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Call of Duty: Black Ops 2 - Page 46

post #1351 of 4583
I'm going to add an additional $.02 in respect to maps.

There's a fine line in map design between making them interesting and making them too complicated. The maps that have been my favorites in the past are generally small to medium sized with a fairly simple design. They have 2 or 3 ways to get from point A to point B and most of them have one or two overwatch spots. Think Hardhat and Village from MW3 and Firing Range, Jungle, Summit, and Launch from Black Ops. The problem with all but maybe Hijacked and Raid in Black Ops 2 is that they're just too complex. There's 5 or 6 well entrenched overwatch positions which makes it a PITA to even try to run out in the open, and there are 10 ways to get everywhere.

So I know some people see those aspects as more interesting and an evolution in map design but to me they're just not as fun, and I think that's what some people are seeing here as well.
post #1352 of 4583
Quote:
Originally Posted by General Kenobi View Post

I've noticed this too. Would that impact ability to find a match or does it go beyond that?

Other than saying it in the menu, It hasn't affected me at all. No matchmaking problems, lag, etc. Ironically, the only time it wouldn't match-make was I set up the port-forwarding. Go figure.
post #1353 of 4583
So is it a douple XP weekend? I played some last night but didn't see anything that showed anything about double XP.
post #1354 of 4583
Yes, double XP if you got Nuketown 2025 and used the code.
post #1355 of 4583
I have not seen one high level killstreak yet, after about 13 hours of play on TDM. The level design (and lag of course) makes it impossible to sustain a kill streak. The highest I've seen is the quadrotor, and I've seen it maybe 10 times.
post #1356 of 4583
Quote:
Originally Posted by kev0ut View Post

I have not seen one high level killstreak yet, after about 13 hours of play on TDM. The level design (and lag of course) makes it impossible to sustain a kill streak. The highest I've seen is the quadrotor, and I've seen it maybe 10 times.
Play with Buc, he went 26-0 last night. I have no idea what the secret is but I'm lucky if I get to my Dragonfly.
post #1357 of 4583
couple of things.
1. got the dogs in a care package... wow that thing cleared out the other team
2. so last night i was getting rocked, prob averaged around 10-20, today 1st game 36-9, and had a bunch of great games after that.. numerous times someone came around the corner and had the drop on me, but i killed them... the lag can really play in your favor or against you, there is no reason why one night no matter who i play i just get smoked and then the next day no matter who i play i am killing them (both times played for about 3 hours)
3. the MP7 is pretty nasty with foregrip and laser...
post #1358 of 4583
Quote:
Originally Posted by kev0ut View Post

I have not seen one high level killstreak yet, after about 13 hours of play on TDM. The level design (and lag of course) makes it impossible to sustain a kill streak. The highest I've seen is the quadrotor, and I've seen it maybe 10 times.

I agree completely, unless you're very lucky or going to be forced to slow down your pace A LOT and almost camp, I don't see how one can rush and build his kill streak in this game (Unless there's a kill streak that would continue killing for you, **** that ****, I'm talking about non-killstreak kills).

No matter how Godlike you think your play is, with some of those level designs you have no chance in hell to cover even half of the openings around you when playing against semi decent people. In CoD4 I swear I'd rush and rip people up with confidence, because I only had to worry about 2-4 angles at the same time instead of a freaking 1000.
post #1359 of 4583
Totally changed my run-n-gun tactic to a more 'camping' style and the kills started coming by itself. This is the first time I've topped a game (TDM) since I've been playing BLOP2. Next map was pretty good for me as well. At least I bumped up my K:D ratio (phew).
007apt.jpg

What I can say is BLOPS2 is not run-n-gun friendly at all. If u go in with your traditional MW/COD SMG class, u'll get ripped. What I've started doing is basically using AR's and camping and securing a particular spot and guarding it. Of course, been killed several times from behind due to bad spawn, I spent 80% of the time ads'ing a corner or watching an open area for fools rushing in (and yes, I was one of these fools all this time). This has been working extremely well. The only time I sprint is when I'd darting from safety to next. Other than that, I'm pretty much camping eek.gif.

Though it's not my style of play. At times, I feel like rushing but I know I'll just go into someone else's. I was going to sign up for the BLOPS2 season pass but at this point, I'll probably pass. Despite MW3 being glitched with more CQ maps, I still get more enjoyment out of that then BLOPS2.
post #1360 of 4583
Quote:
Originally Posted by Myrtledog View Post

Well if you didn't have multiple ways into rooms, camping would be 10x worse. If someone is camped, just use a different route into their area and clear them out.


You would think so but did you honestly feel mw3 was worse? Bcause mw3 had much less complicated map design without tons of entrances into every area. To me all these openings and entrances into every area simply makes people scared to move, as soon as they move into a new area someone can be entering into multiple other entrances and easily shoot you in the back. People dont want to move from room to room or into a new area since theirs so many entrances they can get killed from or shot in the back, the run and gun players are constantly getting shot in the back as they move around the map, I played with a friend tonight who just said I am scarred to move into a new area, since he was constantly getting shot from 3 or 4 directions, so he said he is camping now, after which he said i still get killed camping but alot less frequently if i just camp and its easier to get kills. Also what is easier to spot in a map with all those entrance ways into to different areas, a camper hidden in a corner or a guy moving around?

SO while its not cut and dry the map design does favor camping over run and gun players imo.

Their is more options to kill campers and campers are easier to snuff out eventually due to the map design, but i think most would agree running around is a much worse option and extremely difficult due to all the entrance ways and corners, and objects for people to camp behind in this game. I know personally while you cant dominate camping due to map design, i felt safer camping than run and gunning in blops 2, and its much safer option to stay positive. Hence alot of camping is going on.

As the poster above me is also proving.



MW3 was different, people felt much safer running around without multiple entrances or areas to get shot from as you moved in a room, i basically felt much safer moving into a new area. As long as i entered and checked 1 or 2 door ways in a room as i entered I felt safe constantly moving into new areas. I found much less camping in mw3. The run and gunners i also found were the best players in mw3. While it also made snuffing out occasional campers a bit more complicated but thats when people learned they would just tube them and they were dealt with. I truely believe if a player can move around and not feel vulnerable every second they move, they will typically move around more. Overall I much prefered mw3 map designs as it made players feel less vulnerable while running around.
Edited by Murilo - 11/18/12 at 5:33am
post #1361 of 4583
Can you even go back and kill campers consistently in this game? I mean there's a high chance you'll be killed on your way to them if you plan to actually move around quickly lol

In CoD4 I never had a problem with campers and that was a game where each room had like 2 or 3 entrances at most, it had so few buildings and simple map designs it was piss easy to lookout where a player could be camping.

Unfortunately developers and many people consider complex design with a **** load of buildings + hallways and to top it off they add extra height layers = Improvement in map design, which is not the case at all.
post #1362 of 4583
Now that Im 30 hours or so in, running and gunning has gotten a lot easier. It takes a while to get to know every crevasse of the map, where the hotspots are, the camp spots, etc. Every year, people say the same thing...this game is so hard, my K/D has come down. For the first couple of days, my K/D was in the .8 region. Its creeping back up to the 1.2 it usually is now that Im much more comfortable.

I still think the game plays just a smidgen too fast. In some places, the cover is a little too good, like the barrels in cargo, the windows in overflow, the two sides of the factory in drone. But there's always a back route. MW3 had much, much more complicated map design - when you break it down, these all follow the standard three lanes design.

I absolutely despise hijacked, I think its just an awful map, youre constantly getting shot in the back. Aftermath and Carrier are also way too cluttered. Cargo, Standoff, Slums, Raid and Express are my favorites. Plaza and Overflow also good, but a little tight. Drone and Meltdown might as well be the exact same map.

Overall theyre decent maps, none stand out as incredible or awful...aside from hijacked. Ive adjusted much quicker to these than the weeks it took me to get used to MW3 maps. Which I mostly came around to in the end, but these have still been much easier to learn.
post #1363 of 4583
Can anyone tell me sometimes I dont want to play with certain people just because I want to practice or play by myself. It typically for whatever reason never goes over well when I just say I prefer to play alone. Is it possible when I appear offline in my 360 settings, and play the game they wont see me either. I noticed in the game itself it also shows your online if you play. So I just want to make sure if I set my status to appear offline their not going to notice me playing in the game itself.
post #1364 of 4583
Quote:
Originally Posted by Murilo View Post

You would think so but did you honestly feel mw3 was worse? Bcause mw3 had much less complicated map design without tons of entrances into every area. To me all these openings and entrances into every area simply makes people scared to move, as soon as they move into a new area someone can be entering into multiple other entrances and easily shoot you in the back. People dont want to move from room to room or into a new area since theirs so many entrances they can get killed from or shot in the back, the run and gun players are constantly getting shot in the back as they move around the map, I played with a friend tonight who just said I am scarred to move into a new area, since he was constantly getting shot from 3 or 4 directions, so he said he is camping now, after which he said i still get killed camping but alot less frequently if i just camp and its easier to get kills. Also what is easier to spot in a map with all those entrance ways into to different areas, a camper hidden in a corner or a guy moving around?
SO while its not cut and dry the map design does favor camping over run and gun players imo.
Their is more options to kill campers and campers are easier to snuff out eventually due to the map design, but i think most would agree running around is a much worse option and extremely difficult due to all the entrance ways and corners, and objects for people to camp behind in this game. I know personally while you cant dominate camping due to map design, i felt safer camping than run and gunning in blops 2, and its much safer option to stay positive. Hence alot of camping is going on.
As the poster above me is also proving.
MW3 was different, people felt much safer running around without multiple entrances or areas to get shot from as you moved in a room, i basically felt much safer moving into a new area. As long as i entered and checked 1 or 2 door ways in a room as i entered I felt safe constantly moving into new areas. I found much less camping in mw3. The run and gunners i also found were the best players in mw3. While it also made snuffing out occasional campers a bit more complicated but thats when people learned they would just tube them and they were dealt with. I truely believe if a player can move around and not feel vulnerable every second they move, they will typically move around more. Overall I much prefered mw3 map designs as it made players feel less vulnerable while running around. I feel much more vulnerable in this game whenever i move then if i decide to camp.

I tend to agree w/ your assessment. MW3's maps were slightly too anti-camping. There comes a point were even people who DON'T usually camp wind up doing it, simply because they can't spawn for more than 3 seconds w/o being seen, let alone being shot. In reality, I think at some point it's diminishing returns. In contrast, this current version is a nice balance. There's plenty of camp sites, but there's been NO SHORTAGE AT ALL of rushers, unlike we saw in MW3. Do I like it when I run into a dead-end room and some guy's laying prone facing the doorway(and hasn't seen anyone in 5 minutes)? I hate it, but it FORCES me to be MORE CAREFUL. It makes me adjust in ways I don't like to. In that sense, I sort of like it. On many maps I camp my ass off. Who cares what some bitching/whining/moaning total stranger in the lobby afterwards thinks/says about it? If you think about it, the game is designed to have some camping. The perk system is proof of that. A lot the perks are trade-offs between camping/rushing. W/o that dynamic, I don't think we'd recognize COD, let alone enjoy it. I think this version has done a nice job of having something for everybody.
post #1365 of 4583
I have a number of AVSers on my friends list from BFBC2 days but for those who want to add me my gamertag is Mappleby.

I'm not great when it come to K/D ratio but I love objectives. So if you play mainly TDM you probably don't want to add me, I'm almost always playing Sabotage, Headquarters or now Hardpoint. I might have a crappy K/D ratio at the end of the match but I'll always be somewhere near the objective going crazy. That's just how I enjoy playing. The change from Killstreaks to Scorestreaks has been huge for me for the same reason. I didn't play MW3 but played all the other COD games and I don't think I ever got above a 10 killstreak. In most games I'm lucky to get to 5. This meant I always had to rely on care packages to hope I could get a cool killstreak reward. Now with the pointstreaks I'm doing much better. Run in on Sabotage, kill a guy, plant the bomb, kill a guy or 2 trying to defuse the bomb and I've already unlocked a Lightning Strike. I hadn't bothered unlocking the high scorestreaks because in past games I could never get that high, now that objectives actually count as well I might have a hope of something cool!
post #1366 of 4583
Yeah, I'm getting a lot higher streaks in this one. If you mix it up early in a domination game, you get 200 for the B cap, and every 200 for every kill while capping it. Same for the headquarters...you can really rack up the points if you don't play like a pussy.
post #1367 of 4583
ive been working on challenges and im currently working the throwing ax ones, particularly the hail mary one where you have to get a long distance kill. how friggin far away do you have to be? i was in raid on the side i guess you could call it the courtyard. i was on the end behind the van, saw a guy crouching behing the corner concrete piece on the stairs on the opposite side. to my disbelief, i actually got him haha. i was waiting impatiently to see the hail mary acknowledgement but no dice. seems like that would be long shot enough but no. do i really have to do the retarded "aim high in the air at one end of the map and get lucky by killing someone on the other end of the map"? what gives? any ideas on better, or luckier results? i loathe this ax mad.gif
post #1368 of 4583
Would you believe right now I'm watching a documentary on the Audience Network called The Making of COD:Black Ops II! Interesting stuff...
post #1369 of 4583
Had HORRIBLE run this morning. Seems no matter which way I turned, I was facing the wrong direction. I swear I got shot in the back 50 times. Never saw my killer most of the time. SO frustrating.

Sigh.
post #1370 of 4583
Just finished the Campaign...really excellent story....

Nice variety and choices...went back and got the strike force mission I didn't need to complete.

Multiplayer is very competive at this point, especially Ground War....

Zombies has that "Men in Black/X-Files" vibe.....
post #1371 of 4583
Just picked it up today. Probably going to start on the single player just to get back in to the COD feel. I have been on the BF side of things. BC2 and BF3. I miss how fluid the COD series feel.

GT-HKSVR4
post #1372 of 4583
Quote:
Originally Posted by metallicaband View Post

Can you even go back and kill campers consistently in this game? I mean there's a high chance you'll be killed on your way to them if you plan to actually move around quickly lol
In CoD4 I never had a problem with campers and that was a game where each room had like 2 or 3 entrances at most, it had so few buildings and simple map designs it was piss easy to lookout where a player could be camping.
Unfortunately developers and many people consider complex design with a **** load of buildings + hallways and to top it off they add extra height layers = Improvement in map design, which is not the case at all.

Completely agree, Your right it is tough, and very hard, I actually was writing a paragraph similar to yours in response to the guy i was quoting who said just to go back and use a different way to kill the campers, but i felt my post was dragging on as is. It is very hard to re spawn and get back to where a camper is and kill them, especially when you encounter a few more surprise campers along the way.

Sometimes its even hard to spawn without getting spawn killed.


Really if they add hardcore kill confirmed for me though it might solve issues camping. Or any other objective based hardcore modes that are missing which encourage people to move and do things in the game.
Edited by Murilo - 11/18/12 at 7:06pm
post #1373 of 4583
Hardcore HQ and Hardcore Hardpoint would be awesome.
post #1374 of 4583
Quote:
Originally Posted by Murilo View Post

Completely agree, Your right it is tough, and very hard, I actually was writing a paragraph similar to yours in response to the guy i was quoting who said just to go back and use a different way to kill the campers, but i felt my post was dragging on as is. It is very hard to re spawn and get back to where a camper is and kill them, especially when you encounter a few more surprise campers along the way.
Sometimes its even hard to spawn without getting spawn killed.
Really if they add hardcore kill confirmed for me though it might solve issues camping. Or any other objective based hardcore modes that are missing which encourage people to move and do things in the game.
It really depends on the mode you play. On TDM and KC I agree. I spent my first prestige token on Ghost which has been very handy but my next will almost certainly be on the tac insert. Until they get an update in to mitigate some of the spawn issues it is just too hard. The revenge spawn thing seems to be in full swing in this game. The cruise ship map (can't recall the name) is a perfect example. I'm all for keeping us close to the action but that one needs fixing, why they don't ever spawn anyone on the lower deck makes no sense to me.
post #1375 of 4583
I've been enjoying the Double XP weekend too much to look into the Zombie mode yet but I'm a little confused. I thought you had to pre-order the Hardened Edition to get the zombies and Nuketown 2025 bonus stuff. I just went with the standard edition and it came with the Nuketown code and I see the Zombie mode in my main menu. So what exactly would I have gotten with the Hardened Edition that I didn't get with the standard one?
post #1376 of 4583
Quote:
Originally Posted by mappleby285 View Post

I've been enjoying the Double XP weekend too much to look into the Zombie mode yet but I'm a little confused. I thought you had to pre-order the Hardened Edition to get the zombies and Nuketown 2025 bonus stuff. I just went with the standard edition and it came with the Nuketown code and I see the Zombie mode in my main menu. So what exactly would I have gotten with the Hardened Edition that I didn't get with the standard one?

A cool case
post #1377 of 4583
Quote:
Originally Posted by mappleby285 View Post

I've been enjoying the Double XP weekend too much to look into the Zombie mode yet but I'm a little confused. I thought you had to pre-order the Hardened Edition to get the zombies and Nuketown 2025 bonus stuff. I just went with the standard edition and it came with the Nuketown code and I see the Zombie mode in my main menu. So what exactly would I have gotten with the Hardened Edition that I didn't get with the standard one?

You get the zombie mode no matter what. you don't get the nuketown 2025 zombie map.
post #1378 of 4583
Does anyone know what effect a silencer will have with fmj?

I equipped fmj after constantly running into people standing still behind, crates, rocks, boxes, ect... but im not sure if a silencer will nerf that.
post #1379 of 4583
Quote:
Originally Posted by Murilo View Post

Does anyone know what effect a silencer will have with fmj?

I equipped fmj after constantly running into people standing still behind, crates, rocks, boxes, ect... but im not sure if a silencer will nerf that.

I doubt it. Silencer affects range, FMJ just affects penetration.

Although, speaking of attachments, a lot has changed.

Rapid fire now increases hipspread and reduces range/power.

The ACOG is actually great now - no aim speed penalty, eliminates sway, and a very minor recoil reduction. It used to actually increase recoil and really slow down your aim speed. It's gone from nerfing your gun to making it more deadly at med/long ranges.

The hybrid doesn't have the sway reduction or accuracy boost, but its more versatile.

The target finder completely eliminates sway as well, but no recoil reduction.

The EOTech has a slightly higher zoom than the reflex.

Select fire completely changes the gun. Turning a burst gun full auto reduces its range, and increases its recoil. The FAL seems to get a recoil reduction though. It's really particular per gun.

It's also possible the silencer *very slightly* reduces recoil, but I'm not 100% sure.

Most of this is from the strategy guide, which is surprisingly detailed and accurate on MP this year. Recoil plots, range charts and everything.
post #1380 of 4583
Anyone else planning on trading the game back in? I like the Pick 10 system a lot, but with all the new weapon attachments, this version of the game is just a bit too gimmicky for me. I almost feel like it gives poorer players an added advantage, by using some of these things like the targeting system, etc.

I like some of the maps, but I feel like you can't run n' gun (my style of play) in this version and sustain any type of streak because of the way the maps are set up...

Just wondering if anyone else has the same feelings.

Maybe it's just me, but after about 8 hours of MP play, I'm sending it back to Amazon for $40.50 in credit.
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