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Call of Duty: Black Ops III |OT| No Content For Old Gen

I wonder if there are a lot of m&kb users. Some of the snipers and aiming I see in some games just seems impossible on a controller.

Chaos moshpit is fun but you get those games where it ends like 250-55 and it just seems impossible.

They did update nuketown a bit to remove some cover but its still tough.
 

Daffy Duck

Member
I wonder if there are a lot of m&kb users. Some of the snipers and aiming I see in some games just seems impossible on a controller.

Chaos moshpit is fun but you get those games where it ends like 250-55 and it just seems impossible.

They did update nuketown a bit to remove some cover but its still tough.

I agree, some people turn way to quickly for a pad and also seem to have excellent aim too with the speed so I suspect they are m/kb users.
 
Usually at this time of the year I get tired of The New Call of Duty, but I still want to play this one. Next year will probably be trash because of IW anyway. Treyarch did a good job except for the campaign.
 

SlimySnake

Flashless at the Golden Globes
I created a video for easily getting longshots. I was able to able to get 10+ headshots in a game using this strategy.

https://www.youtube.com/watch?v=PgPWFbsoyiw

Basically, play hardcore. Make your gun as good as possible. Make sure you have the thermal scope equipped to quickly identify and fire off that first shot. Everyone dies with one hit in hardcore anyway.

The gun I am using here is the HVK which pretty awful range even with Long Barrel, but I was still able to get like 9 longshots in that round.
 

zeelman

Member
After someone is master prestige they can go all the way to level 1000 (each level needing more and more XP to level up). They're also able to choose any prestige icon they want. Every 100 levels you're able to equip the prestige icon of past Call of Duties (WaW and Blops series for sure, unsure about the InfinityWard games though). Level 100 = you can equip the prestige one symbols from past games, level 200 = you can equip the prestige two symbols from past games, all the way to level 1000 (where you can choose the prestige master symbol from any game in the franchise).

The most I've seen is level 385. He was using BO2's scorpion emblem.

Each level requires 55k XP. It only has emblems from Treyarch CODs.
 

jorgejjvr

Member
Kind of cool story from work

We have a ping pong table, when you take a break you can play

We have beer Fridays, self explanatory

And before the year ended, our boss bought an Xbox one for the office with star wars battlefront, and Xbox live, to go along with beer Friday

I will likely be destroying people on cod in Xbox soon haha
 
I created a video for easily getting longshots. I was able to able to get 10+ headshots in a game using this strategy.

https://www.youtube.com/watch?v=PgPWFbsoyiw

Basically, play hardcore. Make your gun as good as possible. Make sure you have the thermal scope equipped to quickly identify and fire off that first shot. Everyone dies with one hit in hardcore anyway.

The gun I am using here is the HVK which pretty awful range even with Long Barrel, but I was still able to get like 9 longshots in that round.
On the barn side it is better to stand on the hay behind the wooden side, gives you a little bit of extra cover.

My favourite spot for long shots is on Infection, by the A flag there is a load of logs at the back of the church thing which you can jump onto and get a line of sight through to the building C-side that overlooks B which campers and snipers like to use. But they focus on the church window, not this spot - and especially in hardcore where there's no kill cam you can camp it out there for ages.

mygreatcapturescreensxtq4y.png

Was just in a game with a level 523... alright.
Saw this the other night... level 804!

 

SlimySnake

Flashless at the Golden Globes
On the barn side it is better to stand on the hay behind the wooden side, gives you a little bit of extra cover.

My favourite spot for long shots is on Infection, by the A flag there is a load of logs at the back of the church thing which you can jump onto and get a line of sight through to the building C-side that overlooks B which campers and snipers like to use. But they focus on the church window, not this spot - and especially in hardcore where there's no kill cam you can camp it out there for ages.

lol i never knew about that spot. Sounds almost like a map glitch that would probably get patched out. Still going to abuse it though lol.

I am actually done with all my Assualt Rifle camos and working on getting headshots for SMGs so no need to get longshots anymore. I really wish there was an easier way to get headshots with SMGs and LMGs. No High Caliber attachment really hurts. Took me a while to get them for the VMP and the Weivel. had to switch to hardcore mode last night and the Weival is insane with its fast rate of fire in hardcore mode. I was getting like 5 headshots a match, but when i switched to the Kuda and the Razorback, the slow rate of fire does not make them a good hardcore weapon.
 
I created a video for easily getting longshots. I was able to able to get 10+ headshots in a game using this strategy.

https://www.youtube.com/watch?v=PgPWFbsoyiw

Basically, play hardcore. Make your gun as good as possible. Make sure you have the thermal scope equipped to quickly identify and fire off that first shot. Everyone dies with one hit in hardcore anyway.

The gun I am using here is the HVK which pretty awful range even with Long Barrel, but I was still able to get like 9 longshots in that round.

If you're trying to get longshots with AR's you should equip the suppressor and the varix 3 scope. Idk if it's bugged or not but it's known to allow you to get longshots super easily.
 

Randam

Member
is there still no way, to get rid of the green arrow besides "creat a class"?
do I really have to buy the second class set with real money?
 
Been sticking with Common supply drops. Collected a new calling card (The Haunted set):

WlVeowu.png


This is probably my favorite thing about BO3, lol. Collecting all of these cards.

Burning duplicates is such a great thing. Don't know if you noticed, but you get more cryptokeys for burning, let's say, an epic:

xqzn9ij.png


In this screenshot, I'm burning 1 common and 1 epic. Ended up giving me a total of 11 keys! Very nice.
 

Radec

Member
Usually at this time of the year I get tired of The New Call of Duty, but I still want to play this one. Next year will probably be trash because of IW anyway. Treyarch did a good job except for the campaign.

That's why Treyarch did the Prestige lvl 1000. They know 2016 and 2017 CoD will be shit.
 

SlimySnake

Flashless at the Golden Globes
Just getting back into the game and wondering what guns are OP right now and what's the best specialist? thanks!!

Treyarch has been very vigilant about nerfing anything super OP, so there is nothing really too OP in the game. It's an extremely well balanced game.

In the end, it really depends on your playstyle. I loved the Vision Pulse when the game first came out, it let me see through walls, but after getting all the camos I moved to other Specialists and pretty much every specialist is awesome. I would recommend that you try all of them for an extended period of time since some of them take some time to click.

As for weapons, EVERYTHING except for the ICR1 is great. Though I haven't tried Sniper Rifles yet.

Again, it really depends on your playstyle. If you are a run and gun style player, the HVK has crazy mobility and fire rate for ARs. VMP, Pharro and Vesper all melt at close range, but Pharro melts at close and mid ranges, and is very competitive at long-ish range. The first Shotgun is deadly at close range too.

Mid to long range, stick with Shieva, M8, and Man of War. Kuda and Razorback are very competitive SMGs for mid to long range engagements. All LMGs are deadly at those ranges. Argus is your one slug shotgun with insane range. You just have to be very accurate with it because its a one slug shot.

The key thing to remember is that you can have up to six weapon attachments. So most of these weapons are nerfed to make sure they aren't too OP when you put things like High Caliber, Rapid Fire and Long Barrel. Every gun is different so it's really up to you to play around with these attachments and see how well you do.
 
The Razorback feels like the best Sub or at least for me so far.

For reference this is me messing around with it. I got pretty lucky a few times since I suck. My sensitivity is set to 2, target assist, aim assist are both off.
It's just a Razorback + Quick draw + Overclock + Ante up + Hard Wired + Gung-Ho + Dead Silence. I'm sure I could get rid of two of those perks.

http://xboxclips.com/Wide+Eyed+Doe/4199156e-d026-492f-b7af-9d5f798a6303

http://xboxclips.com/Wide+Eyed+Doe/5fd85198-9239-4810-ab38-25b79f17faeb
 
Usually at this time of the year I get tired of The New Call of Duty, but I still want to play this one. Next year will probably be trash because of IW anyway. Treyarch did a good job except for the campaign.

Do you know what actually happened in the campaign/what the campaign is all about? In other words, are you aware of the secret hidden meaning that Treyarch had created and that people had to actually look for in order to find out the truth behind the story? If you are aware of it, then I feel your opinion is valid. However, if you aren't aware, I would suggest finding out what actually happened in the story before completely judging the campaign (since there is a lot more to the campaign than what you actually see/play).
 

SlimySnake

Flashless at the Golden Globes
Wow you guys werent joking about the vesper. I feel sort of bad for using it. How is the range compared to other smgs like the kuda?
Absolutely terrible. I had to use like 5 attachments to make it decent at mid range. Long Barrel and Extended Mags are essential for it.
 
Wow you guys werent joking about the vesper. I feel sort of bad for using it. How is the range compared to other smgs like the kuda?

Vesper: 4 Shot Kill range is 9 meters. 5 Shot Kill range is 23 meters. Anything beyond that is 6 shots to kill.

Kuda: 3 Shot Kill range is 5 meters, 4 Shot Kill range is 25 meters, 5 Shot Kill range is 50 meters. Anything after that is six shots to kill.

I'm not sure about the numbers but I know that the Razorback has the fastest middle to long range time to kill (as in, it can kill faster than any other SMG at long range).

Edit: Remember that long barrel on SMGs only increases the minimum damage ranges. This means that on the Kuda, the 3 Shot Kill range won't be improved, but the four/five/six shot ranges will improve.
 
Vesper: 4 Shot Kill range is 9 meters. 5 Shot Kill range is 23 meters. Anything beyond that is 6 shots to kill.

Kuda: 3 Shot Kill range is 5 meters, 4 Shot Kill range is 25 meters, 5 Shot Kill range is 50 meters. Anything after that is six shots to kill.

I'm not sure about the numbers but I know that the Razorback has the fastest middle to long range time to kill (as in, it can kill faster than any other SMG at long range).

Edit: Remember that long barrel on SMGs only increases the minimum damage ranges. This means that on the Kuda, the 3 Shot Kill range won't be improved, but the four/five/six shot ranges will improve.


Yeah I just picked off people at decent range. Luckily they were distracted by my teammates so I swooped in

I want to use razorback, how does it compare close range I assume its not as good if it's the best mod/long range smg
 
Yeah I just picked off people at decent range. Luckily they were distracted by my teammates so I swooped in

I want to use razorback, how does it compare close range I assume its not as good if it's the best mod/long range smg

Admittedly, it shoots the slowest out of all the SMGs, but it's still pretty good (at the very least decent) at close range. However at close range you'll probably want to make sure you take your enemies by surprise (either attacking them from the side/back or being in unexpected areas so that you can catch them sprinting and kill them before they can react). It doesn't have a three shot kill range, and since it shoots at around 600-700 RPM, it is quite slow. You won't be able to outgun an aware enemy that is using the VMP or vesper. So as I stated before, try to catch them by surprise or try to force mid/long range battles. It's also the best SMG to use a silencer on.
 
Has anyone noticed the destroyed Mothership that is on fire outside of the map Havoc?

Or that you can see the boat from the map "Hijacked" in the map Aquarium?
 

Javes

Member
No one has reached 1000 legitimately yet. There's a group of twitch streamers that have been playing 24/7 since they added the extra levels and they're only in the 500s.
 
This is *exactly* what I mean by horribly bunched up spawns:


Map is Havoc. 4 of us rush the building. There is a confrontation naturally in the building. Two of my teammates die. They spawn at our original spawn, but even closer, directly facing the same building.

I die shortly after them, and I spawn EVEN CLOSER to the building RIGHT behind them!

A third guy spawns righr BESIDE the two others who are running straight into the building.

So now the enemy team is screwed. They JUST killed us, and now we are going to reappear almost immediately

They can either jump out the window or retreat, or try to face a bunch of enemies and likely lose

Meamwhile, the ENTIRE left side is empty, save for two teammates who are scoping the lanes

It doesnt make sense. Why are the 4 of us being pushed right back into where we just were, instead of giving the enemies some sensible control over the firefight they just won?

Players are going to just run right into the lane they spawn in, but it's incredible to me that they are spawned in the lane they died in, even closer to the enemy than they should be. It doesnt feel fair to overwhelm enemies like that

It's like they are afraid to slow some of the action down and give players room. The thing is, the COD community just doesnt care and I feel like I'm crazy for even pointing this out
 
This is *exactly* what I mean by horribly bunched up spawns:


Map is Havoc. 4 of us rush the building. There is a confrontation naturally in the building. Two of my teammates die. They spawn at our original spawn, but even closer, directly facing the same building.

I die shortly after them, and I spawn EVEN CLOSER to the building RIGHT behind them!

A third guy spawns righr BESIDE the two others who are running straight into the building.

So now the enemy team is screwed. They JUST killed us, and now we are going to reappear almost immediately

They can either jump out the window or retreat, or try to face a bunch of enemies and likely lose

Meamwhile, the ENTIRE left side is empty, save for two teammates who are scoping the lanes

It doesnt make sense. Why are the 4 of us being pushed right back into where we just were, instead of giving the enemies some sensible control over the firefight they just won?

Players are going to just run right into the lane they spawn in, but it's incredible to me that they are spawned in the lane they died in, even closer to the enemy than they should be. It doesnt feel fair to overwhelm enemies like that

It's like they are afraid to slow some of the action down and give players room. The thing is, the COD community just doesnt care and I feel like I'm crazy for even pointing this out

The story that you just told sounds entirely natural and okay to me.

Here, watch this video because it will explain how spawns work in this game:

https://m.youtube.com/watch?v=tg6pv0B7A7g

One of the things that affect spawns is anchoring. Basically, teammates determine spawns to a certain extent (the more teammates in an area, the likelier it is for you to spawn in an area near them). This is great for when you're being trapped in objective modes because if one person manages to escape a spawn trap and travel to the other side of the map, there is a chance that his teammates will start spawning close to him.

In competitive Call of Duty there is literally one guy know as the "Anchor" for Hardpoint matches. He has a relatively easy job. All he has to do is just stay away from the Hardpoint (in particular, he stays behind it) so that his teammates always spawn close to the Hardpoint and not on the other side of the map just in case the enemy team rushes the Hardpoint too hard.
 
This is *exactly* what I mean by horribly bunched up spawns:


Map is Havoc. 4 of us rush the building. There is a confrontation naturally in the building. Two of my teammates die. They spawn at our original spawn, but even closer, directly facing the same building.

I die shortly after them, and I spawn EVEN CLOSER to the building RIGHT behind them!

A third guy spawns righr BESIDE the two others who are running straight into the building.

So now the enemy team is screwed. They JUST killed us, and now we are going to reappear almost immediately

They can either jump out the window or retreat, or try to face a bunch of enemies and likely lose

Meamwhile, the ENTIRE left side is empty, save for two teammates who are scoping the lanes

It doesnt make sense. Why are the 4 of us being pushed right back into where we just were, instead of giving the enemies some sensible control over the firefight they just won?

Players are going to just run right into the lane they spawn in, but it's incredible to me that they are spawned in the lane they died in, even closer to the enemy than they should be. It doesnt feel fair to overwhelm enemies like that

It's like they are afraid to slow some of the action down and give players room. The thing is, the COD community just doesnt care and I feel like I'm crazy for even pointing this out
Yeah BO3 has a kind of team mate spawn thing sometimes, like how you can do in Battlefield, only you don't get the option :p

I notice it a lot when I'm calling and waiting for care packages, people spawning right by me no matter where I'm calling it in.
 
The story that you just told sounds entirely natural and okay to me.

Here, watch this video because it will explain how spawns work in this game:

https://m.youtube.com/watch?v=tg6pv0B7A7g

One of the things that affect spawns is anchoring. Basically, teammates determine spawns to a certain extent (the more teammates in an area, the likelier it is for you to spawn in an area near them). This is great for when you're being trapped in objective modes because if one person manages to escape a spawn trap and travel to the other side of the map, there is a chance that his teammates will start spawning close to him.

Ok ill watch

It was TDM, it just feels very awful to me.

Here is the map

x4Us5Fil.jpg


-game starts with us at tree spawn
-we fight in GREEN/ROBOT
-four of us die
-2 of us respawn in SPOOL
-I respawn right outside spools
-our 4th guy respawns in SPOOLS
-why are we not spawning in back square, or in between back square and tree spawn?

It feels really annoying to face off multiple enemies who are running and respawning together

As for anchoring, that's fine and all, but the first teammate spawned in the lane he was originally rushing. I dont see how he couldn't spawn in BACK SQUARE with us spawning with him

That way the 4 enemies in the building can push up, but the confrontation would either be somewhere else, or we could at least push up and flip spawns

Instead, some maps have very obvious killzones where there seems like players constantly spawn close to
 

eek5

Member
This game heavily weights a "safe" teammate in its spawn location selection. You can see this when you first start a game. Wait to spawn in, like 5-6 seconds and you'll get dropped right on top of your teammate that's pushed up all the way to mid instead of back at your spawn point. You can see it sometimes if your'e really aggressive pushing the enemy spawn and then die. A lot of the time you'll see someone spawn in now that you're dead and the area around the enemy that killed you is "safe".

FWIW I think that spawning spools in your havok game favors the attackers. You're coming out of the building and you know the spawn is right there so you're cautious (head glitch). If he spawns on the bottom of the map he knows you're coming out of building but now you have no idea where hes coming from so likely you push up into spool and think the spawns flipped but now he gets a free flank.
 
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