17 Replies Latest reply: Jun 11, 2013 10:18 PM by acm2010 RSS

What's been going on so far. Recapping Black Ops 2.

acm2010

Well we are half way through the game's cycle, so lets take the time to see what has been going on so far. We'll start from the first DLC. Also I'll be giving a grade on this game. Kind of like a Mid-term grade.

 

   We were (possible still) excited to get new maps as well as a new gun. Hydro, Grind, Downhill, and Mirage were the maps for the 1st DLC (Revolution). As of right now if I were to pick one map that I like from that DLC, I would pick Downhill. The Peacekeeper, the most popular gun that came out gave way to possibilities of more gun DLC in future DLC map packs or stand alone packs. Well we all wanted some new weapons after the peacekeeper, but treyarch isn't going to create weapon DLC for free, and they are not going to start a pay-to-win scenario.

  

  2nd DLC (Uprising), Magma, Encore, Vertigo, and Studio. Those are our current new maps, and so far I can not choose between which map Is my favorite. It is definitely not going to be vertigo. Studio, it is great to have a re-skin of the map firing range for the futuristic look, and I still remember some of my tactics from Black Ops 1. Magma, I'm going to go out on a limb here and say some of us were disappointed to not have a great amount of moving magma/lava. I was kind of expecting the volcano to blow up half way through a match, but that was just wishful thinking.

 

     Now I've heard a lot of problems about lag not only here on the forum, but in-game chatter as well. Now I do NOT want a discussion about how lag works on this thread. I'll consider it spam and report it in this thread. If you want to know about how lag works, go look at maccabi's and/or deamonomic comments under this discussion: http://community.callofduty.com/message/414433879#414433879  post there if you want to as well, or you can go to the technical forum. Possibly a better discussion about lag: http://community.callofduty.com/thread/200627467?tstart=0 Now from what I can tell lag is bad, possibly at it's worst, in this order: Christmas, DLC, Double XP, and post patch are times when lag is horrible.

 

     Weapons, as of right now all guns are ,or somewhat, balanced until treyarch says otherwise. Do not discuss which guns needs buffs/nerfs in this thread either. I'll do the same thing just like the above paragraph. Reason being there are already threads on nerfs/buffs of certain weapons. Now here is something interesting and has not been discussed yet, so it can be discussed here. when it comes to hackers and cheaters, I only saw one patch update on security system enhancment Dec 22, 2012: http://community.callofduty.com/message/413598236#413598236 Unlike Black Ops 1, which had a few more security improvements, this game only had one, so here is one thing to discuss. Why is there no more security updates? If there is security updates how are they implementing this?

 

     Game modes, for Core players they're good as is, but what about HC players. HC modes started off with five, but went down to four because there was not enough space for it. Sad isn't it. Well I've been thinking a lot about HC in how to add more HC modes. Discussion for that will be under "Things to discuss". Now we move on to probation. Probation a lot to almost every player's worst/irritating part about the game. Yes it is a good idea, but it was, sadly, poorly implemented from what I've read here on the forum, and what I hear on the in-game chatter. Foxhound_Pro posted somewhere about how you can get put on probation. This is all that I can remember:

     Dashboarding, shutting off Xbox, pulling the Ethernet plug, Signing out of profile (Intentional)
     Loss of Connection (Unintentional)

     Team Kill (50-50 Intentional/Unintentional), Hard for the game to tell the difference.

 

Things to discuss

1. Why is there no more security updates? If there is security updates how are they implementing this? Hotfix maybe?

 

2. What would be your favorite map from black ops 2 standard maps (Nuketown is considered standard map, even though it says DLC, because it is free for everyone), revolution maps, and uprising maps?

 

3. Talking about adding HC mode. Is it possible to add HC modes in the bonus playlist, If not, then why? (No more discussion about adding HC modes. Question anwsered because of Vahn's, Any further discussion about HC modes will be considered spam after this date & time May 20, 2013 7:50pm Central time.)

 

(Also it would be great to hear a moderators exprience/opinion of this game)

 

Grades (Not doing plus or minus)

 

What I would grade it as:

 

Standard Maps: B

 

DLC Maps: B

 

Weapons: A

 

Attachments: C

 

Perks: C

 

Tactical & Lethals: A

 

Wildcards: C

 

Scorestreaks: B

 

Overall: B

 

~Allen D Rainwalker~

       Specialist

 

Message was edited by: Allen D Rainwalker   Forgot to add a scorestreaks grade, Added an extra link for info about lag.

  • Re: What's been going on so far. Recapping Black Ops 2.
    Run_N_Gunning_Camper

    We get Nuketown 24/7 during special events like 2x XP. I was wondering why not replace it with a HC Moshpit of HC FFA, HC Hardpoint, and HC CTF during normal  days? When the next special event comes in, just turn off the HC Moshpit and put in Nuketown. Rinse and repeat.

  • Re: What's been going on so far. Recapping Black Ops 2.
    adw1983

    Maps:

     

    Aftermath: B

    The map feels as wide as it's long, and does not have much overview at all.

    However, while it does not have much overview, I seldom feel like I'm getting flanked out of nowhere, like I do on most other maps. The map has long sightlines, but only when you choose to go there. The same applies to short range combat: You can choose to NOT engage short range combat. That alone makes this a good map, compared to the others.

     

    Cargo: C+

    A bit random, but can be controlled somewhat.

    Hopeless for people who are on the move when "defenders" have set up:

    You only have 60 degree view, and it's impossible to check all the corners.

    Not only can't you check all the corners -- defenders aiming down the sights and turning around a corner to check the long sightlines have a massive advantage because there's 4-5-6 positions they can do exactly that from, and any moving player cannot predict where that defender will pop out, in addition to the defender having the lag advantage / element of surprise x2, ADS advantage, overview advantage and advantage of cover.

    It like the map, because it has longer sightlines than most other maps, and has relatively good overview compared to most of the other maps.

     

    Carrier: D

    Headglitching spawn-memorizing camper's paradise.

    Headglitching may not be a glitch, but it should not be there in the first place:

    While the camera is in our character's foreheads, even above our character's eyes, the weapon model's barrel will in most cases be on the level of the shoulder, inside the object the character is hidden behind.

    Problem is: Our characters fire bullets out of our foreheads, not our weapons.

    The random and not so random clutter makes moving around not only hard, but frustrating.

    How can you beat a grey head behind impenetrable cover, hidden in the smoke when you don't have cover yourself? You can't -- unless you use the FAL, and they use a pistol. Other than Kap40 or BR23 or FiveSeven -- all of which are more deadly than most primaries when you have headglitching advantage versus a target without cover.

    While you can learn to take advantage of the hotspots and the non-random power-positions, everyone not in power-positions are at a severe disadvantage, and the game should not revolve around being the king of the hill.

    Random clutter. Everything is grey. Headglitching everywhere. No overview despite long sightlines. Too easy to just sit in one position and rack up kills. Too hard to stop people who sit in one position and racks up kills unless their team is bad.

     

    Drone: C-

    A long large map without overview. That's almost a feat in itself.

    There's four paths from A to C... in a game with 6 players on each team.

    That means an average of 1.5 players distributed on each path, which means that if you kill a single enemy, you will not only be on the opposite side of the map, you will also be behind enemy lines and flip the spawns... screwing your living opponents and teammates over alike, because -- while you're now in their spawn -- you gave the opponent you just killed a free ticket to flank your teammates.

    The maps is probably best in ground-war.

    The map is very much like Seatown in MW3:

    The map has low overview, and all the combat is pushed into one single room because of it, because all the players have a silent agreement to just meet up there and kill eachother, leaving most of the map unused because nobody is interested in not facing any opponenents -- except those who love to flip the spawns. Because that is all you get from taking other routes.

     

    Express: D

    Spawnflipping all day long.

    By the time you can see an enemy not in the windows, the spawns have flipped. So many routes without overview that you should get a medal for every game you do NOT randomly get flanked in one of the 4-6 "flanking routes" to your location -- aka "random ways enemies can get to your position and kill you without having the intent to actually find YOU through any conscious decision on their part". It's a map with long sightlines at times, but most of the time -- SMG-users will top the scoreboards because of the ease of "flanking" (aka "finding enemies near or on their spawns by running around the spawns" and killing enemies 0-5 seconds within them spawning while they're disoriented because they spawned on the other side of the map 10 seconds ago and don't have any clue what's going on over at this side of the map.

    Changing spawns is a major disadvantage for those who spawn on the new spawn.

    Especially when the spawns flip once again 4 seconds later, causing their teammates to spawn on the opposite side once again.

     

    Hijacked: C

    Spawntrapping all day long.

    3 narrow and tight ways to get out of the spawn on both sides of the map, and only one common spawn location on each side that actually gets used, and the spawns flip 10 times over before anyone is spawned inside the actual buildings. No overview what so ever, and painfully/artificially constricted sightlines from each of the "houses" to the center -- EXCEPT the painfully open sightlines into the spawns. Which is a trend on many of the maps:

    Killing people who spawn is much easier than killing anyone else, not only because the spawnspoints are static, but also because there's very good positions to kill people who spawn all over the place.

    Another problem with practically all the maps is the tendency for doors and windows and every valuable position to always have a flanking position 90 degrees to either side.

    Heck -- everywhere you are, unless you cling onto a far side of the map, is subject to fire from multiple positions that all are so far away from eachother that you can never see more than one of them at a time.

     

    Meltdown: C+

    Nothing special. Run of the mill single long sightline, and all the action on the map happens around the center -- except when somebody wants to sacrifice their teammates for a few kills by deciding to flip the spawns by going around the sea-side.

    Once again, it's a lot easier to spawnkill than actually fighting in the center, because the center is a contrived cluster of random paths and cover, where nowhere is safe, while the spawns are open.

    It also suffers from the "the map feels wider than it's long" syndrome, which must be something that runs in Black Ops 2's family.

     

    Overflow: D

    The randomness is killing me.

    Is there even a pattern to the spawning, or is it completely random?

    It appears random, because for every enemy you see, you've traversed half the map, and you're close to their spawn. Push an inch further, and you flip the spawns, if somebody else hasn't already, on your team or the opponents'.

    So what are you going to do?

    The map revolves around hanging around in windows and waiting for noobs, and in trying to flank the windows, and in trying to watch your "back" more than looking out the windows.

    Because, what else is there?

    Should you just run around from spawn to spawn in a circle? Or back and forth along one route?

    Why would you, instead of just waiting behind cover, not allowing the spawns to flip?

    That's another problem with most of the maps: They lack a direction and purpose.

    The map is basically three routes between the spawns, and each is cluttered as much as the next. This is just a bad map. Compare to Strike in Call of Duty 4: That's how you do a city map.

    Resistance in MW3.

     

    Plaza: D+

    Oh look. A map with three routes from spawn to spawn, with one generic long range sightline in the center. Can you guess which map I'm talking about? I was talking about every single map in Black Ops 2 except Aftermath, ... and... ... ... Eh... Well. Aftermath is a map.

    It gets the + because it has music.

    It loses it's plus again because of the content of the music.

    It gains a plus again because of the colors. This is the first CoD map with pastelles.

    I have to talk about pastelles and background music to have something good to say about a map.

     

    Raid: C+

    An assymetrical map... for Black Ops 2. Which isn't saying a lot. More assymetrical than Plaza, at the least.

    It's one of few maps where I feel like I can move strategically, purposefully.

    I feel like I can move away from trouble, or search for trouble.

    All three routes from spawn to spawn (because all maps must have three?!?!?) are used.

     

    Slums: B+

    Another asymetrical map.

    This map is unique, in that it's actually three separate rooms, each with two ways around a closed center and three. It's one of the few maps with a natural flow, and spawn-flipping does not ever feel random on this map. I love it for it's nonrandom nature.

     

    Standoff: C+

    It has a somewhat realistic feel to it, despite the curve on that street.

    It's predictable, and it's hard to randomly flip the spawns.

    When you do, it does not screw over your teammates as badly as on many other maps.

    Spawning always feels good on standoff: You have a world of opportunities every time you spawn, and I've never felt spawn-trapped on this map.

    The four buildings with overview are nice, and while each position is powerful -- they can't dominate the maps. All that's keeping this map from being a grade A map is the lack of actual space.

    Just like every other map, it's basically three thin roads from spawn to spawn.

    These three roads are just better than on most maps, however.

    The short ranges all over the place allows for shotgunners and SMG users to go on rampages.

    Which would be positive if this didn't apply to about every other map as well.

     

    Turbine: D

    A large SMG map.

    The only sniper support is the ability for snipers to climb onto places that only has overview to places other snipers can climb for overview to the other sniper positions.

    Everyone else can run around unaffected by snipers in the long close quarters along the five to six routes from spawn to spawn. Problem is: There's no overview what so ever, so you never have any idea what so ever where anyone is, unless there's an UAV above.

    Which leads to people camping near the spawns, running in circles to avoid being flanked, visiting the spawns every chance they get to kill those who just spawned or people running another route out of the spawns.

     

    Yemen: D

    One window facing every single road going, but so many routes that the snipers camping in the windows are better off facing the door than the window.

    And there will be snipers camping in and near the windows. All of them.

    Except when all the enemies sprint around with SMGs. Like on all the other maps bar Aftermath.

    Not that I blame them: They don't have any other choice on this map, because of the tight corners all over the place and random pathways intercepting eachother.

    The problem occurs when there's an SMG camper in every single house.

    The map just breaks down at that point: The sightlines from the window allows for Vector and Skorpion-users to kill on a damning long range.

     

    Nuketown: D

    No.

    Just. No.

    Was the original nuketown this camper-friendly and easy to spawntrap in??

    The only way you can move is through the houses, because the paths on each side requires that you're suicidal: You're a sitting duck and exposed to a whole world of pain if you don't go through the house.

    Going through the house, you're still exposed to at least one camping-spot with decent cover when you get to the door into the streets.

    For all it's symmetry, one spawn is clearly the best to have: Spawning on the side with the truck with the hole in it.

    The garage has a sightline towards the opponent's spawn.

    The hole in the truck has a sightline into the house and the window in the house and into the opposing garage.

     

    =================

     

    Some of the DLC maps are a whole lot better, but I can't help but suspect that was a plan all along to push more DLC sales.

    • Re: What's been going on so far. Recapping Black Ops 2.
      acm2010

      adw1983 wrote:

       

      Maps:

       

      Carrier: D

      Headglitching spawn-memorizing camper's paradise.

      Headglitching may not be a glitch, but it should not be there in the first place:

       

      Can't argue there when it's true.

       

       

       

      Plaza: D+

      Oh look. A map with three routes from spawn to spawn, with one generic long range sightline in the center. Can you guess which map I'm talking about? I was talking about every single map in Black Ops 2 except Aftermath, ... and... ... ... Eh... Well. Aftermath is a map.

      It gets the + because it has music.

      It loses it's plus again because of the content of the music.

      It gains a plus again because of the colors. This is the first CoD map with pastelles.

      I have to talk about pastelles and background music to have something good to say about a map.

       

      Music is good, and yes there needs to be a change of music. Getting tired of hearing the same thing over and over.

       

       

      adw1983 wrote:

       

      Maps:

       

      Nuketown: D

      No.

      Just. No.

      Was the original nuketown this camper-friendly and easy to spawntrap in??

      The only way you can move is through the houses, because the paths on each side requires that you're suicidal: You're a sitting duck and exposed to a whole world of pain if you don't go through the house.

      Going through the house, you're still exposed to at least one camping-spot with decent cover when you get to the door into the streets.

      For all it's symmetry, one spawn is clearly the best to have: Spawning on the side with the truck with the hole in it.

      The garage has a sightline towards the opponent's spawn.

      The hole in the truck has a sightline into the house and the window in the house and into the opposing garage.

       

       

      ................Yea. Was great back in Black Ops 1. Now (No Comment)

  • Re: What's been going on so far. Recapping Black Ops 2.
    acm2010

    One thing I have notice for quite a while, but it may just be me. When selecting a map from the HC lobby, I rarely see any of the standard maps anymore. Given that Revolution and uprising did not have an HC playlist of their own when they came out.

  • Re: What's been going on so far. Recapping Black Ops 2.
    Foxhound-Pro

    acm2010 wrote:

     

    <snip>

     

    Things to discuss

    1. Why is there no more security updates? If there is security updates how are they implementing this? Hotfix maybe?

     

    2. What would be your favorite map from black ops 2 standard maps (Nuketown is considered standard map, even though it says DLC, because it is free for everyone), revolution maps, and uprising maps?

     

    3. Talking about adding HC mode. Is it possible to add HC modes in the bonus playlist, If not, then why?

     

    (Also it would be great to hear a moderators exprience/opinion of this game)

     

    Grades (Not doing plus or minus)

     

    What I would grade it as:

     

    Standard Maps: B

     

    DLC Maps: B

     

    Weapons: A

     

    Attachments: C

     

    Perks: C

     

    Tactical & Lethals: A

     

    Wildcards: C

     

    Scorestreaks: B

     

    Overall: B

     

    <snip>

     

      1. I personally haven't seen many security issues. What exactly do people tack on to "security?"
      2. Standard: Express - Revolution: Grind - Uprising: Encore
      3. Not sure and not my area of expertise. I do remember some discussion from Vahn in the Black Ops (Legacy) era. So someone should dig that up. Word for word if possible.

     

    Ratings

     

      • Standard Maps: 4
      • DLC Maps: 4
      • Weapons: 5
      • Attachments: 5
      • Perks: 4
      • Tactical & Lethals: 5
      • Wildcards: 5
      • Scorestreaks: 4

     

    Overall: 4.5

     

    I don't feel that their maps are as strong as they could be. There are definitely some knockout maps, but then there are some that just do not fit my fancy.

  • Re: What's been going on so far. Recapping Black Ops 2.
    acm2010

    Heard something interesting today while playing. I highly doubt it will work, but I guess it may be a good discussion piece. Keep in mind that this will probably never work. I'm just posting this to see what people's opinion are. Also I've shortened it up a bit from what I have heard.

     

         Someone in-game said that treyarch needs to have 2 stand alone HC modes and 2 moshpit modes.

    The 2 stand alone modes will be HC CTF and DOM, Then an HC Bomb moshpit (Demolition, SnD, HQ, etc.), And HC Kill/mercenary moshpit (TDM, KC, FFA).

     

       I figured it still will not work because of Vahn's post in the link above this post.  Now let say, Hypothetically speaking, that if treyarch was forced to put in modes, with same amount of players as Vahn has stated, would you agree to this or not? Explain why you would or would not want this.

    (Discussion about HC modes ends. Look at OP's question about adding HC modes for more details.)

  • Re: What's been going on so far. Recapping Black Ops 2.
    acm2010

    acm2010 wrote:

     

    Things to discuss

    1. Why is there no more security updates? If there is security updates how are they implementing this? Hotfix maybe?

     

    Recently I notice that when a map is choosen, it picked right? Well after the map was picked I do not know what happened but the map changed without any votes. Glitch or Hack maybe? This is the reason why I ask for info about more Security Updates.

  • Re: What's been going on so far. Recapping Black Ops 2.
    the_fallen_pariah

    Grading

    Standard maps: B

    Best map: Standoff - I love the map layout and to me is the best Domination map

    Worst map: A tie between Slums and Aftermath - The whole map is based on choke points really annoys me. Aftermath is a little worse because of the ability to clip(headglitching)

    DLC maps: I don't have the DLC maps yet but I have been thinking about buying the DLC not really sure the maps would be worth it.

    Weapons: B - The weapon selection is quite nice and fairly balanced.

    Attachments: C - meh, an ok selection.

    Perks: B - I would have given an A but there are two useless perks Awareness and Dead Silence also they messed up Ghost. I love the fact that there are no pro tier perks and the balance of the perks is very nice.

    Lethals: A

    Tacticals: B

    Wildcards: B

    Scorestreaks: C - I prefered MW3 streak setup much better. I loved being able to switch between streaks set on a class.'

     

    My over all grade will be a B as well.

  • Re: What's been going on so far. Recapping Black Ops 2.
    acm2010

    I have now picked my favorite map for Uprising. My favorite map is Encore. Studio map was close, but after using some of the tatics from Black Ops 1, it got boring real quick.

  • Re: What's been going on so far. Recapping Black Ops 2.
    acm2010

    One thing did come to mind on discussing about Hardcore, and that is changing the health from 30% -100%, and leaving no health regeneration. I do not know if it has been discussed yet or not, but I might as well put it in this thread instead of creating a new one.

     

    I did some testing on my own in custom games with bots and it only provided the data for longer gun battles, so I try rounding up my friends to do the testing. From what I got, there wasn't a lot of the around the corner shot as I have seen in regular HC games. I'm still doing some more testing, and will get back to post a question.

     

    Now on another note, Blacks Ops 2 seems to be getting a little boring, to me, between DLC drops. Black Ops 1 had contracts you can buy and try to earn money for party games as well as XP. Now I'm playing other games when I'm done volunteering for the day.

     

    So does anyone miss those Contracts from Black Ops 1?