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Call of Duty: Black Ops 2 - Page 113

post #3361 of 4566
Quote:
Originally Posted by bucwylde23 View Post

Join our game in progress and we will run lodestar/vtol and pretty good chance you'll have stuff to shoot down
We could of used you on Dom yesterday... we were getting seriously worked, even conman was going negative. Top player on the other team finished at 71-12 or something, it was bad.
post #3362 of 4566


I'm assuming they are going to be adding new prestige levels. It used to say "you are ready for prestige 1 level 1" now it says "prestige 12 level 1" and you can see a new icon behind the master prestige emblem. I"m just curious as to why they are going to have double XP before the map pack releases if they intend on raising the prestige levels.
post #3363 of 4566
Quote:
Originally Posted by General Kenobi View Post

We could of used you on Dom yesterday... we were getting seriously worked, even conman was going negative. Top player on the other team finished at 71-12 or something, it was bad.

Had to work late so I couldn't get on, but would have loved to put the team on my back wink.gif
post #3364 of 4566
Wow man, congrats on getting to Master Prestige.....well done.
post #3365 of 4566
Quote:
Originally Posted by Myrtledog View Post

Since the MTAR is open right away, I switched over to the SCAR after hitting level 40. It's taking me a while to get used to it. I just put the grip on it so hopefully that will help with the recoil.

Still just need a triple kill with the RPG to open up Diamond for the launchers. I am running it on every class and just hoping I luck into it sometime soon.

Did they fix the grip bug? Somebody posted a video a few weeks back showing the grip did nothing to improve accuracy like it is supposed to. I stopped using it on all of my classes after that.
post #3366 of 4566
Quote:
Originally Posted by mappleby285 View Post

Did they fix the grip bug? Somebody posted a video a few weeks back showing the grip did nothing to improve accuracy like it is supposed to. I stopped using it on all of my classes after that.

It always gave "some" benefit on the SCAR, but as far as the last thing Drift0r posted on You Tube, there is still no accuracy improvement for using GRIP.

Here is the last thing he posted on it.

post #3367 of 4566
Quote:
Originally Posted by bucwylde23 View Post

Had to work late so I couldn't get on, but would have loved to get teamed on my back wink.gif
*fixed
post #3368 of 4566
Quote:
Originally Posted by jblank74 View Post

It always gave "some" benefit on the SCAR, but as far as the last thing Drift0r posted on You Tube, there is still no accuracy improvement for using GRIP.

Here is the last thing he posted on it.


Vahn mentioned this...

Vahn tweeted that it does have an effect, just not the one people were testing for. Instead of directly reducing recoil, it allows your weapon to recenter faster when you stop firing...so it should be more effective on semi-auto or burst-fire weapons, or when burst-firing anything else.

Me personally, I almost always run around with the grip on my MP7.
post #3369 of 4566
Quote:
Originally Posted by vedderpj13 View Post

Vahn mentioned this...

Vahn tweeted that it does have an effect, just not the one people were testing for. Instead of directly reducing recoil, it allows your weapon to recenter faster when you stop firing...so it should be more effective on semi-auto or burst-fire weapons, or when burst-firing anything else.

Me personally, I almost always run around with the grip on my MP7.

I saw Vahn's response and my interpretation is this: "Grip sucks, don't waste an attachment slot on it".
post #3370 of 4566
Quote:
Originally Posted by vedderpj13 View Post

Vahn mentioned this...

Vahn tweeted that it does have an effect, just not the one people were testing for. Instead of directly reducing recoil, it allows your weapon to recenter faster when you stop firing...so it should be more effective on semi-auto or burst-fire weapons, or when burst-firing anything else.

Me personally, I almost always run around with the grip on my MP7.

If that's really the case I might try it on my SMR class.
post #3371 of 4566
Quote:
Originally Posted by bucwylde23 View Post


DAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAMN!!!!!!!!!!!!!!!!!!!!!!!!!eek.gif!!

This is why I back out when I see "Master" in the lobby.
post #3372 of 4566
I love me some Double XP! biggrin.gif Just went from 43 to 50 this afternoon. Can't wait to roll it and rapidly crank through the lower levels.
post #3373 of 4566
Quote:
Originally Posted by vedderpj13 View Post

Vahn mentioned this...

Vahn tweeted that it does have an effect, just not the one people were testing for. Instead of directly reducing recoil, it allows your weapon to recenter faster when you stop firing...so it should be more effective on semi-auto or burst-fire weapons, or when burst-firing anything else.

Me personally, I almost always run around with the grip on my MP7.
Dift0r wasn't the only one, there were several that tested it w/ no improvement. I used to run it w/ all my LMG's. Dumped it, saw ZERO difference even w/ the re-centering. Did notice a slight difference w/ the Skorpion. Just my 2 cents...
post #3374 of 4566
http://www.charlieintel.com/2013/01/25/first-video-footage-of-the-dlc-map-downhill/

Activision has just released 10 hi-res official images through various media outlets of the new DLC maps coming this Tuesday. On top of that, Polygon and OneOfSwords obtained exclusive footage of the maps “Downhill” and “Grind”. I dont know about you but I cant wait for Tuesday..

Here’s what Polygon had to say about the new maps:

Grind- “forcing players to stay on the move, as they can’t hug most of Grind’s walls for cover.”

Mirage- “handful of hot spots where opposing players frequently meet. Mirage’s interior, a disorienting series of tunnels and hallways, adds a sense of tension in time sensitive gameplay modes like Demolition and Hardpoint.”

Hydro- “Fast-paced. A heavily trafficked channel running through the center of the map will occasionally fill with water, washing away any players unlucky enough to find themselves there and cutting off a major route.”

Downhill- “..offers the most terrain variety of Revolution’s set of maps with an intersection at its center where players will frequently run into each other. A pair of gondolas travels through the center of the map, introducing a major hazard in a frequently populated chokepoint.
post #3375 of 4566
Scorestreaks:
Death Machine: 3 hit kill range increased.
Dragonfire: health increased, gun spread reduced.
AGR: ground speed increased, reduced machine gun close range damage.
Warthog: reduced missile delay.
Lodestar: reduced missile speed and AOE radius.
Swarm: drone re-spawn delay increased.

Perks:
Hard Wired: Players with hard wired are now completely unaffected by EMP grenades.

Equipment:
Trophy System: increased range.

SMGs:
All + Silencers: reduced range.

Assault Rifles:
All: reduced idle sway.
M27: reduced amount of bullets to headshot kill at all ranges, increased 4-hit kill range.
Type25: reduced amount of bullets to headshot kill at all ranges, slightly reduced maximum hip fire spread.
SCAR: reduced amount of bullets to headshot kill at all ranges, slightly reduced maximum hip fire spread.
SIG556: penetration increased from medium to large, increased maximum number of bullets to kill at long distance and reduced burst delay.
TAR21: increased 3-hit kill range.
SMR: slight increase to damage so that 2 hit kills can still happen with minor penetration, headshot multiplier increased at long distance.
FAL OSW + Select Fire: increased recoil.
FAL OSW: increased hip spread.

LMGs:
All: ADS in and out time reduced.

Shotguns:
SRM1216: slightly increased short range damage.

Pistols:
Executioner: increased medium range damage.

Pretty sensible changes overall. The SWAT is finally getting a little love, and so are the LMGs.

Hard wired is still useless.
post #3376 of 4566
Quote:
Originally Posted by bd2003 View Post

Scorestreaks:
Death Machine: 3 hit kill range increased.
Dragonfire: health increased, gun spread reduced.
AGR: ground speed increased, reduced machine gun close range damage.
Warthog: reduced missile delay.
Lodestar: reduced missile speed and AOE radius.
Swarm: drone re-spawn delay increased.

Perks:
Hard Wired: Players with hard wired are now completely unaffected by EMP grenades.

Equipment:
Trophy System: increased range.

SMGs:
All + Silencers: reduced range.

Assault Rifles:
All: reduced idle sway.
M27: reduced amount of bullets to headshot kill at all ranges, increased 4-hit kill range.
Type25: reduced amount of bullets to headshot kill at all ranges, slightly reduced maximum hip fire spread.
SCAR: reduced amount of bullets to headshot kill at all ranges, slightly reduced maximum hip fire spread.
SIG556: penetration increased from medium to large, increased maximum number of bullets to kill at long distance and reduced burst delay.
TAR21: increased 3-hit kill range.
SMR: slight increase to damage so that 2 hit kills can still happen with minor penetration, headshot multiplier increased at long distance.
FAL OSW + Select Fire: increased recoil.
FAL OSW: increased hip spread.

LMGs:
All: ADS in and out time reduced.

Shotguns:
SRM1216: slightly increased short range damage.

Pistols:
Executioner: increased medium range damage.

Pretty sensible changes overall. The SWAT is finally getting a little love, and so are the LMGs.

Hard wired is still useless.

When did all this happen? I defiantly noticed a decrease in swarm killing last night. Thought maybe it was just me though.
post #3377 of 4566
It happened in the wee hours of the morning.
post #3378 of 4566
Thread Starter 
Quote:
Originally Posted by bd2003 View Post

Scorestreaks:
Death Machine: 3 hit kill range increased.
Dragonfire: health increased, gun spread reduced.
AGR: ground speed increased, reduced machine gun close range damage.
Warthog: reduced missile delay.
Lodestar: reduced missile speed and AOE radius.
Swarm: drone re-spawn delay increased.

Perks:
Hard Wired: Players with hard wired are now completely unaffected by EMP grenades.

Equipment:
Trophy System: increased range.

SMGs:
All + Silencers: reduced range.

Assault Rifles:
All: reduced idle sway.
M27: reduced amount of bullets to headshot kill at all ranges, increased 4-hit kill range.
Type25: reduced amount of bullets to headshot kill at all ranges, slightly reduced maximum hip fire spread.
SCAR: reduced amount of bullets to headshot kill at all ranges, slightly reduced maximum hip fire spread.
SIG556: penetration increased from medium to large, increased maximum number of bullets to kill at long distance and reduced burst delay.
TAR21: increased 3-hit kill range.
SMR: slight increase to damage so that 2 hit kills can still happen with minor penetration, headshot multiplier increased at long distance.
FAL OSW + Select Fire: increased recoil.
FAL OSW: increased hip spread.

LMGs:
All: ADS in and out time reduced.

Shotguns:
SRM1216: slightly increased short range damage.

Pistols:
Executioner: increased medium range damage.

Pretty sensible changes overall. The SWAT is finally getting a little love, and so are the LMGs.

Hard wired is still useless.

SWAT getting some love but I just got Gold camo for it last night and what pain in the a hole that was. So glad I won't going back to that anymore. FAL getting increased recoil sucks though. That was my go to gun next to SMR
post #3379 of 4566
The full list:

Game Update Notes: Jan. 26, 2013



New Features & Feature Improvements

Added support for Live Streaming in all Public Match playlists.
Added League Best from Season 1 to Player Card.
If you played in multiple series and/or multiple teams then your highest division and rank will be displayed. The League Best will span all seasons. If you finish with a higher division rank in Season 2 then your new League Best will be displayed after Season 2.
Added a Cumulative Daily Pool instead of a Weekly Pool in League Play. 200 Rank Points are added to a player’s pool every day. Points that are not used are rolled into the next day.
Added 2 new pages to the Combat Record (the Combat Summary and Medals).
Implemented sorting of Medals in the After Action Report.
Lowered HUD threshold for the "low health" overlay to increase player’s awareness of low health.
Added a “Go to Top” button for the League Leaderboard.



Issues Addressed

Matchmaking modified to never return games outside of player’s own continent, unless the Connection Type in Search Preferences is set to “Any”.
Addressed an issue where the UAV would not trigger if called in while aiming down sight.
Addressed an issue where the Master Demolition challenge did not unlock when the requirements were complete.
Addressed issue with the headshot sound not playing in final Killcams and Theater Demos.
Fixed an issue in League Play where “Career Wins” for a Series were not displayed during placement in the Lobby Career Overview.
Updated the After Action Report in League Play so that bonus points are not summed with the ladder points in points earned for the match.
Removed the ability to make dual wield attachment combos in Elite Create a Class and addressed an issue where these classes were appearing as missing in game.
Corrected mode description message displayed on YouTube when Live Streaming Public Match Core game modes.
Stocks on SMGs no longer allow a player to move faster while ADS than when moving normally.
Shotgun crosshairs will no longer turn red if an enemy is out of the shotgun’s maximum damage range.
Fixed an issue where bullets would not fire straight immediately after aiming down the sight while moving at the same time.
Improved turret tracking to eliminate false positives when checking line of sight.
Turrets now have smoother tracking when targeting players.
Improved bot pathing on multiple maps.
Current League Info is now getting updated properly in the Player Identity.
Manual sorting on League Teams removed as the results are now returned correctly.
Improved the Scoreboard to make friend Playercard information more accessible.
Addressed multiple UI issues.
Players can no longer earn credit towards a Prestige Equipment challenge through “friendly” flashbangs, concussions, and shock charges.
Fixed Select Fire weapons reverting back to their default fire method when using certain Scorestreaks and not calling them in.
Addressed an exploit where the game allowed access to the Custom Games Settings while believing the game was Public Matchmaking, allowing XP.
Fixed UI errors when linking Live Stream.
Score and points are no longer awarded if a player destroys their own turret in Hardcore FFA.
Improved image alignment when Stereoscopic 3D is enabled.
Addressed an issue where players were able to plant numerous Assault Shields.
Addressed an issue where the Stealth Helicopter was able to drop below the map in Drone.
Players are no longer able to get infinite Black Hats by immediately using another Black Hat.
Addressed an issue where it was possible for a player to equip two Assault Shields at the same time.
Players Spectating a One in the Chamber game no longer earn Survivor Bonus Points.
A player can no longer earn Medals for multi-kills if they continue to kill quickly after dying and re-spawning.
Various minor map fixes were made across multiple maps.



Gameplay Balancing

Scorestreaks:

Death Machine: 3 hit kill range increased.
Dragonfire: health increased, gun spread reduced.
AGR: ground speed increased, reduced machine gun close range damage.
Warthog: reduced missile delay.
Lodestar: reduced missile speed and AOE radius.
Swarm: drone re-spawn delay increased.

Perks:

Hard Wired: Players with hard wired are now completely unaffected by EMP grenades.

Equipment:

Trophy System: increased range.

SMGs:

All + Silencers: reduced range.

Assault Rifles:

All: reduced idle sway.
M27: reduced amount of bullets to headshot kill at all ranges, increased 4-hit kill range.
Type25: reduced amount of bullets to headshot kill at all ranges, slightly reduced maximum hip fire spread.
SCAR: reduced amount of bullets to headshot kill at all ranges, slightly reduced maximum hip fire spread.
SIG556: penetration increased from medium to large, increased maximum number of bullets to kill at long distance and reduced burst delay.
MTAR: increased 3-hit kill range.
SMR: slight increase to damage so that 2 hit kills can still happen with minor penetration, headshot multiplier increased at long distance.
FAL OSW + Select Fire: increased recoil.
FAL OSW: increased hip spread.

LMGs:

All: ADS in and out time reduced.

Shotguns:

SRM1216: slightly increased short range damage.

Pistols:

Executioner: increased medium range damage.
post #3380 of 4566
this happened a lot to me

Fixed an issue where bullets would not fire straight immediately after aiming down the sight while moving at the same time.

also anyone know where to buy MS points at a discount.. thanks
Edited by benjamin-benjami - 1/26/13 at 4:14pm
post #3381 of 4566
Finished the MTAR and Scar tonight. Just the SMR left to go until Diamond! Unfortunately I have to wait 4-5 more levels until I unlock the SMR.
post #3382 of 4566
Thread Starter 
M8A1 is another under powered gun. It is by far the hardest to get headshots with. I tried burst and full-auto but it didn't matter. It just takes too many bullets to take someone down. Even headshot takes a few bullets.
post #3383 of 4566
Thread Starter 
2 more headshots to go and then this nightmare will be over. Jeebus!
post #3384 of 4566
Quote:
Originally Posted by jitu View Post

M8A1 is another under powered gun. It is by far the hardest to get headshots with. I tried burst and full-auto but it didn't matter. It just takes too many bullets to take someone down. Even headshot takes a few bullets.

this is one of my fav 2 guns to use in HC, it is a beast and very easy to get headshots with... but once again only in HC
post #3385 of 4566
Quote:
Originally Posted by benjamin-benjami View Post

this is one of my fav 2 guns to use in HC, it is a beast and very easy to get headshots with... but once again only in HC

The diamond challenge has totally changed me on HC. I used to hate it but after playing it almost exclusively for the last few weeks while working on the guns, I am really starting to like HC.
post #3386 of 4566
Welcome to the dark side Myrtle!
post #3387 of 4566
Quote:
Originally Posted by jitu View Post

M8A1 is another under powered gun. It is by far the hardest to get headshots with. I tried burst and full-auto but it didn't matter. It just takes too many bullets to take someone down. Even headshot takes a few bullets.

The reason it's difficult to get headshot kills is because it only has a 1x headshot multiplier, so you don't get the usual headshot damage bonus like you do on some other weapons. The Scorpion Evo is the same way, no additional damage for a headshot.
post #3388 of 4566
Now that I've got a few guns past 100 headshots, Im starting to really dislike these challenges. I catch myself focusing more on completing them than actually caring about winning the game. As soon as I get 3 kills I turtle up somewhere to try and get the bloodthirsty medals, instead of trying to cap flags. I'm becoming that guy I hate, that puts their k/d, streak, whatever....before actually winning.

This will continue to be a problem as long as they keep making these silly challenges. It's like a huge chunk of players in any given match are literally playing a different game. Most are playing domination, and the rest are playing the camo game.
post #3389 of 4566
Quote:
Originally Posted by bd2003 View Post

Now that I've got a few guns past 100 headshots, Im starting to really dislike these challenges. I catch myself focusing more on completing them than actually caring about winning the game. As soon as I get 3 kills I turtle up somewhere to try and get the bloodthirsty medals, instead of trying to cap flags. I'm becoming that guy I hate, that puts their k/d, streak, whatever....before actually winning.

This will continue to be a problem as long as they keep making these silly challenges. It's like a huge chunk of players in any given match are literally playing a different game. Most are playing domination, and the rest are playing the camo game.

I've noticed that a lot as well lately. Gettin' a little old I have to say...
post #3390 of 4566
Quote:
Originally Posted by bd2003 View Post

Now that I've got a few guns past 100 headshots, Im starting to really dislike these challenges. I catch myself focusing more on completing them than actually caring about winning the game. As soon as I get 3 kills I turtle up somewhere to try and get the bloodthirsty medals, instead of trying to cap flags. I'm becoming that guy I hate, that puts their k/d, streak, whatever....before actually winning.

This will continue to be a problem as long as they keep making these silly challenges. It's like a huge chunk of players in any given match are literally playing a different game. Most are playing domination, and the rest are playing the camo game.

I agree. Frankly, I wish they would just do cumulative kills to complete the challenges, maybe headshots also.
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