COD 4 Beta Thread

Did they really ban peeps who glitched their way into the beta?.. I have at least a couple friends MIA tonight who did so.


EDIT: Nevermind. Saw the update.
 
DKo5 said:
Where your iron-sight (or scope) is pointed is where your shot will land. We don't use a cone of fire.

Sorry, I just want to clarify

You see, I think it was in the sleight of hand perk trailer that caused me to wonder about this. In that clip, someone uses sustained fire from one of the light machine guns while looking down the iron sights. Almost no recoil is present, if one is to trust the iron sights. This seemed odd considering the gun used and that the person was standing while firing.

So is it that all the shots that were fired at where the sights were aimed? Or after the first round is there some recoil inaccuracy that is not reflected in the iron sights?

Thanks

N.B. To all, I'm not dead set against any particular method of handling recoil, or think one is right and another is not, I'm just curious.

Canadian tokens please
 
DKo5 said:
Where your iron-sight (or scope) is pointed is where your shot will land. We don't use a cone of fire.

Is it different for when firing from the hip? Or is the Kill Cam not very accurate? Because I've seen plenty of people get head shots on me while aiming at my legs or crotch.
 
Edwood said:
Is it different for when firing from the hip? Or is the Kill Cam not very accurate? Because I've seen plenty of people get head shots on me while aiming at my legs or crotch.


yeah, same here.

it's great to know that aiming really works though. it seemed fine.
 
wow. i brought the xbox back home from my brother's house, where we have two different ISPs, and i swear the game was easier when my lag was 1 red bar than it is when it's full. certainly more frustrating.


one thing though, what is the replay camera based off of? does the killer send his data to you or is it reconstructed from the data you already have? sometimes things seem sooo off. like it shows me not shooting at all.
 
Russian Steve said:
I know I'm pretty "LTTP" with this but, will there be another chance for me to get into the beta? (I'm in the US)

Why are you asking me russian steve?

I R Not Developer

spacieba
 
MMaRsu said:
YES RUSSIAN MAN THERE IS A WAY TO GET INTO THE BETA STILL BUT I CANNOT TELL YOU FOR I AM BOUND TO SECRECY!

:(

Ok now that you've answered his, answer mine.(I waited in line I'm a patient person) Actually I don't have one, or I forgot, sorry. :)
 
Russian Steve said:
My bad it's real late I misread "lvl cap" as beta cap in your post... wishful reading?

AH I'm sure you'll get into the beta at some point, I really don't have any information on that though..ask Rayme or Dk05 :)
 
Goreomedy said:
The "WHAT THE FUCK, I EMPTIED A CLIP INTO THAT GUY'S HEAD AND I ONLY GET OFF ONE SHOT IN THE KILLCAM?!" situation is more an unoptimized netcode issue than reason to condemn the perk system, yes?
Insaniac said:
I always noticed that I shoot less in the kill cam than i think I do before I die. Pretty annoying.
The important point is that the killcam is what "really" happened on the server.

At any time, your client is just predicting what it figures will happen. It doesn't know "for sure" what the state of the world is until the server tells it, it's just a best-guess until it gets the next authoritative state from the server.

So your client might be all "SWEET, dude, you just unloaded five MP5 rounds into this guy's hea-", but then the server's update will arrive that says "Nope. See, JohnnyStarZippo turned 23 deg to the left and sent an M16 burst into your skull. You've actually been dead for the last 1/4 of a second." And when you watch the killcam, that's what you'll see. It's an authoritative record from the server, a recording of what "really" happened.

Of course, the longer the communication time between you and the server, the more and more jarring the server's corrections will seem.

As an aside (as long as we're talking about it), there's a lot of work done to keep things as fair as possible between clients with different latency (the red/orange/green bars). It's not purely a matter of "who's packets got delivered first". There's a lot of magic & witchcraft in the background. =)
 
soco said:
wow. i brought the xbox back home from my brother's house, where we have two different ISPs, and i swear the game was easier when my lag was 1 red bar than it is when it's full. certainly more frustrating.


one thing though, what is the replay camera based off of? does the killer send his data to you or is it reconstructed from the data you already have? sometimes things seem sooo off. like it shows me not shooting at all.

I've noticed the same thing. It would be nice to know how the game comes up with the death cam.
 
DKo5 said:
No no no! That type of feedback is important. Please don't stop.

I come from a very competitive heavy background, more on the PC side of things (although I did compete in the WCG for Halo back in the day), so I understand where you're coming from.

I've just been playing the game for a long time now, and there are a ton of little nuances and skills to develop in the game - including a working team relationship (VERY big part of doing well in the game). Around the office there's a group of us that are pretty much head and shoulders above any one else when we team up and communicate. Put any of us in an FFA or random TDM w/o voice comm and we're maybe just slightly better than the rest.

Plus, you're not dealing with all the perks, weapons, maps, gametypes, options, etc. I'd really like for guys like you to give the game a try and try thinking of things differently. Assign a role to each person, customizing their class based upon their objective. Again, you're a bit limited in the beta, but there's a lot of stuff you as a team can accomplish just based off your classes...

... anyways, I'll stop rambling.

Whats your gamertag, btw?

The friends I play the beta with also have a competitive attitude. We also started out more H2, MLG oriented, and CoD:4 is a big change as far as teamwork is concerned.

I have to agree that teamwork plays more in part of H2. I think this has to do with shields. Longer survivability = more opportunity to help a teammate. In CoD:4, it's difficult to "call for support" because it doesn't take much to either take out an enemy or be taken out yourself (survivability).

However, I do get a super intense feeling when I'm playing competitively on CoD:4. It almost becomes like a more realistic situation where the team is depending more on you, rather than you depending on the team.
 
Rayme said:
The important point is that the killcam is what "really" happened on the server.

At any time, your client is just predicting what it figures will happen. It doesn't know "for sure" what the state of the world is until the server tells it, it's just a best-guess until it gets the next authoritative state from the server.

So your client might be all "SWEET, dude, you just unloaded five MP5 rounds into this guy's hea-", but then the server's update will arrive that says "Nope. See, JohnnyStarZippo turned 23 deg to the left and sent an M16 burst into your skull. You've actually been dead for the last 1/4 of a second." And when you watch the killcam, that's what you'll see. It's an authoritative record from the server, a recording of what "really" happened.

Of course, the longer the communication time between you and the server, the more and more jarring the server's corrections will seem.

As an aside (as long as we're talking about it), there's a lot of work done to keep things as fair as possible between clients with different latency (the red/orange/green bars). It's not purely a matter of "who's packets got delivered first". There's a lot of magic & witchcraft in the background. =)

lol nice post. Always curious about the stuff in the background of online games. MMOs in particular.
 
I must say, the game is so much better with a couple of people you know, me, HG, and one of his friends flat out dominated all night, think we lost 2 matches out of probably 15+.

I even got a 25 kill streak at one point, just havin' people tell you positions helps a lot, but the game still has it's large share of frustrating moments.
 
sixthsubset said:
I have to agree that teamwork plays more in part of H2. I think this has to do with shields. Longer survivability = more opportunity to help a teammate. In CoD:4, it's difficult to "call for support" because it doesn't take much to either take out an enemy or be taken out yourself (survivability).
That's a big thing for me. I'll find myself calling out positions to teammates only to have to say "nevermind, they're dead" two seconds later. I suppose we have to run really tight in order for the communication to really work. I've started playing a little more objective-based games and am finding myself running in packs more than TDM where I'm usually running off on my own. DM is stupid in the game, BTW.

Anyways, Rayme or DKo5, about the UAV why did you guys only give out one UAV per life? I think they're the most important part of the game and, while that might be part of the reason you've limited them, I end up killing myself just to get another UAV (10 points to the other team is nothing compared to the advantage of a UAV IMO). Why not another UAV at maybe 15 kills? And then 20 or 25? It's not often I'd get close to that kind of a streak but it'd give me an incentive to keep going. As it is long streaks are only for stroking ones ego, as far as I can see. I'm just curious as to why it was decided to limit UAV considering a team of six will have UAVs running all the time anyway so it seems like a useless attempt at limiting their use.
 
Rayme said:
At any time, your client is just predicting what it figures will happen. It doesn't know "for sure" what the state of the world is until the server tells it, it's just a best-guess until it gets the next authoritative state from the server.


thanks for the info! exactly what i'd thought, and i guess that explains why my kill rate is higher when i'm the host. kinda makes me long for the PDZ netcode.
 
bigswords said:
Well in around 4 games 2 of them are with UK and Aussie people (best pings for me), but even against people from the US the network code although requires abit of work, has been one of the better ones on the 360.
It sounds like it's still going to have that wonderful phenomenon me and some of my European-based friends refer to as 'American lag', though.
 
Rayme said:
The important point is that the killcam is what "really" happened on the server.

At any time, your client is just predicting what it figures will happen. It doesn't know "for sure" what the state of the world is until the server tells it, it's just a best-guess until it gets the next authoritative state from the server.

So your client might be all "SWEET, dude, you just unloaded five MP5 rounds into this guy's hea-", but then the server's update will arrive that says "Nope. See, JohnnyStarZippo turned 23 deg to the left and sent an M16 burst into your skull. You've actually been dead for the last 1/4 of a second." And when you watch the killcam, that's what you'll see. It's an authoritative record from the server, a recording of what "really" happened.

Of course, the longer the communication time between you and the server, the more and more jarring the server's corrections will seem.

As an aside (as long as we're talking about it), there's a lot of work done to keep things as fair as possible between clients with different latency (the red/orange/green bars). It's not purely a matter of "who's packets got delivered first". There's a lot of magic & witchcraft in the background. =)

So you're telling me that the authoritative record from the server thinks my crotch is my head?
 
Edwood said:
So you're telling me that the authoritative record from the server thinks my crotch is my head?
Nope. There might be a misunderstanding with how the firing works. Sorry if the following is stuff you already know.

There are basically two ways to fire your weapon. Aiming-down-the-site ("ADS") by holding down the left trigger, or firing-from-the-hip ("hipfire").

When in ADS, your bullets generally fly straight and true, exactly as you're pointing. Recoil will jump your weapon & view around, but your bullets will be headed to where the sites are aligned. (The shotguns are an obvious exception, since they're sending out a shell-full of buckshot.)

When in hipfire, you'll see 4 lines drawn on your screen; your crosshairs. Like this, sorta:
Code:
                                            |

                                       --       --

                                            |
The closer-together your crosshairs are, the tighter your shots will be. The further-apart, the wilder your shots will be.

So, if you're standing still (and not ADS), and then start moving forward, you'll notice the crosshairs getting further apart. That's indicating that if you take a shot when moving, your shots have a much greater chance of being off-target.

If someone has an MP5, and they are running and spraying the weapon, you'd better believe that those shots are going wild and off-target. But if they're laying prone on the ground, and firing it in careful 2-3 shot bursts, they probably don't even need to go ADS.

This is why I use the steady-aim perk so much; it keeps those hipfire shots tighter. It doesn't turn you into some magical hipfire bullseye machine, but it sure helps when I find myself in a surprise CQB situation with my AK-47. =)
 
While you're online Rayme can you address my UAV question. Not wanting to sound pushy but I want you to see it and not have it lost in the fray.
 
BuG said:
While you're online Rayme can you address my UAV question. Not wanting to sound pushy but I want you to see it and not have it lost in the fray.
BuG said:
Anyways, Rayme or DKo5, about the UAV why did you guys only give out one UAV per life? I think they're the most important part of the game and, while that might be part of the reason you've limited them, I end up killing myself just to get another UAV (10 points to the other team is nothing compared to the advantage of a UAV IMO). Why not another UAV at maybe 15 kills? And then 20 or 25? It's not often I'd get close to that kind of a streak but it'd give me an incentive to keep going. As it is long streaks are only for stroking ones ego, as far as I can see. I'm just curious as to why it was decided to limit UAV considering a team of six will have UAVs running all the time anyway so it seems like a useless attempt at limiting their use.
I don't know what the exact reason is; I wasn't a part of that and it's never bothered me. The decision may have been as simple as "some dude that's killed 15 guys in a row doesn't NEED any more help", but that's just a guess on my part. It's only a small percentage of players that are going to be getting streaks like that, anyhow.

Imo; you've already personally exposed the other team, rained death down, and called in a chopper to hunt them down like dogs. Maybe it's just time for you to die. =)

Heh; but really, what you're saying is a good point, too. I'll pass it on.
 
Rayme said:
Nope. There might be a misunderstanding with how the firing works. Sorry if the following is stuff you already know.

There are basically two ways to fire your weapon. Aiming-down-the-site ("ADS") by holding down the left trigger, or firing-from-the-hip ("hipfire").

When in ADS, your bullets generally fly straight and true, exactly as you're pointing. Recoil will jump your weapon & view around, but your bullets will be headed to where the sites are aligned. (The shotguns are an obvious exception, since they're sending out a shell-full of buckshot.)

When in hipfire, you'll see 4 lines drawn on your screen; your crosshairs. Like this, sorta:
Code:
                                            |

                                       --       --

                                            |
The closer-together your crosshairs are, the tighter your shots will be. The further-apart, the wilder your shots will be.

So, if you're standing still (and not ADS), and then start moving forward, you'll notice the crosshairs getting further apart. That's indicating that if you take a shot when moving, your shots have a much greater chance of being off-target.

If someone has an MP5, and they are running and spraying the weapon, you'd better believe that those shots are going wild and off-target. But if they're laying prone on the ground, and firing it in careful 2-3 shot bursts, they probably don't even need to go ADS.

This is why I use the steady-aim perk so much; it keeps those hipfire shots tighter. It doesn't turn you into some magical hipfire bullseye machine, but it sure helps when I find myself in a surprise CQB situation with my AK-47. =)

I could've sworn I saw someone aim at my crotch with ADS and hit my head. Perhaps he was jerking erratically and I didn't see it because of the lag? :D

Is there any gravity based trajectory with bullets in COD4? Or simple fly laser straight? Also, are there any variances in different gun's bullet's velocity, so would it be beneficial to lead the target at all?

-Ed
 
Andokuky said:
If the beta is any indication I think it's a Halo 3 killer, gameplay wise anyway. I wish they weren't so close together...


Bwahahahhahahahhahaahaha! Thanks. I needed a good laugh this morning.
 
The game is looking great. Good to see Infinity Ward back behind the series. The multiplayer is looking to be one that I'll be playing regularly for many months after release, it's looking very solid and addicting.
 
What I am impressed with regarding the Beta is the level of solid coding that is already in place. 60FPS is soooooo choice. I have very high hopes for this game just for single player. If multiplayer gets tweaked and balanced (which is why we are encouraged to express our opinions and not have them to be judged as right or wrong), then I think COD4 will be an even more impressive title. I haven't missed a Call of Duty game made by Infinity Ward and that is why I already have the game reserved and paid off.
 
Rayme said:
I don't know what the exact reason is; I wasn't a part of that and it's never bothered me. The decision may have been as simple as "some dude that's killed 15 guys in a row doesn't NEED any more help", but that's just a guess on my part. It's only a small percentage of players that are going to be getting streaks like that, anyhow.

Imo; you've already personally exposed the other team, rained death down, and called in a chopper to hunt them down like dogs. Maybe it's just time for you to die. =)

Heh; but really, what you're saying is a good point, too. I'll pass it on.
Hehe, cool, thanks for that. I don't expect anything to come of my suggestion simply because of how late in development you are and I suppose you've done enough testing by now to rule it out but I was curious and still think it would be better off that way. Also you're putting a stamina bar in the final game right?
 
Holy crap..

jsp jetmike
rasta farrian
griefman
mr blue uk
a klass uk
duttymonkey

Avoid these turds at all costs. A bunch of racist dicks from the UK. We voted Overgrown by and a few of them started bitching and cursing at us for it so I said "maps not that good anyway" and next thing I know for the next 6 maps I am a stupid American whore who lives in a trailer with my mother eating bread all day and "extra large KFC" along with all kinds of other profanity I'd get banned for posting here. Plus they hate Americans. The internet is great for making people tough guys :lol
 
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