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Black Ops 4


iknowcool

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On 8/5/2018 at 4:38 PM, showtime said:

This is outrageously bad.  I'm straight up not buying this game if it is kept this way.

Also, yes, sniping in Black Ops 3 was really good.  I'm honestly not sure why they changed it, either.  One of the MANY things I hated about CoD WWII was quick scoping was so frustrating to deal with and it seems like this game is going to be the same way.  Luckily this is the beta, so they have time to change these things.

Also, get rid of body armor.  

Are these 1 shots to the body lmao?

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On 8/6/2018 at 6:48 PM, showtime said:

I like high time to kill as well, but this is too high.  The problem with it is that Call of Duty is not tactical.  It's a run and gun twitch shooter.  Also, because the game is that, it's so hard to kill 2 people that run into a room together because it takes too many bullets to kill someone.  Some people say the time to kill needs to be cut in half, but I think that's way too much.  Just lowering the health from 150 to 125 would be a huge improvement.  That's still a higher time to kill than traditional CoD games that had 100 health.

How High is TTK? I looked up older CoD games and their TTK's are extremely low compared to some other games i've played recently like fortnite (which is still quick) and destiny (from what I remember).

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On 8/7/2018 at 11:43 AM, showtime said:

The armor in this game is for people who are bad at the game.  I hate when games go out of their way to blatantly give advantage to people who are bad.  People who die more and more take more advantage of armor.  If you are the better player and you happen to run into a scrub who has armor, he has advantage because he can take more damage without dying.

It's absolutely terrible.

I haven't seen gameplay or read about this game at all, how does armor compare to Juggernaut from older games, and what can you have in place of it?

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I can't really remember Juggernaut from older CoD games.  I think Call of Duty 4 is the game that had that and Stopping Power?  Or was that MW2 a well.  That was so long ago.  I think the current CoD has it as well, but I'm not playing that game.  If it's not Treyarch, chances are I won't like the CoD very much.

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General Fixes

Stability & Performance

  • Matchmaking optimization pass.

  • Fixes to reduce a number of network disconnects.

  • Resolved several hitches that were occurring during gameplay.

  • Resolved a number of UI errors that were occurring in the Front End menus.

  • Fixed numerous crashes/freezes.

  • Fix for scoreboard scores and faction icons sometimes getting flipped during killcams.

Maps

  • Performance optimization pass across all maps.

  • Addressed several collision bugs across all maps.

  • Addressed many gameplay-impacting issues (like bad lines of sight) across all maps.

Features

Lobby Timer

  • Reduced “Match Start Timer” to 70 seconds.

    • This timer is longer than usual right now to accommodate map pre-loading in the lobby, which has been added to allow players to spend more time on Create-a-Class customization, Scorestreak selection, and more, rather than spend that time on a static loading screen. We’re aware that there are still cases where this isn’t working as consistently as it should, and we’re working on it.

  • Addressed an issue with the lobby timer restarting to the full time if too many players leave.

    • Now, when the lobby timer is below 10 seconds and players leave/join, the timer will only reset to 10 seconds.

Player Feedback

  • Reduced the amount of flash on screen at the moment of taking damage.

    • We’ve reduced the darkness and duration of the “damage flash” when players take damage. We are working to find the right balance between making sure players understand every time they take damage and keeping the screen clear for gameplay. This is a continued work in progress.

Movement

  • Reduced default jump height.

  • Added tuning that scale down jump height on subsequent jumps to prevent bunny hopping.

  • Reduced default slide speed.

  • Reduced default slide distance.

Spawns

  • Adjusted Domination spawn logic to ensure that players spawn more frequently near objective points owned by their team.

Gear

  • Body Amor:

    • Fixed a bug where explosive damage was not damaging Body Armor or the player wearing it.

    • Addressed an issue where players wearing Body Armor had no flinch when taking damage.

    • Player wearing Body Armor is now dealt a percentage of damage rather than the Armor blocking full damage.

    • Killing a player with Body Armor now awards an additional +25 score per EKIA.

  • COMSEC Device:

    • Further reduced cost to earn Scorestreaks with COMSEC Device for the following:

      • RC-XD

      • UAV

      • Care Package

      • Counter UAV

      • Attack Chopper

      • Strafe Run

      • Strike Team

      • Gunship

  • Stim Shot (and standard Heal):

    • For both standard heal and Stim Shot heal, time to full health has been sped up with an increase to the heal cooldown time.

  • Equipment Charge:

    • All Equipment will charge faster with this Gear.

Perks

  • Dead Silence

    • Increased Dead Silence’s effectiveness versus Acoustic Sensor by reducing the ranges at which Acoustic Sensor can detect a player with Dead Silence.

  • Flak Jacket

    • Reduced explosive damage protection.

  • Cold Blooded

    • Reduced the delay that AI will take before recognizing a Cold Blooded player by a little over 50% - you’ll need to take cover a bit more quickly when enemy AI are roaming.

  • Dexterity

    • Increased weapon hip spread while mantling.

    • Reduced slide duration.

  • Ghost

    • Decreased time that you are protected by Ghost after you stop moving.

  • Tactical Mask

    • Reduced the amount of resistance to 9-Bang, Concussion, Reactor Core, and Fire.

  • Tracker

    • Increased the duration that footsteps remain in the world.

Equipment

  • We’d like to see the balance of gunplay vs Equipment tilt a little further to the gunplay side, so we are increasing Equipment cooldown rates across the board. This will make each Equipment use more impactful, while also leading to less “Equipment Spam.”

  • Combat Axe: Lowered cooldown.

  • All other Equipment cooldowns are longer across the board.

  • Frag Grenade: Increased inner and outer damage to match Cluster Grenade damage.

  • 9-Bang:

    • Increased stun radius.

    • Decreased fire delay.

  • Tac Deploy:

    • Reduced the positive influence on the Tac Deploy. This will allow players spawning on the Tac Deploy to have a better chance at spawning in safer conditions when possible.

    • Reduced the time that a Tac Deploy is active to 25 seconds.

    • The Tac Deploy will now have a maximum cap of 10 spawns. Once 10 players have used the Tac Deploy, it will self-destruct.

  • Reactor Core: Increased damage distance.

Specialists

  • Ajax – Despite his potentially game-changing Ballistic Shield, Ajax has been underperforming in gameplay. To help him out, we further increased his movement speed while using Ballistic Shield, in both standard and Fortify (ADS) modes. This should provide an overall smoother experience and relieve some frustrations of feeling too sluggish.

  • Ruin – Players are flocking to Ruin thanks to his extreme mobility and Best-Play worthy Grav Slams. We’ve bumped up his Grav Slam cooldown to help focus usage and make sure everyone has a nice day.

  • Firebreak – Reactor Core can be very hit or miss Equipment, causing big plays or sometimes ending in a fruitless death. We’re bumping up its damage to provide more consistency and help Firebreak hold his ground. His Purifier also has a bit more fuel to keep those heartwarming flames firing longer.

  • Torque – Torque can definitely be a thorn in his enemy’s side. However, he’s still not up to snuff with the other Specialists. To make him the true master of his domain, we increased the duration of his Barricade and improved damage on its microwave field. This should make Torque more effective at blocking routes, providing cover, and getting kills.

  • Prophet – Prophet’s Tempest needed a bit more oomph to bring it up to the level of our other Specialist Weapons. To start with, we’re decreasing its cooldown so players can earn it faster. In addition, we’ve made its ADS move speed slightly faster to help players line up those shots.

  • Nomad – One man’s best friend is another’s worst enemy, and it turns out that Nomad’s dog, Juneau, is a force to be reckoned with. We’ve slowed down her sprint speed, and she’ll now play with boots… paws on the ground like the rest of us. These changes should also prevent her from launching into an aerial assault when running up a sloped surface. We’ll miss the memes.

Scorestreaks

  • Scorestreak progress is no longer resetting between Domination rounds.

  • Lightning Strike:

    • Explosive damage and radius increased.

    • Tablet will now sweep for enemy positions in the Fog of War when first used.

  • Hellstorm:

    • Cluster bomb lock-on radius increased.

  • Sentry:

    • Health increased.

    • Can be placed while sprinting.

  • Strafe Run:

    • Pathing

    • Cost reduced.

  • Strike Team:

    • Default cost increased.

    • Weapon accuracy increased.

    • Behavior updates to seek out enemies more quickly.

    • Increased health per squad member.

  • Gunship: cost reduced.

  • Mantis:

    • Health increased.

    • Damage increased.

    • Move speed increased.

    • Behavioral changes to seek out enemies more quickly.

  • Attack Helicopter: behavioral changes to seek out enemies more quickly.

Weapons

  • SMG: GKS

    • ADS recoil reduced for increased ADS accuracy.

    • Hip-fire spread reduced for increased Hip-fire accuracy.

    • Improved high damage range.

    • Improved Ammo Pool.

  • SMG: Cordite

    • Increased weapon recoil.

    • Extended Mags: Improved bullets gained.

  • SMG: Spitfire

    • Increased weapon recoil.

    • Reduced Ammo pool.

    • Fast Mags: Improved and standardized reload speeds.

    • Extended Mags: Improved Bullet gained.

  • SMG: MX9

    • Increased weapon recoil.

  • AR: ICR-7

    • Improved ADS IN speed.

    • Improved movement speed while ADS.

    • Improved movement speed while firing in ADS.

  • AR: Rampart 17

    • Improved ADS IN speed

    • Improved movement speed while ADS

    • Improved movement speed while firing in ADS

  • AR: MADDOX RFB

    • Improved ADS IN speed.

    • Improved movement speed while ADS.

    • Improved movement speed while firing in ADS.

    • Stock Attachment: Improved movement speed while ADS.

  • AR: KN-47

    • Improved ADS IN speed.

    • Increased high damage range.

    • Improved movement speed while ADS.

    • Improved movement speed while firing in ADS.

    • Stock Attachment: Improved movement speed while ADS.

  • AR: VAPR-XKG

    • Improved ADS IN speed.

    • Added a higher damage short range.

    • Improved movement speed while ADS.

    • Improved movement speed while firing in ADS.

    • Stock Attachment: Improved movement speed while ADS.

    • Bayonet: Slightly reduced range

  • LMG: Titan

    • Improved hip-fire accuracy

    • Improved movement speed while ADS

    • Improved movement speed while firing in ADS

    • Stock Attachment: Improved movement speed while firing in ADS

  • Shotgun: Mog 12

    • Slightly increased 1 hit kill range.

  • Shotgun: SG12

    • Extended Mags: Improved bullets gained.

  • Launcher: Hellion Salvo

    • Improved ADS IN speed.

    • Improved Raise Time.

    • Improved Drop Time.

  • TR: ABR 223

    • Extended Mags: Improved bullets gained.

  • Sniper: Koshka.

    • Quickdraw: Slowed ADS IN time.

    • Quickdraw2: Slowed ADS In time.

    • Speed Center: Increased Precision Aim Crosshairs size.

  • Sniper: Paladin HB50

    • Fix for left arm taking less damage than the right arm.

Thank you for all of your feedback – please keep it coming!

Treyarch

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I like this game.  I've been having a lot of fun with it.  But I don't know if it is worth buying on Day 1.  It is a good shooter but it doesn't give me any rewarding feeling or a purpose to play like a Rainbow Six Siege does.  It doesn't give me anything I couldn't get from another first-person shooter.

I wish COD would go back to what made it great; it feels like they are too intent on trying to be a tactical, pro-league style game.  The TTK is too high; they have the right idea but it should be toned down a bit.  And forget about getting streaks.  I hover around a 2.0 K/D and still go long stretches where I'll struggle to get even a UAV.

Don't get me wrong though, it's still fun.  I'm sure I'll end up getting it eventually.  But it feels like a game that lacks an identity.

 

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I actually like this game the way it is now.  Will be even better as they continue to improve it.  The only other FPS I play is Overwatch and obviously that game is drastically different from most of these 'generic' FPS games, so that's one thing I like about it.  Generally speaking, I like the run and gun aspect.  I'll also buy Battlefield 5, so I can play that as well.

One of the bigger selling points to me on Black Ops 4 and Battlefield 5 is that both of those games will have much longer than just a one year life span.  I know another Call of Duty game is coming out next year, but every CoD game not made by Treyarch is a bad game, IMO.  BO2 and BO3 had really long life spans mainly because of that.

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I like that they adjusted plenty for their game from the feedback of the first beta. I've had some really good games and some poor games. It really is more reliable on your teammates this game. At least, that's how I see it after the games I've played of Control. Before, I thought a person could overcome that issue to still have at least a good game even if their teammates weren't that good. With Control, I see it way different and I like it.

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On 8/9/2018 at 7:44 AM, TXsteeler said:

Are these 1 shots to the body lmao?

AFAIK, every gun has slower TTK EXCEPT the snipers, those are still OHK. ARs and SMGs take 5+ shots even at point blank range according to one Reddit user.

So basically, the snipers are even more OP than they were in BO2, and the BO2 snipers were already insanely OP even after the "nerf", check this ish out.

A DSR owning a Remington at point blank range, which no SMG can do, you can't make this ish up, and another damaged Thunder when it didn't even hit him (but thankfully didn't kill him that time). Oh man, he's REALLY gonna be having a field day now, if he wasn't already in the BO4 beta xD (I haven't watched his latest commentaries). 

So yeah, enjoy getting owned at literally any range again (because this doesn't imbalance the game at all 9_9), except this time, they can sponge even more of your bullets before OSKing you with that magic wand sniper, especially if they happen to be wielding body armor. What's the point of even balancing the guns for different ranges and scenarios when one class can literally beat any gun from anywhere? Why don't they throw in an AR that can fire 1250 RPM or a shotgun that can fire all the way across the map while they're at it? Nothing game-breaking there, right? 

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2 hours ago, iknowcool said:

I’ve put ~5 hours into the game and haven’t been quick scoped once.  

I don’t doubt some BS happens, but I’m not sure it’s as big of a problem as people think either.

I've played a lot yesterday and was only quick scoped one time.  It's way different than last week, so that was a great adjustment by Treyarch.

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The pump shotgun is a beast if you use rapid fire, long barrel and the muzzle choke. Lots of 1-hit kills, and very decent range. I can't wait to unlock the dragonbreath operator mod. 

Also yeah, I'm getting close to the level cap and have been quickscoped maybe 1-2 times.

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I'm not sure what the name of this gun is, but it's the burst assault rifle.  My goodness.... that gun is so so strong.  Love it.  Other than that specific gun, I only use SMGs.  I know the Spitfire was considered OP last week, but I hate it.  I can't control it.  It fires insanely fast and has a lot of recoil.

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