Call of Duty: Black Ops

The white phosphorus grenade is great for games like Domination, where you can obscure the flag and sneak in and get it while the enemy wildly and inaccurately fires at you.

However, the same smoke that obscures their view also obscures your view, which limits its utility to objective-based games unless your goal is always to disengage from a fight.

I’m not a fan. I prefer concussion grenades.

Smoke and Willy Pete is more fun if you rock the thermal scopes. I did in Modern Warfare 2. It was kinda fun to be sitting in a cloud of smoke, dropping people from the middle of it. In Blops, the field of view is so limited, it’s not quite worth it to use the thermal scope.

Opponents can easily get out before it kills them. I like it for when I want to force them out of their spot, like on the central sniping spot on Jungle. If you flash or concuss them, they can recover while you’re climbing the ladder. But the Nova gas makes them come to you. Unless, of course, they have the tactical mask perk.

Still an interesting idea. Smoking up a choke point and sniping through it could be worth trying.

The problem with that is twofold. 1) The field of vision on the thermal scopes is TINY. Try them out and you’ll see. 2) It pretty much says: “Hey! Sniper here!” With how accurate assault rifles are at range, all someone needs is a hit marker in the cloud, and you’re on your stomach, trying not to get decapitated.

In my opinion, WPs are useful only in certain objective modes, and then only a little. Throwing smoke on the enemy side of a Dom flag before trying to cap it, for example, can increase your odds.

But in TDM or FFA modes, I think its use is pretty limited. The methods mentioned above (like sitting in a cloud with a IR scope, or smoking up a choke point and then sniping it with an IR scope) seem like they’ll get you the occasional amazing killcam, but overall won’t really increase your productivity. Because such tactics all rely on 1) the enemy taking the initiative, and 2) the enemy stupidly going where he shouldn’t. Good gameplay tactics don’t rely exclusively on your opponent making mistakes.

I’m pretty sure it depends on which direction the person is facing. Flash bangs seem to have an obscene range when you’re facing it when it goes off but have a harder time blinding someone they explode behind. I personally prefer to get hit by a flash bang as I keep a fairly good spacial memory of my surroundings and am able to sometimes navigate an escape, whereas when I get stunned I just get rushed and knifed :\

Just how well does the pro version of Tactical Mask protect against flash and concussion?

It doesn’t affect you at all if you have Tac Mask Pro. To me, it’s not quite worth it, although it’s nice if you’re always at the front, pushing at the opponent. If I’m moving from room to room, sniping and countersniping, I prefer Hacker Pro, especially if I happen to run across a SAM or machine gun turret. It’s good to see the Claymore or Tac Insert or Motion Sensor outline and know there’s probably someone up there.

Almost true. Tactical mask pro reduces the effect of flashbangs and concussion grenades to 10% of their original effect. That’s still enough that you notice if you’ve been flashed, but the flashbang serves as no real detriment to you.

I do agree with LOUNE however that it’s not that useful. I move constantly, and thus very rarely get flashed/concussed. It’s really only good if you camp.

In other news, I’ve been playing with a shotgun for a few days and have discovered that it’s awesome. The silenced SPAS, of course. I don’t know why I haven’t run with it before. Very early on, I did the akimbo HS-10s which was novel but not really a class for serious consideration. But the silenced SPAS is a beast. Interestingly, the silencer gives no penalty to range or damage, contrary to what the in-game weapon selection menu says. The only drawback that I can see is that after you go on a killing spree, you have to park your butt somewhere to reload the damn thing for ten minutes.

Silenced SPAS - The Beast
CZ75 extended mag - The best secondary when your primary is something funky like a shotgun or a sniper rifle
Lightweight - You need to be able to close distances quickly with a shotgun
Steady aim - Never ADS with the SPAS. With steady aim, you get one-shot kills pretty consistently
Marathon - Need to be running around looking for their spawn

Obviously, this setup doesn’t work for every map. Maps with lots of long sightlines will give you problems. But I’ve rocked it on about half the maps and have been lovin’ it.

I use the scavenger perk with the SPAS so that I don’t run out of ammo. Yes on the steady aim perk, too although sleight of hand can sure help with the long reload. There’s no need for warlord perk since you can only get the one attachment for the SPAS and scavenger lets you pick up new grenades anyway. Ninja is how I round out the SPAS class since I need to sneak up close and catch guys unaware from behind or as they’re rounding corners. I agree about the CZ75, but I like it with the full-auto option.

As i posted somewhere above I’m a true believer in the silenced SPAS. I’ve been meaning to try running it with the Marathon, but I currently run it with Hacker. Also, i find Sleight of Hand more useful than Steady Aim since I like spamming bullets. I also like dual pythons as my secondary on pretty much all my classes.

ETA: I’m about to stop playing Black Ops and move on to something else, so I may never try the SPAS/Marathon

I can usually manage to get one-shot kills with it, so the 32 starting rounds is usually enough for me. And since I’m constantly moving, I’ll often run over my own dead body at some point which replenishes ammo even without scavenger.

The full-auto option is a rip-off IMO. It’s got several problems. First, it actually reduces top damage from 40 to 30, so you’ll always need at least 4 shots to get the kill instead of the normal 3. Second, it makes you fire at 535 rounds per minute. This isn’t very fast; it’s the same speed as the sluggish M60 machine gun. And the CZ75’s fire cap is up at 625. Which means you can tap the trigger on semi-auto and fire faster than the full-auto attachment. Third, with full-auto you can’t use extended mags, which gives you 18 rounds, which is fantastic. Fourth, full-auto adds recoil that isn’t there on semi-auto. This makes it harder to land your shots.

I think they gave the full-auto option to appease people who liked machine pistols in MW2, but they nerfed the hell out of it to make it balanced.

A lot of people are rolling with the Olympia. You need Sleight Of Hand if you use that, though. That thing has some serious range, but you better be on with your aim/have a favorable connection.

I’m a staunch opponent in Marathon. Just because you CAN run everywhere doesn’t mean it’s a good idea, especially not when you have any other option. Ninja WOULD be good, if Treyarch didn’t intentionally muck up the sound. Hacker, Tac Mask, and Flak Jacket (that’s a level 3 perk, right?) are the only useful ones.

I had about 1500 kills with the PPsh pistol or whatever it was called in Modern Warfare 2. From mid-range, it was silly lethal.

Flak Jacket is tier 1. Second Chance is the other tier 3. I’ve never used it.

It depends on your play style and level of skill. Of my six classes, the two I use most often (all out run-and-gun, and all-purpose assault) both use marathon, and I run around a lot. In TDM, my lifetime K:D is 2.05 at the moment, and my score per minute is between 250 and 260. So it works pretty well for me, YMMV. If you’ve got slow reflexes, a chronically bad connection, poor 1 vs. 1 skills, or a bad sense of how the spawn system works, I agree that marathon might not be a good choice for you.

For me, the full-auto improves my play. I have a jerky trigger finger so being able to just hold it down lets me concentrate on keeping it on target. And since I’m running scavenger, ammo is not an issue.

Apologies if this question has been asked/covered already, this is a large thread now so searching could take a while.

Is there some kind of well-known technique for dealing with RC-XD cars that I’m out of the loop on? These days when I use an RC-XD (Sorry, yes I use it, Sorry!) if someone sees it from eleventy billion light years away they will one-shot it almost every time, whereas if the tables are turned (Someone is driving an rc-car at me and it’s miles away) - I shoot at the thing like a motherfuck and it just drives through my bullets and kills me. When I’m driving it I weave about and hug objects/corners, when one is being driven at me they make a bee-line for me.

What am I doing wrong? Or rather what is everyone else doing right?

edit: On a completely separate note, I recently started playing again and I have a new mouse. I assigned one of the side buttons to prone. As a result I keep accidentally going to prone in fire-fights, and it’s working in my favour!

You’re on your own with the RC-XD.

However, you’ve accidentally discovered the drop-shot.

Re the RC-XD: I never use them unless I steal one from somebody else’s care package, so I don’t have much to offer about using them. And it’s not my experience either that they’re easy to destroy: I have excellent lifetime accuracy, and I can barely ever hit the little fuckers. But I think a big difference there is between console and PC. On a console, whenever your crosshairs intersect an enemy, you get aim-assist. As far as I can tell, you aren’t given aim-assist for enemy RC-XDs. That fact, combined with the fact that they’re a lot smaller than an enemy, makes them incredibly difficult to shoot in console versions of the game. Since there’s no such thing as aim-assist on the PC version, you (or more accurately, the people who keep destroying your cars) don’t notice any difference between an RC car and an enemy, and thus don’t have as much of a problem hitting them.

If I had to guess, I’d say the better technique to avoid getting your cars blown up isn’t dodging and weaving through obstacles. I’d say it’s using prodigious use of the speed boost. You can’t kill a car that’s already on you and detonated.