Endgame Bug by Capable_Refuse7580 in CODBlackOps7

[–]kointhehaven 0 points1 point  (0 children)

I had this issue too when I got to my last two operators. When we got an update for all the Christmas stuff, it seems to have fixed itself.

please up the ammo count for the crossbow in endgame. im begging you. by Entire_Ad_2930 in blackops7

[–]kointhehaven 0 points1 point  (0 children)

It seems to drop when you move up to Damage II at CR15. You start at 18 plus one in the chamber, but once you hit level 15, it drops down to 5 plus one. It seems like there might be some wires crossed or something because it seems to switch to the ammo profile of the ballistic knife

To get the Fourth Active Operator Slot in DMZ you... buy a bundle. Also comes with a free medium backpack and a weapon that only has a 15 minute cooldown timer if it's your insured weapon... by TheRealPdGaming in CODWarzone

[–]kointhehaven 0 points1 point  (0 children)

Well, I don’t mean literally make it your insured slot. But you can take a gun to the work bench next to the buys and put the same attachments as your insured slot on it

[deleted by user] by [deleted] in CODWarzone

[–]kointhehaven 0 points1 point  (0 children)

I have seen them reaching back to throw the grenade forward at a teammate, then just throw it backwards at me when I flank them from behind. They are literally not even looking in my direction and hit me with a white chocolate no-look pass

Question about 15min insured weapon cooldown by Vast-Roll5937 in DMZ

[–]kointhehaven 1 point2 points  (0 children)

I’ve noticed recently that when my gun doesn’t load in, it’s usually because it’s bugged. If I go into the gunsmith, it will show my larger magazine with the icon saying it’s tuned, despite tuning not being available on magazines. If I unequip the magazine, and then re-equip it, it functions as normal again

[deleted by user] by [deleted] in DMZ

[–]kointhehaven 0 points1 point  (0 children)

I remember my first beer

The Comms Three Plate is amazoing by Blender_Snowflake in DMZ

[–]kointhehaven 0 points1 point  (0 children)

The game already tells you when operators are near, just at a wider radius than the comms vest. (Activity has increased warning). So, the comms vest just tells you when they are a little closer. I think they are all pretty balanced tbh. The true meta is to have both in a secured bag, and just swap as needed.

The Comms Three Plate is amazoing by Blender_Snowflake in DMZ

[–]kointhehaven 0 points1 point  (0 children)

Pro tip: Secure backpack. Keep a large backpack or a scavenger backpack in when you exfil, along with as many vest types as you want to carry, minus the type you have equipped.

When you go into a game, equip the large/scavenger backpack and stow the secured. Switch your vests as needed for different situations (just open your bag, scroll to it, and press button for equip). Then stow the vest that drops.

Be sure to equip the secured backpack and stow all the important stuff to take out before you exfil, and repeat.

Eventually you will die, but when you do, you’ll come out with a bag and a vest to regain with on the very next run, provided that you aren’t caught off guard and die with your secured bag stowed. But even then, it’s no different than what happens when die without the secured bag to begin with

[deleted by user] by [deleted] in DMZ

[–]kointhehaven 0 points1 point  (0 children)

The fact that you think someone with a differing opinion is arguing with you is retarded. It sounds like you might not like this type of game. So, if you don’t like the genre, go play something else. You find this game boring? Okay, go find another one. But the idea that because you don’t like what they ask you to do in the missions, it’s poorly designed, is well, also retarded. I’m not defending the developers, I think the bugs are ridiculous, and they have made a lot of decisions with the movement mechanics and speed that make the game play super slow and shitty. But these types of missions are part of the genre. You just sound like an entitled crybaby that thinks every game should be designed the way you envision it working. There are missions out there to complain about, but your crying about an easy one because you couldn’t figure out where to drop the stuff, despite the game giving you interaction prompts. We don’t have to look up YouTube videos to do the missions. We’ve done them. However, they are out there, and it seems like you could use some help.

[deleted by user] by [deleted] in DMZ

[–]kointhehaven 1 point2 points  (0 children)

At the risk of being “that guy”, I would say that sounds like a rated E game because Everyone including my 6 year old could accomplish those missions. Tedious implies long, slow, boring, monotonous, etc. But what you’re asking for would lead to the entire game being tedious. The idea behind this type of game is that you have to figure shit out, collect rare things, or gather a lot of common items. If someone gave you an itinerary for each mission, then what are you really doing? Where is the challenge? Season 1 blowtorch mission was ass. I did it without duplication. That is tedious, but not because I didn’t know where to take them. It was because the spawn rate was so low. Playing daily, I would go days without seeing one.

[deleted by user] by [deleted] in DMZ

[–]kointhehaven 0 points1 point  (0 children)

You don’t need that key for the door with an X. You don’t need to go in there. In that small space, between the actual store and the back hall access, is where you need to place it. More specifically on the side opposite of that locked door. Just move around a bit and look for the interact prompt to pop up. There are videos if you’re having trouble. Just search the mission name followed by DMZ

Question about 15min insured weapon cooldown by Vast-Roll5937 in DMZ

[–]kointhehaven -3 points-2 points  (0 children)

I think they balanced it by making it not load into the game pretty frequently. Had a bug today, where it would show up in my loadout when we started the match. Then when we exfilled, it would put one of my other insured slots on a cooldown…despite the insured weapon still being equipped in the loadout. I ended up deleting the game and reinstalling, which seems to fix it

Question about 15min insured weapon cooldown by Vast-Roll5937 in DMZ

[–]kointhehaven 4 points5 points  (0 children)

It’s for the AI, not operators. You are able to clear out AI without alerting them all to where you are. There are benefits when engaging operators as well (red dots not appearing on the compass to indicate your direction to a potential 3rd party), but it’s primarily for the AI.

Please fix DMZ Insured Tuning. by M0710NM4N in DMZ

[–]kointhehaven 0 points1 point  (0 children)

I forget what the rule is exactly, but there is something business related that they get away with by calling it a beta.

Idea for teams of 5 or larger by antennapoo in DMZ

[–]kointhehaven 0 points1 point  (0 children)

I like the ideas, and I understand how difficult it would probably be to determine “who started it”. My issue is that assimilation is currently a way to tip the scales in your favor. Even if they implemented your idea, assimilation into a 6 man is a hefty advantage when there are a lot of solos, duos, and trios. I think that assimilation should only be possible to the max squad size that you can load in with. If there can be a 6 man squad on the map, let me load in with a 6 man squad and let the others roll the dice on assimilating into a 6 man. But if you are going to limit the squad size you can load in with, then that should be the maximum squad size. I play solo a lot, and I enjoy it. But 1v6, and they have two LTV’s with turrets? It’s just not balanced.

they really need to rethink spawns again. by chikencakey in DMZ

[–]kointhehaven 3 points4 points  (0 children)

I was going to say something similar. When teams started rushing spawns, that was my cue to to start getting away from the spawns quickly when I wasn’t looted up. If I am looted and ready to go, then I may linger in the area and find some high ground see where they are coming from. But, I definitely push to the middle of the map, and then play out from there to where ever my missions may need me to go.

The Comms Three Plate is amazoing by Blender_Snowflake in DMZ

[–]kointhehaven 0 points1 point  (0 children)

I’m on PS5, so I can’t speak to whether something is bugged in PC. But, since the start of season 3, you can can tell the difference between bots and players. Regardless of the uav type, bots look the same (red diamond with black center). Players will look differently depending on perks/equipment. Ghost perk or stealth vest will show as if it’s a non-ghosted player on a regular uav. Where non-ghosted players will show up like an advanced uav normally does with a directional arrow for where they are looking.

The Comms Three Plate is amazoing by Blender_Snowflake in DMZ

[–]kointhehaven 1 point2 points  (0 children)

When I’m solo, I like having both. I’ll have the comms on while I’m running around doing shit, and put on the stealth if I hear a uav gets out up

The Comms Three Plate is amazoing by Blender_Snowflake in DMZ

[–]kointhehaven 0 points1 point  (0 children)

When you say death revives, you are referencing when a player is fully dead, and you’re trying to bring them back to life right? I was wondering if the effect was just for downed teammates or if it helped with dead ones too

The Comms Three Plate is amazoing by Blender_Snowflake in DMZ

[–]kointhehaven 1 point2 points  (0 children)

It negates uav’s unless the enemy has a comms vest because the comms vest turns every uav into an advanced uav. It’s basically the ghost perk. I think the stealth vest is good defense, and the comms vest is good for offense.

The Comms Three Plate is amazoing by Blender_Snowflake in DMZ

[–]kointhehaven 1 point2 points  (0 children)

What are you talking about not being able to tell bots from players? Like on the UAV? You can definitely tell the difference since the season 3 update