Call of Duty Black Ops Trailer

August 9, 2010

This looks amazing. I can not wait for this to come out.

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The Daily Debate: Perks – Tier 2

August 5, 2010

For this Daily Debate, I will be going over the Tier 2 Perks (aka Red Perks).

PERK 1

Name: Stopping Power

Ability: Bullet damage increased by 1.4x

To Unlock Pro: Get 250 kills with this perk.

Pro Ability: 1.4x Damage vs. vehicles.

Summary: Stopping Power is yet another perk brought back from Call of Duty 4. It is probably the single most used perk in the game. Back in the CoD4 days, if you didn’t use Stopping Power or Juggernaut, you really were at a disadvantage. Many people who played CoD4 still have that mentality where if you don’t use Stopping Power, you’re dead. That’s not true at all anymore. It is quite easy to use guns without Stopping Power and still be extremely effective.The thing about Stopping Power is that instead of needing 2 bursts from the Famas, you can drop people in 1 burst, or instead of needing half your clip to kill someone with the PP2000, you only need a quarter of your clip. If you’re an amazingly accurate person, you can do just fine without Stopping Power. Stopping Power helps those people get kills with one less bullet than usual when they’re spraying all over the place. The one downside to Stopping Power is it’s Pro Upgrade: 1.4x damage to vehicles. With the implementation of Stinger Missiles and Javelins, very few people actually shoot at air support with there weapons, where as in CoD4, that was truly the best way to take down choppers. If Stopping Power had a better Pro Upgrade, it would probably be the best perk in the game, but now it will remain some where in the top 5.

Rating: 7.5/10

PERK 2

Name: Lightweight

Ability: 110% Movement speed.

To Unlock Pro: Sprint 30 miles with this perk.

Pro Ability: Quick ADS after sprinting.

Summary: Light Weight is a new perk in the Call of Duty series. It allows you to run faster. Plain and simple. The thing about that though, is that if you’re not running, you’re not getting any benefit from it. You lose out on the extra bullet damage from Stopping Power, the ability to be hidden with Cold-Blooded, etc. On the other hand, Light Weight will allow you to get to Point A faster than the enemy, which may give you a tactical position over the enemy. So it does have it’s benefits. The one thing I notice about Light Weight is that less than 1% of MW2 players use it without Marathon, or in other words, over 99% use it only with Marathon. Now, that does make sense to some degree: why use Light Weight, which makes you run faster, if you’re not going to have Marathon as well, which lets you run forever? That is the reason it isn’t ranked higher in my ratings. It is essentially limited to when it can be used. Now, for the Pro Upgrade: the ability to Aim Down the Sights (ADS) faster after sprinting. This is an extremely useful upgrade. Just imagine all the times you got caught in the middle of a mid-day jog and died because you couldn’t aim quick enough. You could probably turn around anywhere from 25%-50% of those had you had Light Weight Pro.

Rating: 7/10

PERK 3

Name: Hardline

Ability: Kill streaks require 1 less kill.

To Unlock Pro: Get 40 kill streaks with this perk.

Pro Ability: Death streaks require 1 less kill.

Summary: Hardline is another ┬ánew perk in the Call of Duty saga, and when I first saw it, I thought it was a great idea. Being able to achieve your kill streaks 1 kill before you normally would is great. How many times have you been sitting at 6 kills, waiting to get your harrier, and then you get noob tubed? or killed at all? It’s a terrible feeling knowing you were 1 kill away from a kill streak, especially once you start getting into the higher kill streaks, like Pavelows and Chopper Gunners. This is even better if you aren’t dependent upon Stopping Power to get all your kills. Also, if you like using UAV’s and low value kill streaks, it is that much easier to achieve them. The Pro Upgrade allows you to get your Death Streaks in 1 less kill. While this isn’t an overly amazing upgrade, it can help you if you’re struggling a little bit.

Rating: 6.5/10

PERK 4

Name: Cold-Blooded

Ability: Undetectable by UAV, Air Support, Sentries and Thermal Scopes.

To Unlock Pro: Destroy 40 enemy kill streaks while using this perk.

Pro Ability: No red cross hair or name when targeted.

Summary: Once again, Infinity Ward brought back a classic Call of Duty perk. Unlock some perks they’ve brought back, Cold-Blooded has been fixed to fit into the new MW2 system much better than the others. Such things as not being detected by Thermal scopes, not being seen by Air Support, and not being shot at by sentry guns. I don’t remember correctly, but I do believe in CoD 4 that UAV Jammer only protected you from enemy UAV’s, not from enemy Choppers (correct me if I’m wrong). Also, I believe Cold-Blooded is the second most used Tier 2 perk behind Stopping Power. What makes Cold-Blooded better than Stopping Power is Cold-Blooded’s Pro Upgrade: whenever an enemy targets you, they don’t get the normal red cross hairs, and your name doesn’t appear. When I first found this out, I was kind of skeptical about how useful it would be. I mean, if someone sees you move, it won’t matter if they see your name or not. But after using it for a while, I found it’s not to save you when you’re moving, but to save you when you’re remaining still. This has become one of my favorite perks, and definitely one of the best in the game.

Rating: 8.5/10

PERK 5

Name: Danger Close

Ability: Explosive damage increased by 1.4x

To Unlock Pro: Get 100 kills with explosives while using this perk.

Pro Ability: Air support does 1.4x damage.

Summary: This is the Stopping Power of explosives. This was a perk previously seen in CoD4 and World at War. It has never been a very popular or overly used perk because you really don’t need extra explosive damage. On the other hand, there are way more weapons to use that would benefit from Danger Close in MW2. All the Launchers benefit, and then there’s the usual n00b tubes, claymores, grenades and C4. So while it may not be the most popular perk, it certainly has a market. Say you wanted to run around and RPG the entire game. You’d probably want to have on Danger Close rather than anything else. Now, as for the Pro Upgrade, it’s definitely a major bonus: air support does 1.4x damage. That is one amazing perk. This can make your harries go from 3-4 kills to 5-6, or your chopper gunner from 3-4 hits for a kill to 2-3 hits for a kill. This is an all around deadly perk to have when using certain kill streaks.

Rating: 6/10

Final Rankings and Thoughts

1) Cold-Blooded – One of the most useful perks in the game. Allows you to be a more versatile player, and protects you from over-abundant kill streaks.

2) Stopping Power – Classic Call of Duty perk. Extra damage is always a bonus, but the Pro Upgrade is rather disappointing.

3) Light Weight – Usually only used for knifing classes, and rarely ever used without Marathon, which makes it hard to take it in a serious manner.

4) Hardline – Maybe not the best perk ever, but it was definitely needed in this game, and can be useful in many game modes.

5) Danger Close – Not really a game changing perk. Definitely good for it’s pro upgrade, but otherwise not overly useful.


Class of the Week: Week #6

August 4, 2010

Well I have finally finished another Custom Class. This is actually week number 20 or something, but that’s besides the point.

Name: Silent but Deadly

Primary Weapon: Scar-H w/ Silencer and Extended Mags

Secondary Weapon: M1014 w/ Silencer and Extended Mags

Equipment: Semtex

Special Grenade: 2x Stun Grenade

Perk 1: Bling Pro

Perk 2: Stopping Power Pro

Perk 3: Sitrep Pro

Death Streak: Final Stand

Overview:

The Scar-H is probably one of the best Assault Rifles in the game. It has one of the best, if not the best, iron sights in the game, which is why I have no need for any other type of sight for this class. The one downside is the extremely small magazine size (20 rounds). That is why I chose to use the Extended Mags attachment. Because of this, I then had to use Bling to get the silencer, where as if you use any other Assault Rifle, you wouldn’t need the Extended Mags. However, I have found that the Scar-H is even more deadly with a larger magazine size due to the fact that you don’t have to reload in the middle of a fire fight. I then added the Silencer because (a) you don’t need any sight other than the iron sights, and (b) the silencer allows you to remain off the radar whenever you fire, which can give you the element of surprise in many situations. On top of that, the Scar-H is deadly at any range, from close to medium to long.

Now, while the Scar-H is good at any range, I feel like it’s weakest range is close range. That is why I chose to use a shotgun, and I chose the M1014. Although I did say to use Extended Mags as one of the attachments, you’ll notice in the video that I don’t have that on. This is due to the fact that I haven’t unlocked it yet, but I would use it with this class if I had. Any who, I chose the M1014 because it’s a semi-automatic shotgun, so you don’t have to pump after each shot (like the Spas and the Models). Also, I feel like the M1014 is the best out of the rest of the shotguns when having a silencer attached. I chose the silencer to continue along the lines of anti-radar detection. Plus, while the silencer will decrease the range of the M1014, using Stopping Power will bring the range back up, so you don’t really lose anything because of the silencer. As for using Extended Mags, in theory it would allow you to take on multiple enemies at once, which would normally be difficult to do with the M1014’s small clip size (4 rounds).

Perk 1: Bling (Pro). Bling lets you use 2 attachments on your primary weapon (and the Pro upgrade lets you use 2 attachments on your secondary weapon). This is extremely important for the Scar-H because I want the ability to have a normal attachment, i.e. the silencer, but I also want the same clip size as all the other Assault Rifles. Thus, Bling is the perfect perk. Other perks I would use with the Scar-H are Sleight of Hand and Scavenger.

Perk 2: Stopping Power (Pro). Stopping Power is very important for this class because both weapons used have silencers, which decrease the max effective range of the weapons. Stopping Power increases their range. The Pro upgrade allows you to do more damage to air support, but this isn’t needed for this class because you won’t really be taking down any air support.

Perk 3: Sitrep (Pro). This is the bread and butter of this class. I have never unlocked Sitrep Pro before, and now that I have, I don’t think I’ll be prestiging any time soon. Normal Sitrep allows you to see enemy equipment, i.e. claymores, C4, tac-inserts, and grenades, through any surface. This is extremely helpful when assaulting a position or detecting where the enemy is hiding. The Pro upgrade increases the sound of enemy foot steps. This is also very helpful when you’re holding down a position, and you have the ability to hear where the enemy is coming from when you normally couldn’t hear them. This is probably the best combination of Normal and Pro perks in the game.

How to Play: You can use this class as an assault class or as a defensive class. Try to avoid the middle of the map, and pick off enemies from afar with the Scar-H. Only use the M1014 when you need to because the range leaves a lot to be desired. Use your semtex and/or stun grenades to take out enemy equipment if you can’t shoot it through a wall.

Suggested Game Modes: TDM, Headquarters, Domination, CTF, Demolition, Sabotage, FFA, SnD.

Video:

If you have any questions, comments or suggestions, feel free to leave a comment. Thank You.


Unusual Game Winning Kill Cam

August 3, 2010

People like getting double and triple kills in their Game Winning Kill Cam; it makes them feel superior to their opponents. But I put a little twist onto that concept with this Game Winning Kill Cam: I killed the same guy TWICE in this kill cam:


The Daily Debate: Perks – Tier 1

August 1, 2010

This is the first installment of my new “series”, if you want to call it that.

For this Daily Debate, I will be going over the Tier 1 Perks (aka Blue Perks). And without further ado:

PERK 1

Name: Marathon

Ability: Unlimited sprint.

To Unlock Pro: Sprint 26 miles while using Marathon.

Pro Ability: Climb obstacles quicker.

Summary: Marathon was a perk carried over from CoD4, and a perk used relatively often, although it was a Tier 3 (green) perk back in the CoD4 days. The only thing they changed about Marathon, besides from Tier 3 to Tier 1, was in CoD4 it only increased your sprint distance by a certain amount, where as in MW2 it gives you unlimited sprint. Because of this change, many more people are using the perk than those who used in in CoD4. There are other reasons that influence this change, such as the Lightweight perk in MW2 and the fact that Dead Silence was also a Tier 3 perk in CoD4, but the main reason for the larger number of users is because of the unlimited sprint. If Infinity Ward was going for a more realistic game, they failed with this perk, but from a gaming perspective, it really wasn’t a bad move. Unlimited sprint allows for the ability to get across the larger maps seen in MW2 in a shorter amount of time, cutting back on the amount of boring game play seen regularly while traversing the larger maps (unless you like running across maps looking for the enemy). Now onto the Pro Upgarde: climbing obstacles faster. This is a definite success in the Pro Upgrade category. I can’t count the number of times I have been killed while climbing over an obstacle, but with Marathon Pro, I don’t think I ever get caught on a ledge in the heat of a fire fight. The Pro Upgrade is what makes Marathon an above average perk in my opinion. You have to sprint 26 miles to unlock Marathon Pro. This isn’t overly difficult, but rather tedious, unless you like sprinting.

Rating: 6.5/10

PERK 2

Name: Sleight of Hand

Ability: Reload x2.0 faster.

To Unlock Pro: Get 120 kills with this perk.

Pro Ability: Aim Down Sights (ADS) x2.0 faster.

Summary: Sleight of Hand is the second of two Tier 1 perks to be brought back from Call of Duty 4. Having the ability to reload twice as fast as normal is extremely handy, but what makes Sleight of Hand stand out is it’s Pro Upgrade: the ability to Aim Down the Sights (ADS) twice as fast. What makes this perk stand out from the rest of the perks is the fact that any and every single weapon benefits from it. Pro or no Pro, every weapon becomes better with this perk, where as other perks benefit certain guns and don’t benefit others. For example, if you’re using an Assault Rifle, Sleight of Hand allows you to send rounds down range at a more rapid and consistent rate, even if you have to reload. Also, if you’re a sniper, the Pro Upgrade allows you to zoom in quicker, which can make all the difference in a close situation. Plus, many players who consider themselves “awesome” make montages of them doing quick scopes, which essentially requires the use of Sleight of Hand Pro. To unlock the Pro Upgrade, you will have to kill 120 people while using Sleight of Hand. This is probably one of the easiest Pro Upgrades to achieve, and Sleight of Hand VI is one of the first Perk challenges that I finish every prestige.

Rating: 8/10

PERK 3

Name: Scavenger

Ability: Replenish ammo from dead enemies.

To Unlock Pro: Resupply 100 times with this perk.

Pro Ability: Extra ammo.

Summary: Technically Scavenger is a new perk in the Call of Duty series, but the idea behind it isn’t new, more specifically, the Pro Upgrade (extra ammo) is the same as Bandoleer seen in Call of Duty 4. The whole pizzaz of this perk comes from the normal perk: the ability to resupply from dead bodies. This is extremely helpful in situations where you have a medium to long kill streak going, and you happen to run out of ammo. No worries, just walk over any dead body, and pick up the blue bag of awesomeness and you’re back in the fight [end sarcasm]. While I do think this is a good perk, it takes away from what little realism this game has. How is every single person in the game going to, by chance, be carrying a little blue bag that has all the ammo and supplies you need to resupply? Well, there’s no point in trying to change anything; it is what it is. As far as the game is concerned, this perk is extremely useful and good for longer lasting games, such as Domination, Head Quarters, etc. To unlock the Pro Upgrade, you have to resupply 100 times while using Scavenger. This is pretty easy because all you have to do is walk over dead bodies, and you can unlock the Pro Upgrade in as little as 4 or 5 matches if you’re trying hard enough.

Rating: 7.5/10

PERK 4

Name: Bling

Ability: 2 Primary weapon attachments.

To Unlock Pro: Get 200 kills with this perk.

Pro Ability: 2 Secondary weapon attachments.

Summary: I remember back in the day (roughly 2 years ago) when I was all about Call of Duty 4, and I would have conversations with other gamers about what should be added to the game to make CoD4 the greatest game ever. What came up multiple times was the ability to have 2 attachments. I think Infinity Ward got wind of this, and decided to add this into the game. On top of that, I think this is the most realistic perk in the game (except for the 2 attachments for the secondary weapon, because who even carries a secondary weapon any ways?), but I digress. Now that I have played MW2 and seen what it’s like to have 2 attachments on one weapon, I found out that it’s not nearly as over powered as I thought it would be. I was expecting every single person to use it to get the double attachments, but I find that it’s one of the least used Tier 1 perks (OMA being the other most least used perk). I guess people realized having to ability to resupply or to reload faster was better than have 2 attachments, and for that, I thank the Call of Duty community. I can’t imagine what the gaming experience would be like if everybody used Bling, but thankfully I don’t have to worry about that. As for the Pro Upgrade, all you have to do is manage 200 kills while using Bling, and that’s not extremely difficult by any means.

Rating: 6/10

PERK 5

Name: One Man Army

Ability: Switch classes at any time. Takes 6 seconds.

To Unlock Pro: Get 120 kills with this perk.

Pro Ability: Switch classes in 3 seconds.

Summary: Last, and certainly the least, is One Man Army (OMA). This is a completely new perk to the Call of Duty series. When I first began playing MW2 and finished my first time through the 70 levels, I asked a few of my friends what their normal setups were. I, having never used OMA at the time, was rather shocked and surprised to here that most of them liked to use OMA on a regular basis. After hearing this, I set out to see why they all chose this perk. At first I was a little upset that it took the place of your secondary weapon. For what it does, it’s really not worth getting rid of your secondary. The whole point of OMA is to be able to change to adverse conditions, such as an enemy Harrier or an enemy AC130, on the fly. That is basically the reason for the existence of this perk, and quite frankly, I think Infinity Ward could have done without it. Yeah, it is handy to be able to change classes at any time, but it feels like a waste a perk spot to me. To unlock the Pro Upgrade, you have to get 120 kills while using OMA. The thing that bothers me about unlocking the Pro Upgrade is that you don’t even have to use the perk ability AT ALL. This is the only perk that doesn’t require you to actually use it to get the upgraded version. On top of that, all the Pro version does it cut your class changing time from 6 seconds to 3 seconds. This wouldn’t be a good thing, except for the fact that while you’re changing classes, you literally can’t do ANYTHING except walk, run, crouch and lie down. You can’t even knife while changing classes, so if you happen to run into somebody in the middle of your make over, you can kiss that life good bye.

Rating: 5/10

Final Rankings and Thoughts

1) Sleight of Hand – Great with any gun and any situation. Allows for a more upbeat style of play, and is probably the most used Tier 1 perk.

2) Scavenger – Extremely useful with most guns, but kind of pointless with others. It’s a great perk for all game styles, from camping to run-n-gunning and every where in between.

3) Marathon – Marathon is really only useful on larger maps or for run-n-gun type players. Can be a waste of a perk in critical situations, but can also save your life in others.

4) Bling – A great idea, but not overly useful. Having 2 attachments isn’t as great as it was once thought to be.

5) One Man Army – OMA is a fun perk, and useful in some games, but overall isn’t a well respected perk and can hinder your game play.


Update (7/27/2010)

July 27, 2010

Here comes another major update. Well not necessarily major, but not minor either. It’s a mini-major update. Any who:

  • First, I have finally started a Twitter for my blog. It’s not specifically for the blog, but mostly for it. My twitter account will be used for all my gaming and blogging activities, not just this blog. You can find my Twitter by clicking this link.
  • I have a plethora of videos saved on my computer right now just waiting to be uploaded. The problem is, I’m not sure what I want to do with them yet. I have a decent amount of short clips, so I’m thinking about doing a minitage soon. Also, I have 4 or 5 full length game play videos, and I’m contemplating whether or not I should do some commentary. So I will think about all this until the end of my vacation (August 1st). Then I will be home and can play some more.
  • Lastly, the blog reached 6000 hits recently. I never thought I would have that many people view my blog, and I can’t begin to thank all of you, my readers, who have helped me get where I am. Hopefully we can keep getting more readers. Thank you all.

~C IR Y IP TI C


5 Kill SnD Round w/ Reaction

July 26, 2010

Here’s a little clip of a Search and Destroy round. Nothing too special, but I did kill 5 guys and got a nice reaction out of some of them. Like I said, nothing too special, just something to upload and show.