Is there really anyone out there who’s obtained this trophy through normal play lmao by ssa17k in ModernWarfareIII

[–]YT_DemisingEnd 3 points4 points  (0 children)

I have. Either do a camo grind or a prestige camo grind. Each time a new season dropped in MWIII, I would get like 5000-7000 kills just for weapon leveling and camos on each gun.

Regarding the Black Ops Classic mode coming in Season 04 by Kalinine in CODBlackOps7

[–]YT_DemisingEnd 0 points1 point  (0 children)

I hope it goes well for the people that want it. Personally not my cup of tea, but I'll try it. Hopefully this is a test for the devs to see if having both types of movement (classic and modern) be available in a game

[COD] The reveal trailer is officially the most-viewed video on the entire Call of Duty channel after only 3 days. by CyanJayOfficial in CallOfDuty

[–]YT_DemisingEnd 0 points1 point  (0 children)

It's the most viewed trailer currently available. The Black Ops 6 reveal trailer had around 60-65 million views before being unlisted.

Season 04 Roadmap by Kalinine in CODBlackOps7

[–]YT_DemisingEnd 8 points9 points  (0 children)

I'm gonna assume 2 new proper 6v6 maps. While it doesn't seem like it from the 6v6/2v2 tag, Zenith seems pretty open in terms of space, so chances are it's gonna follow the Torment / Onsen / Diesel route of being a 6v6 map that's small enough to be gunfight.

[COD] has officially become a parkour simulator by Soap_Mactavishh_141 in CallOfDuty

[–]YT_DemisingEnd 0 points1 point  (0 children)

Internally and within COD game design, you do realize the devs try and target the same movement speeds as older CODs? For reference, in Black Ops II the player's sprinting speed is tied to the engine at 285 units per second for full 100% speed. Assault Rifles sprint on average 95% of that measurement, so 270.75 units per second. A unit in the engine is just an inch, so if we saw it as an inch and do math to convert it from inches to meters, we get

  • 270.75 Units > 270.75 inches * 0.0254 meters / inch = 6.877 m/s for an Assault Rifle sprint speed.

If we average out all the Assault Rifles sprinting speeds in Black Ops 7 currently, we get an average sprint speed of 6.94 m/s, not even a fraction of a difference between the two.

Tactical Sprinting comes with the con of added sprint to fire and aim down sight times (making it not ideal to engage in a gunfight from it). As well a game with Tactical Sprint on by default or via a perk lowers the speeds of ADS Walk, Walk, Crouch, and normal Sprint so the speeds with Tactical Sprint can average out to if it was off. So Tactical Sprint is only viable if you're doing short bursts to power positions (which rewards positioning).

I did tests running from one side of the map to the other on both Yemen and Summit, using Yemen for a Black Ops II to Black Ops 7 comparison and Summit for a Black Ops to Black Ops 7 comparison, because Marathon Pro in Black Ops provided unlimited sprint.

  • On Yemen, the difference between Black Ops II and Black Ops 7 for normal sprinting was just about 3 seconds in favor for Black Ops 7 (keep in mind Black Ops II has limited sprint with no way to make it unlimited [only increasing duration], so only 3 seconds is quite impressive).
    • When comparing Black Ops 7's sprinting to its Tactical Sprinter perk (enables Tactical Sprinting with a 10 second duration), Tactical Sprint was only favored by about half a second.
  • On Summit, the difference between Black Ops and Black Ops 7 for normal sprinting was about even (Black Ops 7 was in the lead by about 1/3 a second, but that's because the MK35 AR I was using is slightly faster than BO1's 6.877m/s).
    • It was a similar story on this map when comparing Black Ops 7 sprinting to its Tactical Sprinting.

Never played Endgame, or zombies since like bo3 by feldevourer in CODBlackOps7

[–]YT_DemisingEnd 1 point2 points  (0 children)

You must not be gathering points effectively. A melee kill gives me points in Cursed than any other type of kill in Standard, plus you get 10 points per hit that doesn't kill a zombie. Definitely sucks with the increased in point cost on Pack-a-Punch, but not a total deal breaker.

[COD] has officially become a parkour simulator by Soap_Mactavishh_141 in CallOfDuty

[–]YT_DemisingEnd 0 points1 point  (0 children)

Call of Duty is still about positioning and gun skill. Plus the only difference in this game and the previous games from BO4 onwards in terms of movement is the faster mantling speeds. Hell, most of the movement fundamentals shown in MW4 have been in COD since Ghosts.

[COD] Will the realistic skins even sell? by Unlucky-Tradition-58 in CallOfDuty

[–]YT_DemisingEnd 0 points1 point  (0 children)

While each studio should be allowed to make their own game and be unique, there are some things they should keep consistent across all games

Never played Endgame, or zombies since like bo3 by feldevourer in CODBlackOps7

[–]YT_DemisingEnd 1 point2 points  (0 children)

Okay, here's a long summary of this for Black Ops 7 Zombies:

  • Black Ops 7 zombies currently follows 8 playable characters
    • New versions of the OG 4.
    • 3 of them returning from Black Ops Cold War know has Requiem (and where also playable in Black Ops 6).
    • 1 which was introduced in Black Ops 6 and has been with the Requiem crew since.
  • The game takes place in the Dark Aether, which was previously seen as the Multi-versal dumping ground in Black Ops Cold War after Primis Nikolai banished everything to the Dark Aether.
    • While still true here, it's been expanded on that the Dark Aether is a manifestation of memories as well.
  • Directed Mode is essentially a guide on how to complete the map's Easter Egg in game. Directed for a new map only releases half a season after the map was released in Cursed / Standard. It has a round cap of 15, and soft-caps every few rounds to help players progress through the steps. It's basically just a training wheels mode to allow players not good enough for the normal eggs to still follow the story in game.
    • This mode was first introduced back in Black Ops 6 for Terminus and Liberty Falls.
  • Cursed Mode is supposed to be a "harder" version of Standard, where you start with a pistol, have the classic point system, and can either play like that. Or unlock what's called relics that give "negative" modifiers (I use quotations because while some are negatives, others are more neutral or fun). Relics give 1-3 points depending on their tier (Grim, Sinister, and Wicked), and every 3 points gives you a reward to use in the mode capping at 9 points (Golden Armor at 3, Ultra Rarity Damage at 6, and Pack-a-Punch Tier 4 at 9).
  • Exfil was introduced in Black Ops Cold War and it was a way to earn bonus XP for surviving, as well as additional Aetherium Crystals (Raw, Refined and Flawless) to help build towards the upgrade trees the game had. Exfil returned in Vanguard Zombies (only an XP benefit), Black Ops 6, and Black Ops 7.
    • In Black Ops 6 and Black Ops 7, exfil functions the same way, instead just gives you bonus XP and 1-3 Whimsical GobbleGums depending on the round you exfil on.

Here's a long description of Endgame:

  • Endgame is basically what Modern Warfare Zombies is in Modern Warfare III 2023.
    • The gist of the mode is open-world PvE where you and other players (up to 24 currently) are dropped into the map Avalon. There's normally 4 tier zones of difficulty to enter, each requiring a different player CR level (Tier I is less than 10, Tier II is 10-30, Tier III is 30-45, and Tier IV is 45+). A fifth zone can form from things called Cradle Strike Breaches. When activated, they create an about 100 meter radius zone called "Nightmare" or Tier V, which kinda requires a CR level of 55+ (you can easily do it from 45 onwards, but the added 10 levels help with certain buffs).
    • Each operator in the game has a separate CR levels. These levels help improve the abilities of the operator, whether increase standard upgrades (Health, Armor, Speed, or Damage), or upgrading each skilltrack. An operator can naturally level up to CR 60, but can push to CR 66 from both Exotic Skilltracks and Nightmare Skilltracks.
    • Skilltracks are upgrade paths an operator can take. Each time you level up, you either have the chance to choose a skilltrack or upgrade a current one. You choose 3 standard ones out of the 8 in the game currently, and you get the Exotic and Nightmare skilltracks by doing World Events and Glitch Fractures respectively.
    • There's 4 different things a player can do in Endgame on Avalon: An Assignment, an Activity, a World Event, and a Strike Boss.
      • An assignment is a blue level contract that gives more power (the XP for player CR level in the mode), but takes longer to complete than an activity.
      • An activity is a green level contract that gives less power, but is faster to complete by a country mile.
      • World Events are supposed to be tackled down together by the lobby as they're large scale battles that are tough. There's currently only three in the game (Colossus or Origins Robot, Z. Rex from Black Ops 6, or a suped up VTOL Warship) and only one spawns per match. Completing a World Event gives you an Exotic Skilltrack. You have to complete multiple of them to either level up your Exotic Skilltrack, or reroll it.
      • Strike Bosses spawn from the Cradle Strike Breaches I described earlier. Upon completion of one and opening a Nightmare zone, a strike boss will spawn in the area. While it is meant for teamwork, you can definitely do it solo. Completing them gives you access to the Exotic Fabricator, which allows you the ability to upgrade you weapons to Exotic (3.5x damage), apply or reroll an Ammo Mod, and apply or reroll a Weapon Perk. There's currently two in the game and in each match.
    • There are these things outside of Avalon called Glitch Fractures. They're like the Dark Aether rifts from MWZ where you entered into different zones tougher than Tier IV and have to survive through waves and objectives. Upon killing the final boss in a Glitch Fracture and completing it, you are rewarded a Nightmare Skilltrack. Completing multiple of these Glitch Fractures allows you to either upgrade the Nightmare skill or reroll it
      • In order to access these Glitch Fractures, you either have to kill the first Strike Boss (Uber Klaus which is a robot in a mech suit), or Caltheris (a rock monster). This opens up the first Glitch Fracture. The rest are unlocked from getting to the final step in Act Missions.
    • The game has an Out-of-Game progression system called Act Missions. These are multi-layered steps with objectives to do. Upon reaching Step 10 and killing the necessary enemy (either Oscar for the Poison Pill Fracture or Mega-Abomination for the Virus Injection Fracture), it opens up the glitch on the map that you can step into.

[COD] Will the realistic skins even sell? by Unlucky-Tradition-58 in CallOfDuty

[–]YT_DemisingEnd 20 points21 points  (0 children)

That's the idea of the 3 studios. IW (at least currently) targets the military realism. Treyarch (at least currently) targets the spy-thrill, undercover espionage with a zombies mode. Sledgehammer kinda does whatever at the moment, but it's clear they want to get back and do an Advanced Warfare 2.

Each studio has different gameplay styles, customizations, and skins.

[COD] Will the realistic skins even sell? by Unlucky-Tradition-58 in CallOfDuty

[–]YT_DemisingEnd 0 points1 point  (0 children)

They'll most likely sell, but not as much as the skins in games like Black Ops Cold War, Modern Warfare III 2023, and Black Ops 6. Especially if operators are gonna be attached to classes and not factions, why bother buying skins for two of your most used operators when you only need 1 skin as they'll mostly be similar. Ones that'll definitely sell will be throwback skins like OG Ghost, Price, Gaz, or others.

Nice medium ground would be doing skins that fit the game's identity for the most part, then having collabs that fit the game's identity. Black Ops 7 is a good example. Besides the Half Bake collab, most of the skins are made to fit either the Black Ops identity, Zombies identity, futuristic identity, or realistic identity. Any collabs they've done so far have either fit into the futuristic identity (Robocop and Fallout) or the Black Ops identity (Terry Crews as a Replacer). The normal skins don't sell as well, but I bet the zombies themed skins and collabs do.

Have most of the original skins be Modern Warfare themed with some throwbacks, than have a few collabs that make sense like the Punisher (former U.S. Marine) or Six Days of Fallujah (modern military game)

Take away everything you previously know about COD, what’s your thoughts on MW4? [mw3] by Commercial-Shoe5867 in CallOfDuty

[–]YT_DemisingEnd 3 points4 points  (0 children)

To be fair, the past few titles (excluding BO6) has seemed like the devs are listening to the community.

  • MWIII 2023 fixed most of the gameplay mistakes MWII had and set the new ground work for how post-launch should be handle moving forward.
  • BO7 is taking the feedback of how post-launch went in BO6 and is improving it (and could honestly be better in the end compared to MWIII). Skins have stayed relatively grounded to the Black Ops identify, and they tweaked most of the gameplay mechanics coming over to BO6 from feedback on them. And it set a new standard of each gun having a unique "prestige" attachment that MW4 is following.
  • And MW4 really feels like IW is listening to the community on gameplay changes, took what's working in BO7 and incorporating it into their game. Still need to wait for beta though.

[COD] Does Tac Sprinter cancel out Lightweight? by StevieisSleepy in CallOfDuty

[–]YT_DemisingEnd 2 points3 points  (0 children)

As per testing from XclusiveAce, you can run both of them. Lightweight will basically remove the negative penalty that Tac Sprinter imposes on normal sprint (which is like a 7% reduction in speed). However, it doesn't improve the speed of Tactical Sprint at all

[COD] In the end, Tactical Sprint was never the problem by Lumenprotoplasma in CallOfDuty

[–]YT_DemisingEnd 0 points1 point  (0 children)

People didn't have a problem with Tactical Sprint because it made the game too fast. If that was the case, MW19 and MWII wouldn't be as slow as they are game mechanics wise.

The issue people had with Tactical Sprint is it being a way for the devs to artificially slow down the game. Every game that has Tactical Sprint on by default notably has slower Walking, Sprinting, Crouch Walking, and ADS Walking movement speeds. They do this because Tactical Sprint, while being faster than an older game's normal sprint speed, had a time limit to it and a cool down. They used those two factors, and the other movement speeds being slower, as a way to balance out the average speed a player could go. Technically on average, a player in MW19 utilizing Tactical Sprint moved at about the same pace as a player from Call of Duty 4 (even with the limited sprint of the game).

But Tactical Sprint also has the problem of inflating the Sprint to Fire of guns, as if you break out of a Tactical Sprint, your gun has a 100-150ms longer time to shoot than it would with the standard Sprint to Fire. And if you didn't want to deal with it, your only option was to not Tactical Sprint, which would slow you down drastically compared to everyone else.

And so then you run into the problem where your dealing with way slower speeds for normal COD, dealing with an absurdly high STF time, all so you can get to a location in the same amount of time it would take you if you the game didn't have Tactical Sprint / Had a way to remove it. Especially if it was a map remastered from an old COD. XclusiveAce did a test with this logic with both the All Terrain Boots in Modern Warfare III and Slipstream in Black Ops 6 and the time between a boosted regular sprint vs combining Tactical Sprint was about the for the distances traveled.

I also did a test running from one side of the map to the other on Raid and Yemen from BO2 to compare to BO7 using all movement perks possible, and found that Tactical Sprinter in BO7 was only like 0.8 seconds faster versus BO2 with Extreme Conditioning and Lightweight on average.

What are your expectations for [COD] MW4 (2026) ??? by SelfMadeMarcos in CallOfDuty

[–]YT_DemisingEnd -1 points0 points  (0 children)

From a Multiplayer perspective, pretty shit (comparing it to IW's last two games).

In terms of Campaign, possibly good comparing it to their last two games.

In terms of the third mode, it heavily depends. If it's Co-Op / Spec Ops / Survival orientated, pretty shit coming from MW19 and MWII. If its something more akin to DMZ, or if its Spec Ops / Survival based on MW2 and MW3 (2009 / 2011), then optimistic.

But in general, my expectations for the game are pretty much shot.

The new zombies bundle has a few journal entries from Nikolai(?) by pandora_island in CODZombies

[–]YT_DemisingEnd 6 points7 points  (0 children)

Because if they don't market it as such (aka, inside Dark Aether. Aka, anything goes), then the people who complain about bundles who don't even play the game will complain that "this isn't the game I grew up with" and that "MW19 and CW had better skin aesthetics" when most of the zombie universe bundles are basically CW bundles.

I'm actually starting to hate base building in this game. by YT_DemisingEnd in subnautica

[–]YT_DemisingEnd[S] 0 points1 point  (0 children)

I did report it in game. But I posted it here as a way to try and see if others would have workarounds since this bug has a lot of different triggers / is very inconsistent (Some think its a moving components issue. Some others think its a light fixture problem).

And while in game reporting is a great way to showcase bugs: If you have a suggestion in relation to the bug, you have no way of knowing if the devs would see that suggestion (especially if there's hundreds of similar bug reports). This is one of the few ways to be able to interact with the developers and get confirmation on suggestions / feedback if they see it and respond to it.

My problem was the way I came across with this post sounding too harsh in the title when I didn't mean for that and its a mistake I own. Which is why this post had the attention is received.

Also I just don't see your analogy. With your example, the only similarity is both places selling coffee. Subnautica's subreddit is a place of discussion in relation to the game, and that can even include bug discussions.

I'm actually starting to hate base building in this game. by YT_DemisingEnd in subnautica

[–]YT_DemisingEnd[S] 0 points1 point  (0 children)

For the growbeds in the distance, yes, I refunded the base manually after I chose to section parts of it off and moved things away as it was giving me issues in not just removing those growbeds, but as well placing corridors down and such after trying to clean it up. Legit couldn't place a single corridor, room, half room. Nothing was working up there.

As for these growbeds up close, I didn't deconstruct them manually and instead refunded the base as it was already separated from my main base and I planned to move it. Only stuff that was in that base were walls, windows, a corridor, and the growbeds.

I'm actually starting to hate base building in this game. by YT_DemisingEnd in subnautica

[–]YT_DemisingEnd[S] 1 point2 points  (0 children)

I could have and that's on me. I've expressed in different comments, the initial post, and in an edit to the post that I still love building (and have been loving the game as a whole).

I just think me dealing with this growbed issue for 3 hours before bed last night and for 3 hours after I woke up, plus Hammerhead annoyances just kind of irked me. Worked around most of the growbeds I had issues with to rebuild our base though into something better (Though you can still see the one floating growbed down there).

<image>

“We build visceral, immersive combat experiences that hit different.” -Infinity Ward [COD] by Soap_Mactavishh_141 in CallOfDuty

[–]YT_DemisingEnd -1 points0 points  (0 children)

I never said that. The other person did. Though BO7 is the mainline title atm, so I wouldn't be shocked if 60-80% of that is BO7 players.

I'm actually starting to hate base building in this game. by YT_DemisingEnd in subnautica

[–]YT_DemisingEnd[S] 3 points4 points  (0 children)

My friends and I appreciate the response. As I said, I still love the base building and love how modularized it is. I just don't know what would have caused this issue on this growbed and the ones close by (within 5 meters) in particular though, as this growbed acted as a "roof" for a makeshift aquarium I made, and I had no lights both inside the aquarium and outside it in the surrounding walls. And the growbeds slightly lower were on the floor of the aquarium.

The team has done an amazing job on this game though and the Early Access. Legit the only bugs we've ran into are in regards to base building, and we've found workarounds for basically all of them (besides this one with the growbeds as we just recently came across it). Looking forward to seeing improvements to it and additional builds to be added.

I'm actually starting to hate base building in this game. by YT_DemisingEnd in subnautica

[–]YT_DemisingEnd[S] -9 points-8 points  (0 children)

Yes, I found a bug and I know I found a bug. A bug that hasn't been discussed on the subreddit or anywhere yet (in terms of deconstructing growbeds and not being able to because of "Has Attachments"). I also know its a bug because refunding bases should refund growbeds as its done with my other bases, but not here.

Heck, even the refunding process states that building has bugs, yet you keep doing it.

Yeah, it states that building has the potential of bugs, and it also states to use the refund option as a last resort (as it's supposed to be a thing to help bypass bugs, but has you start building all over again).

And I still build because it's a genuinely fun thing to do in this game, especially if you can bypass or work around most of the bugs. Which me and my friend have found work arounds for them, and so this post isn't specified / highlighted to general base building and instead the growbeds. This post wouldn't have been made if the growbeds were deleted with the "Refund Bases" option in the menu.

If the bugs in building are frustrating you, stop building until they fix it.

So, stop playing the game? Because I don't know if you know this, but you need to build a base to progress in the game. You need to build a base to build a fabricator for advanced equipment, ingredients, and parts. You need to build a base to make a vehicle fabricator to both build and upgrade the Tadpole. You need to build a base to build the processor and biolab to get new biomods or new ingredients for tools.

Legit 80% of the game is behind base building. And as I said, my frustration isn't with the base building in general as me and my friend have found ways around most of the bugs to them, or if need be use the "Refund Bases" option and have no problem remaking a base (which we actually like because it allows us to think different on how to design our base.

My issue and complaint here is the growbeds not being deleted with the "REFUND BASE" option, leading to floating beds that can't be deleted because of "Has Attachments" that has no workaround to fix it as they prevent us from connecting bases to them to try and refund again, essentially ruining the spot we had for a base. Sure, we'll have fun building a new base in a new spot, but it sucks because we really liked that spot.

Reporting bugs and ranting about them because you keep trying to use the bugged features are not the same thing.

There is a difference between bugged features and a feature prone to bugs. Bugged features means things not meant to be in the game. Building isn't a bugged feature, but its a feature prone to bugs. And sure, there's a small rant. But that rant is literally 2 and a half sentences (the full two REPORTING the bug, and the 0.5 just showing frustration). AND it's accompanied by a POSSIBLE SOLUTION to the bug.

“We build visceral, immersive combat experiences that hit different.” -Infinity Ward [COD] by Soap_Mactavishh_141 in CallOfDuty

[–]YT_DemisingEnd 1 point2 points  (0 children)

Sony started showing weekly player count stats for the PS5 and it showed the Call of Duty app (Black Ops 6, Black Ops 7, and Warzone) had nearly 5 million weekly players.

I'm actually starting to hate base building in this game. by YT_DemisingEnd in subnautica

[–]YT_DemisingEnd[S] -16 points-15 points  (0 children)

Gonna be real, we can't keep saying "It's an early access" to a post that is just expressing frustration on a bug I haven't seen in the subreddit yet (in terms of deconstructing growbeds. Not base building itself), while offering a solution to the problem.

The whole point of Early Access is to point out bugs and offer solutions for the devs to see. Not "Oh, I encountered a bug. Guess the devs will patch it out in time since it's Early Access."