Agreed. I usually play core TDM and core domination. A few days ago, I got curious and spent an evening playing hardcore TDM. It was just lousy with campers. I would be running around a totally silent map because everyone on both teams was crouched in a room scoped in on the door. I’d run into someone, get killed, wait ten interminable seconds to respawn, go flank that guy and kill him, run around some more, and find someone else scoped in on a door. This happened in every lobby I tried. And I was still putting up games at 20-10, 25-4, etc. while everyone else on both teams was getting like 5-5, or 8-4. So I checked the lobby leaderboard. I’m not ranked in hardcore TDM, but I looked at the lobby rankings in core TDM, and my lifetime score per minute was almost three times the next-highest player. Hardcore seems to be full of, for lack of a better word, noobs. And I pwn’d them.
How is K/D meaningless in a TDM game mode? It’s a measure of how much you’re helping or hindering your team. Are you saying it’s meaningless to determine how skilled a player is? Because if so, you’ve got a point there, but it’s still not meaningless. If you combine it with the score-per-minute stat (SPM), you can tell a lot about the player: [ul][li]High SPM, high K/D = skilled player[]High SPM, mediocre K/D = careless runner[]Low SPM, high K/D = camper [*] Low SPM, low K/D = bad[/ul]Camping will get you a good K/D, but since your butt is parked in one spot scoped in on the doorway, you won’t get a lot of kills.[/li]
I don’t think that’s really possible. I define camping as sitting in one place, waiting for all the other players to come close to you. If you do that, you won’t see 22 enemy players in one TDM game. If someone is really camping hard, I rarely see them get more than ten kills per game.
I prestiged once, and won’t do it again. Biggest reason: the marathon pro requirement of playing CTF, the stupidest game mode ever. COD is a game about executing battlefield tactics, and killing dudes. And CTF is a game about running around like an idiot. At least that’s the way everyone played it when I was earning my marathon pro both times. Just insufferable.
Does anyone else notice strange sound effects in ‘Convoy’? Sometimes you’re running and your boot steps go quiet, and theres that strange echo on the highway near B. Granted my experience with firing assault weapons in urban settings is limited, but somehow that map doesn’t sound right.
I really like ‘Hotel’, Domination is my favorite game setting and the maps often don’t seem organic enough. (I really miss the office rooftop map from Modern Warfare 2)
Whatever the development team at Activision is doing they need to drop it and work on a map for Osama’s compound. STAT
I first read this thread when I’d just gotten CODBLOPS. It made no sense. Now that I’ve finally started playing multiplayer (for the first time in any game ever) I understand it a lot more.
Boy there’s nothing like getting knifed in the back while reconning with the scope of the new sniper rifle you just picked up from a dead guy.
It took me a little while to realize that all the others in combat training were bots. I didn’t see the value to CT since nothing carries over. Then I tried real multiplayer and it was a map I didn’t know. Multiple rapid deaths ensued. Now I’m using CT to try out new combos of weapons and perks and learn the maps. I hate the up close stuff since I always seem to lose face to face encounters. I do better with long-range shooting.
The problem with that is because nothing carries over from Combat Training, you essentially have to unlock everything twice, which can be a bear, especially for some of the pro perks and how your playing style might run.
Having played it for months now, I think the things that aggravate me the most about the multiplayer game isn’t so much the maps or the gameplay exactly… it’s the spawning algorithms that were devised and written by the special needs programmers.
I mean, it really, really sucks to scout out your area, take up a great sniping position, or even just a great overwatch position, and then get knifed or shot from behind by some jerk who spawned behind you.
Or for that matter, to spawn in front of the enemy / very near an enemy and facing away. I can’t count the times I’ve spawned, taken 2 steps in some direction, and BAM- killed by some guy coming around a corner or popping out of a doorway.
It’s like the Treyarch guys thought it was fun to stir things up by spawning people all over the map, behind each other, etc…
I am REALLY hoping that Modern Warfare 3 won’t have these problems.
On my Wii, this seems to be less of a problem in that you don’t spawn near the enemy or they near you. But yes, once you’re certain distance from that spot, you can have them appear behind you without warning. I remember the first time I realized this when I spawned in the bottom corner of a map, advanced cautiously to a good firing/recon position and then immediately got shot in the back by two bots who had just spawned in the same place as Me.
It’s weird because COD4 had pretty much the best spawn system ever for this type of game, nearly perfect - yet the subsequent games did not. You’d think they’d realize they’d nailed that one and just kept what works… but they decided to junk a whole lot of what made cod4 great in subsequent games.
Yeah, that problem boils down to two things. One, it’s the spawning algorithms. Two, it’s also map control. Take Havana. If you spawn on A side, you can thrash the other side and spawn trap them on C side, provided you don’t cross the line that causes the spawns to flip. When you have a bunch of people running all over with no organization or coordination, you’re going to get that. In Blops, I sniped. It wasn’t easy, but I found it pretty satisfying. On Havana, I’d snipe or counter-snipe usually from the living quarters on either side of the street. If we spawned A side originally and were holding them at C, if they crossed the line on their respawn, I’d get knifed in the ass instead of completing my role and keeping the other team respawning at C.
COD 4’s spawns weren’t too bad, at least, I don’t remember them being too shabby at all. Then again, I really didn’t play too hardcore in those days. I remember the spawns starting to suck on World At War, though. I think it’s just simply a gameplay mechanic that they think is a good thing.
True… I just don’t remember the spawning being such an issue in MW2 as it is in BO. I mean, I recall spawning in inconvenient places, but that was usually all the way across the map from the action. I don’t recall spawning into death very often, except in super-tiny maps like “Rust”, and it generally seemed like each team spawned more or less near their teammates on the same side of the map.
That doesn’t happen in BO; it seems to be much more of a free-for-all, which is ok on a Nuketown, I suppose, but sucks on Grid, Array or Jungle.
Either the host loses connection, or my Wii freezes up and I have to manually restart.
Which is to say, sometimes one, sometimes the other. This happens a lot more in zombie mode. But it’s most especially annoying when it prevents a VERY rare probable win.