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Discussion in 'Call of Duty: Ghosts' started by PSIII, Nov 5, 2013.
Yes. It's pretty devastating with grip for longer ranges.
A question about unlocking weapons, lethals, tacticals and perks:
Do they all unlock when you reach a certain rank with your soldier (like I know some do) or are there some categories that you have to spend squad points on?
I'll throw a guess that you do have to spend points or they would be kind of useless (and I would not see everyone and their mom whining about how everything costs over 8000 squad points)
Perks unlock by level or you can spend points to unlock them early. Weapons, attachments, lethal & tac unlock with points only.
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Only Perks unlock with leveling? Dayum...
Thanks for answering
Yup, so best to hold off on all but the latest ones, especially with the double XP weekend on now.
Does full auto on yhe MSBS alter the damage profile?
I.e could we have another 2HK FAL select-fire auto blunder?
It shouldn't. The attachment increases range, so that 55 maximum goes a little bit farther. Pair it with the Muzzle Brake.
Goes further as a full auto? So, what, it becomes even more OP as a full auto? Is that what you are saying?
Whoops. Damn, I was thinking the semi-auto attachment.
The full-auto attachment only does that, grant fully automatic fire. Recoil is increased though.
Went on a 5-kill streak last night and noticed that I was awarded a squad point. Unfortunately for me, this is not something I am able to do very often, but it does serve to confirm another means of earning squad points.
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They are pretty much the same as in MW2 and 3 but they travel very slowly in the air. And yes you can have 2 throwing knives with the extra lethal perk
It does. You need to be VERY close to get a 2 hit kill and the 3 hit kill range is smaller. It is less accurate and I don't recommend it.
Yep, I experimented myself - burst FTW.
Full auto FTL. Full auto is basically a really bad version of the ARX-160 without the reduced recoil for the first 3 rounds.
I'm holding off on getting the game until I get a PS4, but I'm curious about a few things.
Are there portable radars in the game and, if so, how do they work? I don't agree with the way that they worked in MW3, it was a terrible game mechanic IMO. Coupled with the nerf to the UAV, it seems like that could get pretty ridiculous.
How does specialist work with the perks having different point values? Would it take, say, a 5 kill streak to earn deadeye? Can you earn a 1 point perk with the first kill of each life? From what I've seen, it looks like you get specialist bonus at 11 kills, what do you get with the specialist bonus? You can't get ALL the perks, right?
Lastly, is the LSAT as ridiculously OP as it looks? If so, I'm going to have a lot of fun with this game XD.
Regarding patches and create-a-soldier appearance items - I'm guessing these are unlocked until after the first prestige?
I've completed various challenges - but the patches and attire still appear to be locked?
It doesn't say how or when the challenges are unlocked - I use Quickdraw religiously and have got the 120 kills with it required to complete the patch and attire challenge, but both patch and attire rewards are still locked.
No, there are no portable radars - there are motion sensors, that explode like a claymore when the enemy passes it, the explosion marks the target like the recon perk does; on the map and momentarily through walls.
MW3 portable radar style Motion sensors would be more effective than the Sat-COMs currently in the game, because the counter to motion sensors is the Incog perk and it's a 3-point perk that is more of a speciality perk rather than one of the more important staples like Quickdraw or Stalker. If motion sensors were like portable radars, Incog would be a necessity, but neither the Motion sensor is worthy or the Incog perk - useful, but not worthy TBH.
I don't know about the LSAT, but the 2 LMG's that I have tried thusfar are straight up OP - the M27-IAR and Chain Saw, mow people down. I've already seen the M27-IAR with tracker-sights attached, it's as if people are trying to create a version of the LMG-TF.
Specialist works as follows:
- You get up to 11-points worth of perks (just as you normally do) IIRC.
- The specialist perks require +1 kill - i.e if your first perk is Quickdraw (3-points) you would need 4 kills to earn it, then if your second specialist perk was Dead-Eye (5-points) you would need 6-kills to earn it - once you have earnt your 3rd specialist perk, I believe 2 more kills are required before the "Specialist Bonus" is unlocked at which point you are entitle to an additional 8-points worth of perks, which are automaticall awarded on earning the specialist bonus.
Hope that makes sense?
Awesome, thanks AC. Good to see you back .
One more question: does the recon/motion sensor effect only work for the player using it, or does it work for their whole team?
IMO it would be more balanced if it only worked for one player, but the way it worked in MW3 was not too bad. It was only really a problem in SnD.
Incog counters tracking tools. The original Motion Sensor or Portable Radar were the map/radar sweeps, just like the UAVs. OTG counters Ping (while Incog beats Recon), so it would be assumed it would work for the sensors. They now mark people on the map, so that's consisted tracking.
This video does a great job of explaining just how Specialist works:
From it I can correct some of the stuff A.C. said:
You can choose ANY three perks as the initial 3 bonuses
Each perk of these 3 require it's perk point cost +1 as kills
I'm not sure if this is what A.C. meant but following his example to earn Quickdraw you need 4 kills and then to reach Deadeye you need 6 MORE kills so a total of 10
A.C. got the last bonus right - after earning the initial three perks you need 2 more kills to reach the last bonus, 8 points worth of perks.
Here's a pretty serious question for y'all.
How is it that a player is able to enter a match and retain what seems to be every perk in the game even if he dies mid match?
This player had every stealth and speed perk plus the rest in his line up.