supposed to exist you already know people are going to give the 'not fair he got better guns than me' argument if everybody's weapon set is random in gun game. Running each of the guns naked is also out of fairness to everybody because not everybody likes x attachment. The UAV sweep in One in the Chamber is just to make sure everybody participates whether they want to or not. Having a set amount of lives leads to people hiding/tactical loitering (SnD nubs I'm looking at you) but with the constant UAV it is almost impossible to hide for too long. Making One in the Chamber a touch football variant would make people play sooooo cautious... I personally would be drawn away from it. Perk balance has always been a bit off... the removal of SP is a good start to perk balance. Scav/Ghost do seem to dominate Tier 1... unless you're playing objective gametypes. Lightweight will always have its benefit in the objectives. UAV as a 2 KS is almost cheating. The RC as a 2 KS is DEFINITELY cheating. Methinks KD's are gonna be a bit high in CODBO... you can't deny Hardline its power. Tier 1 seems pretty balanced actually. I kinda wished they kept the 'deep impact' effect as an attachment... I don't think I'll be wasting my 2nd perk on Hardened. But the rest of the 2nd tier is purely gun specific. Burst rifles you'll go with SOH, SMG's and spray n pray AR's you'll go with SA, Warlord for your LMG's, Scout for your snipers, so on and so forth. No problem with Tier 2 here. I reeeeeally hate that they put Marathon and Ninja in the same category... I hate that I'll have to choose between the two. Hacker+ looks INCREDIBLE. Turning other people's KS's friendly??!?! I think that's a bit much to be honest. I really hope they make the hacking hard to accomplish. The only perk in Tier 3 I don't see worth using is Second Chance, as per usual. Never been a fan of Last Stand type deals. Hardly ever does it actually benefit you... I'd rather jack somebody's sentry gun
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Post by mannon on Sept 8, 2010 12:17:19 GMT -5
I'm about 95% certain the SAM turret is on a timer. I think it's probably not an immediate kill, either, but probably requires line of sight and a moment to lock on, which may well give the birds time to drop off care packages if they fly in form the other side of the map or to at least get over the map so that they drop it somewhere accessible when they are blown up. Gunships apparently can shoot the missiles down so it's possible CG can too. And I'm certain you can blow up the SAM launcher. There is also a list of KS rewards that would be immune to SAM launchers: RC-XD, Napalm Strike (most certainly too fast to stop), Mortar Team, Valkyrie Rockets (might be able to be shot down, but could always be guided nap of the Earth to avoid that and are probably nearly as fast as the SAM missiles even if targeted), Blackbird , Rolling Thunder? (might be able to get shot down... but kinda doubt it), Attack Dogs.
People using those should have little to fear from SAM launchers. Personally I think that SAM launchers help balance things out against somewhat OP air support.
I have to agree with pooneega about the gun game. Previously when I thought that everyone simply spawned with random weapons I wasn't remotely tempted to play it. There's no way I want to get stuck with guns I don't like vs ones that rape. And there is no way they are going to literally balance every gun to the point of being exactly as good as every other gun. That would actually be rather boring. If every single gun were 100% as good as any other why bother ever spending any cash to unlock another gun? There will be a great deal of balance, but they will intentionally have some weapons be generally a little better than others, though the ones that are generally not as good may well have a niche they excel at.
Since everyone fights with the same weapon that mode sounds more interesting to me. The other mode where you switch with each kill also sounds interesting, and may suit you better for the uneven gun battles you wanted.
Yeah the UAV sweep probably is to keep the action going in One in the Chamber. Although it wasn't a "hardcore" mode it did seem to have reduced health as all the shots I've seen that hit were 1 hit kills, though I'm unsure if a limb hit would still be a kill.
Considering you probably have to get right up next to a KS to jack it I don't really see it being a problem. The only ones I see that you really could do anything with are Care Packages boxes (which you boobytrap), SAM turrets, and sentry guns since everything else is either airborne or will keel joo before you have a chance to do squat. And I doubt you can hack dogs anyway. heh Besides, it just means that your KS rewards aren't strictly fire and forget, you need to actually look out for and defend them from hackers or you get what you deserve for being a bad KS daddy. ;p
It remains to be seen whether or not ghost and/or ninja pro hides you from sentry guns. I'm betting on ghost. If neither then you'll have a much harder time jacking them.
I dunno about Hardened... I rarely use FMJ in MW2, but I used to use Deep Impact in W@W quite a bit. I do like SoH:Pro, but I've only really found it particularly helpful on LMG's and Sniper rifles with long ADS times. For most weapons reload cancelling seems to be all I really feel I need on the reload side. So it's more like a luxury than a necessity to me. Steady Aim might be really handy for some SMG users, though I've still not really gotten in the habit of hipfiring them. And for shotguns sometimes it helps give you more kill range, but it can also be a hindrance by narrowing your kill area. Scout is really only useful for hardscoping, and long hardscoping at that, so I dunno just how much I would want it when SoH:Pro or Hardened could provide a more palpable benefit. Personally I think I may be tempted to use hardened quite a bit, especially with no SP in game at all.
Tactical Mask sounds like a slight upgrade on the shades from W@W, but still doesn't sound terribly useful. Hopefully it has a nifty pro effect.
I'm curious if ninja pro's ability to hide you from spike cams means you will actually be invisible in the video or simply have the cold blooded non glowing effect. It would be a bit odd if you were actually invisible... O,o It also makes me wonder if a non ninjaproed enemy wanders into it's line of sight if it actually detects you and sounds some sort of audible warning to the user, or some such.
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Post by raraavis on Sept 18, 2010 22:08:53 GMT -5
Jeff, Fired for Reviewing Kane & Lynch, Gerstmann offers a postmortem on the reveal event here with some footage and commentary that may be new and of a higher fidelity than many of the Youtube mirrors. We can see that the most expensive attachments are the thermal scope, 203, and silencer at $1,000 each. The rest are $750 while dual mag and extended mag are $500. Total attachment cost would be $7,750 in addition to the initial $1,000 to unlock the weapon in the first place. Assuming you earn $400 a game, it will take approximately 19 games to accomplish this or a handful of wager match wins. To put that into perspective, the relative value of a full list of attachments is roughly that of the highest killstreaks: $6,000 dogs or gunship. Looks like there are 16 camo options, all costing $250 each more or less what you're expecting: digital, woodland, fall et al. There's even a solid bright red job that looks extremely silly (read: awesome). Interestingly, the final camo is locked until prestige level 14. After studying the otherwise useless stat block pictograph, it looks like the ARs are all very close with the only stats changing falling into the damage and fire rate category; the M14 seems to be the most damaging while the AUG and Famas seem to have the highest rof and yet the AK74u has a shorter rof bar? At 6:40 Dan Bunting sounds like he's saying the training mode will have a second, independent unlock scheme--can't tell if this is a misunderstanding or poor wording but I was hoping your MP rank and unlocks would retroactively be available in training mode. There seems to be an analogue for the G18s at 7:37 and Skorpion with grip, an attachment I don't remember seeing cited anywhere else. And that concludes that blog post! But now it's time to talk a little about pro perks. According to nismoguy89 » on our forums, the November issue of the Official Xbox magazine has confirmed what the pro version of the Hardline perk is. Apparently if you dislike what you have received in a care package then you can try again to see if you receive something better. Other eagle-eyed users on our forums have also noticed it in use in a recent gameplay video » from the multiplayer reveal. When opening the care package it says "Hold X for Valkyrie OR Double Tap to Try Again". Thanks to Scarface411 » for the image (to the right) and Jayson Voorhees » for the video link. We also have some good news for those that dislike 'quick scopers'. On the Black Ops forums », Vahn has confirmed that Sleight of Hand Pro allows you to aim down your sights faster. But the good news (for some) is that it doesn't work on sniper class weapons. Although it won't completely stop quick scoping, it will stop people from aiming through their sniper scope extremely quickly.[/quote] Some surprises still in store for us it seems. I'm skeptical of all the equipment though--both of its real usefulness and of the mass appeal. It occured to me if I put down a camera for example I lose the minimap but what if I can just hit esc and bring up the full map all the same? Also do we really know what the hacker pro is, boobytrap has been used but also the ability to make it friendly--it might be a useful leveling tool if the manipulated gear also satisfies your challenges but you're still at the mercy of people using that stuff and staying alive long enough for you to reach it. I just hope theirs a sitrep pro effect buried in the perks somewhere. The other dimension of all that equipment may be the corollary that all species of airstrikes are now more valid and reliable since not only are players killed but their blast radius should damage and destroy SAMs, dogs, motion sensors and others. Not to mention how rage inducing artillery was in WaW.
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Post by turdferguson on Sept 19, 2010 23:38:02 GMT -5
Did anyone notice the title "Comeback: Recovered from a deathstreak." at about 1:05 in this video? I wasn't aware that deathstreaks would be in this game. That sucks.
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Post by n1gh7 on Sept 20, 2010 0:33:32 GMT -5
I missed that. Sounds awful.
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Post by raraavis on Sept 20, 2010 3:15:13 GMT -5
Did anyone notice the title "Comeback: Recovered from a deathstreak." at about 1:05 in this video? I wasn't aware that deathstreaks would be in this game. That sucks. Black ops equivalent of the MW2 bonus of the same name that refers to lower case deathstreak rather than proper noun deathstreaks like Painkiller.
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