Call of Duty: Black Ops

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fbrdphreak

Lifer
Apr 17, 2004
17,555
1
0
I don't think Stopping Power was that big of an unbalancer. It just allowed you to compensate for a weapon's shortcomings. You could be killed easier by a weaker weapon with SP (e.g. M4) or a stronger weapon (e.g. AK-47) without it. Rather, it allows flexibility in choosing a weapon based on your other attachments and perks.

Really these changes mean people will have to be more strategic. Without Danger Close and no M203 replenishment via Scavenger, no more unlimited noob tubing. No more Lightweight/Marathon/Commando. You can't run for unlimited amounts of time AND be silent.

What is also interesting is that there are attachments to reduce reload time, which I like a lot. Sleight of Hand has been very useful for me, especially in FFA, and the ability to have faster reload + Warlord/Bling or Steady Aim is great.

I *do* think the effing RC cars and dogs will be a huge PITA tho :awe:

Attachments and other good info: http://callofduty.wikia.com/wiki/Call_of_Duty:_Black_Ops#Attachments
 

Kabob

Lifer
Sep 5, 2004
15,248
0
76
MW2 did not have an epic feel. COD4 was epic. MW2 was over-the-top, overdone, and over-produced chaos. Treyarch seems to have reined in the design and taken a more deliberate, calculated approach to formulating the perks. From what I've seen of the maps so far, it seems they're getting similar treatment, which is good.

MW2 was epic. Yes, over the top for sure, but despite the bugs the game plays EXTREMELY well. Great weapons, good maps, excellent experience. Is it as good as CoD 4? Absolutely not, but it's still one of the best shooters I've ever played.

And what does being a game in a series have to do with epicness? So it's the seventh game, I seem to remember Final Fantasy VII being regarded as just somewhat epic...
 

Kabob

Lifer
Sep 5, 2004
15,248
0
76
I don't think Stopping Power was that big of an unbalancer. It just allowed you to compensate for a weapon's shortcomings. You could be killed easier by a weaker weapon with SP (e.g. M4) or a stronger weapon (e.g. AK-47) without it. Rather, it allows flexibility in choosing a weapon based on your other attachments and perks.

Really these changes mean people will have to be more strategic. Without Danger Close and no M203 replenishment via Scavenger, no more unlimited noob tubing. No more Lightweight/Marathon/Commando. You can't run for unlimited amounts of time AND be silent.

What is also interesting is that there are attachments to reduce reload time, which I like a lot. Sleight of Hand has been very useful for me, especially in FFA, and the ability to have faster reload + Warlord/Bling or Steady Aim is great.

I *do* think the effing RC cars and dogs will be a huge PITA tho :awe:

Attachments and other good info: http://callofduty.wikia.com/wiki/Call_of_Duty:_Black_Ops#Attachments

Stopping Power was a crutch, but a necessary one for most players (myself included). I mean, a one step process to kill an enemy faster, why not? I am thrilled they got rid of it because, honestly, 95% of classes use it. I hope they raised the damage of ALL the weapons to give it "stopping-power-esque" damage, but it gives you a reason to use a different perk #2 since SP was so key.
 

Tek_Ed

Member
Sep 22, 2010
59
0
0
I have always been reluctant to remove stopping power from my classes when playing MW2. I just don't like the thought that someone with the same weapon as me has an advantage in a 50:50 situation. I in the last couple of months moved to hardcore moshpit, which I find soo much better than standard games.

Recently I have been using the M4 with holographic sight, RPGx2, with Scavenger, hardline and ninja. I have been destroying the competition.. Last night I played three games wih scores of 25:4, 18:6 and then 46:12. In summary - hardcore is awesome and AC130s have never been so attainable :p
 

BD2003

Lifer
Oct 9, 1999
16,815
1
81
I don't think Stopping Power was that big of an unbalancer. It just allowed you to compensate for a weapon's shortcomings. You could be killed easier by a weaker weapon with SP (e.g. M4) or a stronger weapon (e.g. AK-47) without it. Rather, it allows flexibility in choosing a weapon based on your other attachments and perks.

Really these changes mean people will have to be more strategic. Without Danger Close and no M203 replenishment via Scavenger, no more unlimited noob tubing. No more Lightweight/Marathon/Commando. You can't run for unlimited amounts of time AND be silent.

What is also interesting is that there are attachments to reduce reload time, which I like a lot. Sleight of Hand has been very useful for me, especially in FFA, and the ability to have faster reload + Warlord/Bling or Steady Aim is great.

I *do* think the effing RC cars and dogs will be a huge PITA tho :awe:

Attachments and other good info: http://callofduty.wikia.com/wiki/Call_of_Duty:_Black_Ops#Attachments

Well it doesn't make much sense to use the dual mags fast reload attachment with warlord. Better off just using sleight of hand and the other attachment.
 

Kabob

Lifer
Sep 5, 2004
15,248
0
76
I have always been reluctant to remove stopping power from my classes when playing MW2. I just don't like the thought that someone with the same weapon as me has an advantage in a 50:50 situation.

Exactly, it's such an advantage I have difficulty passing it up.

Recently I have been using the M4 with holographic sight, RPGx2, with Scavenger, hardline and ninja. I have been destroying the competition.. Last night I played three games wih scores of 25:4, 18:6 and then 46:12. In summary - hardcore is awesome and AC130s have never been so attainable :p

I don't play HC, it's TOO easy to die there. But I typically have pretty good scores when I play on standard TDM so I suppose it works for me.
 

BD2003

Lifer
Oct 9, 1999
16,815
1
81
Stopping Power was a crutch, but a necessary one for most players (myself included). I mean, a one step process to kill an enemy faster, why not? I am thrilled they got rid of it because, honestly, 95% of classes use it. I hope they raised the damage of ALL the weapons to give it "stopping-power-esque" damage, but it gives you a reason to use a different perk #2 since SP was so key.

Well they say that there is no built in SP, as they wanted to male it a little more strategic, but from everything I've seen, it's still pretty deadly.

No matter how way you sliced it, in core SP was just simply too powerful - a 40% damage boost, which almost always translated into one bullet less. A lmg or high power AR could then kill in 2 instead of three shots, which is actually a 50% boost. And it helped you out through 100% of the match, with every shot fired.

Cold blooded was virtually useless in core as people rarely used UAVs. Hardline is great for low KS like uav and care package, but you could make the argument that you'd get higher killstreaks with SP anyway. Lightweight, a 7% boost in speed? Give me a break. And danger close was of marginal usefulness unless you were noon tubing. Stopping power was just way too powerful.
 

dougp

Diamond Member
May 3, 2002
7,909
4
0
Well they say that there is no built in SP, as they wanted to male it a little more strategic, but from everything I've seen, it's still pretty deadly.

No matter how way you sliced it, in core SP was just simply too powerful - a 40% damage boost, which almost always translated into one bullet less. A lmg or high power AR could then kill in 2 instead of three shots, which is actually a 50% boost. And it helped you out through 100% of the match, with every shot fired.

Cold blooded was virtually useless in core as people rarely used UAVs. Hardline is great for low KS like uav and care package, but you could make the argument that you'd get higher killstreaks with SP anyway. Lightweight, a 7% boost in speed? Give me a break. And danger close was of marginal usefulness unless you were noon tubing. Stopping power was just way too powerful.

I don't use SP in any game mode, and I maintain a good ratio. CBP is an awesome perk, especially in core modes. I run around without getting hit by chopper gunners, AC-130, preds and any other KS.
 

Kabob

Lifer
Sep 5, 2004
15,248
0
76
Well they say that there is no built in SP, as they wanted to male it a little more strategic, but from everything I've seen, it's still pretty deadly.

No matter how way you sliced it, in core SP was just simply too powerful - a 40% damage boost, which almost always translated into one bullet less. A lmg or high power AR could then kill in 2 instead of three shots, which is actually a 50% boost. And it helped you out through 100% of the match, with every shot fired.

Cold blooded was virtually useless in core as people rarely used UAVs. Hardline is great for low KS like uav and care package, but you could make the argument that you'd get higher killstreaks with SP anyway. Lightweight, a 7% boost in speed? Give me a break. And danger close was of marginal usefulness unless you were noon tubing. Stopping power was just way too powerful.

I'll agree with you about the superior qualities of SP, but I disagree with the uselessness of Cold Blooded. I see plenty of UAV's and killsteaks, enough that it makes it useful. That said, the only class I used it on was my UMP class which did not benefit from Stopping Power.
 

Zargon

Lifer
Nov 3, 2009
12,218
2
76
I'm very interested in seeing how good the game is. It will easily sell millions of copies, but aside from that I want to see if Treyarch really did something right this time... There seems to be an insane amount of hype for this and I just can't see why... yet.

they did many things right with WAW in SP/COOP
 

SR1729

Senior member
Jan 11, 2010
602
0
0
MW2 was epic. Yes, over the top for sure, but despite the bugs the game plays EXTREMELY well. Great weapons, good maps, excellent experience. Is it as good as CoD 4? Absolutely not, but it's still one of the best shooters I've ever played.

And what does being a game in a series have to do with epicness? So it's the seventh game, I seem to remember Final Fantasy VII being regarded as just somewhat epic...

We can argue all day over whether or not MW2 was epic. In my book, more of the same - except this time buggy and unbalanced - is NOT epic.
 

BD2003

Lifer
Oct 9, 1999
16,815
1
81
So, the eagle has landed, was a bit of a PITA to get, but someone came through eventually.

Right off the bat, lemme say that the MP servers are currently down. But I can get into the splitscreen and try out a few things.

Played to about the 4th mission, theyre definitely changing the formula in a few ways, but its still instantaneously recognizable as CoD. Lots of jumping around the globe, lots of set pieces etc. A few things I'm not entirely happy about so far but overall seems like the campaign should be solid.

If you guys have any questions about SP, Zombies or what I can access of MP, let me know. Like last year when I got MW2 early, I'm going to keep it spoiler free except in PM. Anything else is fair game.
 

BD2003

Lifer
Oct 9, 1999
16,815
1
81
What exactly are you not happy about?

Well, I'm stuck at a certain part. I'm playing on regular, and I cant figure out how to get past it. Maybe theyre not properly communicating something I need to do. But I cant get through it partially because....it's an infinite spawn. Something I thought the CoD series was done with since MW2.

Now granted this is the first and only infinite spawn I've encountered and I'm on the 4th mission, but I hope theyre used sparingly.

Overall so far in the campaign you can tell treyarch had the time and money that they didnt with WaW, so production values are very high, but there's still this treyarch feel to it that I'm not sure about.

MW2 was over the top, but it took itself pretty seriously - it wasnt really campy, just balls out action movie style. BO doesnt seem to take itself 100% seriously. I mean this is a game with exploding crossbows and zombies and all.

Dont get me wrong though. I'm still loving it overall.
 

Beev

Diamond Member
Apr 20, 2006
7,775
0
0
Infinite spawn as in unlimited enemies?

I'll take "Poor Game Development Practices" for $500, Alex.
 

BD2003

Lifer
Oct 9, 1999
16,815
1
81
Infinite spawn as in unlimited enemies?

I'll take "Poor Game Development Practices" for $500, Alex.

Yes, and its definitely not a glitch. I eventually figured out I just need to push straight through to make it through, but it was a rather frustrating segment. I will say that the unlimited spawn did make sense in the context of the scene so its sorta forgivable - its not at all like COD4 where buildings contained unlimited enemies and they just kept popping up.

There's definitely a noticeable style difference between IW and Treyarch in the way they do their campaigns. Hard to describe, but youll know what I mean if you've played MW1/2 and WaW.

I'm about on mission 6-7 at this point. Definitely an enjoyable campaign so far, but I think I prefer IWs style a bit more. MW2's campaign blew me away. I'm really enjoying it, but not really blown away - its about as I expected.

I also played around with the guns a bit in the local MP, as it allows you to go straight in and outfit your classes however you want. A few noticeable things:

All full auto ARs have recoil. In MW2, the only rifle with real recoil was the F2000. Other rifles had varying degrees of spread, but none really kicked. Here, they all kick. You cant just hold the trigger down and expect to kill anyone at a distance. The days of sniping with ARs like the ACR are over - there simply is no ACR-like AR. You need to burst fire for any hope of accuracy. The actual 3 shot burst rifles however, do not recoil. The semi-auto's do as well, the m14 noticeably more than the FAL, but even the FAL kicks. If you moderate your firing speed, it'll stay dead on target though. And you are also limited in total firing rate to prevent modded controllers I suppose - you can still fire very damn fast, but not at a ridiculous rate.

All of the iron sights seem fairly usable. I couldnt say the same about MW2, but it'll def take some real opponents to be sure.

Like WaW, each gun has its own particular set of attachments - its not a single list per class. For instance, with SMGs, only some can be akimbo-ed, some have grips, the Ak74 can even attach a noob tube, and the skorpion cant attach a sight at all. Each gun is different.

Speaking of the grip - its used on the m14 rifle, a few SMGs, and one LMG. It makes a noticeable difference in accuracy, but there's still some recoil. The guns simply are not laser beams anymore.

Now if you whip out your pistol or other light secondary, you run faster. In previous CoD games, this definitely wasnt the case.
 
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