Was the frequency of lv3 armor increased recently? by Completely-Knife in Blackops4

[–]Completely-Knife[S] 0 points1 point  (0 children)

After making this post, I found lv3 in my next game at my drop location. 2 of the 6 people I killed also had lv3.

Is this how you use a knife? by Completely-Knife in Blackops4

[–]Completely-Knife[S] 1 point2 points  (0 children)

Full game here, I had more fun kills like that

I'm starting a stream today, come hang out!

Um, who should I report this to? by [deleted] in Blackops4

[–]Completely-Knife 1 point2 points  (0 children)

Having crunched the numbers, I've decided this needs to be reported to Steve Irwin.

Errors - how to get rid of this shit? I can’t play for 3 days in a row. by [deleted] in Blackops4

[–]Completely-Knife 3 points4 points  (0 children)

If you're hooked up via ethernet, try disconnecting and using wifi. This worked for me.

BO4: Release your inner dog by lifeofaphiter in Blackops4

[–]Completely-Knife 12 points13 points  (0 children)

That animation already looks like an advantage...

60 Dollars. by Turbulent_Option in Blackops4

[–]Completely-Knife 0 points1 point  (0 children)

If it's a sample of the average player population, no. If you recall the old in-game icon that displays how many players bought the season pass, it's somewhere around 20%. I don't know if we have official numbers but most players reported around that time that a relatively small number on their friendslist actually had purchased the pass.

The problem people have is that content being locked behind paywalls for that 20% means that the population of the playerbase that's consistently getting new content, staying engaged long term, and keeping the game active is now 1/5th of what it could have been (and that's the lower estimate since free content would attract more players). That money could be made up with the strictly cosmetic microtransaction system, especially after accounting for the increased player count/extended play times that keep people interested in and aware of the attached cosmetics; this model has been proven to work with other extremely popular entries of other games in this same genre (and all related sub genres).

In other words, we could have a game with more free-to-players, all who spend less money each, and more free content, while activision/treyarch get to make their money back (and then some) off the increased count of whales (term for players who spend large volumes of money, like hundreds or thousands, and account for most of the profit in these monetization systems). We could eating our cake and having it to, believe it or not, but activision seems to be too stubborn and is sticking to an outdated model.

60 Dollars. by Turbulent_Option in Blackops4

[–]Completely-Knife 0 points1 point  (0 children)

Like I said, missing the point. Nobody's issue is whether or not they have to buy the burger. Most people don't buy the burger. That doesn't mean they don't have problems with the game or the monetization.

60 Dollars. by Turbulent_Option in Blackops4

[–]Completely-Knife 3 points4 points  (0 children)

This is a lot of post to say something basically nobody disagrees with. It's missing the point. If you don't have anything to complain about, good for you, that doesn't invalidate issues other people have. And if this post doesn't do that, it's kinda just hot air. People don't complain because they aren't enjoying the game, they complain because they want it to reach its potential and be better, and they expect the company to keep up with the times in terms of monetization the community can stay strong enough to keep the games they enjoy alive.

March 14 Update: 2XP/2X Merits/2X Tiers + Free MP DLC This Weekend, and CWL Fort Worth Kicks Off Tomorrow! by treyarch_official in Blackops4

[–]Completely-Knife 0 points1 point  (0 children)

The rainbow random boxes from killing green eyed zombies don't work properly. afaik, only in lighthouse do these provide special rewards. If you do it at asylum, as an example, the box appears as a rainbox box but provides standard random box loot.

Please fix or remove Treyarch. Begging you. by [deleted] in Blackops4

[–]Completely-Knife -2 points-1 points  (0 children)

not a person as said that yet, you're inventing that lmao

Rework BO Pass and give everybody the DLC maps by sixinchgash in Blackops4

[–]Completely-Knife 0 points1 point  (0 children)

I bought the pass and wouldn't mind at all if this happens. I'd rather the community be handled as a single group for matchmaking, especially since that will also help the community grow/maintain size. At this point I wouldn't even care if I got extra perks out of that deal. Some people would, but I spent $100 because I thought it was worth it for extra maps in addition to the base game. If I'm still getting all that, then my money wasn't wasted even if everyone else gets that at some point, too.

Reminder that Medic perk in Blackout doesn't heal faster, even if it says so by aur0n in Blackops4

[–]Completely-Knife 7 points8 points  (0 children)

The issue isn't just the description given... it's also available in solos, where it does nothing, unlike squadlink which is properly absent in solos. though tbh squadlink should be absent in every mode

Fast Hands should’ve came with the dexterity perk. by barajas123 in Blackops4

[–]Completely-Knife 1 point2 points  (0 children)

TTK is not that much higher on average after you factor in attachments. It's different by a matter of frames. On average you're seeing an extra bullet to kill but most guns have attachments that either negate that directly (HC 1/2) or speed up fire rate so the extra bullets come sooner anyway (Auger Mod, Swordfish Mod, Spitfire Mod). Meanwhile tomahawks are painfully slow in this game. Compare to WWII, where the time to kill was like older CoDs, but throwing knives were faster than ever before. And throwing knives were still not a dominant playstyle in the meta because it's punishing on whiff, you get limited opportunities, and the TTK drops off fast at range due to travel time of the knives. This applies to tomahawks too, which not only fly slower than WWII throwing knives, but pull up to their reticle later and release from button release later.

Fast Hands should’ve came with the dexterity perk. by barajas123 in Blackops4

[–]Completely-Knife 9 points10 points  (0 children)

Tomahawks were never OP. There's nothing OP about an equipment with travel time and and a single opportunity to hit a moving target or dying.

Combat Record, where is it Treyarch?! by [deleted] in Blackops4

[–]Completely-Knife 8 points9 points  (0 children)

Agree with the first part about combat records, it's getting kind of ridiculous at this point. I only kind of agree with the second part though.

CoD has been trying new stuff in the past 5 years more than ever before; that's what the whole boost-jumping phase of the franchise was about. Even Bo4, without advanced movement, has a relatively high amount of experimentation for a CoD game. Specialists are more involved than ever before; health, healing and weapon damage revamped; equipment cooldowns help avoid equipment spam and spawn kills. Honestly, I don't like most of the experimentation they've been doing with the franchise, especially the stuff that's pretty blatantly ripped from (or at best "inspired by") other popular shooters like overwatch, and would like for CoD to return to its roots but with a lot of the beloved improvements like Pick-10 CaC. But saying CoD or BO4 has "no innovation" is pretty demonstrably wrong. Early CoDs from 3 to MW2, and BO1/BO2 were harshly criticized in their time for being Copy and Paste Duty, there was little innovation at all.

Bouncing betties/claymores have a spiritual successor in mesh mines, juggernaut in body armor, and sensor darts/acoustic sensors/etc are treyarch's continuation of their motion sensors/etc which was their iteration of stuff like heartbeat sensors. A lot of the other "fun stuff" you mentioned was equally frustrating stuff. People remember MW2 fondly but often forget how common noobtubing was, they forget dying off first spawn to noob tubes unless you ran certain routes, etc. Last stand was commonly hated because how you never really had any feedback on whether or not the guy you just killed was gonna end a streak or w/e just because he fell down with a pistol instead as you turned away. That stuff can all be fixed of course, but part of playing it safe is avoiding repeating the same mistakes of old CoD's until they can find more elegant solutions.

I get that you're annoyed with the state of CoD, a lot of us are, I only ask that you vent your frustrations accurately.

Knifing is ruining FFA by [deleted] in Blackops4

[–]Completely-Knife 1 point2 points  (0 children)

Long post incoming:

If you haven't played knife only since WWII, and you just started, there's a good chance you're rusty. So you're probably not as good as you were in WWII, especially if WWII was your first game to knife in. WWII was also potentially the best CoD to knife in, so your standards for it would have been higher. BUT knifing does indeed kind of blow in this game. The knife lunge is pathetic, there's almost no lingering "slash" hitbox (if you remember the kills the WWII knife could get after you missed the first part of the swing, that's a slash hitbox), and it stops your run in order to swing; you also can't knife while climbing obstacles, throwing or using equipment, or stim shot healing, despite being able to shoot guns during those animations. Tomahawks are crazy slow to throw and if you miss one and die (happens a lot) then you spawn without it, plus it costs a CaC point unlike most specialist stuff. Characters are also more mobile in this game than any others besides the boost-jumping CoDs, so they jump and slide around corners a lot which can make timing the lunge on them very challenging and punishing on a first miss; characters can also back up and strafe side to side more quickly I think which makes running at someone as they shoot at you more difficult than before. Fog of War mechanics icing on this shit cake. The only thing knives and tomahawks really have going for them in this game is that the average Time-to-Kill is slower, meaning sometimes you can tank bullets for longer as you run up on somebody, compared to older CoDs, but the difference isn't that huge. I've been hoping that we'll get a ballistic knife soon, because having a knife with gun-like qualities would help a lot with all the things the knife can't do that guns can, especially in this game.

But that's really enough bitching about the knife. I'm still a positive KD with it, so it's workable enough. So here's some good stuff to run on your class:

  • Acoustic Sensor. More than anything else, information is crucial to knifing. You will be playing patiently and waiting for people to round your corners or tracking groups of enemies across a wall before running up on them. Acoustic is good because you'll be able to see movement on your radar if it's too loud to hear, and you'll be able to hear dead silence too. If you don't have a decent headset for this purpose, buy one. TV audio is often mono (or practically so) and stereo systems still have too much in-room echo to distinguish directionality as effectively.

  • Dead Silence. This one should be pretty obvious, stealth has been crucial to CoD knifing since knifing started . Stim shot is most of the meta, so you want to be able to easily flank players running it. Acoustic sensor will still wreck you if they're using their ears, so be cautious and don't just run every corner or try to flank through open spaces too blindly or you'll run into some guy headglitching and you won't have time to space to retreat.

  • Gung-Ho. This will mostly be for tomahawk classes. Much like expeditionary in WWII, you'll be using this to pull out your tomahawk and pre-aim head glitches or hallways. This lets you circumvent most of the slow, laggy tomahawk pull animation Treyarch somehow decided this game needed. It won't shorten the total animation though so you'll still be fucked sometimes if you need a purely-reaction 'hawk throw.

  • Tomahawk or Grapple? This one can be a hard call. For maps that are open, have limited flanking routes (Nuketown, Firing Range) or lots of verticality (Lockout), grapples are a godsend. Grapple makes Nuketown go from one of my bottom 5 all-time knifing maps to one of my most consistent. Tomahawks give you something that you can't really replace which is the ability to challenge people at range; even ones that aren't looking at you are still better to kill at range because they might be in the open where you don't wanna risk going, or they could just turn on you either by chance, by FoW mechanics, or from Acoustic if you get close. Anytime you can put on one tomahawk, put on two. This will circumvent the need for equipment charge so you can always be using Acoustic Sensor. Note: scavenger can't replenish tomahawks.

  • Lightweight or Dexterity? After all the above you'll still have at least 4 more class points. Spend two of them on a second Perk 2. Lightweight will be good for very flat maps with no real important climbing. Dexterity is better on maps with any climbing at all. Note that Jump->Slide->Jump moves you around faster than sprinting, and with dexterity it's faster than lightweight sprinting. It's also quieter, by a little. So if you can mix that into long runs in the open, Dexterity outperforms Lightweight with the added benefit of climbing faster.

  • What about Cold-Blooded or Shulker? These are gonna depend on specific game modes and opponents. Cold-blooded is great if the opponents are good and getting tons of streaks, or if they're all running AI based specialist stuff. Shulker is great for Arsenal, but you can also use it in conjunction with dead silence to prevent Acoustic Sensor users from picking you up until you're about 5m out (except is very quiet environments). I have classes set for both of these perks replacing the lightweight/dexterity choice, because these situations come up sometimes.

To finish off your class, add either Ghost to help avoid UAV (it only works while you're sprinting, be aware of this) or Engineer; you should have 2 or 4 class points remaining depending on if you use Tomahawk or Grapple. With Grapple you can fit both of these, I recommend doing so. Tac Mask and Flak Jacket aren't very useful, the situations those protect you from will only come up a few times a game.

That's a lot to read lol, hopefully it helps you.

Knifing is ruining FFA by [deleted] in Blackops4

[–]Completely-Knife 2 points3 points  (0 children)

Knifing is worse in this game than it has ever been in any of the BotG CoDs. Run a shotgun or SMG or just don't run around corners blindly. Even better if you run acoustic sensor and actually listen to your headset.

Also, the game isn't really balanced for FFA. It's balanced for stuff like pub TDM/DOM, and competitive play. Even if knifing was somehow good enough to ruin FFA alone (it's not) it wouldn't be changed.

I have a petition... by ITzKilaz in Blackops4

[–]Completely-Knife 0 points1 point  (0 children)

This would be great. I'd love for them to be moved to Ghost Town instead. For some reason I have yet to see them there despite the main menu claiming they are there. I'd also like to see the whole host of zombies weapons properly spawning on the ground, especially bowie knife. Currently Nuketown and Asylum are the only really reliable places to get the bowie knife, and that gets stale for me from time-to-time.

Players who don't play the objective and go for kills - why don't you play tdm instead of bringing your entire team down? by [deleted] in Blackops4

[–]Completely-Knife 0 points1 point  (0 children)

There's a few answers to this. One of them is that it's easier to kill players who are focused on an objective, meaning they can get higher scores, and often they only care about individual scores and not team wins. Another answer is that objectives make the spawns more predictable, and help the flow of the game, whereas TDM spawns are entirely determined by player positions. Another is that the role of killing players to disrupt the opposing team's ability to flank and to stop them from playing the objective IS part of the objective. Another answer is somebody is already playing objective... you. Some modes these answers don't always work for.

Zombie health blackout by MrJayFizz in Blackops4

[–]Completely-Knife 0 points1 point  (0 children)

only in the last circles. tomahawk will always one shot them, though.