TIPPERSHIP. Guest RageOverdose wrote:
Ugh, I prefer multiplayer games that promote competitive/pro gaming. Those “minorities” of nerds at least know how to balance a game. That’s why MW was modified on PC for the leagues, because it was broken and impossible to allow a clear-cut winner. Call of Duty overall has always been that way, since bullet deviation and low health creates erratic deaths that took no skill whatsoever.
Competitive games usually allow skill to be involved. I say competitive as in, that’s what it was built for, competition (tournaments, pro leagues, amateur leagues even). CoD used to look like it would replace CS as the top competitive/pro tactical game, but it’s sad how 1.6 is still going strong (probably stronger than Source). At least games like Gears are trying (but Epic has been in the competitive scene for a LOOONG time, so it’s expected).
But my cynicism aside, the multiplayer still sounds fun, but it’s nothing more than a pub game. And, I can’t really say there’s anything wrong with that. And I hope that those perk upgrades don’t rape too much face. Also, silenced snipers is jacked up. That’s going to make a sniper class impossible to find, which is going to make playing against them annoying to frustration.
Reminds me of SOCOM.
BTW, did you guys see the other thread the Infamy Trailer? The Sngle player should exceed all the ther shooters, especially the plot. — — — — — — — — — — — — — — — — —
But, Silenced snipers- that was in SOCOM. I was a SOCOM 3 and CA player, and feel bad for almost, almost never looking back once i got COD4. Although I won’t get my thermal scopes in Multiplayer-
COD WAW was more tactical than MW- due to several reasons from map size t oease of access.
MW2 is really beefing the tacticalness of COD4, though. Joined: 29 May 2006 Posts: 4,689 OFFLINE Inferno Hero XUBER 1337 Poster Rep: 18 Okay guys, I just got a lot of good info for MW2, much of this information is from modernwarfare247.com, plus I have a few speculations of my own.
Many of the weapons on the site are either confirmed from screenshots or trailers.
My speculations come from the attachments,
I am guessing that each of these can be used for these weapons:
Primary weapons
ARs:
Grenade launcher- same
RDS- same
Silencer- same
ACOG- same, cannot pair with RDS
Masterkey shotgun attachment- for close range AR attacks like the grenade launcher, may replace perk 1, cannot have grenade launcher with it.
Heartbeat- localized motion sensor no way to jam most likey.
Thermal scope- highlights friends and foes in dark areas, cannot detect cold-blooded perk users. Cannot work with RDS or ACOG.
Unknown- Extended clips, laser module, and EOtech scope if any of these will be useable for the ARs, we know they get at least 10 attachment options.
SMGs
Silencer
RDS
Extended Clip- like WAW most likey doubles the ammo cap expect for the P90, 50 shots is enough already.
Heartbeat sensor
Unknown: ACOG, Termal scope, EOtech, and laser module considering not every SMG even worked with an ACOG in COD4 and WAW they had no long range attachments.
LMGs
RDS
Silencers- yes these do exist for heavy guns
RDS
ACOG
Heartbeat sensor
Grip-same to reduce recoil
Extended clip, most likey for the Steyr AUG Habar packing only 30 rounds for an LMG.
unknown: E0-tech, thermal scope, bipods and extended mags for the rest of the LMGs considering they have 100 shot belts already.
Snipers:
Not much new expect for the heartbeat sensor
We have yet to see it sniper rifles can make use of ACOG scopes again, considering WaW snipers were more balanced for no quick insta-kills at close ranges with snipers not able tp use telescopic sights (ACOG of WaW).
It is rumored that you can use silencers, thermal scopes, and a bipod for less recoil.
riot shield gets no attachments
Secondary weapons
Handguns: most likey RDS, silencers, extended mags, and maybe a 2X scope like a smaller ACOG considering handguns cannot gain much and the Magnums, 44 magnum and desert eagle may not have much like silencers should not be available to them. Should be around 6-7 attachments for handguns.
Machine Pistols: RDS, silencers, extended mags, are most likey some of the attachments but there are more. Maybe 6-8 for machine pistols.
Shotguns: The only secondary weapons with a wider range of options for attachments. RDS, silencers, and grip should be availiable. 2 rumored attachments are quick fire clips for the pump action shotguns, SPAS and W1200, and the M1014 semi auto shotgun. An extended clip may be available to the AA-12 and striker semi-auto shotgun.
Launchers have no attachments considering some such as the AT4 and M79 “thumper” already work as they should. __________________ PkmPFC:0301-6372-2725 MPHFC:5455-2991-6686
XBL:PlasmaSoldierX SSBFC:0774-3907-7773 The True Tippership Commander Guest Im going to go ahead and say this- THermal scopes and cold blooded- if thre’s any realism at all, the thermal scope will always work. Thermal scope work regardless of what temp you are, even if you’re below zero. You still emit infrared light.
Cold blodded- that wouldnt help. ..
The SOCOM thermal scopes got it pretty accurate..
although for MW2, ..theres not really a advantage- the thermal scope would make people stand out, day OR Night, but...when you scope at someone, you already spot them instantly, so....unless they’re really hiding..
my 2 cents Joined: 29 May 2006 Posts: 4,689 OFFLINE Inferno Hero XUBER 1337 Poster Rep: 18 Well we also get full metal jacket rounds as an attachment along with rapid fire. Both are deep impact and double tap respectively. There may be limitations to these as well, it is not known if you can have both with the bling perk.
I forgot to put akimbo as an attachment for the handguns/machine pistols and they also get tactical knives which allows you to hold your gun and knife at the same time. __________________ PkmPFC:0301-6372-2725 MPHFC:5455-2991-6686
XBL:PlasmaSoldierX SSBFC:0774-3907-7773 Joined: 15 Jan 2008 Posts: 7,769 OFFLINE GabMedXThe X stands for UnXarted 2. Rep: 47 GabMedX wrote:
My class shall have the ass-shield as Primary, any semi-auto pistol as second, akimbo atachment, and all other atachments will be for potencializing sneaking and defense.
An Idea for a second would be a Sniper for primary, shotgun for second, bling (supressor and red dot sight(or something similar)to sniper, hate zoomed snipers), tactical insurgance(course), and all others will benefice sneaking and (if I’m able) something similar to CoD 5’s Bouncing Betties.
A third would be a kamikaze big-ass minigun wielder.
I agree with you, clone. __________________  
Joined: 29 May 2006 Posts: 4,689 OFFLINE Inferno Hero XUBER 1337 Poster Rep: 18 I have a lot more to explain.
Deep Impact, Double tap, and Bandolier are now attachments mainly because they would be hard to impliement with improved forms. If anyone else is wondering what other blue perks are still around, I am sure that we still gain C4 2X, Claymores 2X, and bombsquad, and maybe those can be upgraded to. I could understand bombsquad gaining an effect like disarming C4 and claymores, you find them you can disarm them, that could be a nice effect, and the other 2 could maybe gain other effects like maybe you can pick up your C4 and claymores and move them elsewhere once they are put down.
Juggernaunt is the next one that should mainly be in, I mean if it could be upgraded, maybe it can decrease damage from melee as well as shots since we have the blast shield to reduce damage from explosives. All the people making a big deal about this perk were just retards who could not manage to put that 1 extra needed bullet into someone just because their target would not die as fast and they mainly used stopping power and they must have also been snipers who used stopping power to ensure a 1-hit-kill.
What I am going to laugh at is, if stopping power was taken out then all those retards complaining about extra life will then turn to complain about extra power, mainly for snipers and their 1 hit kill shots while the M16A4 and FAMAS with their one burst kill ablities plus the stronger automatic weapons like the TAR-21, AK-47, and whatever else holds high power stats. People are then going to say: “OMG FUCK YOU STOPPING POWER NOOB!"
I do not understand why so many people are just pissed off at one counter and are too stupid to realize that extra power cannot be balanced if there is no extra defense.
Second chance/last stand should be back as well, an improvement may be something like revive someone faster or last a little longer in the last stand position.
Dead silence should return and a rumored pro version is not setting off claymores as you run by them letting you effectively counter camper spots.
As for another perk and kill streak, scrambler and the reward counter-UAV, there was some confusion to what would happen but it has been resolved.
Scrambler ruins the opponents local GPS with fuzz effects at a range while when close, the GPS cannot be displayed, this is perfectly countered by the heartbeat sensor to nail that sabotager.
Counter UAV only disables a UAV in action for a shorter while and may prevent one from being called in. If a UAV is in action while this is called in, it will not destroy the UAV, wondering why I said that? Well unlike COD4 and WAW the reconessance reward actually comes into play this time, when someone calls it in, it will be about as high as the AC-130 and it can be destroyed by AT4 or RPG fire and if it is out at the same time, and AC-130. Likewise the Counter UAV is another vehicle and it will appear at the same time being unarmed and lightly armored and fully destroyable like the UAV mainly to the AT4 and Any LMGs with stopping power pro. That is a nice balance there.
Lightweight only allows you to move faster, as in basic walking. Look sensitivity is fully always under your control, this only effects walking speed and moblitiy while iron sighting and maybe sprint speed as a pro effect. Iron sighting speed and look speed while aiming are not effected. Iron sighting speed is only effected by sleight of hand pro.
This calls that you could make an effective hit and run class mainly for CTF with Marathon and lightweight for fast movement and unlimited sprint with little time to get past obsticles. The moblitiy stats on guns in past games determined how long you could sprint with them and how fast you moved while aiming them, Pistols and SMGs being the fastest, ARs and Shotguns being second, and you were rather slow when moving while ironsighted with an LMG or Sniper rifle. Moving too fast could have its downsides as well, moving too fast could harm you as well by moving too fast you may overlook the guy you want to hit, think like the scout and his sensitvity in TF2 while other slow ones like LMGs can benefit more.
Also in multiplayer aside from your accomlishments for exp including; kills, objectives, assists, matches played, style kills and challeneges both for weapons and in the barracks, you earn titles and emblems for your callsign for otherwise tasks that offer no extra EXP but give you rewards for how you play, such as ranking up, prestieging, or accomplishing feats like shooting down the AC-130, returning a thrown grenade, being a constant medic, bashing someone with the riot shield, earning a marksman insignia for whatever weapon or something as funny as crushing yourself with a supply crate you called in.
Oh and anyone who likes throwing knives, they are reuseable, they nail a wall, you can pick them up again.
wow that is a lot... __________________ PkmPFC:0301-6372-2725 MPHFC:5455-2991-6686
XBL:PlasmaSoldierX SSBFC:0774-3907-7773 Last edited 25 Oct 2009 04:51 pm by Inferno Hero X Joined: 15 Jan 2008 Posts: 7,769 OFFLINE GabMedXThe X stands for UnXarted 2. Rep: 47 Inferno Hero X wrote:
I have a lot more to explain.
Deep Impact, Double tap, and Bandolier are now attachments mainly because they would be hard to impliement with improved forms. If anyone else is wondering what other blue perks are still around, I am sure that we still gain C4 2X, Claymores 2X, and bombsquad, and maybe those can be upgraded to. I could understand bombsquad gaining an effect like disarming C4 and claymores, you find them you can disarm them, that could be a nice effect, and the other 2 could maybe gain other effects like maybe you can pick up your C4 and claymores and move them elsewhere once they are put down.
Juggernaunt is the next one that should mainly be in, I mean if it could be upgraded, maybe it can decrease damage from melee as well as shots since we have the blast shield to reduce damage from explosives. All the people making a big deal about this perk were just retards who could not manage to put that 1 extra needed bullet into someone just because their target would not die as fast and they mainly used stopping power and they must have also been snipers who used stopping power to ensure a 1-hit-kill.
What I am going to laugh at is, if stopping power was taken out then all those retards complaining about extra life will then turn to complain about extra power, mainly for snipers and their 1 hit kill shots while the M16A4 and FAMAS with their one burst kill ablities plus the stronger automatic weapons like the TAR-21, AK-47, and whatever else holds high power stats. People are then going to say: “OMG FUCK YOU STOPPING POWER NOOB!"
I do not understand why so many people are just pissed off at one counter and are too stupid to realize that extra power cannot be balanced if there is no extra defense.
Second chance/last stand should be back as well, an improvement may be something like revive someone faster or last a little longer in the last stand position.
Dead silence should return and a rumored pro version is not setting off claymores as you run by them letting you effectively counter camper spots.
As for another perk and kill streak, scrambler and the reward counter-UAV, there was some confusion to what would happen but it has been resolved.
Scrambler ruins the opponents local GPS with fuzz effects at a range while when close, the GPS cannot be displayed, this is perfectly countered by the heartbeat sensor to nail that sabotager.
Counter UAV only disables a UAV in action for a shorter while and may prevent one from being called in. If a UAV is in action while this is called in, it will not destroy the UAV, wondering why I said that? Well unlike COD4 and WAW the reconessance reward actually comes into play this time, when someone calls it in, it will be about as high as the AC-130 and it can be destroyed by AT4 or RPG fire and if it is out at the same time, and AC-130. Likewise the Counter UAV is another vehicle and it will appear at the same time being unarmed and lightly armored and fully destroyable like the UAV mainly to the AT4 and Any LMGs with stopping power pro. That is a nice balance there.
Lightweight only allows you to move faster, as in basic walking. Look sensitivity is fully always under your control, this only effects walking speed and moblitiy while iron sighting and maybe sprint speed as a pro effect. Iron sighting speed and look speed while aiming are not effected. Iron sighting speed is only effected by sleight of hand pro.
This calls that you could make an effective hit and run class mainly for CTF with Marathon and lightweight for fast movement and unlimited sprint with little time to get past obsticles. The moblitiy stats on guns in past games determined how long you could sprint with them and how fast you moved while aiming them, Pistols and SMGs being the fastest, ARs and Shotguns being second, and you were rather slow when moving while ironsighted with an LMG or Sniper rifle. Moving too fast could have its downsides as well, moving too fast could harm you as well by moving too fast you may overlook the guy you want to hit, think like the scout and his sensitvity in TF2 while other slow ones like LMGs can benefit more.
Also in multiplayer aside from your accomlishments for exp including; kills, objectives, assists, matches played, style kills and challeneges both for weapons and in the barracks, you earn titles and emblems for your callsign for otherwise tasks that offer no extra EXP but give you rewards for how you play, such as ranking up, prestieging, or accomplishing feats like shooting down the AC-130, returning a thrown grenade, being a constant medic, bashing someone with the riot shield, earning a marksman insignia for whatever weapon or something as funny as crushing yourself with a supply crate you called in.
Oh and anyone who likes throwing knives, they are reuseable, they nail a wall, you can pick them up again.
wow that is a lot...
lol, That’s what I call ANXIETY. Chill down, man, in 2 weeks yall will find out.
What do ya think about mah 3 classes eh? __________________  
Joined: 29 May 2006 Posts: 4,689 OFFLINE Inferno Hero XUBER 1337 Poster Rep: 18 Update:
In a recent interview with X-play and leaked footage we have much more new information.
First the leaked stuff, A french video with a final version of the game showed one player running around in 3rd person and the matchmaking list translated to 3rd person team deathmatch and 3rd person cage match.
It seems odd but maybe a few people will play it. We for some reason now get a 3rd person mode rather then the old-school mode from COD4 as the unique mode.
Spec-ops from X-play revealed a lot of nice information. After COD4 2 years ago was released, IW said they wanted another multiplayer aspect instead of just multiplayer and a simiple co-op mode in which players occupied the same levels and missions. Spec-ops is a total side story campaign away from the main campaign similar to that of resistance 2, but not a total plain co-op experience, each level is different and has a different style of accomplishing it, some are standard like just kill this many guys, reach point a and then point b, but others are different such as a snowmobile race, and an interesting one, if anyone remembers the level in COD4 called hunted/death from above, in this remake of that level, you are in the nighttime russian countryside again however one person is on the ground with a laser sight on their rifle and another is high in the sky with the AC-130. Both players work to guide a group of allies safely like in the level death from above but support each other in many ways, the ground guy can pinpoint targets such as armor or large groups of foes and when they are highlighted, the AC-130 guy can provide support by blowing them all away. Likewise as the AC-130 guy is helping his ground buddy, the ground guy can take out Stinger launcher soldiers or mark them for the AC-130 guy and he can nail them before it is too late. Spec-ops can be played alone but the only difficulties are Regular, Hardend, and Veteran. The levels get very hard alone but are worth the 2-player experience.
As for multiplayer, unlocking attachments by the marksmen challenges is just the start, keep using a select attachment and you can unlock even more, an example would be, On its own the M4A1 will gain the M203 Grenade Launcher first, then Red dot sight, Silencer, ACOG, HeartBeat Sensor, and Finally Extended/Extra mags. However keep using that Grenade Launcher and you will gain a shotgun attachment, RDS to EO tech reflex sight, and ACOG to Thermal sight. You unlock stuff for unlocking it. __________________ PkmPFC:0301-6372-2725 MPHFC:5455-2991-6686
XBL:PlasmaSoldierX SSBFC:0774-3907-7773 Last edited 27 Oct 2009 05:52 pm by Inferno Hero X |