You get it early. Shit, you might have it already.
post #1101 of 1569
11/18/09 at 1:37pm
Be a part of the community.
It's free, join today!
|
Now that I must have. Any idea what level you unlock it? I'm only up to 18.
|
| Perk 1 Start - Marathon: Unlimited sprint Marathon Pro: Climb obstacles faster - Sprint 26 miles with Marathon Start - Sleight of Hand: Faster reloading Sleight of Hand Pro: Faster aiming down the sights - Get 120 kills with Sleight of Hand Lv. 13 - Scavenger: Resupply from dead enemies (Replacement for Frag x3 and Special Grenades x3, as it allows you to pick up grenades from bodies) Scavenger Pro: Extra magazines - Resupply 100 times while using Scavenger (Replacement for Bandolier) Lv. 21 - Bling: Two primary weapon attachments Bling Pro: Two secondary weapon attachments - Get 200 kills using a weapon with 2 attachments Lv. 45 - One Man Army: Swap classes at any time; switch takes five seconds and replaces secondary weapon (Spiritual successor to Overkill) One Man Army Pro: Swap classes faster - Get 120 kills using One Man Army Perk 2 Start - Stopping Power: Increased bullet damage Stopping Power Pro: Extra damage against enemy vehicles (helicopters, AC-130s, etc.) - Get 250 kills using Stopping Power Start - Lightweight: Move faster Lightweight Pro: Quicker aim after sprinting - Sprint 30 miles using Lightweight Lv. 9 - Hardline: Kill Streaks require one less kill Hardline Pro: Death Streaks require one less death - Get 40 killstreaks while using Hardline Lv. 25 - Cold-Blooded: Undetectable by UAVs, air support, sentries and thermal Cold-Blooded Pro: No red crosshair or name when targeted - Destroy 40 enemy killstreak rewards using Cold Blooded Lv. 33 - Danger Close: Increased explosive weapons damage (replacement for Sonic Boom or Fireworks) Danger Close Pro: Extra air support damage - Get 100 kills with explosives while using Danger Close Perk 3 Start - Commando: Increased melee distance Commando Pro: No fall damage - Get 20 melee kills while using Commando Start - Steady Aim: Increased hip-fire accuracy Steady Aim Pro: Longer hold-breath duration - Get 80 hipfire kills using Steady Aim (replacement for Iron Lungs) Lv. 17 - Scrambler: Jams enemy radar near the player Scrambler Pro: Delay enemy claymore explosions - Get 50 close range kills using Scrambler Lv. 29 - Ninja: Invisible to Heartbeat Sensor Ninja Pro: Footsteps are silent - Get 50 close range kills using Ninja (replacement for Dead Silence) Lv. 37 - SitRep: Detect enemy explosives and Tactical Insertions (replacement for Bomb Squad) SitRep Pro: Louder enemy footsteps - Destroy 120 enemy devices using SitRep Lv. 41 - Last Stand: Fall to the ground and use a secondary weapon until bleeding out Last Stand Pro: Allows use of equipment while in Last Stand |
|
Also, am I the only person here who finds that the basic SP game mechanics in the CoD series are... well... kind of awful? Absolutely everything works at cross purposes. You spend all your time either hiding in corners or frenetically rushing at enemies, giving you no time to watch the incredible cinemetic happenings all around you. The game requires lightning reflexes and precision, but then goes to great lengths to visually obscure its environments with all manner of special effects, forcing you to spend far too long actually locating the baddies. The enemies flood at you like in an arcade shooter, but it's impossible to get into the flow like you would in an arcade shooter, because if you take one or two hits, your view is totally obscured and you have to go wait for it to wear off. On the other hand, if you try to treat the game like something more slow-paced and realistic, you get completely overwhelmed in seconds. So the pacing is completely erratic. About half the game elements seem geared towards realism, and half of them towards pure arcade action, and the constant tug-of-war between these two poles means that the underlying, fundamental gameplay is actually not fun at all.
|
|
Yeah, your view being obscured when shot is the biggest annoyance in the single player. It seems to take a bit too long to clear up, I usually end up stumbling into more gunfire instead of cover to regenerate. The NPC reminding you of objectives EVERY 10 seconds is also annoying as hell. "Yes Soap, I know exactly where the fuel tanks are because you have told me 15 times already!"
I also have some problems spotting the enemies because the screen is so busy, especially the Russian invasion levels, I guess their camoflauge worked really well? |
| With this in mind do you think IW could have saved a shed-load of cash and just not developed a SP game and instead released a multiplayer only game with double the maps? Can't see myself going back to the SP game once I complete it but MP will go on and on. |
|
Can't speak to the second game, but it feels kinda revisionist to say the single player in the the first game sucks.
|
|
MW2 fixed the respawning enemy problem, but its tendency to make you want to fight in a blind fog with enemies coming from all sides causes similar frustrations.
|
|
That's the thing though. The campaigns are fun, no doubt about it. But take out the setpieces and the gimmicky cinematics and the special effects, and you're left with subpar shooter mechanics. Compare that to something like the Half-Life games, where the fundamentals are very strong even when divorced from the context of the games themselves.
|
|
That's why, to me, the infiltration of the base in the snowstorm worked so well. The stealth aspect of that level led to a nice set up, which then led to an escape, which was easier to play than the other attack & defend levels, like Rio and Burger Town.
|
|
Also, am I the only person here who finds that the basic SP game mechanics in the CoD series are... well... kind of awful? Absolutely everything works at cross purposes. You spend all your time either hiding in corners or frenetically rushing at enemies, giving you no time to watch the incredible cinemetic happenings all around you. The game requires lightning reflexes and precision, but then goes to great lengths to visually obscure its environments with all manner of special effects, forcing you to spend far too long actually locating the baddies. The enemies flood at you like in an arcade shooter, but it's impossible to get into the flow like you would in an arcade shooter, because if you take one or two hits, your view is totally obscured and you have to go wait for it to wear off. On the other hand, if you try to treat the game like something more slow-paced and realistic, you get completely overwhelmed in seconds. So the pacing is completely erratic. About half the game elements seem geared towards realism, and half of them towards pure arcade action, and the constant tug-of-war between these two poles means that the underlying, fundamental gameplay is actually not fun at all.
I just can't believe that Infinity Ward is so will to dump so much money into what is, at best, a painfully mediocre foundation. I'm convinced that it's only the (admittedly unparalleled) flashy bits that draw people to the single-player, so how difficult would it be to tighten the screws a bit and make the shooty bits something more than a chore? |
|
Shouldn't you be playing Special Ops nonstop anyway, Overlord? It's the mode that you keep saying every game should have!
|
|
Originally Posted by LlamaRama
There were plenty of times I was getting shot to pieces, and the problem wasn't that I was dying too fast, but that I was so blind that I couldn't figure out a. if there was anywhere to take cover, b. which direction the enemies were coming from, or c. which way to run. So I ended up spinning in circles for ten or fifteen seconds spraying bullets at random until I died or got lucky.
|
|
Ok, I'll say it: You're doing it wrong.
The game is trying to teach you to plan your cover -before- you get shot, preferably before you step out in the open. Also, they put a big red arc on the screen pointing at the direction you just got shot from. Basically, if you want to just charge into rooms, mow guys down, and light up a cigarette, play on Easy and have fun. But on the higher levels, the game forces you to take cover, poke your head out for a millisecond to scope out the situation (and then identify who just shot you in the face), take out everyone you can from your position, and plan your next move accordingly. The only time you should ever be exposed in this game is when you're sprinting to your next cover, |
|
Which level is that? On normal, even the Favela, which is one of the most "getting attacked from all conceivable angles" will kill you if you rush it. There's a time and place for both careful advances and running to get to cover.
And yeah Overlord, on normal, I can't see having to rush that much at all. Except for that one chase and shoot the dude in the leg. |
|
Originally Posted by LlamaRama
Yeah, this reallllly doesn't work during one the five gazillion ambushes where you're getting attacked from all conceivable angles. Plus the level design makes it very evident that the game wants to push you through every level as quickly as possible. Rainbox Six this is not.
|

|
Well, I've beaten both MW games on Veteran, so I'm pretty sure it does work.
![]() The only exceptions are the timed levels, which MW2 has very few of. Otherwise, ignore the nagging Officers telling you to charge blindly, as this game is entirely about cover. If you're not behind cover, you better be running to cover. Heck, some sequences you can win just by hiding and letting your teammates mop up. Plus, the game has some checkpoints triggered by completely wiping out an area, so you'll actually get more save points if you use cautious aggression. |