Had a discussion about sniping and essentially stated that they're working on unnerfing snipers a bit. Asked for civil responses and apparently got a lot of them. He updated the first post a few times when he read all the posts to a certain page. Seems to have slowed down now, though, as most of what could be said has been said.
Points of interest
(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
So decent chance of possibly making headshots a OHK even with a silencer, which a lot of people have asked for/complained about after playing MW2. He also said he was never much of a sniper when stating that he had problems using the sniper rifles in Black Ops online. Go figure, the guy nerfing snipers and is anti-quickscoping doesn't really use sniper rifles.
Either way, nice to see them working on it. Between the maps and the sniper rifle changes, using one currently is rather obnoxious.
On November 27 2010 04:08 TrainFX wrote: I find it pretty odd that most of you are complaining about the spawns when they are a million times better than cod4 which is considered the best COD so far.
I'll take COD4 spawns system over Black Ops any day of the week at this point. I hear WaW didn't have a bad system either. Now granted, I was younger and wasn't paying as much attention to the finer details of the game such as the spawning when I initially played COD4, but the only time I can recall really having a problem with it was on Countdown when it would spawn your team inside one of the hangars. You would basically just get wrecked by either A - Walk outside and get shot, or B - Stay inside and get a downpour of grenades sent your way. Never had a -huge- problem with it, but I have read some people say the spawn system was bad in COD4 (too predictable maybe?) so maybe I just didn't play in a way that exposed me to it as much? (or wasn't good enough to notice when it screwed me). I did like to flank a lot with silenced SMGs so it should've been noticeable. Then again I mostly stuck to TDM and HQ so maybe game mode related. Very little Dom (spawn trap central) or Sabotage and next to no Search.
Even on Downpour it isn't too bad, as the level isn't designed too horrifically and there's cover to work with even if you're getting pushed back.
Headquarters was pretty silly at times, though, with the team that had the previous HQ spawning on top of the new HQ half the time. That was more of the HQ not having a delay before coming online than it was the spawns, though. Screw you, Wetwork. I'm still not sure whether I'd take Shipment HQ, in all it's triple frag + martyrdom glory, or Nuketown HQ.
I've barely played Black Ops in almost a week. It is not a terrible game by any stretch (for anyone trying to get a feel for it before buying by reading this thread), it's just that after playing COD for so long the minor things irritate me more and more.
I'm also thinking that some of the internet problems are on my end. Some are Black Ops, as others have complained about drops/disconnects, but I was trying FFXIV the other day (lol @ 3 free months) with some friends and started lagging like mad there. Amusingly the game/combat was playable, but I was choppy as shit when I tried to talk on vent (heard others more or less fine) and I noticed my vent ping spike like it does when playing Black Ops. So while Black Ops is partially to blame for some of them, not all of my lag/connection issues have been the fault of Treyarch's coding.
Quite honestly i think CoD1 had the worst spawn system if you knew how to abuse it, since every map had 3-4 spawn points and each spawn point was sorta linked, you could basically force an entire team to spawn in a terrible location just by having a couple guys blocking the spawns.
It was really easy on pavlov, since ther was a wall around a corner spawn, which you could force them to spawn into by sitting in the big hotel(basically they'd never get otu without like 10 snipers all shooting them as they ran) and it was alot like this on other maps too
Had a discussion about sniping and essentially stated that they're working on unnerfing snipers a bit. Asked for civil responses and apparently got a lot of them. He updated the first post a few times when he read all the posts to a certain page. Seems to have slowed down now, though, as most of what could be said has been said.
Points of interest
(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
So decent chance of possibly making headshots a OHK even with a silencer, which a lot of people have asked for/complained about after playing MW2. He also said he was never much of a sniper when stating that he had problems using the sniper rifles in Black Ops online. Go figure, the guy nerfing snipers and is anti-quickscoping doesn't really use sniper rifles.
Either way, nice to see them working on it. Between the maps and the sniper rifle changes, using one currently is rather obnoxious.
On November 27 2010 04:08 TrainFX wrote: I find it pretty odd that most of you are complaining about the spawns when they are a million times better than cod4 which is considered the best COD so far.
I'll take COD4 spawns system over Black Ops any day of the week at this point. I hear WaW didn't have a bad system either. Now granted, I was younger and wasn't paying as much attention to the finer details of the game such as the spawning when I initially played COD4, but the only time I can recall really having a problem with it was on Countdown when it would spawn your team inside one of the hangars. You would basically just get wrecked by either A - Walk outside and get shot, or B - Stay inside and get a downpour of grenades sent your way. Never had a -huge- problem with it, but I have read some people say the spawn system was bad in COD4 (too predictable maybe?) so maybe I just didn't play in a way that exposed me to it as much? (or wasn't good enough to notice when it screwed me). I did like to flank a lot with silenced SMGs so it should've been noticeable. Then again I mostly stuck to TDM and HQ so maybe game mode related. Very little Dom (spawn trap central) or Sabotage and next to no Search.
Even on Downpour it isn't too bad, as the level isn't designed too horrifically and there's cover to work with even if you're getting pushed back.
Headquarters was pretty silly at times, though, with the team that had the previous HQ spawning on top of the new HQ half the time. That was more of the HQ not having a delay before coming online than it was the spawns, though. Screw you, Wetwork. I'm still not sure whether I'd take Shipment HQ, in all it's triple frag + martyrdom glory, or Nuketown HQ.
I've barely played Black Ops in almost a week. It is not a terrible game by any stretch (for anyone trying to get a feel for it before buying by reading this thread), it's just that after playing COD for so long the minor things irritate me more and more.
I'm also thinking that some of the internet problems are on my end. Some are Black Ops, as others have complained about drops/disconnects, but I was trying FFXIV the other day (lol @ 3 free months) with some friends and started lagging like mad there. Amusingly the game/combat was playable, but I was choppy as shit when I tried to talk on vent (heard others more or less fine) and I noticed my vent ping spike like it does when playing Black Ops. So while Black Ops is partially to blame for some of them, not all of my lag/connection issues have been the fault of Treyarch's coding.
Quite honestly i think CoD1 had the worst spawn system if you knew how to abuse it, since every map had 3-4 spawn points and each spawn point was sorta linked, you could basically force an entire team to spawn in a terrible location just by having a couple guys blocking the spawns.
It was really easy on pavlov, since ther was a wall around a corner spawn, which you could force them to spawn into by sitting in the big hotel(basically they'd never get otu without like 10 snipers all shooting them as they ran) and it was alot like this on other maps too
I disagree with cod1 spawn system being worse. Of course you could spawnlock another team if your team was good. However in cod1 tdm matches it was all about area control, so if you lost control of areas you would suffer the consequence by being spawnlocked in one area. This brought a tactical aspect to tdm instead the current spawnsystem of spawning where enemies are not looking; meaning always spawning in the enemies back. This makes tdm a lot more random. In my opinion tdm with sides of the map for each faction, a la tug of war, is more fun and interesting to play.
Had a discussion about sniping and essentially stated that they're working on unnerfing snipers a bit. Asked for civil responses and apparently got a lot of them. He updated the first post a few times when he read all the posts to a certain page. Seems to have slowed down now, though, as most of what could be said has been said.
Points of interest
(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
So decent chance of possibly making headshots a OHK even with a silencer, which a lot of people have asked for/complained about after playing MW2. He also said he was never much of a sniper when stating that he had problems using the sniper rifles in Black Ops online. Go figure, the guy nerfing snipers and is anti-quickscoping doesn't really use sniper rifles.
Either way, nice to see them working on it. Between the maps and the sniper rifle changes, using one currently is rather obnoxious.
On November 27 2010 04:08 TrainFX wrote: I find it pretty odd that most of you are complaining about the spawns when they are a million times better than cod4 which is considered the best COD so far.
I'll take COD4 spawns system over Black Ops any day of the week at this point. I hear WaW didn't have a bad system either. Now granted, I was younger and wasn't paying as much attention to the finer details of the game such as the spawning when I initially played COD4, but the only time I can recall really having a problem with it was on Countdown when it would spawn your team inside one of the hangars. You would basically just get wrecked by either A - Walk outside and get shot, or B - Stay inside and get a downpour of grenades sent your way. Never had a -huge- problem with it, but I have read some people say the spawn system was bad in COD4 (too predictable maybe?) so maybe I just didn't play in a way that exposed me to it as much? (or wasn't good enough to notice when it screwed me). I did like to flank a lot with silenced SMGs so it should've been noticeable. Then again I mostly stuck to TDM and HQ so maybe game mode related. Very little Dom (spawn trap central) or Sabotage and next to no Search.
Even on Downpour it isn't too bad, as the level isn't designed too horrifically and there's cover to work with even if you're getting pushed back.
Headquarters was pretty silly at times, though, with the team that had the previous HQ spawning on top of the new HQ half the time. That was more of the HQ not having a delay before coming online than it was the spawns, though. Screw you, Wetwork. I'm still not sure whether I'd take Shipment HQ, in all it's triple frag + martyrdom glory, or Nuketown HQ.
I've barely played Black Ops in almost a week. It is not a terrible game by any stretch (for anyone trying to get a feel for it before buying by reading this thread), it's just that after playing COD for so long the minor things irritate me more and more.
I'm also thinking that some of the internet problems are on my end. Some are Black Ops, as others have complained about drops/disconnects, but I was trying FFXIV the other day (lol @ 3 free months) with some friends and started lagging like mad there. Amusingly the game/combat was playable, but I was choppy as shit when I tried to talk on vent (heard others more or less fine) and I noticed my vent ping spike like it does when playing Black Ops. So while Black Ops is partially to blame for some of them, not all of my lag/connection issues have been the fault of Treyarch's coding.
Quite honestly i think CoD1 had the worst spawn system if you knew how to abuse it, since every map had 3-4 spawn points and each spawn point was sorta linked, you could basically force an entire team to spawn in a terrible location just by having a couple guys blocking the spawns.
It was really easy on pavlov, since ther was a wall around a corner spawn, which you could force them to spawn into by sitting in the big hotel(basically they'd never get otu without like 10 snipers all shooting them as they ran) and it was alot like this on other maps too
I disagree with cod1 spawn system being worse. Of course you could spawnlock another team if your team was good. However in cod1 tdm matches it was all about area control, so if you lost control of areas you would suffer the consequence by being spawnlocked in one area. This brought a tactical aspect to tdm instead the current spawnsystem of spawning where enemies are not looking; meaning always spawning in the enemies back. This makes tdm a lot more random. In my opinion tdm with sides of the map for each faction, a la tug of war, is more fun and interesting to play.
Maybe not worse, ia ctually enjoyed its system alot better than the current one.
The part where he showed targets 1-6 was interesting. Most of the video seemed like random sniper kills with a few decent shots interspersed (such as through the pillars on Havana).
I'd love to get some people going for roflstopming publobies in objective types. Getting a Sabotage Rush team is rewarding and incredibly fun. You're allowed even if your english isn't the greatest.
Treyarch's update thread has been... updated. http://www.callofduty.com/board/viewtopic.php?f=72&t=313365&sid=f5i4itsljmb07oobhc3saeipn6 PS3 version. You can find the other ones on your own, as I assume they'll be fairly similar. Note that this is for the patch in progress. As it states at the top, it isn't released quite yet. Likely a week or so away (depending on time it takes Sony/Microsoft to approve and all that).
Issues Addressed: • Resolved several issues with parties getting disbanded unexpectedly. • Additional measures to prevent the “Transmission error” and other disconnects. This was most likely to occur with large parties where party members had mixed NAT types. • Updated handling for UPnP-enabled routers to improve matchmaking conditions where users had strict or moderate NAT types. Also added in-game communications so that all players are aware of their NAT type in the Player Match party lobby. • Addressed an issue with VOIP icons not appearing when USB headsets were plugged in prior to game launch. • Prevention of exploit that allowed players to keep custom classes and killstreaks after prestige. • Addressed an issue where Flak Jacket Pro would not always protect against ground fires left by Napalm Strikes. • Prevention of users losing their killstreak reward when switching classes at the start of a new round in round-based game modes. • Addressed an issue where the incorrect perks would appear when spectating another player under certain circumstances. • Added round start explosive delay to China Lake grenade launcher to give it the same round start limitations as other explosives. • Contracts will now reset when the player Prestiges. • Prevention of Valkyrie rocket exploding upon release under rare conditions. • Prevention of Gunship failing to give player full control under rare conditions. • Prevention of an issue where a player will get teleported outside the map boundaries under very specific circumstances. • Additional security measures to enhance detection and banning capabilities.
Gameplay Tuning: • Limit the ability to re-roll supply drops using Hardline Pro to Care Packages only, no other killstreak drops. • Added a negative influencer to all spawn points to decrease the chances of spawning near an enemy. This will further improve spawning protection on top of previous updates. • Additional sound mix tuning for Ninja Pro users – increased ranges and volume of enemy footsteps, and removed player footstep sounds on concrete material types. • Increased headshot multipliers for sniper rifles. Sniper rifles with suppressors equipped will now always be ensured one-shot kill headshots. • Subtle increase in sniper rifle accuracy when scoping in. • Added a render delay to the red diamond player indicators that appear when controlling the Gunship, Valkyrie Rocket and Chopper Gunner. When a player first spawns, this will not appear for a period of time. • Additional minor reductions in knife lunge.
So Hardline Pro is getting nerfed. Can't say I'll cry too hard, as it was a wee bit ridiculous. Also, tweaks to spawns, snipers, sound, and even the knife. Taking steps to address all the major concerns (outside remaking most of the maps, haha). I've had a few times recently while sniping that I would line up a guy (head or chest shot) that wasn't even moving, hold breath and all that jazz, and not even get a hit marker. Also once got two hit markers on a guy that was prone facing me (aka, how do you NOT headshot him?). No, he didn't go into Second Chance, either. Kinda rage inducing.
Also making it slightly harder to spawnkill with chopper gunner/gunship, which isn't bad either. Pretty good changes overall.
Pretty nice frag vid that came out a few days ago.
frag videos cant be good unless the kills at the very least come from scrims but preferably only league match footage. any halfway decent competitive player can rape a pub. its like a mma fighter making a "frag video" of him kicking the shit out of high school kids.
Pretty nice frag vid that came out a few days ago.
frag videos cant be good unless the kills at the very least come from scrims but preferably only league match footage. any halfway decent competitive player can rape a pub. its like a mma fighter making a "frag video" of him kicking the shit out of high school kids.
but look at those high school kids fly!! I think that video was more of a "look, a cool video" as opposed to a "Look at my mad skillz" video.
Besides, it was very well edited, apart from the rather frantic pacing..
I wouldn't consider that "well edited" there was a lot of shit going on to where you couldn't tell what was yawntastic or skillful. I hate the influence from fast cutting movies like the Bourne series has leaked into game montages. </shakes cane>
I just miss the well put together videos like Pubmasters and Shaolin Production. The absolute yumminess of Tribulation hasn't really been outdone for me.
Was bored in the early levels of prestige today and decided to try the premade Dragunov class for lawlz on Jungle. Actually did decently well so I made my normal sniper class with it instead of the L96, which I haven't unlocked yet and played a game on WMD. Did amazingly well (21-2, though certainly luck was a factor, too). Gun handles far better than I recalled when I tried it when first getting the game.
RPK, on the other hand, still blows donkey chunks.
Also noticed that dual wielding pistols seems to remove their ability to be quickly switched to from other weapons.
Yo guys! I'm not exactly a computer expert, and I don't have time to find BO's spec requirements right now, so if anyone would be willing to, can you tell me if my current P.C can run it :D?
My pc's info:
AMD Athlon(tm) X2 250 Processor (2CPUs), ~3.0GHz 5120 MB Ram ATI Radeion HD 4200
On December 08 2010 09:11 BROotogy wrote: Yo guys! I'm not exactly a computer expert, and I don't have time to find BO's spec requirements right now, so if anyone would be willing to, can you tell me if my current P.C can run it :D?
My pc's info:
AMD Athlon(tm) X2 250 Processor (2CPUs), ~3.0GHz 5120 MB Ram ATI Radeion HD 4200
I run this game at probably avg 40fps on 1600x900 with
AMD Athlon 64 X2 6000+ ~3.0GHz 2GB RAM and 5770
so yeah. my cpu bottlenecks, so for you it could possibly be both
I'm still kind of pissed you can't choose to be on the same team as your friends, I don't see the point in playing SnD with friends if I can't be on the same team.
Anyways time to post some K/d guys! Screenshots are a must:
My low levels ruined my K/d so hard, had like 1.4 when I didn't know the maps. My effective K/d is above 2. My cod4 K/d was 3.05 and mt mw2 K/d was 2.57. Also I'm not prestige-ing until my K/d hits 2. I'm kind of happy with the accuracy as well. Let's see who can get the highest accuracy~~