Call Of Duty: Modern Warfare II

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aureole
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Re: Call Of Duty: Modern Warfare II

Post by aureole »

I'm sticking by my assertion that it's not nearly as well-balanced as COD4 was.
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Re: Call Of Duty: Modern Warfare II

Post by The Captain »

Just to clarify what I meant...

I think that holing up somewhere on COD4/MW2 is part of how the game is meant to be played. There are very few 'safe' bits, and it becomes a battle of wills. You can tell areas of the game have been designed like that, for tactics and counter tactics. Someone lying prone in that corridor on Bloc? Grenade through the window. Claymores/heartbeat sensors etc. are designed to encourage this point/counterpoint style of play.

Exploiting glitches just isn't right at all, because it changes the toolset.
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Re: Call Of Duty: Modern Warfare II

Post by korruptor »

I think holing up is the last thing you want to do in either of the MW's. It's all about height, movement and flanking.
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Re: Call Of Duty: Modern Warfare II

Post by benedictw »

Christ, one of the shotguns has an absolutely obscene range. Seriously out of whack. Combine that with akimbo and a persons got a massively unbalanced weapon.
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BrianTheNaughtyBoy
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Re: Call Of Duty: Modern Warfare II

Post by BrianTheNaughtyBoy »

Maps.....they all seemed great at first, and they mostly are, but there's a couple I just can't seem to do well on (TDM mainly):

Wasteland: This seems to be either take a sniper class and stick to the edges, or get in the mix down the tunnels. I'm not very good at either. I tend to go silencer with heartbeat sensor and still get raped by the snipers.

Estate: This is the only map I vote to skip (+ rust, but that doesn't count). Every game I play seems to be about taking control of the house. The fact that this is so well protected means that you need to rush it as a team, inevitably resulting in major death in the process. I'm not sure they intended this to be such a big focal point of the map: the buildings at the other side of the map seem to see such little action.

I particularly like Highrise and Skidrow.
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Re: Call Of Duty: Modern Warfare II

Post by Flabio »

BrianTheNaughtyBoy wrote:I'm not sure they intended this to be such a big focal point of the map: the buildings at the other side of the map seem to see such little action..
Unless you're playing Domination on it, where it's actually a pretty good map. One of the control points is by the back of the house near the greenhouse, but the others are quite far from it, so the outer areas see a lot more play.
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Re: Call Of Duty: Modern Warfare II

Post by RiK »

BrianTheNaughtyBoy wrote:Estate: This is the only map I vote to skip (+ rust, but that doesn't count). Every game I play seems to be about taking control of the house. The fact that this is so well protected means that you need to rush it as a team, inevitably resulting in major death in the process. I'm not sure they intended this to be such a big focal point of the map: the buildings at the other side of the map seem to see such little action.
Strangely enough, most of the recent games I've had on that map I've hardly gone near the house. The boat shed and the lower buildings have been where most of the action was.
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Re: Call Of Duty: Modern Warfare II

Post by benedictw »

BrianTheNaughtyBoy wrote: Wasteland: This seems to be either take a sniper class and stick to the edges, or get in the mix down the tunnels. I'm not very good at either. I tend to go silencer with heartbeat sensor and still get raped by the snipers.
If you get a pile of enemies in the tunnels stick a rocket launcher down them. I've gotten 3 or 4 simultaneous kills from doing this several times.

Terrypantsman pointed out last night that Thermal works really well on this map (and, for me, the flyover one). Its sniper heaven, really.
BrianTheNaughtyBoy wrote: Estate: This is the only map I vote to skip (+ rust, but that doesn't count). Every game I play seems to be about taking control of the house.
Team I played last night holed up in one of the outbuildings - they were able to snipe the main building pretty well. If they are in the central building the strategy might be to use thermal (again) for the outside attackers. FMJ seems to be flavour of the month with wooden buildings.
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Re: Call Of Duty: Modern Warfare II

Post by Terrypantsman »

benedictw wrote:Christ, one of the shotguns has an absolutely obscene range. Seriously out of whack. Combine that with akimbo and a persons got a massively unbalanced weapon.


yes last night was the first time I have encountered the 1887 's . Christ the range is way out and the guy wielding them was running around like the T2000 in terminator :lol:

Fuck sticks seems like the balance is out then compared to 4. :?


encountered some hoppy hoppy rockect launcher gits last night too, easy to take down, but just exactly what are they trying to exploit.?
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Re: Call Of Duty: Modern Warfare II

Post by benedictw »

Terrypantsman wrote: encountered some hoppy hoppy rockect launcher gits last night too, easy to take down, but just exactly what are they trying to exploit.?
Theres a exploit doing the rounds right now where some people somehow set the RL\Javelin to detonate on death. Not sure how but it makes a rather big bang. Perhaps it was that? MS is wielding the banhammer of doom over this and fast tracking the hotfix allegedly.

It is was upto me I would be taking out the marathon\commando perks. When I guy runs straight towards me - and can kill me when I'm firing at him there should be no contest. I can see that a knife strike from behind is a straight kill - no question. But from the front? When I'm shooting? It drives a meaty hole through the apparent realism.
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Re: Call Of Duty: Modern Warfare II

Post by BrianTheNaughtyBoy »

benedictw wrote:
It is was upto me I would be taking out the marathon\commando perks. When I guy runs straight towards me - and can kill me when I'm firing at him there should be no contest. I can see that a knife strike from behind is a straight kill - no question. But from the front? When I'm shooting? It drives a meaty hole through the apparent realism.
I wouldn't take out marathon, but commando does seem a bit crazy. They've clearly noticed that people love knifing and realise it's effective and have made certain perks advantageous for this new style of play.

I'm beginning to think the bling perk is really the only choice for a standard assault class. Having a red dot and a silencer is massively advantageous on many of the maps.
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Re: Call Of Duty: Modern Warfare II

Post by RiK »

BrianTheNaughtyBoy wrote:I'm beginning to think the bling perk is really the only choice for a standard assault class. Having a red dot and a silencer is massively advantageous on many of the maps.
add ninja and cold blooded and I got me a 17 killstreak first game out.
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Re: Call Of Duty: Modern Warfare II

Post by Terrypantsman »

BrianTheNaughtyBoy wrote:
I'm beginning to think the bling perk is really the only choice for a standard assault class. Having a red dot and a silencer is massively advantageous on many of the maps.

bang on,

my safety load out when I had a few drinks is: bling, stopping power , Ninja pro, M4 with silencer and grenade launcher. (don't need the red dot cause of the size of the telly)

if I'm stoked for a killing session then I switch Bling for scavenger :wub:

but yeah a silencer and ninja I find a must at the moment.
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Re: Call Of Duty: Modern Warfare II

Post by BrianTheNaughtyBoy »

Terrypantsman wrote:
BrianTheNaughtyBoy wrote:
I'm beginning to think the bling perk is really the only choice for a standard assault class. Having a red dot and a silencer is massively advantageous on many of the maps.

bang on,

my safety load out when I had a few drinks is: bling, stopping power , Ninja pro, M4 with silencer and grenade launcher. (don't need the red dot cause of the size of the telly)

if I'm stoked for a killing session then I switch Bling for scavenger :wub:

but yeah a silencer and ninja I find a must at the moment.
I haven't quite figured out what it is just yet about the new game that makes silencer so key. I rarely used silencer on COD4. Possibly people are relying on the radar even more than they did in COD4. More likely is that the maps haven't quite become ingrained into my psyche yet :lol: I seem to remember on COD4 wandering round the most familiar maps going "there'll be someone here....kill.....and here....kill".
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Re: Call Of Duty: Modern Warfare II

Post by Terrypantsman »

I think the higher level of scenery detail is causing people to rely on the radar a bit more. On some recent FFA matches I have found hunt the red dot to be flavor of the month, more so than 4, were your shot in the back as you shoot someone in the back.

the Gilly suit in this truly makes you invisible on maps like Estate and Wasteland if you mind your silhouette and ground cover. another cause of the red dot swarm perhaps.

+ I admit to using the heart beat sensor on some really detailed maps with nooks and cranny's like Rundown and Skidrow. You need to find the little bastards that hide in corners that your average cleaning product just can't reach. :D


also I think the sound is a big factor, since Ratsoap persuaded me to get some surround sound headphones my game has totally changed.

Astro 40's = 24 kill streak on Subbase :wub: (lots of corners for you to hear running footsteps a coming round)


(would of been 26 to if I hadn't run out a all ammunition from 3 assault rifles and my machine pistols and left on a roof with only my knife)
Last edited by Terrypantsman on Fri Dec 04, 2009 12:48 pm 0, edited 2 times in total.
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