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83457

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Everything posted by 83457

  1. I view on my mobile, the ads are practically nonexistent they are so unobtrusive. If i saw something that interested me, i would click it. I understand what you had to do (I'm old and have been around). I love to visit this site, sorry i can't donate, I'm disabled as Hell and can't afford to be alive as it stands, or I'd gladly donate. Thanks to those who paid out of pocket to keep this site running. Even when slow, it brings me a modicum of joy. But not to worry, the flood of traffic to my Safeguard thread will get new interest in the site and get new donors! Just don't hold your breath for that though... Typos...
  2. Yeah, while not 'infinite' like waw com room was, it still works well enough though a bit slow. We always held start room until start of 4 or so. Then open the warning door, go down to the box area, get bb, get Thompson, hide under start room steps until ready to run trains, then open the map, get perks. This way is a little faster than trying to run loops too early. Drop betties by the comm door so you can open and run if needed. Drop most betties in that alcove between storage and the dq, for dog rounds. We would usually play 2 people so one would run the fishing hut loop, one the comm room. Solo, either will do.
  3. No knife and you run clockwise? Heretic!/jk. Just a note, especially for monkeys: buy Claymores. Drop them along the cccp wall and down by qr/jugger. No zombies will mess with the ones by jugger, because none load there, so they will be ready for the monkeys. Just grab a couple just before the monkey round, and place them near phd. Or you can leave them placed (12?), then any that you try to set down will instantly explode, killing monkeys/zombies in a pinch. Ascension was a good map for that strategy. Unfortunately, i always fell asleep before 50... Edit: weird weapon in a pinch; the grenades are right there. I once ran out of ammo around mid 20s, i bought and threw grenades at the zombies, finally, after about 25 grenades, the whole group became crawlers and died a few grenades later. They made more points than they cost and it was easy enough to do. Not efficient, but amusing.
  4. 83457

    Safeguard Game Mode

    Glitches: My friend went down while picking up an SD. I revived him, he had the no hands glitch. No guns, couldn't stab. He could drop ieds. Well, i told him to try to get an SD gun, which would not be possible in the past with this glitch. But he was able to take a gun which undid the glitch, he had his pistol back as well and could stab. So it seems like whatever patch they introduced to help with this glitch worked somewhat to remedy it, although not stopping it altogether. Rare glitch: this has only happened to my split screen offline friend, three times now; He revives me, his gun turns into ak-12, like the Ghosts Squad bot has (players can get it too). I think that each time that this happened, we had a Ghost Squad in play, but my friend got to me first. I think Ghost Squad comes over to help revive, even though he can't do anything to help while my friend is reviving me, then the game glitches and gives him an ak-12. I wouldn't be surprised if this could be exploited to give a player an early ak-12. But generally, neither of us would want a gun with less than a third of a rounds worth of ammo. I called in a Vulture, it disappeared from inventory, never appeared in game. I guess that makes up for my free Hind from another game. Edit, more: one that we keep getting in split screen, online and off; one of us goes down and gets revived. Then the announcer starts saying things twice ('team restock, team restock'). Shortly after that, the voice is gone for the rest of the game. In local, there is no 'beginning of game' timer; if you don't pick your class fast enough, you'll be missing the Loot Round. I had a Vulture live twice as long as normal. Freefall was added back to the line up, but still glitchy: Support Drop packages land on the roof in several spots. Occasionally this happens at the pro shop in Strikezone. Edit: Cool story, bro; so I'm playing Safeguard on Fog, it's like 10:30, my sweet pops her head into the room and she's beaming, saying 'I've got to go', now it's pretty much her bedtime, so I'm like 'where're you off to?' And she's like 'Hackensack hospital, my sister's having a baby!'. Off she goes. Loot round starts, we're gathering, she comes back; my friend is parked behind her...I say 'game over' as my friend grabs a third loot item, my gf is dancing in place with anxiousness, so my friend just sets his controller down and leaves. It's just a game, no biggie. I go in the back corner to camp with the extra Vulture that I called in. I figure I could hold the round and he will respawn next round. Well, I hear the Semtex thingies. So I say F'it and head out to try to protect him. He is on the hill, by the path, in front of the Grainery (main house). The vulture takes out the left crowd, i start on the crowd of 6 coming up the path in front of my friend, the vulture helps, then is destroyed. I fight the guys to the right, revive my friend who had gone down, chase down a guy past my friend, then find just one guy trying to Semtex my buddy. I get away a bit, grab his controller, get him to the camp spot, grab my controller as the Semtex guy starts semtexing me and my friend walks in the room, his jaw drops because he is safe at camp and only lost 2 perks, still had all of his loot items. We won that game. Also amusing: destroyed Strikezone, trying new spot at edge of Pro Shop. End of round 4, I'm trying to jump on the railing...right over it, into the death pit. Round 5 starts. Halfway through, my friend goes 'where are you? Are you dead? How the Hell did you die?'. Derp. Well i came back on the loot round and while we did okay, a pair of shield guys ruined our game. So i still need a win in Struckzone and Freefall. So close to both yesterday. Edit: beat Struckzone. Edit: one more; So we beat Whiteout in the SE by the snowmobile and the docks. SD packages drop. My friend vaults over the railing...into the water. When he comes back, he sees his crate and literally looked like he was going to jump into the water to get it. I'm like 'that won't work, ya know?'. I think he finally got another gun, but mostly had the pistol that whole game.
  5. I noticed that, while playing bots that some of the bots in Drone were running up the stairs at us backward. I played that same map, same spot, same number of split screen fiends, but that was new; backward bots. Thanks for adding that. Sigh, oh Treyarch.
  6. Being calm is key: i often did my best solo games almost asleep on the floor in the early a.m. No anxiety, no choking. Cut backs are so important, the thing i try to get in new zombies players heads is this: the zombies come straight at you, they won't act like a person and try to get in your way smartly, just mindlessly tail you. So, i would be in a hallway with zombies between me and my downed teammate. I step to the left wall, wait until the zombies almost get me, go around to the right and turn sideways to make myself skinnier, then slide right past the train in a narrow hall. My friend would be amazed. But it is just knowledge. Know how they move, watch as they move so you can predict where/when to move. Run into a dead end room, used to mean death. Now, go in as far as i can double back to one side, c-curve around them and then back, like a pendulum, to pool them up, then around them again and out of the room. Especially in waw and bo1, turning sideways quickly as you were about to pass them 1. Made you skinnier as your guy is like a coin, turn sideways to fit through, and 2. This often throw off the zombies attack; they would turn a little, rather than swing. We called it doing a little 'juke' to get past them. I hope some of that was clear enough.
  7. Solo: tank, 1 point to stab scouts. Magnum, maybe 1 point in pistol, usually one hit kill to scouts, takes others down pretty quickly. That's what i usually do for solo. Pistol only relic for the extra xp.
  8. I always love to read peoples takes on maps, see what they like, don't like. I was amused by Kino being 'probably everone's favorite map', never heard that before. As an avid zombie player, when BO released, most players opined that it was bland and boring after Der Riese, "five" at least was challenging. Usually i hear Ascension or COTD is the best, when people opine on the maps. I set COTD as my favorite, but I'm not much good at favorites. I loved, Ascension, COTD, Shangri-La looks so cool to play on and the babymaker was a blast. I liked "five" for the challenge and Kino for it's ease. Oddly, here at CODZ, many love Moon and call it the best map. Outside of CODZ, i have only ever heard extremely negative reviews from anyone for the obvious reasons. Happy gaming!
  9. I've checked it on solo and find them constantly. And i barely play. Weird.
  10. Thanks eternal. I was surprised the thread made it this far without someone pointing out what it was. Also, 7 perks max in Buried. In any bo2 maps, getting a perk after having max perks will just get you a Richtofen laugh, no more perks.
  11. In the 3rd post, the action is described as X+Rb (xbox). For those not in the know, this was the 'unlimited' gun slot cheat from bo1 zombies until patched; go to any wall buy in bo1 zs, hit x+RB and you got the gun, plus another gunslot (third gun, then fourth, then fifth...). Easiest gun cheat ever. It could become unstable and not work right if you took too many gunslots, but usually 3-5 were enough. Of course this angered me, as it was fun, got patched immediately, yet several far worse glitches are STILL in bo1. I don't blame them for patching it, but still question their priorities and programming skills.
  12. I understand and agree. No hard feelings, just a touch of malaise. I'm a big boy, I'll survive. :)
  13. Thanks Boom, good to hear. I never expected much love for ghosts/safeguard on a zombie site, but i loved this site, so i posted here. The views keep climbing, so hopefully more people are getting into this mode...
  14. While it makes sense to me and looks more properly organized, my hard work on Ghosts/Safeguard is all hidden in a tiny link called Ghosts, 3/4 of the way down the page. Sigh. Oh well, as long as people can find it in external links... I'll just have to wait and see how it has been impacted. I know, it's a zombie/Trollarch forum, but...
  15. That was the end of game total (the final screen shows your total points for the game, max 1 million). During round 4-32, i had like 450 points the whole game. Occasional window fixes gave some points, but basically bought jugger and qr, opened the map, even the house, but i don't think that i even went in, because i didn't think the buildables would kill the witches. I think that I've tried to kill them with buildables at another time and it didn't work, but my memory is fuzzy on the subject. I opened gs door across from gunsmith, the upstairs door of gs (to jump to chalk roof easy). Inside and outside saloon doors, door to house. The door to the house was pointless, but i really didn't know what i was doing, it was my first high score on Buried, i don't think i had done 15 rounds before this game. I used TS to get in courthouse. /best recollection. I could scribble game notes for the first few rounds if you want.
  16. Yes. Avoid moving the box so you don't get an extra 'drop (fire sale)' in the mix. Then you get ammo about every 6th candy. It's annoying solo, but doable, just don't go up the steps, because the last zombie will always block them and slow you down too much, fly up to the roof instead. Assuming zombie is babysat: Have candy, candy store door open near saloon. Bank stairs open. Paralyzer/Petrifier. Gk the keys. Give 1100 towards $Z just before BG (big guy) gets there. Give him candy, but immediately fly up, go get candy, return as fast as possible. See what he made it; if not Max Ammo give him candy, get more, return until it is max ammo. This way, you don't have to keep putting money into $z, just candy, because you keep changing the same drop before it times out, which resets it's clock. You save 1100 points per trip and the nuisance of hitting it, adding money while BG keeps getting in your face, changing the onscreen prompt to 'give candy'...which can be a pain, especially solo with a zombie who doesn't understand the terms 'personal space' nor 'alone time'.
  17. The last chalk gives 2000. Also, no nukes. No drops of any kind from buildables. Another bit of weird. The number that i mentioned, i just pulled out of my ass, my memory sucks, don't recall the actual amount. Edit: just watched the set up from start to round 5. Weird. It was right after the map came out, i barely knew where i was going. Booze didn't lay on the floor when you traded it, just reset elsewhere. I made the big guy run like 2 feet to each barrier, no idea that you got more from afar. Caught several glitchy moments. No bank, probably didn't know about time bomb yet. I think that i only bought jugger and quick revive the whole game. So i had 500 start + 7000 chalk, plus what little from the barriers.
  18. This. And i wanted it to be good. BO1 zombies. I was glad at the time that zombies came back, but in the long run, despite the cool map design and the cool perks, the glitches and terrible gun selection/point constraints and Moon, make me almost never play bo1. Shi No Numa reprint once in a while because i loved the original, but it was so easy (if you survived the first 10), the reprint was much harder. The other reprints were a total waste of programming, in my opinion. Kill your reviver glitch, you stab a zombie 3' away with the sickle/knife, but it locks onto a zombie 6' feet away, so you sink the knife into the z 3' away and it does nothing, do you end up trapped from the glitch. These 2 ubiquitous glitches make bo1 zombies unfun. Farm survival, like nuke town, is lacking.
  19. I started it with a friend. While we didn't do all 7, we did a few to prove that it was possible, which it is.
  20. I don't think that i used the bank myself, just started the game all slow and boring. But I'll have to double check theater... I think the final score was like 7,500 points on 32.
  21. Glad to hear it guys. It was a weird way to play zombies. A bit time consuming and you have no points the whole game.
  22. Oh, i missed campers. I used to rail against them. Camper was an insult that i would throw out. Then bo, mw3, bo2 maps were so anti camper, that i finally realized how important campers were to the game. They gave great camp tools in bo2, but the maps weren't great for it. I did my share of shield camping (usually r&g with smg/shotgun, but i need to mix it up to keep boredom away). While more difficult, i prefer the more realistic 'move carefully around the map, check corners' more than 'spawn in a box and run at the enemy' like the last 3 cods were. Just my personal likes, not everyone shares my view, but I'm always the oddball. I loved mw2 hc s&d for that reason; only one life and you had to be good and careful. But, the waiting around when dead eventually got to me. So i embraced the 'spawn and run' strategy that works so well due to latency. But now, i get to play a little more realistically again in Ghosts and i love it (when I'm not rage-hating it like any other cod). And sitting in a tree getting a third of my teams kills, ending a game with Loki, make me forgive myself for camping once in a while. Happy Dominating!
  23. Haha. Except whiteout, i pretty much despise the maps that you listed. But I play TDM, almost exclusively, so it's a different game for me. I agree that Warhawk is a blast in Domination, intense. Each to their own, right? As much as additional playlists suck, i would love to see smaller maps and larger maps in 2 playlists. Not counting DLC2, due to lack of play; Will always play: Stonehaven, Siege, Whiteout, Chasm, Containment, Stormfront, Prison break (so many 20-0 games), Fog. Usually enjoy: Tremor, Overlord, Bayview, Flooded. (May skip if played too much already). Avoid: Octane, Freight, Sovereign (such terrible design), Ignition, Warhawk, Strikezone. (Once per day tdm troll maps). Though I occasionally go to town on Strikezone with shotguns. Happy gaming!
  24. 83457

    Safeguard Game Mode

    Wishful Thinking Post: this is my thoughts on possible tweeks to the mode. I know this thread is one of the easiest Safeguard threads to find on the web and that it is a good, informative thread, so hopefully it gets seen by IW employees looking for feedback. I'm not holding my breath though. Edit: fix the goddamn glitch that makes only one sentry and one vulture load per loot round. You guys hacked the bots strength way up AND killed the loot rounds. One or the other would have worked, both together hurt the game mode. Loot was cool to get, so i vote for leaving the enemies hard, but make sure that 2 sentries and 2 vultures load on loot rounds. At the very least, adjust it for 2 player games or adjust it so that more good stuff comes at high rounds over 20. Getting to 36 in a 2 man game, then getting 1 vulture and 1 sentry on the loot round is quite shitty. Also, add at least 5 seconds to the loot rounds already. I will not play this mode anymore until it is fixed properly. This was my favorite mode in ghosts, so please do the right thing. Me: i love ghosts, i play it a lot, mp, bots, extinction, and lots of Safeguard; I've won 22 of the current 24 maps in 2 player games. I've been a gamer and read quite a lot on game design and balance. I'm an adult who has gamed since the 70's. I try to be smart about it and so i offer some thoughts on Safeguard improvements. --- Challenge awarded minigun; i can't tell you how many times that i have been battling multiple dogs, then suddenly start switching to this at the worst possible times, and it is really slow so you can't get away and you can't switch it away fast enough. Fix: Award the explosive ammo, need to manually switch to minigun. Have minigun appear in hand without wasting 4 seconds pulling it out. --- Guns: Assault rifles need more ammo. They are worse than the shotguns and smg's that come earlier in game. Taking ammo for 2 ieds is better than grabbing an assault rifle usually. Since the Loot and Support packages load so spread out, one must keep a pistol for it's high movement rate, so holding 2 assault rifles is not an option to fix the ammo issue. Fix: increase reserve ammo. Chain Saw: Unusable due to 8 second reload. Fix: decrease reload time by at least half (not counting Sleight of hand). As is: vepr, mtar-x, iar-27, wild widow are the only playable guns. The start pistol is okay, usually kept for movement rate to get packages until ww can be had. Fix: Tweak guns as mentioned, or add some decent ones. Even a combat knife option for the super fast run would be welcome over half of the Safeguard guns. --- Perks: i get that worse ones load at first. It makes sense from an initial design standpoint, but in actual gameplay, it's a disaster. Too many times, early round sd packages are 3 stalker, or 3 ready up. So basically they may as well be blank. Perks like that exist in this game simply to 'cap' useable perks, so even the option of 'take them now so you won't see them again' is a stragedy. If you try to change them, it's usually the other perk you won't use yet, or a nearly pointless shotgun, then ammo that isn't important because the pistol regenerates ammo. Fix: most perks won't break this game mode, so throw something better at us at first. FHR, marathon, speed, stuff like that that will be useful, but not game breaking. Marathon/speed would help mitigate the Loot/Support drop time/spacing issues that currently hurt this game mode. --- Maps: the maps in the playlist keep changing. Some maps constantly show up, some have disappeared from the line up. Some that stay have pile up glitches, i don't know why others were removed. But basically, let us pick the map in credited games (like private match allows), or maybe make a few playlists with specific maps in them, like 5-8 maps listed in each playlist . I get that this is not an easy fix, but having 20 in one playlist, 4 in another is annoying when trying to beat certain maps. Watching the same dlc1 map show up 3-4 times in a row out of 20 possible maps, while you are trying to skip it, feels stupid. Maybe keep each dlc in it's own playlist? Then only 16 in the random playlist. Fix: ? Not sure, just mentioning this is less than perfect as is. Strikezone: sd packages sometimes land above pro shop. Freefall: many packages land on the 'roof' if you hold the east end. Bots shoot through the sideways doors and a few walls. Bayview: trolley eats sd packages. Gives 'no hands' glitch if you were getting that package. Dogs/shield guys often get stuck somewhere, need to be hunted down. They can get stuck on the trolley, then vanish until you go to the far end of the trolley track, then they reload, usually after making a dying noise for the glitched/missing ones. Suicide bots: occasionally on Stonehaven, often in the pit on Fog. Probably others. Pile up glitches on some maps. --- Loot Rounds: these need improvements. First off: needs more time, I'll say this a lot because it simply is true. For 3/4 players, given the limited loot, the time is fine. For 1 and 2 player games it is not enough. Since solo, 2 player is harder, this should not be the issue that it is. This is poorly balanced, to be fair. Some maps are fine, but many load the packages so far away from you and each other that something absolutely needs to be done. Running from my spot to care packages and getting 0 or 1 is bad design. Also, the packages drop and then there is 3-5 wasted seconds before you can even see what they are, that delay should not exist or more time needs to be added for solo, 2 player. Several fix options: At the end of each non-loot round is a 15 second timer unless the next round is a Loot Round. Add that 15 second timer back on, before and after, so we have a chance to spread out before loot drops, get back to camp after. 5 more seconds, plus losing the delay to see what came up would be a decent fix. Load them all near players would work. Sometimes you can run up to a package while holding x and it will pick up. Often it will not, releasing and holding x again does nothing. Make this consistent; holding x while you approach will give you the package. That's just sloppy as is. Getting to a package with 2 seconds left and not being able to pick it up makes the game look poorly programmed. Improving this would help. Load packages on the same plane? Climbing to a package 10 feet away takes too much time. Again, simply adding time is the most intelligent fix. Forced time limit only hurts 1,2 player games unnecessarily. There is no game benefit to this timer. Giving a full minute, to fetch packages, get leftover sd packages, get back to camp site, would greatly improve the game and attract more players. In no way would it break the game or detract from gameplay. It would simply enhance the game experience in every way. ° Helo Scout: before i get negative, understand that i play this 1-4 players, i am one of those people who will play with everything, i will make the bad shine as good as it can. I try to find purpose in the poo. That said, HS is garbage. I've even tried to use it as an escape pod if overwhelmed. Frankly, the game would improve if you simply removed this. Often 2-3 come every Loot Round, basically turning the loot rounds into 5-6 packages instead of 8. We used to regularly get 2 sentry guns, occasionally 1, rarely 3. Now, usually it's 1, occasionally 2 and we usually see 3 unusable HS. That's not acceptable. Fix possibilities: remove it. Increase even just the trinity missile. Place other items instead; maybe once per game k.e.m. shows up. Maybe rare ammo crate for a little gun shake up. Rare Loki with sd packages instead of killstreak packages, maybe Odin? Dog? Rare extra squadmate with shield? Buff it: it is shit. Maybe double the ammo capacity per magazine and have 'oracle' glow around enemies, so you know where they are. This is a smart, easy fix that still leaves it as the worst killstreak. Change it to the Helo Minigun from Behemoth. ° Trinity missile: this should load over you or over the enemy or over the middle of the map. As is; it frequently loads outside the map with no indication of which direction the map is in. Fix: Load as i stated. Have enemies appear immediately with red boxes on screen, so you know which direction to steer it. Have minimap onscreen during use, so you can steer it onto the map from it's derp load location. ° Sentry Gun: basically touched in this above. They show up less. This was a bad balance tweek. 3/4 player games won't notice as much that it was reduced, because the game is easy enough with more players. Again, this simply hurt the 1, 2 man games without giving a decent replacement. Increasing the chance of getting Helo Scout is unacceptable as a solution/balance tweek. To be frank: sentry guns aren't breaking this mode, but taking some away hurts our enjoyment of the game, which is detracting from the attraction to the mode. The last thing we need is to drive players away from Safeguard for an arguably bad balance tweek. This certainly was not a warranted tweek. While sentries can make an easy camp easier, they also allow hard spots to be 'doable', they are a necessary staple. Change should be made in a game when something is obviously problematic. The stabbing in this game MUST be fixed. Sentry guns in Safeguard should never have even been talked about while these other issues exist. ° I.M.S.: no real complaints, but could we lose the time-out? Or double the time? It only gets 4 canisters anyway... ° Vulture: No issue. Request that second could be called in, like Hind, to free up inventory. It would show when the first died. ° Hind: No issue. --- Ghost Squad: the enemies can follow me anywhere and quickly. So why is Ghosts Squad so stupid? I run back to camp spot, GS runs toward the enemies to die. Camping a building, he jumps out the window to fight 5 dogs below, even though he can barely fight dogs. Make him stay within 10', no more running halfway across the map in the opposite direction from where I'm heading. He needs 'stay with team' to be a higher priority than 'run away from team towards certain death'. He also needs 'revive player' to be his top priority. So many times, he is right next to me or my downed friend and walks away to fight enemies, rather than reviving me/him while we protect him. Those precious seconds cost us hard to find perks or he dies and it's game over when it should have been a simple revive, or he simply let's you bleed out when could have easily moved 3 feet and picked you up, rather than fight that 1 enemy 100 feet away. Teach him cover, he loves to stand in the open and get killed. --- Health: if you play extinction, you get hurt, screen is red, you heal up and look fine. But you look at your health bar and you are at 45%, despite looking fine. Same in this mode, but there is no health bar. You appear to be healed, but die in 1 stab/shield hit, which makes the game seem poorly programmed. Give us a visible health bar, or leave some red until you heal. --- Knife: in every mode of Ghosts, the knife is awful. Offline, split screen, a Ravager is shooting my teammate, i stab him in the back, but fall down dead. It seems that my stab does nothing, and he stabbed me with his ass while shooting my teammate (offline, no latency). Too many stabs don't connect in this entire game. Bots have always stabbed you in this game, before they do the animation. The first time that i played this game, i was appalled at how awful the stabbing works and looks. I assumed a patch would remedy it. How is it still this shitty (in every mode)? If you want it embarrassingly shitty in online mp, that is one thing, but it should just connect in extinction/safeguard if you are in range and facing them when you stab, but it usually does not. Like the dog; it looks normal in Safeguard, but not in mp, online nor offline versus bots. Make the knife normal in Safeguard. Extinction: stand next to the drill, 5 stabs to a cryptid on the drill, right next to him, not moving, 2 count, eventually. Really, that seems fine to yous? Make it connect. Play mp bots: bot walks in room, i die, killcam shows him come in room, i die, he runs over and stabs corpse. That's shamefully bad. Online mp, killcams. You die, then they stab you. Always stabbed from 10 feet away, just like dogs always kill you from at least 10 feet away. Except in Safeguard mode, where the dogs actually hit you. Even offline bots, the stabs and dogs are incredibly far off. This really needs to be addressed. Plus, the 'accuracy' is around 60%. This basically translates to what you see in games; if you stand next to a non-moving player and stab them. You have only a 60% that the stab will connect. What is this, a Trollarch game? This needs to be addressed. Online: i grab a guy, stab him, throw him to the ground. I have an assist. No kills, no deaths, 1 assist. That is trash programming. Sorry that some of this sounds harsh, but this should have been taken care of by now. Again, love the game, but it needs help. Remember, I'm one of your fans, but I'm not gonna sugar coat turds and call them candy. I'm gonna call them turds until they get fixed. Someone in this game decided that the hardware store window in Warhawk needed to be nerfed, but the knife and dogs (even offline, no lag) are still this shamefully programmed? Look up the word 'priority' and share it around the offices. It is clear that some there have not grasped the concept. Thanks for reading and happy gaming! Edit: ghost squad when down; could pushing right simply call him in? Instead of trying to call in a sentry, then being told that you can't call it in when down. Given how inconsistent cod controls are, this should just auto-highlight GS when you are down. Alternately, make him 'push left on D-pad'. That or make the controls less inconsistent as pushing down once and pushing right shouldn't make it go down twice and then try to call in a sentry...but that's cod for you.
  25. 83457

    Elemental Knife

    If people are having fun with it, it will get patched. If it is hurting the game, trollarch will ignore it. Deja vu, i posted this almost exact thing in another post. Look at Moon hacker glitch: no words for hacker show up if 1 player in a 2 player game dies (lasts entire game). Ubiquitous, hurt games, was there since start. Never patched. Made every game of Moon extra annoying. Stab your teammate with the bowie/sickle while he revives you and it kills him. There since launch, constantly ends games when your teammate tries to defend his saviour, but accidentally stabs him. Never patched, game breaking. Ignored. Multiple gun glitch: made up for the extremely poor wall weapon choices/selection/ammo issues in bo1 zombies. It improved the game. Patched quickly. That's just how they roll: be stupid, hurt the gameplay, program sloppily. That's their motto. I assume that's on their letterhead or on a big plaque in their offices.
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