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CoD:AW Update Thread  (Read 356732 times)

Offline shantzonpoint

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Re: CoD:AW Update Thread
« Reply #30 on: 11:20 AM - 09/25/14 »
I watched for about 10 minutes. From the limited time I watched, the spawns were ok at best. In biolab he got two kills about a second of each other and it didn't take long for him to get tracked down by two enemies (maybe 4-5 seconds) which I'm assuming were the same two he just killed. He also got several revenge kills shortly after he died.

The ttk also appeared to be pretty quick. He used a shotty and sniper while I was watching so it's hard to get an accurate assessment. He seemed to die pretty quick tho. Also in a couple of final kill cams that I saw, it looked like it took 2 or 3 bullets to kill with an AR.....ugh.

Edit:  watched another 10 minutes and he used a SMG and an AR. The TTK is very similar to ghosts IMO. 2-3 bullets within the weapons preferred range to get a kill (much to quick). Maps didn't look awful. I saw Biolab, Ascend, and Defender. It's hard to get a feel for them without running around then yourself tho.

I fear this might be ghosts with a little better maps and double jumping.
« Last Edit: 01:15 PM - 09/25/14 by shantzonpoint »
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Offline nataku_0

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Re: CoD:AW Update Thread
« Reply #31 on: 01:20 PM - 09/25/14 »
ughhhh ghosts TTK was retarded, but it was mostly frustrating because of the lag for me. If this game is P2P and I can connect with local people, I'd be ok with quick TTK....

Also......I am a fan of target finder huehuehueheuheueheueh

Offline Oxxy

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Re: CoD:AW Update Thread
« Reply #32 on: 08:29 PM - 09/25/14 »
yeah the TTK is the only worry for me at the moment. Have to wait and see I guess.

Offline PUBzZz

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Re: CoD:AW Update Thread
« Reply #33 on: 08:08 AM - 09/26/14 »
This guy is streaming from EGX right now

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Offline shantzonpoint

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Re: CoD:AW Update Thread
« Reply #34 on: 08:46 AM - 09/26/14 »
One pro that I see is no camper friendly equipment (no IED, claymore, or bouncing betties type explosives). I will miss C4 but if it helps deterr camping I'm fine with it.. Also noticed there are no flashbang grenades (only stun) in the game.  That kinda sucks.

On the stream he said there was barely any aim assist.  He said he wasn't sure if the retail game will have more but the demo they are playing is noticeably less than previous cod's.  That would be a game changer if they don't change it. 
« Last Edit: 03:52 PM - 09/26/14 by shantzonpoint »
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Offline Winnnie

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Re: CoD:AW Update Thread
« Reply #35 on: 04:49 AM - 09/29/14 »
Really looking forward to this, can't say why, but there's something about it
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Offline shantzonpoint

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Re: CoD:AW Update Thread
« Reply #36 on: 05:07 AM - 09/29/14 »
I'm an idiot. The reason for the low aim assist is because the demo at EGX were using pc builds with MS controllers. I knew this and didn't even think about it. I'm sure the console will have more aim assist than what they had at EGX.

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Offline Santigold

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Re: CoD:AW Update Thread
« Reply #37 on: 07:50 AM - 09/29/14 »
ughhhh ghosts TTK was retarded, but it was mostly frustrating because of the lag for me. If this game is P2P and I can connect with local people, I'd be ok with quick TTK....

Also......I am a fan of target finder huehuehueheuheueheueh

To be honest with you- on the PS4 my connection is in 90-95% really great, given it uses Dedicated Servers only.

The only reason why TTK in Ghosts was brought up as negative aspect, is because of the bad connection ppl used to have on Xbox 360 with p2p system. AND early dedicated servers werent running fluid as well, but they now do run pretty nicely.

In fact, the TTK in Ghosts is similar to that in MW2. Or Id even say that MW2 has faster TTK on a really good host or when you host a game on your xbox.

Ghosts had good chances to become a great COD. Technically the game runs better than BO2 connection wise by far. And it has none of that broken camera angles BS as Treyarch games usually have, especially BO2.

The main weakness of Ghosts are the horribly designed maps (too many angles you can get shot from, too cluttered, way too much grass and bushes you can hide in, some maps way too big, too much verticality on some maps like that factory map). And also all of the gimmick BS like IED, big killstreaks in care packages etc.).

The main reason I quit GHosts on 360 was because of the abysmal connection, huge maps that were designed in a retarded way etc.

I would easily make a bad 4ss COD out of Ghosts if I could. Id just add a competitive Mode with ELO ranking, remove a couple of BS gimmicks like IED, make UAV like it was in cod4-bo2, not laying some trash on the ground, remove all the retarded maps and put in the best maps from cod4-bo2, add Dedicated Servers across all systems, leave TTK the same, remove a couple of useless killstreaks, fix the framerate issues and youd have a perfect COD.

I aint gonna lie to you, overall the Infinity Ward engine CODs are usually way more responsive and have overall less lag and weird camera issues.

In fact I played yesterday for a couple of hours and its crazy to say it, but I enjoyed like 70-80% of the games. The main reason was because of the XIM4 ofcourse (it really performs amazingly well on PS4) and the other reason was that, there were hardly any hardcore camping social degenerates in the games. Those kind of retards who camp from the first second to build up their killstreaks. Ppl actually moved around, so it wasnt as boring to play as usually. Matches didnt reach time limit, as they used to on XBox 360. And the final reason was why I enjoyed the game yesterday was because I dodged every single map that sucks. Maps like stormfront/stonehaven/ that one factory map etc. You just need to skip those maps that suck by default.

It was funny yesterday how 2 lobbies got merged together, so now the lobby was full, however the next map to come up was FREEFALL, before the game started everyone instantly left (including me), when I left there were like 2 guys left in the lobby out of 12 and chances are they left too. Thats how much some maps suck in this game.

Offline Dale

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Re: CoD:AW Update Thread
« Reply #38 on: 11:39 AM - 09/29/14 »
The TTK in ghosts was faster than any of the previous CODs, whereas BO2 was slower than previous CODs.

From a competitive standpoint, the faster TTK (of ghosts) made for a much more "campy" experience in comparison to BO2. It made "turning on" people is almost impossible, shooting people through cracks much easier; generally the person who sees the other person first get the kill... which is not always the case if TTK is slower.

Hoping that AW is somewhere in between..  Positioning should play a role, but it shouldn't be everything.

Offline shantzonpoint

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Re: CoD:AW Update Thread
« Reply #39 on: 11:56 AM - 09/29/14 »
I watched several streams on twitch this past weekend from EGX. I posed this very question in every stream. Every person said the TTK was closer to BO2 than ghosts. But to my eye, it looked just as quick as ghosts to me.
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Offline Dale

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Re: CoD:AW Update Thread
« Reply #40 on: 12:02 PM - 09/29/14 »
I watched several streams on twitch this past weekend from EGX. I posed this very question in every stream. Every person said the TTK was closer to BO2 than ghosts. But to my eye, it looked just as quick as ghosts to me.
Yeah, its hard to tell from streams because its hard to tell how many bullets actually hit the target... or how many are fired after the guy goes down.

Everybody complained about the FAL in BO2 because it killed 2 bullets (close-mid range) and 3 (from distance... but that pattern is consistent with every single gun in Ghosts...

I would say the average would be:

BO2 3-4 hitmarkers per kill (with rifle/sub)
Ghosts 2-3 hitmarkers per kill (with rifle/sub)

Offline nobodyfamous

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Re: CoD:AW Update Thread
« Reply #41 on: 12:19 PM - 09/29/14 »
I watched several streams on twitch this past weekend from EGX. I posed this very question in every stream. Every person said the TTK was closer to BO2 than ghosts. But to my eye, it looked just as quick as ghosts to me.
Yeah, its hard to tell from streams because its hard to tell how many bullets actually hit the target... or how many are fired after the guy goes down.

Everybody complained about the FAL in BO2 because it killed 2 bullets (close-mid range) and 3 (from distance... but that pattern is consistent with every single gun in Ghosts...

I would say the average would be:

BO2 3-4 hitmarkers per kill (with rifle/sub)
Ghosts 2-3 hitmarkers per kill (with rifle/sub)

1-3 hitmarkers with ghosts
3-7 hitmarkers with BO2
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Offline shantzonpoint

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Re: CoD:AW Update Thread
« Reply #42 on: 12:20 PM - 09/29/14 »
From what I could tell, it looked like it was 2-3 hits/kill at any guns optimal range. Outside of that, the accuracy appeared to plummet quick.

The aim assist was so weak that guys were having a hard time getting kills at longer distance. Also the hit detection really appeared to be very tight. Like you said, all this could be skewed by a stream tho.
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Offline Dale

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Re: CoD:AW Update Thread
« Reply #43 on: 12:21 PM - 09/29/14 »
I watched several streams on twitch this past weekend from EGX. I posed this very question in every stream. Every person said the TTK was closer to BO2 than ghosts. But to my eye, it looked just as quick as ghosts to me.
Yeah, its hard to tell from streams because its hard to tell how many bullets actually hit the target... or how many are fired after the guy goes down.

Everybody complained about the FAL in BO2 because it killed 2 bullets (close-mid range) and 3 (from distance... but that pattern is consistent with every single gun in Ghosts...

I would say the average would be:

BO2 3-4 hitmarkers per kill (with rifle/sub)
Ghosts 2-3 hitmarkers per kill (with rifle/sub)

1-3 hitmarkers with ghosts
3-7 hitmarkers with BO2
no rifle or smg killed with 1 hit marker in ghosts, that's why I said 2-3.

Offline Winnnie

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Re: CoD:AW Update Thread
« Reply #44 on: 12:32 PM - 09/29/14 »
So is this all positive? Yes? [emoji2]
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