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Call of Duty: Ghosts (November 2013)

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Old 11-11-13, 02:45 PM
  #276  
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Re: Call of Duty: Ghosts (November 2013)

I've been running with the AK and Vector mostly. Silencer on both. Armor piercing rounds on the AK. A grip on the Vector.

Favorite perks are Off The Grid, Focus, Quickdraw, Resiliency, and Dead Silence.

I also don't use a secondary, lethals, or tacticals so I can have as many perks as possible.

I run with specialist as well to get even more perks.
Old 11-11-13, 03:23 PM
  #277  
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Re: Call of Duty: Ghosts (November 2013)

Thanks everyone!

I'll try some of those to see which ones work for me.
Old 11-11-13, 04:21 PM
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Re: Call of Duty: Ghosts (November 2013)

My Prestige edition (from Gamestop) was delivered today ... so, only about 2 weeks to stare at it until I can actually play it
Old 11-11-13, 04:29 PM
  #279  
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Re: Call of Duty: Ghosts (November 2013)

Originally Posted by LosingMyMind
One of the multiplayer maps is recycled from Modern Warfare 3, too. Stupid that they've done stuff like this; but I've never played the games that the material is recycled from, so whatever.
<iframe width="560" height="315" src="//www.youtube.com/embed/Kq-z10w2FRw" frameborder="0" allowfullscreen></iframe>
Reminds me of when Michael Bay recycled a scene from Transformers into The Island (or vice versa)
Old 11-11-13, 04:30 PM
  #280  
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Re: Call of Duty: Ghosts (November 2013)

Originally Posted by Raul3
So I consider myself new to COD MP. I need some tips, help on how to get better.

Right now I'm Level 18. I've played mostly MP. I think I've never got more than 7-8 kills. My KD was really low at the beginning, of course, but in the last day it was around 0.8, for the day, my global is still really low.

So I'm looking for tips on what kind of weapon, perks, attachments, ammo, etc. I should consider using. I mostly use an assault rifle. I tried the sniper, but wasn't really good.
I always play with a silencer and anything to stay off people's radar. Getting used to the maps and peoples inevitable patterns takes some time too.
Old 11-11-13, 05:20 PM
  #281  
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Re: Call of Duty: Ghosts (November 2013)

I know no one cares about or even plays the campaign, but is it too much to ask that a videogame's story not end in a cliff-hanger? Open for a sequel, sure, but a full-on cliff-hanger is fucking bullshit.
Old 11-11-13, 05:33 PM
  #282  
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Re: Call of Duty: Ghosts (November 2013)

Forgive me f this was asked before and answered. I tried to find it and tried to search for it, but didn't find a site with the answer I needed.

I bought the XBox 360 and XBox One digital version of Ghosts. Inside it had a code that let me download the game for the 360. It says that its tied to my account for the One when that system comes out and I will be able to download it to that system.

Inside it also came with the code for Free Fall Dynamic Bonus Map for the 360.. Will that work the same way for the One version? Or if not, how will I get the map for the One then?
Old 11-11-13, 05:50 PM
  #283  
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Re: Call of Duty: Ghosts (November 2013)

Originally Posted by slop101
I know no one cares about or even plays the campaign, but is it too much to ask that a videogame's story not end in a cliff-hanger? Open for a sequel, sure, but a full-on cliff-hanger is fucking bullshit.
I agree. Especially if the game ends up not selling well so the sequel is scrapped.
Old 11-11-13, 06:08 PM
  #284  
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Re: Call of Duty: Ghosts (November 2013)

Originally Posted by Raul3
So I consider myself new to COD MP. I need some tips, help on how to get better.

Right now I'm Level 18. I've played mostly MP. I think I've never got more than 7-8 kills. My KD was really low at the beginning, of course, but in the last day it was around 0.8, for the day, my global is still really low.

So I'm looking for tips on what kind of weapon, perks, attachments, ammo, etc. I should consider using. I mostly use an assault rifle. I tried the sniper, but wasn't really good.
AK is a good gun especially with burst fire added. It actually puts out more damage that way and drops people in one burst close range. I've been running silencer and red dot and almost all the ARs. Perks it depends on the game mode and your playstyle, but for the most part I run Dead Silence, Takedown, Quickdraw and Amplify.
Old 11-11-13, 06:20 PM
  #285  
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Re: Call of Duty: Ghosts (November 2013)

Originally Posted by Rob V
I always play with a silencer and anything to stay off people's radar. Getting used to the maps and peoples inevitable patterns takes some time too.
This.

I was getting absolutely destroyed in the first few hours, but getting familiar with the maps has helped immensely, and I'm routinely 1:1 or 1.5 to 1 and averaging about 15-20 kills per game. Not that impressive compared to many of you, I know, but it puts me in the middle of the pack in most games.

Avoid running-and-gunning at first and take the time to learn the map's nuances, like popular camping/sniping spots, optimal routes to objectives, etc. I've also found that sticking to the map's edges works well too. Also, while I prefer to lone wolf it in most games, there is a lot of value in following a couple of teammates into the fray. They'll draw enemy fire, enabling you to take out the enemy.

USE THE DOG. Even with a light machine gun, it takes a ton of effort to take one out, and when you "equip" one, you can get quite a few extra kills.
Old 11-11-13, 09:25 PM
  #286  
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Re: Call of Duty: Ghosts (November 2013)

They nerfed shotguns all to hell in this one.

I used to be a shottie guy all through BlOps2 and did well on virtually every map. This one... not so much.
Old 11-12-13, 07:49 AM
  #287  
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Re: Call of Duty: Ghosts (November 2013)

I hate the dog. You should be able to kill it more easily. It's easier to kill a person than a dog.
Old 11-12-13, 11:20 AM
  #288  
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Re: Call of Duty: Ghosts (November 2013)

Well shit, I backed the wrong horse on this one. Time to return the PS4 version to Target.

CALL OF DUTY: GHOSTS REVIEW UPDATE: XBOX ONE
While the Xbox One version of Call of Duty: Ghosts has been confirmed by Activision to run at a lower resolution than its PS4 counterpart (720p upscaled to 1080p native, respectively), that numerical difference is less meaningful than you might imagine.

The two versions look nearly identical. Viewing the Xbox One release next to the PS4 , I had difficulty telling them apart. It's possible that the PS4 version looked somewhat sharper, but that may have just been my imagination after confirming the hard resolution difference. The next-gen releases of Call of Duty: Ghosts are so close together that gun to my head, I'd have no confidence in being able to discern which version was which — at least, while the two are standing still.

The Xbox One release's framerate was far more noticeable. As mentioned in the initial review, Call of Duty: Ghosts suffers from consistent framerate drops on the PS4, especially during multiplayer when action got especially hectic. The Xbox One version suffered no such drops, maintaining a steady 60 frames per second throughout.

For a multiplayer shooter, framerate consistency is paramount. Given its relative visual parity with the PS4 release, Call of Duty: Ghosts is a more playable, slightly superior (albeit disappointing) game on Xbox One.
Old 11-12-13, 11:49 AM
  #289  
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Re: Call of Duty: Ghosts (November 2013)

Where's that review from?

Also, I downloaded the digital version of Ghosts on the 360, so I can upgrade to the One version for $10. But, the fine print says I have to wait 2 to 3 weeks for the Free Fall download code. What the shit?

Also, I suck at multiplayer, too. It was nice to get extra XP all weekend, and I've gotten enough squad points to do some upgrades, so there's that. I tend to get frustrated too quickly, and just run & gun, which doesn't end well... ever. My KDR is a measly 0.5.
Old 11-12-13, 11:52 AM
  #290  
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Re: Call of Duty: Ghosts (November 2013)

Originally Posted by Dan
Where's that review from?
http://www.polygon.com/2013/11/5/505...update_4859819
Old 11-12-13, 12:05 PM
  #291  
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Re: Call of Duty: Ghosts (November 2013)

Here's IGN's take, which seems to favor the PS4 version

When comparing the PS4 and Xbox One versions side-by-side, there’s little to no variation in textures and effects, but there is a discernible difference in resolution. While both are displayed at 1080p, the Xbox One version upscales the game from 720p resolution. In contrast, the PS4 version runs natively at 1080p, which makes character models, weapons, and environments look noticeably sharper and more detailed. The difference is especially apparent on larger-sized TVs, where pixel density weighs more heavily in picture quality.

It’s certainly going to be a sticking point for those who demand the highest fidelity experience, but the difference is harder to identify in absence of a side-by-side comparison.

Oddly, the Xbox One version makes no use of the haptic feedback motors built into the controller’s triggers, and the DualShock 4’s trackpad is used solely as a button to toggle the in-game scoreboard during multiplayer.
Old 11-12-13, 12:10 PM
  #292  
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Re: Call of Duty: Ghosts (November 2013)

Yes, but also in that IGN review:

On the current-gen versions Ghosts looks nearly identical, though I did encounter occasional framerate issues during the single-player campaign on PS3 and PS4, whereas my time with the Xbox One version was stable throughout.
I know everyone has their preferences, but for me, framerate will always trump resolution.
Old 11-12-13, 12:12 PM
  #293  
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Re: Call of Duty: Ghosts (November 2013)

240p @ 120fps!

edit: I can understand people going either way on this one if they're planning to own both systems. Neither option is "wrong" IMO.
Old 11-12-13, 12:13 PM
  #294  
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Glad to see that there are not frame rate drops in MP for the X1. Playing a lot in the 360 this past weeks and have seen a few cases when that happens and really hate it.
Old 11-12-13, 12:14 PM
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Re: Call of Duty: Ghosts (November 2013)

Originally Posted by Dan
240p @ 120fps!
Leave the Nintendo DS out of this.
Old 11-12-13, 12:22 PM
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Re: Call of Duty: Ghosts (November 2013)

Reviews are all over the place, and with Arthur Geis as the helm, I can't take Polygon seriously. According to Polygon:

BF4 has an objectively higher framerate and higher resolution on PS4 = Same score
CoD has occasional dips in framerate and higher resolution on PS4 = minus .5

IGN presents it as a mixed bag with PS4 dips in single player but with the same score.
Videogamer.com gives the edge to PS4 across the board but doesn't adjust score.

I'd say the best course of action would be to wait for Digital Foundry.
Old 11-12-13, 12:29 PM
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Re: Call of Duty: Ghosts (November 2013)

Non-resolution-related question : Is Extinction Mode playable with 2 players the way L4D is, or is it one of those game modes where you really need a team of four?
Old 11-12-13, 12:34 PM
  #298  
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Re: Call of Duty: Ghosts (November 2013)

One thing I hate hate hate (HATE!) is getting dropped into a match (particularly Team Deathmatch and Free-for-all, but it happens in all modes) with only 2 minutes or less remaining on the clock. What a waste of time. I was hoping this would finally be considered when looking for matches in this game, but so far, it happens to me at least a few times over the span of a couple hours. I like to switch between TDM, FFA, and Infected pretty regularly (every other match or so), so maybe I just notice it more than others.

I'm loving Infected, though.
Old 11-12-13, 01:11 PM
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Re: Call of Duty: Ghosts (November 2013)

Originally Posted by Decker
Non-resolution-related question : Is Extinction Mode playable with 2 players the way L4D is, or is it one of those game modes where you really need a team of four?
I'd say you are better off with more than two players, but you can definitely give it a go and probably be ok for a little while.
Old 11-12-13, 01:16 PM
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Re: Call of Duty: Ghosts (November 2013)

So like Zombies, then?


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