Den
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Post by Den on Mar 1, 2011 4:52:25 GMT -5
Didn't have any penetration until COD4.
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Den
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Post by Den on Feb 27, 2011 10:07:01 GMT -5
That's the most likely reason. Each additional zombie map had all of its own .gsc files in WaW.
"level.pulls_since_last_ray_gun" might not exist in that new map.
Or it's another thing like the 50-500 barricade points only being 40-490.
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Den
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Post by Den on Feb 27, 2011 9:43:28 GMT -5
That's what it reads.
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Post by Den on Feb 27, 2011 0:46:21 GMT -5
That's the thing. The 600 range is too short, even for the small Black Ops maps.
There's no need to change the weapon from a hitscan to some silly projectile that uses Destabalization like the RPG-7. Just boost the max range.
A Max Damage range of 1000 or 1200 is more reasonable (and even "realistic" if you care about that sort of thing). Given the wide hip spread and 10 damage, a boost like that probably wouldn't be all that big of a benefit (at least for the Olympia and Stakeout) - just a minor harassment at longer ranges.
Something like 800 for the HS10 and SPAS, 1000 for the Olympia and 1200 for the Stakeout.
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Den
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Post by Den on Feb 26, 2011 16:55:25 GMT -5
Option C! But more like this. Both weapon and ammo can make a lot of difference, but most long shotguns result in about a human-sized grouping up to about 20 meters. The shot pellets spin off in all directions after the force behind them fade.
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Den
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Post by Den on Feb 21, 2011 17:20:47 GMT -5
Because the level of versatility it offers is unparalleled. Four of my seven classes in MW2 were vastly different just because of OMA and I would switch between them rapidly to take on whatever I encountered. Without it, I'd probably have shoehorned myself into a very few narrow, redundant archetypes like in COD4. I probably never would bother using Claymores, Lightweight, LMGs, Sniper Rifles, Ninja, lots of weapons and many other things without it.
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While Sleight of Hand would probably be one of the least favorites in Slot 2, I don't think it would fare much better in my suggested Slot 1. It had a presence in MW2 S&D and TDM where life expectancy was short and for players using the Railgun technique. But outside of that, I didn't see it being used as much as Scavenger and Marathon.
...How about... Crossover Perks? Perks that exist in two or all three slots, allowing you to pick it in whichever one you want. Sleight of Hand in Slot 1&2. Among Flak Jacket, Scavenger and Marathon...
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Juggernaut has ways of reducing its effectiveness (like removing the bullet defenses for the head and legs, turning it more into Armor Vest) and making it fit the "one more bullet needed", but there's not much that can be done with "One less bullet needed" except getting rid of it.
I was thinking of but unsure of something like changing Stopping Power so that instead of a damage increase, it would extend the Damage Range. A 1.6x Range multiplier or so.
SMG at 750-1000 would be boosted up to 1200-1600
...A silenced SMG at 350-700 would be boosted up to 560-1120, a nice divide that doesn't fully negate the max damage, but extends the min damage a bit beyond the unsilenced normal.
An assault rifle at 1500-2000 would go to 2400-3200. A suppressed rifle from 500-1000 to 800-1600. Not as effective as the SMG and only slightly better than the suppressed SMG, so the SMG class will maintain a lot of its close range superiority.
And shotguns would have a great range boost.
But then that's where it gets messy. Some weapons won't have any use of of a range boost, LMGs and Sniper Rifles... BUT with Suppressors...
The LMG and Rifle when silenced will still retain their 70s and 40s and 30s for... 1000 inches and drop to 50 and 30 and 20 at 1250 inches. Combine them with Stopping Power and that range stays strong up to 1600-2000 inches, giving them Assault Rifle range.
AND even though it doesn't have the damage boost, it will still cancel out the Armor Vest reduction, making it extra useful for Snipers wary of Armor Vest users.
A Range boost instead of a raw damage boost.
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Den
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Post by Den on Feb 21, 2011 4:46:49 GMT -5
Thinking Time!
Videos #2&3 makes some sense.
I see the Rally idea, not in the same negative way as his youtube comments seem to be coming at it. It's a negative in that it doesn't actually seem that useful in the long run, not worth the nine-ish kills needed to get it.
As he says, it ultimately is just making you have to sit and watch the killcam instead of skipping it... for most gametypes. Whatever other Streak in the same count would probably be more desirable.
I don't think it would make the cut on account of being kind of too specific in its intent. Not because of any kind of "overpowered" scenarios it could make.
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There's no denying that Sleight of Hand (without Power sitting at the throne) is the reigning perk in slot two, with Steady Aim as its rivals and Warlord as an alternative.
While I can't agree with the return of Stopping Power, he mentioned Juggernaut. The two combined aren't as bad as one alone, but having Juggernaut alone with some tweaks...
0.75x modifier against only bullet damage.
Sniper rifles have a 2.0x headshot multiplier so that they still have a one shot kill capability against Juggernauts. (this would also help against the railgunners, make them raaaaaaaaaaage at all the "hitmarkers" and enforce more conservative sniping (I think maybe the IdleAmount on snipers could be cut to 20 and 30 in this scenario))
And special case for weapons with 20 MinDamage so they only have a 0.9x multiplier, making it drop to 18 damage instead of 15. That way, only one more shot is necessary instead of two.
There, Juggernaut. With things to deal with its "breaking things" it mild and other things to defend against certain types of foes.
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Imagine this: Ghost goes away. Cold-Blooded comes back.
Sleight of Hand, Juggernaut and Cold-Blooded in Slot 2.
Each of those three have strong pulling points for different kinds of players. Along with them, Bling/Warlord and maybe something else as alternative.
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While on the topic of Perks, another thing WoR mentioned. Something like the Player can't get multiple killstreaks unless he has Hardline or killstreaks can't attribute kills to the streak ("stackable?"). I wasn't really following, but there's a neat idea in there somewhere.
How about this? You pick your three killstreaks, but there's a mention in the killstreak menu that whatever you put in the third slot (limited to the highest streak chosen? Or just whatever of the three you want to put there?) is "Hardline Exclusive".
Without Hardline, the player only has two Killstreak slots. Hardline is the -1 to the Kill Count, Hardline Pro lets you run through all three Killstreaks.
Yeah, cut down on Killstreak use without actually making the killstreaks themselves weaker. Create a huge incentive for an alternative perk that would make players switch to it over the big hitters like Juggernaut and Sleight of Hand so that they can try and get a triple threat.
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I don't see much of, if any use of the SR-71 by anyone unless it comes in a Care Package. Is it really so common on consoles?
The big eye in the sky aside, there was one thing he mentioned that we can all agree with - the Spy Plane is obviously the most common Killstreak ever. Not only because it is a 3-kill, but because it hasn't had a worthy 3-kill rival.
We went over the idea that moving the SAM turret to 3-Kill would make it a very popular rival which would also lead to an often clear sky... I think that could be the way to go.
But it might be overkill. On the other hand, the threat of having your killstreaks being shot down instantly would cause players to avoid "vehicles" and instead opt for attack Killstreaks like airstrikes and bombings rather than helicopters and harriers. Those Streaks don't get much love anyway.
Or how about something else he mentioned that I would want to expand upon (it was something I wished for as far back as COD4 before OMA and Scav showed up)- an Ammo-Only Care Package as a 3-Kill. It falls in like any other crate, has unlimited uses (like the AMMO supplies in MW2 singleplayer) and stays on the ground for 30 seconds before vanishing. An alternative to Scavenger.
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All that together... I think Slot 1&2 Perks:
-Dump Ghost, put Cold-Blooded back in Slot 2
-Cold-Blooded, Juggernaut, Bling, Sleight of Hand and Hardline in Slot 2, all of them should be difficult to choose between.
-Flak Jacket, Scavenger, Marathon, One Man Army (and something else?) in Slot 1.
-Bring back One Man Army. Without Danger Close and with Flak Jacket, a guy trying that thing will find himself hard pressed at actually killing all/most of the approaching enemy.
-Instead of OMA Pro cutting down the OMA time (leave it at 5), allow the OMA Bag to be placed in the Primary (or maybe even the Equipment Slot) instead of the Secondary, further boosting its versatility while also keeping the longer switch time as a detriment.
-Flak Jacket will still be in Slot 1, Scavenger causing another schism of choice between Scavengers who may get liberal with with explosives and Flak guys running through to plow them while reloading.
-Let Scavenger resupply rockets -Impose the Black Ops idea where you only get one grenade at a time to the rockets. Without a full hand Grenade capacity, you won't get another Rocket. -Scavenger + Cold-Blooded + Rockets deals with the excessive Killstreaks and UAV problem like they did in MW2.
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Den
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Post by Den on Feb 20, 2011 13:07:48 GMT -5
Notepad and Winzip on iw_00.iwd.
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Post by Den on Feb 19, 2011 19:59:08 GMT -5
Well, as far as I know...
The AngleIncPerShot or "Kick" is a fixed amount.
The Amplitude is a number that grows and is reduced in the same way spread does, though every weapon (except the semi auto rifles and REX fired as fast as possible) completely recovers and returns to zero Amplitude before the next shot. Every weapon has an Amplitude Decrease Factor of 7.0.
As well, Amplitude has a very high maximum that nothing will ever, ever even come close to it... because they can't even get away from zero.
The Kick Angle also has a maximum, and while not to the degree of Amplitude, few weapons come close to, let alone reach the maximum Angle unless you fire the entire magazine nonstop. Such as the AEK - on approximately the 27th full auto shot, it will hit the ceiling of its 150 maximum Angle.
Example, REX:
Recoil RecoilAmplitudeMax 99.0 RecoilAmplitudeIncPerShot 3.5 RecoilAngleMax 30.0 RecoilAngleIncPerShot 7.0 RecoilAmplitudeDecreaseFactor 7.0
The Amplitude returns to zero at half a second... but the REX's recoil is one of the few big enough to get a reliable recoil test out of, it takes almost exactly 0.6 seconds to fully recover.
Since I can't modify the game, I can't make a more controlled environment to get the results I need.
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Post by Den on Feb 18, 2011 23:14:40 GMT -5
Wasn't there a nuke gametype that was scrapped for MW2? The "Global Thermonuclear War" mode. A simple King-of-the-Hill with a Headquarters box in the middle of the map, both teams fighting to stand next to it for 30-60 seconds to fill a progress bar.
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Post by Den on Feb 18, 2011 21:19:39 GMT -5
The secondary weapons in MW2 weren't made to be useless throwaways once you come across a primary on the ground like previous (and later) COD games. They were there to reduce weaknesses of the chosen primary weapon.
Both weapons are important in a class.
The Pistols were more powerful then all other iterations, more long range base damage. The Magnum is not unlike a 'Mini FAL'. The M9 and USP were similar, more capacity, less accuracy and power. The fast draw made them great for empty mag emergencies as well as close-mid range precision.
The Raffica is a weaker version of a FAMAS/M16, an accurate burst rifle. When akimbo, it was not unlike a makeshift shotgun. It had two unique niches like that.
Machine Pistols are weapons you switch to in-transit rather than during combat with the QuickRaise Pistols. I'm not going to enter a room with a sniper rifle, I'll already have my PP2000 prepared as I approach the door. They are for Primary compensation rather than emergency use like the Pistols.
The PP2000 and TMP are there to be weak accurate machineguns. They don't size up to the Primary SMGs in close range killing power, but they act more like a miniature accurate assault rifle like the ACR or SCAR, better for the midfield. They go great with weapons that have speed disadvantages like an LMG or Riot Shield in large maps, or for those using sniper rifles in smaller ones. The G18 is a crazy bullet hose. It isn't anything special when you've got one in hand, but Akimbo wreaks havoc (its tight spread could use some tuning). It is more or less a more exaggerated Vector with greater recoil.
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Den
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Post by Den on Feb 17, 2011 20:20:11 GMT -5
To open the FBRB files, you need QuickBMS and the fbrb script: aluigi.org/papers.htm#quickbmsaluigi.org/papers/bms/fbrb.bms (right click save as or it'll show up as text) -Use quickbms.exe -Select the fbrb.bms script first -Select the .fbrb file you want to decompile second -Select a place to save all the files. You need several gigs of RAM in order for the dump of the Frostbite Batch to be successful. It will take a while to convert everything in each FBRB. Almost everything in the files will be .res and .dbx files. - Most of the .res files are textures. Use RESView. www.gamefront.com/files/15609927/ResView1_3_0.zipIt opens up with its own browser window. Navigate to the .res files and you'll see thumbnails for any .res files that can be converted to .PNG (Right click and "save as"). - .dbx is text. Use DBXReader to convert the file into text. www.sendspace.com/file/79d3zqDrag and drop the .dbx file of your choice onto the .exe to convert it. - The audio files so far are unable to be converted.
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Den
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Post by Den on Feb 17, 2011 0:03:57 GMT -5
Haven't bothered to look much.
There is the unused RC-XD Racing Gametype.
Also "Survival". A gametype that appears to be a round-based one-way CTF, akin to Infiltration in Soldier of Fortune II. Move to the enemy's side, take their Cargo and return it to the safe zone.
Just came across some unused Zombie stuff.
A Perk called Candolier, using the WaW Bandolier graphic. Presumably allowing the player to hold more ammo.
And the Bowie Knife would have had a 25% chance of randomly gibbing a limb off of a zombie, but it was noted out.
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Den
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Post by Den on Feb 14, 2011 21:14:12 GMT -5
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Post by Den on Feb 14, 2011 2:20:13 GMT -5
There's nothing to dig. Everything is already explained.
It takes five times the CenterSpeed of a ViewKick to neutralize the Kick at exactly one second.
A certain CenterSpeed recovers a certain amount of ViewKick at a certain time.
One-fifth of the CenterSpeed multiplied by the FireTime is how much of the area the CenterSpeed will recover before the next shot. The "Neutral Number".
1000 x 0.064 = 12.80 1100 x 0.064 = 14.08 1200 x 0.064 = 15.36 1300 x 0.064 = 16.64 1400 x 0.064 = 17.92 1500 x 0.064 = 19.20 1600 x 0.064 = 20.48 1700 x 0.064 = 21.76 1800 x 0.064 = 23.04
1000 x 0.080 = 16.00 1100 x 0.080 = 17.60 1200 x 0.080 = 19.20 1300 x 0.080 = 20.80 1400 x 0.080 = 22.40 1500 x 0.080 = 24.00 1600 x 0.080 = 25.60 1700 x 0.080 = 27.20 1800 x 0.080 = 28.80
1000 x 0.048 = 09.60 1100 x 0.048 = 10.56 1200 x 0.048 = 11.52 1300 x 0.048 = 12.48 1400 x 0.048 = 13.44 1500 x 0.048 = 14.40 1600 x 0.048 = 15.36 1700 x 0.048 = 16.32 1800 x 0.048 = 17.28
1000 x 0.060 = 12.00 1100 x 0.060 = 13.20 1200 x 0.060 = 14.40 1300 x 0.060 = 15.60 1400 x 0.060 = 16.80 1500 x 0.060 = 18.00 1600 x 0.060 = 19.20 1700 x 0.060 = 20.40 1800 x 0.060 = 21.60
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If the recoil amount randomly chosen on an axis is less than that amount, that axis will have recovered fully before the next shot.
Two examples. The Spectre and the AUG.
The Spectre's left and down kick is completely neutralized in less than one twentieth of a second - barely two frames - and will neutralize out to 21 ViewKick up and right
before the next shot. 23 with a Grip. 16 with Rapid Fire.
The AUG will neutralize out to 19 in any direction.
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Recoil is in the field of random events. Specific numbers here don't have that much of a meaning since a 50/50 chance coin toss could still land on Heads a hundred times in a row.
Anyway, the "Neutral Kick Chance". Only applies to shots made from the Center, once that aim goes everywhere, you'll have... leftover ViewKick.
1. Divide the Neutral Number by all four ViewKick amounts. 21 / 60 = 0.35 21 / 10 = 1.0* 21 / 60 = 0.35 21 / 20 = 1.0*
When a whole direction is neutralized, just make it a 1.
19 / 60 = 0.316 19 / 60 = 0.316 19 / 60 = 0.316 19 / 30 = 0.633
2. Grade your tests. Horizontal and Vertical are separate since their axes do not influence one another. (0.35 + 1) / 2 = 0.675 (0.35 + 1) / 2 = 0.675 The Spectre has a 67.5% chance of having Neutralized Recoil on each axis before the next shot.
0.316 + 0.316 / 2 = 0.316 (oh boy, how redundant. When both sides are equal, there's no need to do this part) 0.316 + 0.633 / 2 = 0.475 The AUG has a 31.6% chance of Neutral horizontal Kick and a 47.5% of Neutral Vertical Kick.
Another case, the Skorpion. 1700 and 1800 Centerspeed. 0.08 and 0.06 Firetime. 28 with the Grip 20 with Rapid Fire
With the Grip, the whole Vertical axis is almost completely Neutral, a 96.7% chance. The Horizontal axis has a 56% chance.
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And for a 100% accuracy guarantee, take the highest possible ViewKick number, divide it by the Neutral Number and multiply by the firetime.
Spectre 60 Viewkick divided by it's Neutral Number of 21.76. Multiplied by its FireTime of 0.064. 0.177 seconds.
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Den
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Post by Den on Feb 13, 2011 22:20:28 GMT -5
Death Machine 80 damage 1200 Rate of fire 0.25 second Spin-up 1.55 Raise, 0.75 Drop
Grim Reaper 150 to 150 Damage 256 (6.5m) Radius 6.85 Reload Time 1.8 Raise, 1.3 Drop
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Den
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Post by Den on Feb 10, 2011 14:10:54 GMT -5
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Post by Den on Feb 10, 2011 14:09:35 GMT -5
Has anyone really been far even as decided to use even go want to do look more like?
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Den
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Post by Den on Feb 9, 2011 22:40:02 GMT -5
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Den
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Post by Den on Feb 9, 2011 19:44:06 GMT -5
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Den
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Post by Den on Feb 8, 2011 20:53:07 GMT -5
Even sniper rifles have the same 0.2 delay.
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Den
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Post by Den on Feb 8, 2011 13:32:33 GMT -5
PC still doesn't have the patch. I added it to the chart since it has more than enough confirmation.
WA2000 = L96A1 >= Dragunov > PSG-1
Even with a PSG-1 patch, that order would probably still remain the same.
Both the Dragunov and WA2000 can follow up with a second shot very fast if the first didn't do it, so the lower torso multiplier advantage... isn't much of one.
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Den
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Post by Den on Feb 7, 2011 19:51:24 GMT -5
Fully automatic, the AEK has 0.125 spread left over from the previous shot.
The M416 has 0.143 spread left over.
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Den
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Post by Den on Feb 7, 2011 19:40:00 GMT -5
AEK is more accurate.
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Post by Den on Feb 7, 2011 17:12:54 GMT -5
Testing reveals that ADS while moving has about an extra 0.2 second extension to the time it takes for it to go from hip spread to ADS.
ADS in while standing still, moving during the transition and firing gives accurate shots.
Black Ops has the same delay.
COD4 has it.
I'd go back as far as COD1, though those weapons are randomly inaccurate on their own.
Even considering Sleight of Hand, the halved ADS In Time still has a 0.2 delay when moving.
There's no visible variable for this. Possibly another hard coded thing like the half second invincibility of Last Stand. That... or it is an unintended effect regarding hip spread quirks. In a similar vein to the no-scope accurization tricks that popped up in COD4.
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Den
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Post by Den on Feb 6, 2011 14:48:28 GMT -5
I don't understand while people liked OMA. YOU CAN DO ANYTHING!
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Post by Den on Feb 5, 2011 10:16:50 GMT -5
I wonder.
The Perks - at least their organization - seem alright overall. Slot 3 is organized in a way that any player would go "if only I had THAT perk right now." The other two slots, not so much, they're more like some good perks with others in place just to have five in each slot.
Scavenger. It's fine. Forget replenishing launchers. The extra MaxAmmo rocket is good enough.
Flak Jacket. Just fine.
Ghost. Just fine.
Lightweight. It feels out of place. But it's fine.
Hardline. I don't know how things are going over there on consoles, but it's more of a novelty now, yeah?
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Hardened is whatever. It doesn't have a lot of room to shine since most of the environment that isn't NukeTown is thick. The damage versus killstreaks is almost nothing. That could use a boost.
Sleight of Hand is a go-to Perk for AR users. Nothing about it needs to be changed.
Steady Aim is more of a go-to Perk for SMG users. Nothing about it needs to be changed.
Scout is useless. It is not a go-to Perk for sniper rifles, since Sniper rifles are barely a weapon worth going to. It may as well stay that way. Even if the double breath capacity were changed to double breath recovery speed, it wouldn't help that much.
Warlord is just fine. An alternative to the Steadies and the Hands, but it is rather limited in the combos. It is more of a "have a useful attachment and a dot sight" Perk. Making full combos is physically impossible, so nothing can be done for it.
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Ninja is fine.
Marathon is fine where it is, but redundant. It would be best to be infinite sprint and faster climbing.
Hacker is fine.
Second Chance is fine but annoying for many mostly because they can't tell if the guy has Second Chance until he's already down. They're doing/did that shotgun thing, so that's... okay?
Tactical Mask is fine.
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Killstreaks. They're okay. And by okay, I mean neutered.
Spy Plane is just fine.
The RC-XD isn't much of a threat, it's just common. I'd think of moving it's streak higher by one, but then that butts into this "two killstreak choices per kill" thing they have going on.
Counter Spy Plane is just fine.
The SAM turret is just fine... though going back to the RC-XD, switching their places of 3-4 kills would be interesting. The SAM package can't be gambled anymore, so being a 3-kill would make it a tough choice between picking the Spy Plane or SAM. It would also cause the skies to be clear pretty much all the time. Hell, why not make killstreaks even more useless? Nah. Scratch that.
Care Package is just fine where it is.
Napalm Strike is a pretty cool guy.
Sentry Gun is pretty high up at six kills and it doesn't seem like nearly as big a threat as it was in MW2. It is a novelty at best... but it does have about the same desirability as the Mortar Strike.
The Mortar Strike is weak. It makes for a good open area clearing effect, but nothing special as an actual weapon or area denial. Maybe... add a third mortar on each location? Just to lengthen it's very short threat time. That, or lengthen the firetime between the mortar shots by a second or so.
The Attack Helicopter is just fine. It gets shot down quite swiftly since a lot of people have a launcher on their back (without any useful alternatives like a shotgun or machine pistol or good pistol, why not carry a rocket launcher?).
The Valkyrie rocket might be okay (if not awesome) on consoles, but the view controls for it on PC suck. It's like some horrible Frankenstein's monster of negative mouse smoothing that prevent proper turning. Aside from that, it's pretty good at it's 7-kill spot.
The Blackbird is fine where it is. At such a high kill count, it deserves full disclosure on all enemies.
Rolling Thunder is pretty powerful. And that's okay.
Chopper Gunner is kind of a joke if anyone on the enemy team has a rocket. It's slow speed, poor field of aiming and limited view of most maps make it more like a one minute penalty box keeping a soldier out of the game.
The dogs are kind of a joke as well. They might get a few kills against unsuspecting or overwhelmed enemies, but one or two players can clear the linear-running pack out with little effort.
The Gunship has some power behind it due to its maneuverability, but while it may get a few kills in, he'll go down almost as fast as the other helicopters.
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Den
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Post by Den on Feb 3, 2011 7:21:55 GMT -5
For 246 seconds there, I thought I was playing Bulletstorm.
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Post by Den on Feb 2, 2011 13:26:28 GMT -5
So I went back to COD1. I couldn't find a server that wasn't packed full of huge mods that I did not want to download.
So I went back to COD2. After twenty minutes of servers I couldn't join because of a load of mods I did not want to download, I played a handful of rounds in a server that disabled Anti-Lag so I had to aim where the enemy would be 120ms later. I killed a bunch of guys using the semi auto rifle and died mostly to grenade spam (since the majority of players are using the Bolt Action Rifles which gives them three frags and the grand daddy of "quickscoping"). Then I grabbed the weapon files and uninstalled.
So I went back to COD4. I remembered I was banned from a lot of clan servers. I was competing with Cooler to see how many servers we could get banned from because we often just did so well, they thought we were cheating. All I saw populated and joinable at the time were those 50 player deathmatch clusterfucks. I MP5'd and Really Cool Guy'd all the AK74 Frag x3 Stopping Power Martyrdom users for a single hour+ long round of Killhouse and made the top in score and kills by a significant margin.
So I went back to World at War. First server I go into, there are some dudes talking about how the shotgun in WaW is "realistic", how MW2's shotguns are totally fake and how real shotguns only really work to about fifteen feet. After cleaning house with my trusty SVT-40 among all the Stopping Power Thompson Stg44 Kar98k guys, I tried to find a server with vehicles enabled. Nope. I guess I forgot about it, but this game skips a lot just like Black Ops. That's a lot of errors in a very short time, ~console.
So I went back to MW2. Maaaaaan, this game is awesome. Quite a lot of Stopping Power users, too bad they can't beat the might of my Cold-Blooded Vector! That guy has a TAR, That guy has a SPAS, that guy has an M4A1, that guy got a P90! Some dude is failing at railgunning, big surprise. Clever C4+Claymore OMA trap you got there guy. Awwright, let's go Shield guy, get in front'a me! Yeah, yeah, yeah, yeAAGH noyougotasemtexonyoubackoffaaaaah they got us. Wait a... I'm playing with a bunch of Germans, my ping is at least 250, I even upped all my graphics settings a lot and this is still a smooth experience.
So I went back to Black Ops. ...How can this be so... BORING? I'm not even gonna mention how BAD this thing runs on the same system that can now play MW2 and COD4 at very high settings.
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Den
He's That Guy
Posts: 4,294,967,295
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Post by Den on Feb 2, 2011 4:30:39 GMT -5
Elitism.
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