Exploding Garrmondo Weiner Interactive Swiss Army Penis

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-   -   [Multiplatform] Call of Duty 4: Modern Warfare. God Damn it russ, stop cheating. (http://www.gamingforce.org/forums/showthread.php?t=25088)

Rotorblade Nov 27, 2007 08:51 PM

Quote:

Originally Posted by Iwata (Post 540643)
All Ghillied Up was never hard on veteran as the entire thing is basically scripted and it is impossible to fail unless you decide to go all John Rambo.

What was hard was the mission that follows All Ghillied Up which is One Shot, One Kill. This is mainly due to the absurd Ending part aka the Ferris Wheel, where one has to basically defend an open area for 6-7 minutes against an infinite amount of enemys. I've yet to hear from or see a single person beat this part of the game that didn't utilize one of the two cheap ass methods which are...

1. Setting up C4 all over the map and going prone behind the bumper car platform or in the corner of one of the buildings and then waiting it out.

2. Taking refuge in the ticket stand situated to the left of the ferris wheel, which for some reason guards can't nade or enter and thus providing you with safe cover.

This part is easily the Hill 400 of CoD4. In regards to War room and it's brother chapters, i found it to be extremely easy if you know how the checkpoints work. Unbeknownst to many who are quick to say the system is glitched, it is not. Instead it relies on the countdown clock. It is broken down like this...

First checkpoint ( stairs ) Won't activate if you have under 7:20 on the timer.

Second checkpoint ( corner ) won't activate if you have under 5:30 on the timer.

Third Checkpoint ( Slow moving door ) Won't activate if you have under 3:40 on the timer.

Once i knew this info, it was easy to breeze through the tunnels and i never saw how the epilogue was all that difficult. Just make shooting the drivers a priority and on the end end part, just go from left to right.

In terms of beating Veteran in CoD games, i personally think it goes like this from hardest to easiest.

Call of duty 2
Call of Duty 4
Call of duty 1
Call of duty 3

I know it's a general statement, just want to say that in my mind I had counted All Ghilled Up and One Shot, One Kill as one mission. Again I had no problems with them on Veteran. As far as the Checkpoint glitches go, you can explain the timer in No Fighting in the War Room... but I also ran into checkpoints not engaging in other areas. I've already beaten Veteran, it obviously wasn't a huge deterrent, just a minor annoyance. If you can explain away other areas, I'd be more than happy to hear it. Let me know if you need specific levels and such, my Veteran run is still in its infancy.

Jurassic Park Chocolate Raptor Nov 27, 2007 09:27 PM

Checkpoint timers or no, they ARE glitched. I've been to the various parts a full minute before that limit runs up, and nothing pops.

While it might deal with some of the cases of people yelling "GLITCH GLITCH", it most certainly doesn't deal with them all. Both of my problems with checkpoints were fixed when I turned the game off and then on again. I am not sure of the cause of this.

Bradylama Jan 15, 2008 02:25 PM

http://i11.tinypic.com/7yhihic.gif

10 KILL STREAK

OmagnusPrime Apr 4, 2008 12:14 PM

Digging up a bit of an older thread, but the Variety Map Pack (featuring four new maps for 800 MSP) is now available on Live.

Quote:

"Creek" is a wide-open village ravaged by combat where concealment is the difference between life and death. In "Broadcast," fight throughout an enemy communications building with confined corridors and wide-open parking lots. "Chinatown" is a foggy downtown district, lit only by a full moon and the neon glow of the city. "Killhouse" features a desolate training warehouse filled with a variety of building mock-ups and soft and hard cover points.
[ source ]

Jurassic Park Chocolate Raptor Apr 4, 2008 09:24 PM

While I haven't had too much time to test these maps, most of them highly, HIGHLY, encourage camping. Way more so than even Wet Work, Crossfire, or Overgrown. It's kind of annoying really.

What's worse is that Creek is the worst map in the game. By a mile and a god damn half. It's worse than Bloc for God's sake. The only viable strategy in it is to get a good hiding spot (of which there are too many, considering the ample foilage), and wait for the enemy to get bored of hiding and move towards you.

The map is broken from both a design and gameplay standpoint. There is zero redeeming qualities with it, it's absolutely fucking horrendous, and almost singlehandedly makes you annoyed at spending the 10 for the additional content.

Thankfully Chinatown is pretty good, and Broadcast is pretty solid.

None of these are good enough to be the best maps, like Crash or Countdown or something, so it's a shame that they merely range from abysmal to mediocre.

OmagnusPrime Apr 5, 2008 08:48 AM

Having had a good amount of play-through of these last night, I figure I'll offer up my own thoughts, which aren't such as whiny as Skills's.

Creek: The obvious comparison is Overgrown, but only because it features a lot of growth, which makes it harder to spot people. There is the potential for camping, but those of us who don't sit and hide (unlike Skills) were quite able to sneak around and take mother-fuckers out. Overall I liked it.

Broadcast: At first I wasn't sure about this map, the first game I played was bloody confusing. Once I worked out the layout I started having a bit more fun with it. The outside element is larger than you might think at first and can add an interesting dynamic to the fight if one team takes up position out there. Reminds me, to an extent of Vacant, but yeah, another decent map.

Killhouse: Only played this a little in a private match, but it could be good fun. It's bigger than Shipment and more like the cargo deck of Wet Works, but good opportunities for sneak between things. Would have to play a little more with it to get a proper feel.

Chinatown: A remake of the old Carentan map from CoD2, this is easily the best map in the pack. There's a lot of scope for moving around, and no obvious choke points. Definitely a great inclusion.

One thing I will say, with all of these maps, it felt like there was more focus on vertical play in the maps, with more variation in heights available. Perhaps it's just a perception thing, but it felt that way.

As it's only four maps, with only three featuring in the Variety Pack Team Deathmatch list, we did go back to playing the standard maps for a while for a little more variety (oh the irony hey). It'll be good when these new maps find their way into the standard playlists though for sure.


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