The Official BLACK OPS 2 Thread

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  • kanggoodiekanggoodie Posts: 3,205
    that "map interaction " on BO was minor as hell .. the only one that truly did anything was close and open an entrance on a snow level that was DLC.. Launch let you actually launch the rocket.. but besides that, y would you want all kinds of dumb shit going on in the map?
  • kanggoodie wrote: »
    that "map interaction " on BO was minor as hell .. the only one that truly did anything was close and open an entrance on a snow level that was DLC.. Launch let you actually launch the rocket.. but besides that, y would you want all kinds of dumb shit going on in the map?



    that was discovery.....but it was useful as hell to domination....once my team controlled Bravo....close all the doors so no one would sneak up on us....
  • kanggoodiekanggoodie Posts: 3,205
    kanggoodie wrote: »
    that "map interaction " on BO was minor as hell .. the only one that truly did anything was close and open an entrance on a snow level that was DLC.. Launch let you actually launch the rocket.. but besides that, y would you want all kinds of dumb shit going on in the map?



    that was discovery.....but it was useful as hell to domination....once my team controlled Bravo....close all the doors so no one would sneak up on us....

    it WAS useful on certain gametypes.. but the thing is... do you want to see this type of shit in EVERY map???
  • Yep, what wouldn't be bad about joining a match just to be spawned trapped with nowhere to go because the opposing team pressed a button.
  • kanggoodie wrote: »
    kanggoodie wrote: »
    that "map interaction " on BO was minor as hell .. the only one that truly did anything was close and open an entrance on a snow level that was DLC.. Launch let you actually launch the rocket.. but besides that, y would you want all kinds of dumb shit going on in the map?



    that was discovery.....but it was useful as hell to domination....once my team controlled Bravo....close all the doors so no one would sneak up on us....

    it WAS useful on certain gametypes.. but the thing is... do you want to see this type of shit in EVERY map???

    yeah point proven....but that type of shit wouldn't have to be in every single map or anything major....something simple like the closing of a door...and pushing a button that opens something up in the middle of the map wouldn't be bad...like the big double doors on Launch
  • gucci7383gucci7383 Posts: 1,974
    Yep, what wouldn't be bad about joining a match just to be spawned trapped with nowhere to go because the opposing team pressed a button.


    Yep, what wouldn't be bad about joining a match just to be spawned trapped with nowhere to go because the opposing team pressed a button.

    something as simple as a zip line on kowloon would go a long way
  • I Am Jay PeeI Am Jay Pee Posts: 1,808
    Looks more fluid....how are drones over the top? Most of this stuff is being used or going to be developed in the next few years....scienctist already created invisibility....come on times are moving I think it doesn't look that over the top.
  • kanggoodiekanggoodie Posts: 3,205
    Karl. wrote: »
    Looks better than MW3


    aint gone lie.. treyarch been shittin on IW since WAW
  • VIBEVIBE Posts: 35,761
    No one can lie though, Call of Duty has lost it's hype. I was hype as fuck for MW2 and BO, MW3 not so much. I don't think I've picked up more than 10 days of play time on MW3 yet, I don't think I've played 6 days.

    BO2 I feel the same way about, no hype and I don't really care. I'll buy it though, but it's not going to be a first day cop. I only see CoD lasting maybe 2 or 3 more games, everyone that I played with on MW2 and BO are burnt the fuck out from it.
  • Shit isn't over the top to you? Running around just to get stuck in a campers microwave device *smh @ a cone radius nova gas* so he can easily pick you off? It's a game, i expect balanced games play. Not this stupid if it annoys you put on this perk bullshit.
  • Shit isn't over the top to you? Running around just to get stuck in a campers microwave device *smh @ a cone radius nova gas* so he can easily pick you off? It's a game, i expect balanced games play. Not this stupid if it annoys you put on this perk bullshit.

    as long as the maps are as balanced as they were on BO it won't matter.....but microwave device....I think that is a sound acoustic weapon.....

  • BF4 >>>
    Only downside to Battlefield is the length of the games. Sometimes you only have 10 or 15 minutes to kill and just want a quick game.

    Shit isn't over the top to you? Running around just to get stuck in a campers microwave device *smh @ a cone radius nova gas* so he can easily pick you off? It's a game, i expect balanced games play. Not this stupid if it annoys you put on this perk bullshit.

    as long as the maps are as balanced as they were on BO it won't matter.....but microwave device....I think that is a sound acoustic weapon.....
    Black Ops maps were annoying as fuck when it was maps like Array. You might spend a couple minutes just running around trying to find someone. maps like Firing Range and Nuketown were goat though. It was pretty annoying at first when people used to always vote nuketown though, and you'd end up playing on the map like 10 times in a row
  • ^ true. I play M dub before work to fuck around and bf after work when I wanna get buck.
  • DNB1DNB1 Posts: 10,831
    Looks fucking awesome to me, pre-ordering at the end of the month..
  • PimpMVPPimpMVP Posts: 6,197
    Lol you have to be a camper to not see anyone ok array for minutes.

    First 15 seconds and there's action b
  • gucci7383gucci7383 Posts: 1,974
  • I Am Jay PeeI Am Jay Pee Posts: 1,808
    Hanoi was a cool map, Summit is bomb, I use to like Havana now its ehhhhh....In my personal opinion firing range is the best map in the game. Nuketown is cool to....Array I use to hare, but if you find a sweet spot to roam in the middle you can rack up alot of kills. All the new maps garbo I back out when them bitches come on. Villa is hit or miss with me....and crisis is to damn big
  • PimpMVP wrote: »
    Lol you have to be a camper to not see anyone ok array for minutes.

    First 15 seconds and there's action b
    depends on the game type. but nah, i'm not a camper. i get an adhd type of feeling when I sit somewhere in the game for more than 10 seconds. if i'm waiting for a guy i know is around the corner, sometimes i just say fuck it and run n gun in there lmao
  • kanggoodiekanggoodie Posts: 3,205
    edited August 2012

    no need for lank:
    Primary Weapons

    Assault Rifles

    •AN-94
    •SMR
    •M8A1
    •Type 25
    •SA58
    •Sig 556
    •SCAR-H

    Shotguns

    •m1216
    •Seiga 12
    •R870-MCS

    Light Machine Guns

    •LSAT
    •QBB-LSW
    •Mk 48

    Sniper Rifles

    •DSR-50
    •SVU-AS
    •Ballista

    Special

    •Assault Shield

    Sub-Machine Guns

    •MP7
    •Chicom QCB
    •PDW-57
    •Skorpion EVO 3
    •MSMC




    Secondary Weapons

    Launchers

    •SMAW
    •RPG
    •FJH-18AA

    Pistols

    •KAP-40
    •Tac-45
    •Executioner
    •u23-R

    No Weapon Equipped

    •Combat Knife

    Primary Attachments (Assault Rifle Only)

    •Reflex Scope
    •ACOG
    •Target Finder — Sight which highlights enemies when they enter the field-of-view
    •Hybrid Optic
    •Suppresser
    •Fast Mag
    •Adjustable Stock
    •Quickdraw
    •Grenade Scanner
    •Millimeter Scanner
    •Grenade Launcher
    •Select Fire
    •FMJ
    •Extended Clip

    Secondary Attachments (Pistol Only)

    •Reflex
    •Suppressor
    •Extended Clip
    •Fast Mag
    •FMJ
    •Dual Wield
    •Laser Sight



    Perk 1

    •Flak Jacket — Take less explosive damage.
    •Ghost — Cannot be detected by enemy UAVs while moving.
    •Blind Eye — Unaffected by AI-controlled perks.
    •Hardline — Receive bonus score points.
    •Lightweight — Move faster, take no damage from falling.

    Perk 2

    •Hard-wired — Immune to counter-UAV and enemy EMPs.
    •Scavenger — Replenish ammo and grenades from fallen enemies.
    •Cold-blooded — Resistance to targeting systems including Dual Band, Target Finder, Sensor Grenades and player-controlled aircraft.
    •Toughness — Flinch less when shot.
    •Fast Hands — Swap grenades faster, use grenades and equipment faster, and safely throw back frag grenades.

    Perk 3
    •Engineer — Show enemy equipment in the world, delay explosives and re-roll and booby trap care packages.
    •Dead Silence — Move silently.
    •Extreme Conditioning — Sprint for a longer duration.
    •Tactical Mask — Reduce the effect of flash, concussion and shock charges.
    •Awareness — Enemy movements are easier to hear.
    •Dexterity — Climb ladders and mantle over objects faster, recover from melee faster and aim faster after sprinting.
    Lethal Grenades

    •Grenade — Produces lethal radius damage upon detonation.
    •Semtex — Grenade that sticks to surfaces before detonating.
    •Combat Axe — Retrievable axe that causes instant death upon impact.
    •Claymore — Directional antipersonnel mine that triggers a proximity-based explosion.
    •C4 — Plastic explosive device that can be set and triggered remotely.
    •Bouncing Betty — Proximity mine that launches into the air before detonating. Can be avoided by crouching or going prone.

    Tactical Grenades

    •Sensor Grenade
    •Flashbang
    •Concussion
    •Shock Charge — A deployable charge which stuns enemies that enter its proximity.
    •EMP Grenade
    •Tactical Insertion
    •Smoke Grenade
    •Black Hat PDA — Hack equipment and care packages, or disable enemy vehicles.
    •One additional point can be spent on any tactical grenade to bring two of the same type into battle when you spawn.



    Wildcards

    •Primary Gunfighter — Allows a 3rd attachment for the primary weapon.
    •Secondary Gunfighter — Allows a 2nd attachment for the secondary weapon.
    •Overkill — Take a primary weapon as your secondary weapon.
    •Danger Close — Take a second Lethal.
    •Perk 1 Greed — Take a second Perk 1.
    •Perk 2 Greed — Take a second Perk 2.
    •Perk 3 Greed — Take a second Perk 3.
    •Tactician — Take a Tactical grenade in place of your lethal Grenade.

    Scorestreaks

    •RCC — 325 points — A remote-controlled car packed with explosives.
    •UAV — 375 points — Shows enemies on the mini-map.
    •Hunter Killer — 400 points — Airborne drone that seeks out and destroys a nearby target.
    •Care Package — 450 points — Air drop a random Scorestreak.
    •Counter-UAV — 475 points — Temporarily disables enemy radar.
    •Guardian — 500 points — Projects microwave field which stuns and impairs enemies.
    •Hellstorm Missile — 525 points — An air-to-surface missile which can be scattered into a cluster bomb while falling.
    •Lightning Strike — 550 points — Launch a coordinated lightning strike on three locations.
    •Death Machine — 600 points — Your own personal handheld mini-gun.
    •Sentry Gun — 650 points — An automatic sentry gun which can be remote-controlled.
    •War Machine — 700 points — Grenade launcher with rapid, semi-automatic firing.
    •Dragonfire — 725 points — Remote-controlled quad-rotor with lightweight machine gun.
    •AGR — 800 points — Air drop an autonomous ground robot that searches for and destroys enemies and can be remote controlled.
    •Stealth Chopper — 850 points — Call in a stealth helicopter which does not appear on the enemy's mini-map.
    •Orbital VSAT — 900 points — Shows both enemy position and direction on the mini-map, cannot be shot down.
    •Escort Drone — 1000 points — Get personal air support from an escort drone.
    •Warthog — 1025 points — Jet aircraft that provides close air support with several strafe runs.
    •EMP Systems — 1050 points — Temporarily disables enemy electronics.
    •Lodestar — 1150 points — Lase missile targets remotely from the Lodestar.
    •VTOL Warship — 1200 points — Be the gunner of a powerful VTOL Warship.
    •Canine Unit — 1275 points — Attack dogs that hunt down the enemy.
    •Swarm — 1400 points — Call in a swarm of lethal Hunter Killer drones that search and destroy enemies.
  • Stadium.....discovery....and berlin wall are my favorite....even though Berlin wall is big as hell
  • kanggoodiekanggoodie Posts: 3,205
    can we get a mod to merge all the BO2 threads and make an official BO2 thread?
  • focusfocus Posts: 4,266
    Black Ops 2: Rebooting Call of Duty Multiplayer
    New loadouts, new interface, new play style.
    by Mitch Dyer AUGUST 13, 2012

    When David Vonderhaar discusses Call of Duty: Black Ops II multiplayer, it’s like listening to an intelligent, articulate critique of the franchise’s unwillingness to change. As Game Design Director, Vonderhaar is the idea man. He’s a well-spoken developer who’s proud of his team and title. When he tells me about the new direction for Black Ops II multiplayer, he’s confident and excited. But each time he tells me about a new concept, he qualifies it by saying, “I can’t believe I didn’t think of this sooner.” Vonderhaar is hard on himself, and it’s hardly surprising. His smart and simple changes seem so obvious the moment you see them that you’ll wonder what took so long to implement them.

    With Black Ops II pushing its setting a decade into the future, it makes sense that Treyarch is, finally and in multiple ways, modernizing Call of Duty. The overhauled user-interface makes Modern Warfare 3 look and feel like a relic of gaming’s past. The newfound depth of character customization caters to and empowers different kinds of Call of Duty players. Most importantly, the retooled reward system will alter the way millions of people play the biggest first-person shooter in existence.

    Before you step onto the battlefield to capture flags or dominate control points, you’ll want to spend some quality time getting to know the new loadout system. The user interface is cleaner, making it easier to take in information -- attachments are all laid out side by side, while guns rotate on a carousel menu. Vonderhaar doesn’t want players wasting time diving into and pulling back out of unnecessary menus. The elegance is necessary. Without it, managing the new customization system would be disastrous. Instead, it enables new ways of building custom classes.

    The internal nickname for Treyarch’s customization system is “Pick 10,” since, well, that’s what you do. In the past, you had to take items into battle “whether you cared for them or didn’t care for them,” Vonderhaar says, “whether you used them or didn’t.” Each of your class loadouts in Black Ops II has a maximum of 10 slots you can fill however you please. If you don’t use secondary firearms, simply remove it from your set and replace it with a perk, grenade, or attachment. In addition to this, Vonderhaar throws players a potential curveball: you can sacrifice a perk or tactical item for a Wild Card, providing further options.

    These could have huge ramifications on multiplayer.

    With these, you can double the amount of frag grenades you spawn with, add a second primary weapon to your loadout, or take additional perks. You may have to opt against taking a scope or a pistol, but Treyarch makes each strategic decision worth your while. You can even skip guns altogether, equip three perk-centric Wild Cards, and go into each match with six perks -- just try to steal a weapon as fast as possible, yeah?



    The idea of Pick 10 was born out of an actual boardgame.

    “What makes the Wild Cards special is they allow you to break the rules of the traditional system,” says Vonderhaar. This is handled within reason -- you can't stack Wild Cards to carry just grenades into battle, for instance. Each slot variant has limited restrictions, but they allow an additional kind of flexibility.

    If you’re first instinct says this sounds an awful lot like a table-top game, you’re not wrong. Vonderhaar and Treyarch built board games to get a grip on how the loadout system would function, what the possibilities were, and to ultimately define their new open-ended philosophy. All of this happened “before writing a single line of code” for Black Ops II, Vonderhaar explains. This helped the developer destroy and rebuild the rigid class customization of previous entries, while identifying issues that needed solving.

    David Vonderhaar “will never, ever design video games again without going through this process.”

    Pick 10 truly allows you to play to your personal style. It lets you focus on what works and reject what doesn’t. In turn, you’ll become a better, more capable competitor. The results of your decisions come to life, of course, on the battlefield. Experimenting with loadout styles felt like experimenting with a collectible card game deck or trying on an outfit -- you sample what you have, see how it suits you, and adapt accordingly.

    However you suit up, you’ll want to use whatever scores you the most points. Points are the new focus; Kill Streaks are out, Score Streaks are in. Now you earn streak bonuses based on what you do overall, not just how many dudes you kill in a row. Kills are part of it, certainly, but Treyarch is steering players in a direction the Call of Duty franchise desperately needed: Playing as a team, and playing carefully, are more important than ever.

    Black Ops II incentivizes players going for objectives rather than kills. Scoring a headshot makes you considerably less points than scoring a flag or control-point capture. What’s more, killing while carrying the flag doubles the points you earn, which fills your Score Streak meter much faster. When you cross the point threshold of your equipped streaks -- each has its own numerical value, ranging from the low hundreds to the 1200 point range -- you unlock access and unleash.

    Now players need to repeatedly score to keep their streak bonuses in play. If you die, you lose your score streak. This is incredibly important. It forces Call of Duty players to stop rushing, start thinking, and value their precious life. As I poured more time into multiplayer, I found myself stepping away from traditional Call of Duty values. Black Ops II looks and plays and feels just like any other series entry, but the mentality with which you approach the competitive side is completely different. Don’t be surprised to see players behaving as though they’re playing SOCOM or Counter-Strike. Even though you respawn, each life matters.

    With all this in mind, Treyarch has removed the COD Points currency system, so all unlocks -- whether it's slots for your Pick 10, Score Streaks, or weapons -- are gated off by rank. You level up, you get more. When you Prestige at 55 and start again, you'll still be unlocking new stuff.


    That each piece of gear affects a specific person in a deeper way than any past Call of Duty games is the heart of Black Ops II multiplayer. This is a bold departure from the franchise’s numbing familiarity. For the first time since Modern Warfare's debut, a Call of Duty game is uprooting shooter conventions -- in due time, other designers will follow and borrow Vonderhaar's ideas for own games. Treyarch is content to leave Modern Warfare 3 to its own devices. Each of Vonderhaar’s ideas help broaden the appeal of Black Ops II, because they seem to serve as reactions to vicious online criticisms of Call of Duty -- most notably, uh, that scathing Call of Duty Needs to Change thing that I wrote.

    http://www.ign.com/articles/2012/08/14/black-ops-2-rebooting-call-of-duty-multiplayer
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