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 Call Of Duty: Black Ops II

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GolbeZ
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PostSubject: Re: Call Of Duty: Black Ops II   Call Of Duty: Black Ops II - Page 5 EmptyFri Dec 07, 2012 8:19 pm

GolbeZ wrote:
what customization do you guys roll with? I find myself with just a freaking primary and a bunch of perks

Primary, rocket launcher for UAV's, choppers etc, three perks(Lightweight/Ghost, Coldblooded, Dead Silence/Marathon) and then the wildcard that let's you have three attachments.

Once I unlock Ghost I ditch the launcher for something else like a wildcard or ballistic knife.
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GDPofDRC
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PostSubject: Re: Call Of Duty: Black Ops II   Call Of Duty: Black Ops II - Page 5 EmptyFri Dec 07, 2012 8:22 pm

I run RPG in almost every class.
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PostSubject: Re: Call Of Duty: Black Ops II   Call Of Duty: Black Ops II - Page 5 EmptyFri Dec 07, 2012 8:27 pm

GDPofDRC wrote:
I run RPG in almost every class.

Newb.
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PostSubject: Re: Call Of Duty: Black Ops II   Call Of Duty: Black Ops II - Page 5 EmptyMon Dec 10, 2012 2:27 pm

Here's the update details.

Quote :
New Features & Feature Improvements

Added support for the Kinect camera to Live Streaming.
Improved audio/rumble responsiveness when hitting enemies with gunfire.
Improved overall communication of Double XP when enabled.
AAR better communicates how much XP was earned in each match.
Added the ability to “View League Teams” from any player’s Playercard.
Added the ability to “View Playercard” from League solo leaderboards.
Added a number of security system enhancements.
Added Hardcore Kill Confirmed playlist to the Hardcore category

Issues Addressed

Game now resets the Care Package for a non-owner if the owner re-rolls the package using the Engineer perk.
Players with Black Hat PDA can no longer hack a Care Package faster than the owner can capture it.
Addressed an exploit where modified console hackers could maliciously spread infected films to other users.
Added a fail-safe to prevent spawn trapping in CTF.
Increased sight checks on turrets to improve spawning algorithms.
Fixed a number of new UI error messages reported by users.
Addressed a number of issues that would cause friendly/enemy color indicators on equipment and scorestreaks to display as the wrong team.
Improved overall Theater and Live Streaming stability.
Improved film rendering stability and made progression bar more accurate while rendering a film.
Addressed issues which prevented some master challenges from being completed.
Precision challenge “Wet Work” will now unlock with 10 kills.
The wins challenge will now account for all FFA modes when ending a match with a tie (if you are in the top 3).
Players that help with the “Synchronized Attack” challenge now get credit for it.
Players will not be able to manually take control of their AGR if they die at the exact moment that their AGR deploys.
Emblem Editor no longer closes the current emblem when discarding changes.
Players using Ghost will no longer be invisible at all times in Custom Games with the mini-map option set to “constant”.
Players using Ghost and a Suppressor attachment will no longer appear on the enemy’s minimap while shooting and moving while a UAV is up.
The median for the K/D graph in the AAR is set to 1.0 instead of 0.0.
Players can no longer get on top of the shrubs in Nuketown 2025.
Thermal vision overlay no longer appears using the VTOL glitch.
Kills from the explosion on the explosive crossbow bolt now count towards challenges.
Counter UAV no longer remains for the rest of the game after a host migration.
Clan tag is no longer locked immediately after prestige.
Offline profiles can no longer be exploited to join online games when an online profile is also signed in.
Multi-team games no longer count as a tie if an entire team quits.
Fixed an area in Express where K9 Unit dogs could get stuck.
EMP grenades no longer affect the CODcaster HUD.
Party Privacy count no longer affects how many bots will spawn in Combat Training.
Shadows seen through sniper scopes now render more correctly.
Players can no longer stand on invisible collision in Carrier.
“Drop Shot” medal is no longer awarded after standing back up.
Players can now copy a custom class to the extra prestige slot.

Gameplay Balancing

The following is a list of numerous gameplay balancing tweaks that were made after thorough review of statistical data from player usage of weapons, equipment, perks and scorestreaks since launch.

Scorestreaks:

UAV: cost increased from 350 to 425.
Lightning Strike: added 750ms delay

Equipment/Grenades:

Bouncing Betty: increased the grace period between trigger and activation by 200ms.
Sensor Grenade: increased the range (now 1000 units), frequency (now 800ms between pings), and amount of time (now 6s) that players appear after explosion.
Concussion Grenade: decreased movement penalty and turn speed penalty when hit.

SMGs:

All: increased hip fire recoil.
All: increased max hip fire spread from 4.75 to 5.
All: reduced bullet penetration.
MSMC: increased recoil slightly.
PDW-57: increased recoil slightly.

Assault Rifles:

All: reduced idle sway for more reliable long-range aiming.
XM8: reduced lethal range of 3-hit kills from 250 to 50 inches.
XM8 + Select Fire: increased recoil.
FAL OSW + Select Fire: increased recoil.
SWAT-556 + Select Fire: increased recoil.
MTAR: Made auto aim values consistent with all other assault rifles.

Sniper Rifles:

All: increased hip fire spread.
All + Laser Sight: increased hip fire spread.
XPR-50: increased recoil slightly.

Shotguns: R870: reduced one-hit kill range by 45 inches.

Pistols:

B23R: reduced headshot multiplier from 1.4 to 1.
KAP-40: reduced headshot multiplier from 1.4 to 1.

http://www.xbox360achievements.org/news/news-13628-Huge-Call-of-Duty--Black-Ops-II-Title-Update-Released--Detailed.html
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GDPofDRC
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Call Of Duty: Black Ops II - Page 5 Empty
PostSubject: Re: Call Of Duty: Black Ops II   Call Of Duty: Black Ops II - Page 5 EmptyMon Dec 10, 2012 2:37 pm

Quote :
New Features & Feature Improvements

Added support for the Kinect camera to Live Streaming.
Improved audio/rumble responsiveness when hitting enemies with gunfire.
Improved overall communication of Double XP when enabled.
AAR better communicates how much XP was earned in each match.
Added the ability to “View League Teams” from any player’s Playercard.
Added the ability to “View Playercard” from League solo leaderboards.
Added a number of security system enhancements.
Added Hardcore Kill Confirmed playlist to the Hardcore category Sweet, needs hardcore domination though.

Issues Addressed

Game now resets the Care Package for a non-owner if the owner re-rolls the package using the Engineer perk.
Players with Black Hat PDA can no longer hack a Care Package faster than the owner can capture it. good, lamest teammates ever.
Addressed an exploit where modified console hackers could maliciously spread infected films to other users.
Added a fail-safe to prevent spawn trapping in CTF. This shit was ridiculous. Doubt they actually fixed it though on carrier and highjacked.
Increased sight checks on turrets to improve spawning algorithms. see above
Fixed a number of new UI error messages reported by users.
Addressed a number of issues that would cause friendly/enemy color indicators on equipment and scorestreaks to display as the wrong team.
Improved overall Theater and Live Streaming stability.
Improved film rendering stability and made progression bar more accurate while rendering a film.c Like, favorite, subscribe, it really helps me out.
Addressed issues which prevented some master challenges from being completed.
Precision challenge “Wet Work” will now unlock with 10 kills.
The wins challenge will now account for all FFA modes when ending a match with a tie (if you are in the top 3).
Players that help with the “Synchronized Attack” challenge now get credit for it.
Players will not be able to manually take control of their AGR if they die at the exact moment that their AGR deploys.
Emblem Editor no longer closes the current emblem when discarding changes.
Players using Ghost will no longer be invisible at all times in Custom Games with the mini-map option set to “constant”.
Players using Ghost and a Suppressor attachment will no longer appear on the enemy’s minimap while shooting and moving while a UAV is up.
The median for the K/D graph in the AAR is set to 1.0 instead of 0.0.
Players can no longer get on top of the shrubs in Nuketown 2025.
Thermal vision overlay no longer appears using the VTOL glitch.
Kills from the explosion on the explosive crossbow bolt now count towards challenges.
Counter UAV no longer remains for the rest of the game after a host migration.
Clan tag is no longer locked immediately after prestige.
Offline profiles can no longer be exploited to join online games when an online profile is also signed in.
Multi-team games no longer count as a tie if an entire team quits.
Fixed an area in Express where K9 Unit dogs could get stuck.
EMP grenades no longer affect the CODcaster HUD. lol for reals?
Party Privacy count no longer affects how many bots will spawn in Combat Training.
Shadows seen through sniper scopes now render more correctly.
Players can no longer stand on invisible collision in Carrier.
“Drop Shot” medal is no longer awarded after standing back up.
Players can now copy a custom class to the extra prestige slot.

Gameplay Balancing

The following is a list of numerous gameplay balancing tweaks that were made after thorough review of statistical data from player usage of weapons, equipment, perks and scorestreaks since launch.

Scorestreaks:

UAV: cost increased from 350 to 425. Unnecessary
Lightning Strike: added 750ms delay Neecessary, needed for HKD also.

Equipment/Grenades:

Bouncing Betty: increased the grace period between trigger and activation by 200ms. already easy to dodge. not needed.
Sensor Grenade: increased the range (now 1000 units), frequency (now 800ms between pings), and amount of time (now 6s) that players appear after explosion.
Concussion Grenade: decreased movement penalty and turn speed penalty when hit.

SMGs:

All: increased hip fire recoil.
All: increased max hip fire spread from 4.75 to 5.
All: reduced bullet penetration.
cheers
MSMC: increased recoil slightly.
PDW-57: increased recoil slightly.

Assault Rifles:

All: reduced idle sway for more reliable long-range aiming.
XM8: reduced lethal range of 3-hit kills from 250 to 50 inches.
XM8 + Select Fire: increased recoil.
FAL OSW + Select Fire: increased recoil.
SWAT-556 + Select Fire: increased recoil.
MTAR: Made auto aim values consistent with all other assault rifles.

Sniper Rifles:

All: increased hip fire spread.
All + Laser Sight: increased hip fire spread.
XPR-50: increased recoil slightly.
cheers

Shotguns: R870: reduced one-hit kill range by 45 inches.

Pistols:

B23R: reduced headshot multiplier from 1.4 to 1.
KAP-40: reduced headshot multiplier from 1.4 to 1.
cheers

Not a bad patch, now the real test, does any of it work?
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PostSubject: Re: Call Of Duty: Black Ops II   Call Of Duty: Black Ops II - Page 5 EmptyMon Dec 10, 2012 2:40 pm

I guess you'll find out today.
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GDPofDRC
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PostSubject: Re: Call Of Duty: Black Ops II   Call Of Duty: Black Ops II - Page 5 EmptyMon Dec 10, 2012 3:42 pm

They went into effect yesterday.
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PostSubject: Re: Call Of Duty: Black Ops II   Call Of Duty: Black Ops II - Page 5 EmptyMon Dec 10, 2012 3:53 pm

Well then you should know the answer already.
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GDPofDRC
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PostSubject: Re: Call Of Duty: Black Ops II   Call Of Duty: Black Ops II - Page 5 EmptyMon Dec 10, 2012 3:57 pm

Can't tell a difference other then the Theater being accessible again, but it still crashes my box at the same rate.

SMG's and Pistols still own.
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GDPofDRC
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PostSubject: Re: Call Of Duty: Black Ops II   Call Of Duty: Black Ops II - Page 5 EmptyTue Dec 11, 2012 2:26 pm

https://youtu.be/GTv3okj-u7w

Killer and I had some boosters in out game last night.
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PostSubject: Re: Call Of Duty: Black Ops II   Call Of Duty: Black Ops II - Page 5 EmptyTue Dec 11, 2012 2:36 pm

Wow what a couple of fags.
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GDPofDRC
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Favorite Fighter(s) : Shogun, Fedor, Wand, Saku, Hendo, BJ, Bas, Cain, Mike Vallely
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PostSubject: Re: Call Of Duty: Black Ops II   Call Of Duty: Black Ops II - Page 5 EmptyTue Dec 11, 2012 2:45 pm

Report them on CoD and on xbox 360 live. Find them and ruin their boosting.
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GDPofDRC
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PostSubject: Re: Call Of Duty: Black Ops II   Call Of Duty: Black Ops II - Page 5 EmptyWed Dec 12, 2012 1:28 pm

Ali wrote:
Here's Activision's tips to fix lag.

https://support.activision.com/articles/en_US/FAQ/Lag-Occurs-in-Multiplayer-Game

I did all of this last night.

Played solo and actually had a coupe of games that felt actually legit. No BS by me or the other players hit box and lag wise. Every game with friends was the typical garbage though.
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PostSubject: Re: Call Of Duty: Black Ops II   Call Of Duty: Black Ops II - Page 5 EmptyWed Dec 12, 2012 3:55 pm

Nuketown Zombies now available for season pass holders.

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PostSubject: Re: Call Of Duty: Black Ops II   Call Of Duty: Black Ops II - Page 5 EmptyThu Dec 13, 2012 4:58 pm

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PostSubject: Re: Call Of Duty: Black Ops II   Call Of Duty: Black Ops II - Page 5 EmptyFri Dec 14, 2012 7:01 pm

Rage of Duty: WTF Ops II....

part 2

https://youtu.be/fhKKmkxWJTA

part 1

https://youtu.be/zwd6xle39aA
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PostSubject: Re: Call Of Duty: Black Ops II   Call Of Duty: Black Ops II - Page 5 EmptyMon Dec 17, 2012 3:16 pm

Finally got this game back today so I hope some you jump online tonight.
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PostSubject: Re: Call Of Duty: Black Ops II   Call Of Duty: Black Ops II - Page 5 EmptyThu Dec 20, 2012 1:11 am

Just for you Killer.

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PostSubject: Re: Call Of Duty: Black Ops II   Call Of Duty: Black Ops II - Page 5 EmptyWed Jan 02, 2013 12:25 pm

DLC rumored for Jan 28th.

Four new multiplayer maps, one zombie map and a new weapon. Not bad.

http://www.xbox360achievements.org/news/news-13748-Call-of-Duty--Black-Ops-II--Revolution--DLC-Outed.html

Mirage reminds me of that WAW map Castle.
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PostSubject: Re: Call Of Duty: Black Ops II   Call Of Duty: Black Ops II - Page 5 EmptyThu Jan 03, 2013 5:28 am

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PostSubject: Re: Call Of Duty: Black Ops II   Call Of Duty: Black Ops II - Page 5 EmptyWed Jan 09, 2013 12:20 pm

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Ali
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PostSubject: Re: Call Of Duty: Black Ops II   Call Of Duty: Black Ops II - Page 5 EmptyWed Jan 09, 2013 12:23 pm

The new zombies map looks interesting, I am intrigued by the verticallity.
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PostSubject: Re: Call Of Duty: Black Ops II   Call Of Duty: Black Ops II - Page 5 EmptyWed Jan 09, 2013 2:16 pm

LOL @ PS3!
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Ali
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PostSubject: Re: Call Of Duty: Black Ops II   Call Of Duty: Black Ops II - Page 5 EmptyThu Jan 10, 2013 2:53 pm

Ugh I hate trying to unlock the camo that requires you to get 150 kills without perks.
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PostSubject: Re: Call Of Duty: Black Ops II   Call Of Duty: Black Ops II - Page 5 EmptyFri Jan 11, 2013 3:10 pm

I have yet to play anything but zombies on this.. wait, I take that back. I did maybe 2 missions on the campaign mode lol


I have a real zombie problem..
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