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post #4411 of 4672 Old 04-09-2013, 02:56 PM
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It's just as ba when your teammate destroys your guardian on purpose. I have video to prove it. =(

I hate that!!!!! What is the reason behind this? Guys on 5+ prestige are doing this and I can't figure out why. Now when I see it I run in front of their bullets and let them kill me. so hopefully they get kicked.

I never argue with fools cause from a distance you canÂt tell who is who....
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post #4412 of 4672 Old 04-09-2013, 04:28 PM - Thread Starter
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I hate that!!!!! What is the reason behind this? Guys on 5+ prestige are doing this and I can't figure out why. Now when I see it I run in front of their bullets and let them kill me. so hopefully they get kicked.

Here is the video I had captured. Got a pretty cool streak with the shotgun and claymore which btw was a funny kill when you look at the 3rd person view. The guardian destroyer is right after that.

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post #4413 of 4672 Old 04-10-2013, 10:50 AM
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Here is the video I had captured. Got a pretty cool streak with the shotgun and claymore which btw was a funny kill when you look at the 3rd person view. The guardian destroyer is right after that.

See, and I don't get why he did it. If you have any time into this game you have to know your teams equipment has the little white thing on top of it to indicate it is friendly. C'MON SON!!!!

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post #4414 of 4672 Old 04-10-2013, 11:13 AM
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See, and I don't get why he did it. If you have any time into this game you have to know your teams equipment has the little white thing on top of it to indicate it is friendly. C'MON SON!!!!
Does your affiliation symbol show in hardcore? Is that gameplay even from HC? Lol!

I think I'm taking this game back today. The new god of war is out and I think I'll pick up that and a new copy of mw2...

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post #4415 of 4672 Old 04-10-2013, 11:50 AM - Thread Starter
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Originally Posted by ProblemHouston View Post

See, and I don't get why he did it. If you have any time into this game you have to know your teams equipment has the little white thing on top of it to indicate it is friendly. C'MON SON!!!!

You are correct, sir.
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Does your affiliation symbol show in hardcore? Is that gameplay even from HC? Lol!

I think I'm taking this game back today. The new god of war is out and I think I'll pick up that and a new copy of mw2...

Yep, even in HC mode the equipment will show if it's friendly or enemy. Also, when you see a Dragonfire, yours or your teammates will have blue lights and the enemy one will have red lights.

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post #4416 of 4672 Old 04-10-2013, 04:09 PM
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Well it's about damn time! Just downloaded an update today and found that Nuketown is now in the regular map rotation cool.gif

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post #4417 of 4672 Old 04-10-2013, 04:47 PM
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http://www.charlieintel.com/2013/04/10/14255/



New patch for Black Ops 2 released on Xbox; adds Nuketown to all playlist, and more
By keshav
Updated: April 10, 2013




Treyarch has just released a new patch for Black Ops 2 on the Xbox 360. This patch is available now for download.

Some notable additions include:
-Nuketown 2025 is now in all playlists
-Added Hardcore Domination
-new prestige calling cards available
-new Grief mode called Grief: Cell Block – a new map for Grief coming with Uprising.
-added Mob of the Dead to the Zombies leader boards.

This patch has removed Hardcore CTF and Chaos Moshpit – as Nuketown is now in all playlists.


Official patch notes have been released:

Feature Improvements

-Added Prestige Level Calling Cards for each Prestige Level.
-Players will now control the last Scorestreak called when calling in multiple remote controllable Scorestreaks.
-Updated the League Lobbies to display Team Rank next to each Team Member’s name.
-Added Suicide and Team Killed Penalties to the Game Rules/Spawn Settings Menu for Custom Games.
-Added a feature to kick players if they suicide too often in a game.

Multiplayer Issues Addressed

-Fixed an issue reported by the community where the Lodestar view remains on screen if the VTOL Warship is destroyed after being previously kicked from the VTOL due to friendly fire.
-Updated Menus to combat exploits reported by the community.
Addressed a persistent Counter UAV issue that occurred during host migrations.
-Fixed an issue reported by the community where the player was not earning any progress for the Chopper Hunter Field Specialist challenge.
-Fixed an issue reported by the community where C4 was doing no damage to enemies if blown up the moment it attaches to a surface.
-Addressed an issue reported by the community with activating Prestige on a weapon not removing attachments from that weapon in other class sets.
-Prestige Master icon can now be seen as the ‘next Prestige’ when players reach the max Prestige Level.
-Resolved an issue with the Orbital VSAT Scorestreak losing time during the host migration count down.
-Resolved a collision issue on Grind which caused the player to become stuck on the vert ramp.
-Fixed an issue where players were able to place a turret while under the big rig in Aftermath.
-Addressed a couple issues with the Sentry Gun and AGR Scorestreak tablets remaining open when the player transitions to the Scorestreak while it is being destroyed.
-The Attachments menu in the After Action Report now indicates the XP a player earns from leveling up a weapon.
-Resolved an issue where players would lose control of Sentry Guns if they take control of it while it is being destroyed.
-Fixed an issue with Turret and Guardian placement within certain objects in Aftermath.
-Improved performance in Theater when a player Previews a Clip over and over again while their Clips in the Timeline Editor are maxed out.
-Fixed an issue with the environment disappearing when dying and spectating the water in Carrier.
-The music now plays for everyone during the Final Killcam.
-Addressed an issue on PlayStation 3 where the Listen In toggle, while CODcasting, was listening to all whether it was toggled on or not.
-Fixed an issue in Theater where the camera viewed under the map while watching players that had not spawned in.
-Resolved an issue with the AGR icon only appearing on the mini-map when it was firing both the machine gun and rockets at the same time.
-Resolved an issue with the Victory/Defeat screen not accurately displaying the amount of XP a player had earned in Objective based game modes on Combat Training.
-Addressed multiple issues with reloading the War Machine Scorestreak.
-Adjusted the Scoreboard columns when CODcasting Free For All to display points in the first column instead of player score.
-Fixed an issue with the HUD pushing off the screen when CODcasting in Theater during a round transition.
-Resolved an issue in Theater where Party Leaders could not render videos while players joined the lobby.
-Addressed an issue with the Chat Notification not appearing on the in game screen for players who were speaking in Party Chat.
-Fixed an animation issue for the Combat Knife when holding aim down sight and pressing the melee attack button.
-Resolved an inconsistency in the Emblem Editor with the way emblems were being displayed between profiles.
-Resolved an issue in the Player Channel where deleted screenshots and edited films were appearing as an error when viewed by another player.
-Addressed an issue in the League Play slide menu where the Career Wins stat was not updating for previous seasons when the player had not yet been placed.
-Fixed an issue with the Game Settings Update prompt getting cut off when choosing to update after the idle screen fade out.
-Resolved an issue with the gondolas on Downhill continuing to move during a host migration.
-Fixed an issue with the Emblems on Playercards viewed from the in-game Scoreboard showing corruption.
-Addressed an issue in Search and Destroy where players would sometimes spawn into the next round with their secondary weapon.
-Resolved an endless loading prompt to connect to Twitch when attempting to unlink and re-link accounts with no login information.
-Fixed a Twitch/Twitter menu issue where some fields were still accessible while connecting to Twitch/Twitter.
-Resolved a UI issue with rapidly using Like and Dislike on user generated content.
-Fixed an issue with the equipped DLC reticle displaying the wrong preview reticle when going from a DLC reticle to any other reticle equipped on another weapon.
-Addressed the Hellstorm Missile boost button prompt not updating correctly for some controller button layouts.
Addressed multiple menu layering issues.
-Fixed an issue with the laser effect not appearing in game on a Laser Sight if the player spams the Switch Weapons button.
-Addressed an issue with the mini-map overlapping the objective text when a CODcaster has the control panel open.
-Resolved an issue with the Bacon and Dia De Muertos DLC camos not appearing on enemy weapons when the player is using a weapon that has the Millimeter Scanner attachment equipped.
-Fix for League Season History and League Leaderboard UI errors.
-Fixed an issue in CODtv paging logic where we were losing one item every time we page back from page 3 to 2.

Gameplay Balancing

-Adjusted Hijacked engine room Hardpoint zone to extend to ladders.
-Lightning Strike Radar will not reactivate after round change if it has been used in a previous round.
-Global enemy spawn influencers adjusted.
-Adjusted objective spawn influencers in Capture the Flag.

Zombies Issues Addressed

-Fixed a UI Error that occurred on Turned.
-Resolved various bugs around the Die Rise map.

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post #4418 of 4672 Old 04-10-2013, 07:55 PM
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post #4419 of 4672 Old 04-10-2013, 08:44 PM - Thread Starter
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-Added a feature to kick players if they suicide too often in a game.

People were doing that to get into easy lobbies so I am glad they addressed this.

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post #4420 of 4672 Old 04-10-2013, 08:44 PM - Thread Starter
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-Added a feature to kick players if they suicide too often in a game.

People were doing that to get into easy lobbies so I am glad they addressed this.

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post #4421 of 4672 Old 04-12-2013, 01:33 PM
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Anything in those patch notes about fixing the gawd awful lag or maybe adding recoil and/or view kick to snipers when hit and not using toughness?

No?

That's what I thought... **** you very much 3arc.

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post #4422 of 4672 Old 04-12-2013, 05:55 PM
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They also didn't fix several of the challenges not getting counted - such as aiming down iron sights.
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post #4423 of 4672 Old 04-12-2013, 06:25 PM
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They also didn't fix several of the challenges not getting counted - such as aiming down iron sights.

That challenge does work. You have to be using the 'iron sight' attachment on one of the sniper rifles.

Read. Think. Post. In that order, preferably

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post #4424 of 4672 Old 04-12-2013, 07:01 PM - Thread Starter
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I honestly think the lag comes from the addition of theater mode. Cod4 and MW2 didn't have it and they didn't suffer from lag either. BO and BO2 have it and they do suffer from lag and even MW3 which wasn't from Treyarch, included theater mode and it suffered the same fate. I can guarantee if the next CoD got rid of the theater mode or release BO2 version2 without the theater mode the lag will go away.

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post #4425 of 4672 Old 04-15-2013, 08:59 AM
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Makes sense Jitu.

They added the theater stuff and those titles did have issues with it. I dont use it, so Ill be happy to see it go.. or select the option not to use it.

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post #4426 of 4672 Old 04-15-2013, 09:58 AM
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Makes sense Jitu.

They added the theater stuff and those titles did have issues with it. I dont use it, so Ill be happy to see it go.. or select the option not to use it.

You could disable it in mw3, didnt make a lick of difference though.

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post #4427 of 4672 Old 04-15-2013, 10:36 AM
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I did see a pretty convincing video a few months back that demonstrated a systematic difference in netcode performance vs mw3. With a relatively good connection both performed well, as latency increased blops 2 got considerably worse. The other thing I've seen demonstrated fairly consistently is that there's an increased time delay on player movement, which probably means the interpolation goes a few frames further back.

My guess is that it was a well intentioned attempt to smooth things out for everyone, by making sure those with erratic connections don't appear jumpy. Either they didnt test it thoroughly enough to understand how much worse it makes it for some players, or they ultimately decided that it was worth the added latency.

I seriously doubt theater mode has anything to do with it, all you need to do is to buffer the server output (like 2-3mb of memory) to piece the game back together.

Edit: Thinking about it.....maybe you could indirectly link it to theater. It could be that they pulled back the interpolation a few frames so the replays looked smoother. They didnt *have* to do this, but they may have chosen to do so for aesthetic reasons, gameplay performance be damned.

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post #4428 of 4672 Old 04-15-2013, 01:03 PM - Thread Starter
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You could disable it in mw3, didnt make a lick of difference though.

Here is the catch, even if you disable it, it wouldn't stop other players from getting those data recorded. So, even if only one player uses theater mode while the rest disables it, it wouldn't change anything since that one single player will still have to get the other players data. This is just extra data that is getting passed back and forth and theater mode ain't no joke. It handles and records crap ton of data. I know Treyarch will tell us otherwise but then again I don't think they are going to come out and say ummm well we knew about the theater mode contributin to the lag you guys hate so much but oh well, what's done is done and we are not going to pay our programmers to remove this feature.

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post #4429 of 4672 Old 04-15-2013, 01:12 PM - Thread Starter
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Originally Posted by bd2003 View Post

I did see a pretty convincing video a few months back that demonstrated a systematic difference in netcode performance vs mw3. With a relatively good connection both performed well, as latency increased blops 2 got considerably worse. The other thing I've seen demonstrated fairly consistently is that there's an increased time delay on player movement, which probably means the interpolation goes a few frames further back.

My guess is that it was a well intentioned attempt to smooth things out for everyone, by making sure those with erratic connections don't appear jumpy. Either they didnt test it thoroughly enough to understand how much worse it makes it for some players, or they ultimately decided that it was worth the added latency.

I seriously doubt theater mode has anything to do with it, all you need to do is to buffer the server output (like 2-3mb of memory) to piece the game back together.

Edit: Thinking about it.....maybe you could indirectly link it to theater. It could be that they pulled back the interpolation a few frames so the replays looked smoother. They didnt *have* to do this, but they may have chosen to do so for aesthetic reasons, gameplay performance be damned.

That still wouldn't make sense because when you look at your gameplay in theater mode, you will see that the movements are jumpy and almost makes you look like you have sixth sense. Killing people with just a few bulltets or cathing them before they even see you, etc.

Last night, in Nuketown, I ran in the middle, between the two buses, and I looked to my right, nobody there and as soon as I look straight....BOOM! and as I fall to the ground, I see the person that killed me and he literally just popped in there. Where the hell was he in the last few seconds??? There is a lot of things broken but I try to enjoy it as much as I can and when I don't, there's always MW2 or some other games.

I just want to see the next CoD without theater mode and if I am wrong about the lag then I apologize in advance.

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post #4430 of 4672 Old 04-15-2013, 01:13 PM
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Originally Posted by jitu View Post

Here is the catch, even if you disable it, it wouldn't stop other players from getting those data recorded. So, even if only one player uses theater mode while the rest disables it, it wouldn't change anything since that one single player will still have to get the other players data. This is just extra data that is getting passed back and forth and theater mode ain't no joke. It handles and records crap ton of data. I know Treyarch will tell us otherwise but then again I don't think they are going to come out and say ummm well we knew about the theater mode contributin to the lag you guys hate so much but oh well, what's done is done and we are not going to pay our programmers to remove this feature.

I assure you the amount of data isn't the issue....the main reason mw3 lets you disable it is because it leaves a local copy on your HDD, and those can add up over time. Treyarch handles everything in the cloud - either way its still just a few MB, and its data that's getting sent around either way in order for the game to function.

But as long as they're going to change the netcode settings to suit theater, I see no way around that unless they globally disable it. They could try something like a theater free playlist that kicks anyone above 100ms and really tightens the netcode settings back to mw2 levels...but like you say, they're not going to want to admit that there's any flaw to begin with. FWIW, that same test I saw, MW3 performed quite well, and there was no shortage of complaining about lag there. So they might just be saying F it, people are gonna complain about lag anyway, but a lot of people really dig theater mode, so screw it, let a little more lag in.

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post #4431 of 4672 Old 04-15-2013, 01:16 PM
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That still wouldn't make sense because when you look at your gameplay in theater mode, you will see that the movements are jumpy and almost makes you look like you have sixth sense. Killing people with just a few bulltets or cathing them before they even see you, etc.

Last night, in Nuketown, I ran in the middle, between the two buses, and I looked to my right, nobody there and as soon as I look straight....BOOM! and as I fall to the ground, I see the person that killed me and he literally just popped in there. Where the hell was he in the last few seconds??? There is a lot of things broken but I try to enjoy it as much as I can and when I don't, there's always MW2 or some other games.

I just want to see the next CoD without theater mode and if I am wrong about the lag then I apologize in advance.

By jumpy I mean people skipping/warping around, etc. It can only smooth it out, not eliminate it entirely. And even then, buffering movement further back = more apparent lag, especially for those with slower connections.

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post #4432 of 4672 Old 04-15-2013, 01:19 PM - Thread Starter
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Originally Posted by bd2003 View Post

I assure you the amount of data isn't the issue....the main reason mw3 lets you disable it is because it leaves a local copy on your HDD, and those can add up over time. Treyarch handles everything in the cloud - either way its still just a few MB, and its data that's getting sent around either way in order for the game to function.

But as long as they're going to change the netcode settings to suit theater, I see no way around that unless they globally disable it. They could try something like a theater free playlist that kicks anyone above 100ms and really tightens the netcode settings back to mw2 levels...but like you say, they're not going to want to admit that there's any flaw to begin with. FWIW, that same test I saw, MW3 performed quite well, and there was no shortage of complaining about lag there. So they might just be saying F it, people are gonna complain about lag anyway, but a lot of people really dig theater mode, so screw it, let a little more lag in.

That would be nice to have...a theater free playlist. Like that idea! This is slowly going to sound like dedicated server kinda issue which I am perfectly fine with and would support 100% Be able to find games based on some filters that we set in multiplayer, so, we can choose to look for games without theater mode and set out ping threshold too =]

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post #4433 of 4672 Old 04-15-2013, 01:44 PM
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Originally Posted by jitu View Post

That would be nice to have...a theater free playlist. Like that idea! This is slowly going to sound like dedicated server kinda issue which I am perfectly fine with and would support 100% Be able to find games based on some filters that we set in multiplayer, so, we can choose to look for games without theater mode and set out ping threshold too =]

It wouldn't even need to be theater free, you'd just have to go into it knowing that the game and theater mode might be really jumpy for some. Although if you're kicking everyone over 100ms or excessively lossy, those jumpy/lagged players won't even make the cut.

Remember, they did let you choose to prioritize connection over matchmaking speed - but they didnt necessarily group everyone together that did that. They'd need to completely segregate the players who want to play lag free, from those who want to group up with far away friends, use wifi, etc. It'd probably completely break up the AVS crew....so be careful what you wish for.

Dedicated servers with tighter settings could solve it too - but a huge factor behind cod's popularity is how easy it is for everyone to just jump in together and get in a game quick. The more they segregate people from each other in order to put network performance above all else....they'd kind of be killing a lot of what makes it great in the first place.

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post #4434 of 4672 Old 04-15-2013, 02:26 PM
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Last night, in Nuketown, I ran in the middle, between the two buses, and I looked to my right, nobody there and as soon as I look straight....BOOM! and as I fall to the ground, I see the person that killed me and he literally just popped in there. Where the hell was he in the last few seconds??? There is a lot of things broken but I try to enjoy it as much as I can and when I don't, there's always MW2 or some other games.

This happens way too much. Ever since I let my GF see the video she watches out for stuff like that and she points it out to me now, whereas before I would just chalk it up to not seeing him.

I never argue with fools cause from a distance you canÂt tell who is who....
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post #4435 of 4672 Old 04-15-2013, 04:39 PM
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Who's up for some blops ONE or some mw2 tonight? Hell-- I'll play mw3 even as I somehow still own that POS. (although I'm pretty sure I deleted all the DLC months ago...)

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post #4436 of 4672 Old 04-15-2013, 07:47 PM - Thread Starter
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Quote:
Originally Posted by sage11x View Post

Who's up for some blops ONE or some mw2 tonight? Hell-- I'll play mw3 even as I somehow still own that POS. (although I'm pretty sure I deleted all the DLC months ago...)

I will play MW2 since I don't have BO1. Getting on it now.

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bbexperience: "hmm. I don't know. It's hard to notice the sensitivity of the sticks when the controller is flying through the air."
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post #4437 of 4672 Old 04-16-2013, 07:04 AM - Thread Starter
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Domination game in Nuketown was EPIC! One of the best games I ever had with the AVS crew. =]

And my Guardian was doing this the entire game



.
.
.
(Surprisingly, none of the enemies had EMP granade...poor suckas!)

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bbexperience: "hmm. I don't know. It's hard to notice the sensitivity of the sticks when the controller is flying through the air."
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post #4438 of 4672 Old 04-16-2013, 12:10 PM
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Magma is my new favorite map. For DOM at least. Now, if only my connection would normalize...

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post #4439 of 4672 Old 04-16-2013, 02:34 PM
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Quote:
Originally Posted by jitu View Post

Domination game in Nuketown was EPIC! One of the best games I ever had with the AVS crew. =]

And my Guardian was doing this the entire game



.
.
.
(Surprisingly, none of the enemies had EMP granade...poor suckas!)

We bring out thein people.

XBone..........pornhub
XBone..........lotion
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post #4440 of 4672 Old 04-16-2013, 07:34 PM - Thread Starter
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Not feeling the new maps. Encore has potential though but thats about it.

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bbexperience: "hmm. I don't know. It's hard to notice the sensitivity of the sticks when the controller is flying through the air."
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