See You Next Wednesday
Banned
Anth0ny said:He's right.
I was at like .60 and I'm edging ever closer to that 1.00 mark :lol
No kidding, the Ak74u is as overpowered as the MP40 from WAW.
Anth0ny said:He's right.
I was at like .60 and I'm edging ever closer to that 1.00 mark :lol
MDavis360 said:Just wanted to pop in and say I hate playing CTf to get Marathon Pro.
That is all.
Parallax Scroll said:Holy damn. Now that I've unlocked the AK, Commando, and G11, I'm finally doing well. G11 with low power scope and slight of hand pro is my current favorite.
firehawk12 said:I'm still stuck on 8 first blood kills.
firehawk12 said:It's really too bad you can't put a silencer on the G11. That'd make it the god weapon. :lol
Not really. Only does 20 damage from afar and it's fire rate isn't any faster than most of the assault rifles. Only advantage it has is hipfire and the fact that it's easy to use.See You Next Wednesday said:No kidding, the Ak74u is as overpowered as the MP40 from WAW.
mcrae said:first blood kills are really easy to get imo... just sprint the closest path to the other spawn, and be fast on the ADS.... flag capping on the other hand i havent tried very hard till tonight, and only got 1 cap in about 6 games
Dipindots said:Oh god, I can already imagine everyone in a game using nothing but silenced G11's...
biosnake20 said:Oh god please fix the snipers in this game.
The way to deal with it is to equip Flak Jacket and just accept that you'll be dying more often in this than in previous CoD's, just because of the RC-XD.wienke said:Do you guys have any pro-tips for countering the RC-XD?
Currently I can generally only blow one up when I see it coming from a decent distance. Is there a specific weapon that deals with these things better than another? I'm running around with an AK-47 right now.
aku:jiki said:I'm back to loving it now that it's behaving well for me lately, but I have to say that the prestiging is a little quick here.
.Hello-
I'm just going to be honest with you.
I don't like talking about the Snipers rifles and what we are going to do or not do. You see, for every reasonable person wishing to engage in a civil dialog, I get an earful from dozens or hundreds more who are unbelievable rude.
However, by far, this is the most common question people ask me about. We said (and I promised) that we would work hard to maintain a dialog with you about the game. So, despite the many ugly replies sure to follow, here I am.
First off, no matter what we do, the hardest core members Quick Scoping community will likely never be completely satisfied. The most common request I get is "...nobody complained how it was in Call of Duty 4 or World at War... make it like that." The people who say that must continue to not believe me when I tell you that we had it like "4 and World at War" a similar number of players were not very happy about it. Why do you think we changed it in the first place?
This is the update you have been asking about. Yes. We will probably make small tweaks to sniper rifles.
(1) We are evaluating the damage and hit box multipliers. Especially, if the weapon is suppressed.
(2) We are moving what many of you refer to as the "sniper rifle patch" into tunables we can adjust easier so that we can do some real-time experimentation
Anything we do is going to be carefully deliberated. Personally, I'm eager to get onto the business of "live tuning" the game, but not if it pushes the pendulum too far in a direction we don't want the game to go.
It will come. But, it will come really slowly (for many of you).
Finally, the sniper tuning conversation starts and stops with you. Act responsible. Get updates and a conversation. Some self-policing will go a long way. Act immature, get nothing.
David 'Vahn' Vonderahaar
The bolded part: Just a few people actually got to try this out and it's impossible that you'll find a "similar number" if only 2% of those who played MW2 have even experienced how it could have been. Even if quickscoping in Modern Warfare 2 was annoying for about half a million people (which would be enough to consider it a problem, I guess), there were not even 500,000 people who have played the game pre-patch. That's bullshit.Hello-
I'm just going to be honest with you.
I don't like talking about the Snipers rifles and what we are going to do or not do. You see, for every reasonable person wishing to engage in a civil dialog, I get an earful from dozens or hundreds more who are unbelievable rude.
However, by far, this is the most common question people ask me about. We said (and I promised) that we would work hard to maintain a dialog with you about the game. So, despite the many ugly replies sure to follow, here I am.
First off, no matter what we do, the hardest core members Quick Scoping community will likely never be completely satisfied. The most common request I get is "...nobody complained how it was in Call of Duty 4 or World at War... make it like that." The people who say that must continue to not believe me when I tell you that we had it like "4 and World at War" a similar number of players were not very happy about it. Why do you think we changed it in the first place?
This is the update you have been asking about. Yes. We will probably make small tweaks to sniper rifles.
(1) We are evaluating the damage and hit box multipliers. Especially, if the weapon is suppressed.
(2) We are moving what many of you refer to as the "sniper rifle patch" into tunables we can adjust easier so that we can do some real-time experimentation
Anything we do is going to be carefully deliberated. Personally, I'm eager to get onto the business of "live tuning" the game, but not if it pushes the pendulum too far in a direction we don't want the game to go.
It will come. But, it will come really slowly (for many of you).
Finally, the sniper tuning conversation starts and stops with you. Act responsible. Get updates and a conversation. Some self-policing will go a long way. Act immature, get nothing.
David 'Vahn' Vonderahaar
I recently finished Call of Duty: Black Ops on Veteran difficulty. Yep, the game I left during pre-production.
Its interesting leaving a game two years ago and finally getting to play it. Overall I thought the game was a good experience. However, one thing that stood out was the use of infinite spawners in various places throughout the game.
It made me think back on a time I was being interviewed for a design position. Someone asked me what I thought of infinite spawners. I told them I didnt care for them in general but that they can be used in the right context.
They thought I was wrong. Im glad I didnt end up working for them.
Now, I dont think infinite spawners in COD:BO really added anything to the experience. In fact, I think they were misused.The two clear examples are the indoor area soon after you shoot down the giant rocket from the sky. Immediately afterward you enter into a building and guy after guy floods into a hallway until you move up. The other was the defend Khe Sanh level, where you have to move down the hill and stab barrels with your knife.
The trick of course is that theres a trigger that prevents more guys from spawning in, or at least some script condition that needs to be met. Once you hit that trigger or that condition is met, youre good. But until then, enemies will spawn in and move to the cover point you just killed his predecessor on. Forever.
The problem is use of infinite spawners in the improper context will break immersion and frustrate the player. In the case of COD, the developers are trying to provide players with a hyper-realistic experience. Sure, there are arcadey elements to the game (the HUD, button prompts, zombie modes and so fourth) that always impose the risk of immersion breaking, but players by and large ignore these affordances and accept them as part of their regular experience. Once the player is immersed and is accepting your experience, the last thing you want is for them to start noticing that gasp they are in fact playing a video game! Please stay and enjoy this wonderful thing we made for you. Please continue to eat out of the palm of our hand.
So when are infinite spawners okay to use? When it wont break immersion. For example, when we made Nazi Zombies, the intention was for the player to always die at the end. Hopelessness. Survival. Endless waves. In this case, infinite spawners add to the experience, even though there are breaks between round and so on. But there is no end until YOU die, so technically, infinite spawning is what defines the core experience. This isnt to say Treyarch could add an end to the infinite rounds (like Horde mode in Gear of War) and the experience would be weakened, but it would definitely change it.
Another example? Borderlands. You can leave a zone, come back, and the zone will be repopulated with more AI to fight. This is of course to continue the main gameplay loop involving sweet loot. Taking out the respawning of AI would break this loop and make the game less fun. Youd just be running around an open environment with a bunch of corpses not getting rewarded. Immersion would be broken if infinite spawns were taken from Borderlands. To be fair, you still get a feeling of accomplishment when clearing an area. But youre not mad when the AI come back because you want treats.
One more? Bioshock. Again, another loot loop there, but this one is on the borderline of immersion breaking. Ive been in numerous discussions where gamers thought re-spawning splicers have bothered them. They initially bothered me as well, until I got used to the game and accepted it. However, Im with many others in that their spawn system violates my basic desire to have a feeling of I cleared this place, it should be safe now. Bioshock 2 wasnt as bad since the backtracking was limited compared to the first. I think this bothers people in this series because the game has a heavier narrative influence, unlike Borderlands. Guys popping back into the world breaks the narrative flow a bit and reminds you its a game.
As a player, I know the frustration first hand of seeing guy after guy after guy go to the same cover node. The experience then becomes try to beat the system not Assault the Vietcong! or whatever universe Im immersed in at the time. Now Im only worried about getting to the next part so I can advance the game instead of playing the game and enjoying the story. Its a mindset players get into, but its important to recognize. Sources of frustrations are typically not a good thing in games.
The easy fix? Do what was done in the rest of the game. Set the wave counters to like three or five instead of endless and forever. Admittedly, five is high probably too high for most COD encounters. Plus, it has high potential to feel just like an infinite spawner. In fact, the player will begin to think its an infinite spawner.
Which is another problem. On WaW, we consciously avoided using infinite spawners as a design directive, but gamers accused us of using them anyway. 99% of players cant tell the difference between a infinite spawner and set of enemies with five spawn waves built in. By the time most players see the fourth guy go to the same spot to die like his three buddies before him, theyll be trying to move forward anyway. The fun has been exhausted. Time to move one and see the next thing.
On Veteran difficulty in COD games, the problem of infinite spawners are compounded because players are forced to move slow and methodically. An infinite spawner sticks out like a sore thumb.
Where am I going with this? Really think about the experience you are trying to offer. Consider if putting infinitely spawning anything in your game is really worth it. Sometimes it is, usually it isnt.
Those who were/are really good at quickscoping are also very good players. The people who killed you over and over again with a sniper rifle are now killing you over and over again with other weapons. Every quickscoper I know also has a way better k/d with regular weapons than with sniper rifles.KaYotiX said:I'm glad snipers got nerfed, I hate them all :lol :lol :lol :lol
No it just means people don't notice or don't care. I have two mates who swear blind that BFBC2 has no screen tearing, I don't get how they can't see it.Ladyboy101 said:there are 700,000 players online everyday, GAFers are being exaggerate
Aurora said:AK74u isn't overpowered, it's just that most of the other SMGs are shit. AK74u gets owned by shotguns at close range and owned by ARs at long range. Doesn't need a nerf but the other SMGs need a buff.
G11 might be a little overpowered though, I haven't quite decided.
This guy is incredible, I've never seen someone in such a need to get over himself! How about fuck you, Mr. Wonderhair? We provided you with monetary compensation for your game, and quite a fucking lot of it. Enjoy your 18 new lamborghinis and stop crying over the fact that some 12-year-old kid on the internet swore at you.Wonderhair said:Finally, the sniper tuning conversation starts and stops with you. Act responsible. Get updates and a conversation. Some self-policing will go a long way. Act immature, get nothing.
molekiller said:I do quite well with the PM63 and the MPL, the PM63 with grip has no recoil at all and rapes in close range. The MPL is one of the best looking guns also.
Myomoto said:So I have recently been playing around with the spas12 a lot. That thing is a beast, I regularly get 2.5 K/D ratios in death match now
electroshockwave said:Did anyone else beat the Khe san hill mission without having any idea about the barrels?
electroshockwave said:Did anyone else beat the Khe san hill mission without having any idea about the barrels?
mandiller said:What do the barrels do?
sikkinixx said:I loves me the hatchet. If it's a face-to-face fight, hatchet it is. I guess you can bank them off walls too since I got extra points for doing so :lol
I did. I played it on normal but yeah, I never triggered the part where I had to do that. I basically kept popping off from a distance then I just said F it and ran down the hill. Only later after listening to some podcasts I realized this.electroshockwave said:Did anyone else beat the Khe san hill mission without having any idea about the barrels?
Hanmik said:watch this for a good laugh.
http://www.youtube.com/watch?v=RjCHW4sPI0I&feature=player_embedded
:lol
zam said:OMG, just played my best game in any CoD, 112-6 on Demolition on Nuketown. Called in like 2 dogs, 3 chopper gunners, and then a gunship a teammate let me take from his care package cause he wanted to get hardline pro :lol
aku:jiki said:This guy is incredible, I've never seen someone in such a need to get over himself! How about fuck you, Mr. Wonderhair? We provided you with monetary compensation for your game, and quite a fucking lot of it. Enjoy your 18 new lamborghinis and stop crying over the fact that some 12-year-old kid on the internet swore at you.
Also, you failed at your job when you designed the sniper rifles. Man the fuck up and admit that, stop talking like you created perfection.
divisionbyzorro said:... wall of text...
MarkMclovin said:
Trumpet909 said:What do most people use as their secondary weapon? I find it a bit annoying sometimes to figure out that I'm the only one on a team of 9 that has a launcher and sees the advantage of shooting down a chopper before it enters the map.