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 Post subject: Re: Call of Duty 13 : Infinite Warfare
PostPosted: Tue Oct 18, 2016 12:22 
SupaMod
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Commander-in-Cheese

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Like he was for GTA. I'm not sure I believe you have a brother.

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 Post subject: Re: Call of Duty 13 : Infinite Warfare
PostPosted: Tue Oct 18, 2016 12:44 
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Cras wrote:
Like he was for GTA. I'm not sure I believe you have a brother.

I do. I accosted* him at Curios London wedding, thinking it was Curio. He was much confused.

*-no phone. Bad phone. I did not anus him.


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 Post subject: Re: Call of Duty 13 : Infinite Warfare
PostPosted: Tue Oct 18, 2016 13:15 
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Cras wrote:
Stand?! If you don't dive at the first capture point, you're doing it wrong.


No dolphin dive in the current CODS , you can slide into the point but thats it :-(

Unlike BLOPS1 :



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 Post subject: Re: Call of Duty 13 : Infinite Warfare
PostPosted: Tue Oct 18, 2016 19:58 
Filthy Junkie Bitch

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Cras wrote:
Like he was for GTA. I'm not sure I believe you have a brother.

He's playing GTA online quite a lot but it always seems to coincide with a Board Game night.


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 Post subject: Re: Call of Duty 13 : Infinite Warfare
PostPosted: Tue Oct 18, 2016 20:41 
Curiosity wrote:
I will be playing this online when I get the disc (and MW too), so at that point am happy to organise gaming nights. My bro will have it too, so that's another body for Team CoD.


Don't forget bobby. He's getting it too.


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 Post subject: Re: Call of Duty 13 : Infinite Warfare
PostPosted: Tue Oct 18, 2016 20:47 
Filthy Junkie Bitch

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If people jump I'll jump. However this is also going to entail a new HDD.


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 Post subject: Re: Call of Duty 13 : Infinite Warfare
PostPosted: Tue Oct 18, 2016 21:00 
SupaMod
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Concur. Also probably concur.

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 Post subject: Re: Call of Duty 13 : Infinite Warfare
PostPosted: Tue Oct 18, 2016 21:21 
Filthy Junkie Bitch

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Cras wrote:
Concur. Also probably concur.

Alternative, extreme lazy approach is working out whether trading in the existing PS4 to then buy a 1TB new one with IW included is a reasonable course of action.


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 Post subject: Re: Call of Duty 13 : Infinite Warfare
PostPosted: Tue Oct 18, 2016 21:22 
SupaMod
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This is why you're the ideas man

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 Post subject: Re: Call of Duty 13 : Infinite Warfare
PostPosted: Tue Oct 18, 2016 21:25 
Filthy Junkie Bitch

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Cras wrote:
This is why you're the ideas man

Not implementation sadly. I'd likely be left with two PS4s.


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 Post subject: Re: Call of Duty 13 : Infinite Warfare
PostPosted: Tue Oct 18, 2016 21:26 
SupaMod
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ApplePieOfDestiny wrote:
Cras wrote:
This is why you're the ideas man

Not implementation sadly. I'd likely be left with two PS4s.


Your skills at laziness are comparable to mine own. Never actually getting around to the trade in is assumed.

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 Post subject: Re: Call of Duty 13 : Infinite Warfare
PostPosted: Tue Oct 18, 2016 23:14 
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Sleepyhead

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ApplePieOfDestiny wrote:
If people jump I'll jump. However this is also going to entail a new HDD.


Do you really need more than me and my bro?

Okay yes.

But we have Nickachu and Zaphod too! And Ian!

And Not Myp!

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 Post subject: Re: Call of Duty 13 : Infinite Warfare
PostPosted: Tue Oct 18, 2016 23:29 
Curiosity wrote:

But we have Nickachu



I will also be getting battlefield too. As the beta was fun and it's scoring really well on reviews. But I'll play both when I have the time.


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 Post subject: Re: Call of Duty 13 : Infinite Warfare
PostPosted: Wed Oct 19, 2016 8:21 
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Beta weekend 2 (starting Thursday evening) is open to everyone (no need for code or pre-order)

https://twitter.com/i/web/status/788396141226315776

Quote:
Weekend 1 is done! We're hungry for more valuable feedback so Weekend 2 will be open to all PS4 players!


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 Post subject: Re: Call of Duty 13 : Infinite Warfare
PostPosted: Thu Oct 20, 2016 20:36 
There's a reskin of terminal!


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 Post subject: Re: Call of Duty 13 : Infinite Warfare
PostPosted: Thu Oct 20, 2016 23:53 
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nickachu wrote:
There's a reskin of terminal!


Space Terminal :-)

Another new mode (which seems to be TDM with the extra ability to spawn camp)

If you wanted reskins there are at least 2 earlier BLOPS reskins in BLOPS3 - Outlaw (reskin of Standoff) and Empire (reskin of Raid)


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 Post subject: Re: Call of Duty 13 : Infinite Warfare
PostPosted: Fri Oct 21, 2016 21:54 
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Ready for action

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I wet my pants when I saw they were remastering Modern Warfare but I played one game online of infinity warfare today and immediatly bought Battlefield 1. Jumpy bouncy shooting round corners is not my thing.

Battlefield 1 seems good though!


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 Post subject: Re: Call of Duty 13 : Infinite Warfare
PostPosted: Fri Oct 21, 2016 22:45 
SupaMod
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Can you fly those blimp things from the adverts?

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I wish Craster had left some girls for the rest of us.


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 Post subject: Re: Call of Duty 13 : Infinite Warfare
PostPosted: Fri Oct 21, 2016 23:44 
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Grim... wrote:
Can you fly those blimp things from the adverts?

Christ knows, I'm off my face on tramadol. I tried to heal someone as the medic and threw a grenade in their face.


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 Post subject: Re: Call of Duty 13 : Infinite Warfare
PostPosted: Sat Oct 22, 2016 0:03 
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:DD

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Drunk, pulled Craster's pork, waiting for brdyime story,reading nuts. Xz


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 Post subject: Re: Call of Duty 13 : Infinite Warfare
PostPosted: Sat Oct 22, 2016 10:00 
SupaMod
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LLOL

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I wish Craster had left some girls for the rest of us.


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 Post subject: Re: Call of Duty 13 : Infinite Warfare
PostPosted: Sat Oct 22, 2016 14:31 
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Is there a battlefield 1 thread? Is anyone else getting it? I'm really impressed so far, reminds me much more of CoD 3. 64 player battles are great fun as well.


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 Post subject: Re: Call of Duty 13 : Infinite Warfare
PostPosted: Sat Oct 22, 2016 14:32 
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There isn't, but I have bought it. Only played an hour of sp so far and it's great.


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 Post subject: Re: Call of Duty 13 : Infinite Warfare
PostPosted: Sat Oct 22, 2016 14:42 
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Dr Zoidberg wrote:
There isn't, but I have bought it. Only played an hour of sp so far and it's great.

Graphics are incredible!


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 Post subject: Re: Call of Duty 13 : Infinite Warfare
PostPosted: Sat Oct 22, 2016 15:36 
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sdg wrote:
Dr Zoidberg wrote:
There isn't, but I have bought it. Only played an hour of sp so far and it's great.

Graphics are incredible!


From your last post i feel that should have a (*) - note i am on drugs at the moment :-)

I played the BF beta and enjoyed it but it did just feel very 'battlefield' - lots of things are happening and you dont really seem to be contributing to whats going on

Battlefield one thread : viewtopic.php?f=3&t=10750&hilit=battlefield+one


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 Post subject: Re: Call of Duty 13 : Infinite Warfare
PostPosted: Sun Oct 23, 2016 18:27 
sdg wrote:
Is there a battlefield 1 thread? Is anyone else getting it? I'm really impressed so far, reminds me much more of CoD 3. 64 player battles are great fun as well.



I should be getting it tomorrow if it turns up!


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 Post subject: Re: Call of Duty 13 : Infinite Warfare
PostPosted: Wed Oct 26, 2016 8:29 
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 Post subject: Re: Call of Duty 13 : Infinite Warfare
PostPosted: Sun Oct 30, 2016 15:14 
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http://m.neogaf.com/showthread.php?t=1303027

Pay money; have an advantage over other players! Yay!


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 Post subject: Re: Call of Duty 13 : Infinite Warfare
PostPosted: Sun Oct 30, 2016 15:18 
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Rude Belittler

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I played the CoD:IW beta. I despised it with every fibre of my being. It was so lightweight and flimsy feeling.


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 Post subject: Re: Call of Duty 13 : Infinite Warfare
PostPosted: Mon Oct 31, 2016 18:27 
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Saturnalian wrote:
http://m.neogaf.com/showthread.php?t=1303027

Pay money; have an advantage over other players! Yay!


Although i really dislike the idea i'm not sure this is entirely truthful

In the beta I crafted a legendary weapon (the N4?) and although that was all the salvage I got during it - that was just playing the days of the beta.

BLOPS3 has a similar (but worse) thing where you can get weapon drops out of the salvage crates that have weapons from previous COD games , the Mp5 is one (which i've not got) but it seems incrementally better than most of the other SMG's - the only way to get the gun is to draw it from a crate - you get a crate every 10 games or so or can pay real money to get it (even if you pay real money your still rolling the dice to maybe get a good weapon)


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 Post subject: Re: Call of Duty 13 : Infinite Warfare
PostPosted: Mon Oct 31, 2016 18:28 
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Changes from the beta : https://www.reddit.com/r/Infinitewarfar ... _infinite/

Quote:
Over the last two weekends, players from all over the world played in one of the most important testing periods for our game. We honestly cannot thank you enough for participating, sharing your feedback, and taking part in this journey with us. It’s been an incredible time for the team and we couldn’t have learned as much as we have without you, so thank you.

During the Beta, we wanted to not only test a variety of new things such as our new matchmaking system, but we also wanted to hear all your feedback to help balance the game.

We’ve been making adjustments since the Beta and below are the details on the changes you’ll see heading into launch day. Again, thank you for your support and we’ll see you online!

WEAPONS



We received a ton of great data from the Beta, allowing us to take a hard look at all of the guns and we will make changes as needed. Here are some of the immediate tweaks we will be implementing.



Shotguns

Increased the consistency of shotgun damage.
Shotgun damage at longer range has been increased.
Slightly increased the one shot kill range.
Both the Reaver and Banshee have received a slight bonus to their 1 trigger pull kill range.



Snipers

Bullet spread at the hip no longer gets smaller as the player ADS’s. Once the scope reaches the player’s eye, the bullet spread goes instantly to zero.
Sniper aim assist was reduced slightly for the KBS Longbow and the other bolt action snipers. Our turn rate while Aimed Down Sights is still slowed to help with precision aiming.
Sniper-class weapons no longer have any Aim Assist until the optic fully reaches the player’s eye.
For the ELO and Scout optics on snipers, the idle sway while ADS has been increased along with the player’s view bounce when moving. Because these optics are less zoomed in, the view bounce and the sway are felt less. These changes are to promote more stationary aiming and firing with these optics.
The Tracking Chip optic’s visuals have been improved.
Reduced bonus of the Quickdraw attachment on snipers.
Updated snipers to have more flinch when getting shot.



Launchers

The Howitzer Grenade launcher can now be fired from the hip instead of requiring full ADS



SMGs

The RPR Evo epic variant (Ripper) has had a tuning pass to increase recoil given its bonus fire rate



PERKS & RIG TRAITS

Marksman – We fixed a bug where, in addition to reducing flinch, it was also reducing recoil. This would then stack with Gun Perks and the Foregrip Attachment. This bonus reduction has been removed.
Momentum – Fixed issues with speed not being retained
Marked Target – The temporary red marker on the victim has been toned down



HEALTH REGEN AND SPAWNING

Health Regen time has been reduced.
Infusion bonus reduced.
Continuing to refine spawn system on beta maps, will assess remaining launch maps in live environment.



ECONOMY

Increased salvage gain in mission teams.
Changed currency value in supply drops.
Increased drop rate of keys in round-based modes.



SCORESTREAKS AND RIGS



Scorestreaks

AP-3X
Increased health, bullet damage, and weapon accuracy up close to help with target acquisition

RC-8
Increased health, increased weapon accuracy to help with target acquisition, slight increase in fire rate, and slight damage increase on splash damage

T.H.O.R
Increased speed of tracking rockets
Increase damage of both tracking and straight fire rockets

Bombardment
Slight decrease in both time to the initial drop and the time between each subsequent drop
Updated area damage to be consistent inner to outer

Rigs

Refining payload balance

Slight tweaks to gameplay balance across rigs



MODES

Defender: When carrying the Drone, the score-per-second bonus has been bumped from 5 score per second to 10 score per second. Scorestreak carrier bonus is unaffected.

Gun Game: Now features all classic weapons. In future updates, weapons with alternate functions will retain their state upon spawn.

Domination: When you step off a flag, the current capture bar progress starts to decay. The rate of this decay has been halved from the Beta. This allows players to hop off a flag to defend it and then get back on the flag with less progress loss



MATCHMAKING

Potential player evaluation was too strict. We were doing some very thorough testing of your connection to other players before placing you in a lobby with those players. This turned out to be a bit too thorough, and eventually was relaxed, leading to shorter matching times.

Incorrect geographic categorization. There was an issue in our geolocation system which was causing some players to be incorrectly categorized. This was also resolved during the beta, improving matchmaking times.

Dead lobby cleanup. The process which cleans up unused or dead lobby information from our back end was taking too long. This was causing a number of slowdowns when searching for a match.

The matchmaker was always quite good at generating new lobbies, but one thing we noticed was that queueing into a join in progress situation was taking much longer. This was due to some issues in the way we track information about the lobbies that are currently playing a match. These issues were also addressed during the beta, and sped up the join in progress case immensely.



TTK (TIME TO KILL / ENGAGEMENT)

We know a lot of you had different experiences with TTK during the Beta. With the above adjustments to dedicated servers, matchmaking, and weapon tuning, we think you’ll find that the TTK will be more balanced at launch, both on the attacking and receiving end. We’ll continue to monitor and balance throughout the year as need and would love your feedback in the process.

We’re always looking at TTK and will continue to balance and monitor



DEDICATED SERVERS

One of the major infrastructure changes we made this project was how dedicated server allocations work. We're using a new load balancing system on the servers themselves, as well as pretty heavily changed how the game chooses a datacenter to use, and requests a dedicated server from that datacenter.

At the start of the Beta, you may have noticed some host migrations and some poorer quality matches. We discovered some issues where the new system was dropping our dedicated server utilization numbers way below target. After some tweaks and fixes we were able dramatically improve our dedicated server utilization for the second weekend and beyond.

Thanks again for all your support. We look forward to your continued feedback on all of the above and look forward to heading online to play starting November 4th.



For more intel about Call of Duty: Infinite Warfare, be sure to visit CallofDuty.com and follow @CallofDuty and @InfinityWard on Twitter.



So from the weapons rebalance - shotguns might actually do something (they were useless in the beta) and the snipers are getting the no-scope stuff nerfed a bit (again lots of snipers running around no-scoping you - a 1 hit kill when you need 5 or 6 hits with an SMG)

And they have rebalanced more scoring to the player holding the ball in Defender (which was my complaint above)


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 Post subject: Re: Call of Duty 13 : Infinite Warfare
PostPosted: Thu Nov 03, 2016 14:04 
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UltraMod

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Surprised Zaphod hasn't put this one up yet:

http://www.eurogamer.net/articles/2016- ... a-bit-dull

Call of Duty: Infinite Warfare's campaign is slick, morbid and a bit dull

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 Post subject: Re: Call of Duty 13 : Infinite Warfare
PostPosted: Sat Nov 05, 2016 11:13 
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Sleepyhead

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Had a few quick games last night that were fun.

Also nice to see the price charged in the end and was £7.15 less than it had originally said.

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 Post subject: Re: Call of Duty 13 : Infinite Warfare
PostPosted: Sun Nov 06, 2016 12:53 
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Sleepyhead

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Playing the Modern Warfare remaster! Fun!

Will be on for a bit if anyone fancies it or the new one.

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 Post subject: Re: Call of Duty 13 : Infinite Warfare
PostPosted: Sun Nov 06, 2016 14:00 
Filthy Junkie Bitch

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I'll be on for either in about ten minutes


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 Post subject: Re: Call of Duty 13 : Infinite Warfare
PostPosted: Sun Nov 06, 2016 14:04 
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ApplePieOfDestiny wrote:
I'll be on for either in about ten minutes


Cool. Still playing MW1. Sniping is a legit tactic! Headquarters! Loving it!

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 Post subject: Re: Call of Duty 13 : Infinite Warfare
PostPosted: Sun Nov 06, 2016 16:21 
I'm on with Curio. We could really use some help if anyone else who has it wants to jump on.


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 Post subject: Re: Call of Duty 13 : Infinite Warfare
PostPosted: Sun Nov 06, 2016 17:13 
Filthy Junkie Bitch

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I'm done until this evening :(


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 Post subject: Re: Call of Duty 13 : Infinite Warfare
PostPosted: Sun Nov 06, 2016 18:11 
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Apologies - just got your message as i was logging off - will be back on later tonight


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 Post subject: Re: Call of Duty 13 : Infinite Warfare
PostPosted: Sun Nov 06, 2016 18:12 
Ah no worries!


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 Post subject: Re: Call of Duty 13 : Infinite Warfare
PostPosted: Sun Nov 06, 2016 21:27 
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Sleepyhead

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Should be back on in half an hour or somethinf

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 Post subject: Re: Call of Duty 13 : Infinite Warfare
PostPosted: Sun Nov 06, 2016 21:41 
I'm playing the single player, just send an invite when you wanna play.


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 Post subject: Re: Call of Duty 13 : Infinite Warfare
PostPosted: Mon Nov 07, 2016 16:53 
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Sleepyhead

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It was good to have a team of six playing together last night, although we got obliterated in basically every respect!

Hopefully we can get the hand of it and Make Fishclan Great Again!

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 Post subject: Re: Call of Duty 13 : Infinite Warfare
PostPosted: Mon Nov 07, 2016 17:15 
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Curiosity wrote:
It was good to have a team of six playing together last night, although we got obliterated in basically every respect!

Hopefully we can get the hand of it and Make Fishclan Great Again!


Hey we won some games :-)

It was great to have a group together to play the challenge here was playing against people who are already nearly prestige and have found the best sets of streaks and places to camp

FYI I unlocked the final of the 'hide' perks last night so with those on i wont be automatically targeted by ground or air streaks - they can still shoot me with them manually but it will stop the multiple kills by some of their basic scorestreaks

When playing Blops3 i always had Blind Eye / Hard Wired / Cold Blooded enabled which allowed me to just ignore traps and any scorestreaks that the enemy is not directly controlling

It looks like for this one the combo you need is

Blind eye (perk 1 slot)
Cold Blooded (perk 2 slot - unlocked around 25 or so)
Hardwired (perk 3 slot)
And if you have Engineer as well that will stop you tripping mines and you can see their scorestreaks and items through walls

Engineer on BLOPS let you re-roll care packages but you dont see them on here yet because its level 45 to unlock the damn care package !


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 Post subject: Re: Call of Duty 13 : Infinite Warfare
PostPosted: Mon Nov 07, 2016 18:19 
Curiosity wrote:
It was good to have a team of six playing together last night, although we got obliterated in basically every respect!

Hopefully we can get the hand of it and Make Fishclan Great Again!



It was fun, just like the good old days. We just need bobby back.


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 Post subject: Re: Call of Duty 13 : Infinite Warfare
PostPosted: Mon Nov 07, 2016 18:22 
Filthy Junkie Bitch

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nickachu wrote:
Curiosity wrote:
It was good to have a team of six playing together last night, although we got obliterated in basically every respect!

Hopefully we can get the hand of it and Make Fishclan Great Again!



It was fun, just like the good old days. We just need bobby back.

13 Days


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 Post subject: Re: Call of Duty 13 : Infinite Warfare
PostPosted: Thu Nov 10, 2016 14:31 
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Some good games last night

A useful link about the various rigs power ups - we often seemed to be running up against MERC's with reactive armour (so you shoot them and it does nothing) , Phantom with Rearguard (so shots from the rear are reduced power - explains why you unload a clip and then they turn round and shoot you)

http://screenrant.com/call-of-duty-infi ... /?view=all

I'm playing as Synaptic with Reaper and Combat boost which when activated turns you into a beast and gives you a larger 3rd person view so you can run around the map clawing at the enemies - one hit kills them and each kill gives you a small burst of extra speed - they need a few shots on target to down you.


Merc

Quote:

Steel Dragon – heavy beam based weapon with multi-target tracking, a hip fire weapon that shoots a concentrated beam against multiple enemies and burns them down. It’s not high damage but suppresses groups.
Bull Charge – equips you with an armored riot shield to penetrate enemy defenses, or quickly take out opponents that stand in your way
Reactive Armor – this high-voltage armor system vaporizes incoming small arms fire

Traits

Infusion – regenerates health faster.
Man-At-Arms – Rig augmentations allow for carrying heavier loads with minimal effort. Start with maximum ammo capacity and weapons don’t impact movement
Shock Wave – press a button in midair to activate a devastating slam


FTL

Quote:
Payloads

Eraser – a compact experimental energy-based handgun that evaporates enemies
FTL Jump – localized FTL burst that lets player rapidly traverse space to charge or escape.
Phase Shift – displaces you into another dimension, avoiding damage. Other phased players can engage you.

Traits

Supercharge – killing enemies will drop cooldown packs that help your team boost their super meters
Perception – offers additional situational awareness, alerts player if someone is looking at them from off-screen.
Powerslide – enhanced sliding capability that increases speed, distance, and allows you to ADS while sliding. Also has a greatly diminishing boost cost


Stryker

Quote:
Payloads

Gravity Vortex – Prototype launcher that fires a slow-moving projectile which distorts gravity, pulling in and damaging enemies
Micro Turret – compact multi-surface deployable turret will definitely get you kills and helps Strykers fulfill both of their primary functions.
Centurion – destroys enemy projectiles and applies a powerful electromagnetic field

Traits

Relay – placed equipment will alert the player when enemy targets are in sight
Trophy Drone – flies with player and can self-detonate to stop incoming grenade.
Hardened – placed equipment and drones have increased health and can also persist through the player’s death


Warfighter

Quote:
Payloads

The Claw – rapid fire spread-shot weapon with ricochet ballistic rounds, designed to take out the enemy in front of you and around blind corners. Aim down sights for more focused damage
Overdrive – grants a temporary speed surge
Combat Focus – gain double streak points for a limited time

Traits

Ping – kills and assists activate sonar ping at the enemy’s death location, revealing nearby hostiles to teammates. Enemies killed by teammates after being pinged will give you bonus scores
Persistence – where scorestreaks no longer reset when you die, but take higher point values to attain. You can only earn each of your scorestreaks once per match
Resupply – Resupply lethals and tacticals by picking up scavenger bags after successful kills with bullet weapons


Phantom

Quote:
Payloads

Ballista EM3 – highly accurate electromagnetic projectile launcher with increased penetration capability, to take out the enemy and pin them to the wall
Active Camo – renders you almost invisible
Pulsar – advanced EM sensor allows you to visualize enemy positions

Traits

Marked Target – damaging enemies will mark them for death, preventing health regeneration for five seconds. Marked enemies that are killed by teammates will award you with a bonus score
Rearguard – spawn in with a back shield that protects against attacks from behind. While the shield is active, melee attacks from anywhere but the front are negated
Heightened Senses – while in ADS with sniper rifles, gain increased audio from nearby enemies. Warning blips will also tell you if enemies are nearby


Synaptic

Quote:
Payloads

Equalizer – dual integrated machine guns with built-in suppressors for close quarters combat
Reaper – switches to rapid melee combat mode
Rewind – rewinds your position and replenishes health and ammunition

Traits

Rushdown – faster recharging jump pack that also damages enemies directly within the jump pack blast
Propulsion – press a button to quickly dash in any horizontal direction
Combat Burst – after each kill, gain a brief boost to movement speed


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 Post subject: Re: Call of Duty 13 : Infinite Warfare
PostPosted: Thu Nov 10, 2016 15:08 
Filthy Junkie Bitch

Joined: 17th Dec, 2008
Posts: 8293
When I was using Merc at the weekend every time I got reactive armour it wouldn't trigger. No idea why.


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 Post subject: Re: Call of Duty 13 : Infinite Warfare
PostPosted: Thu Nov 10, 2016 15:09 
User avatar
Decapodian

Joined: 15th Oct, 2010
Posts: 5155
This isn't in any way a criticism of people who are enjoying it, but this is so far from what I want from a COD game that I'm happy not to have ordered it. Really looking forward to getting the MW remaster though.


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 Post subject: Re: Call of Duty 13 : Infinite Warfare
PostPosted: Thu Nov 10, 2016 15:40 
SupaMod
User avatar
Commander-in-Cheese

Joined: 30th Mar, 2008
Posts: 49232
Very much enjoying using FTL with FTL Jump and Perception. Someone starts firing in your direction, the game warns you, and you can immediately trigger a short teleport.

Want the shit out of the Stryker Rig though.

_________________
GoddessJasmine wrote:
Drunk, pulled Craster's pork, waiting for brdyime story,reading nuts. Xz


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