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I agree that playing objective based game modes in this game is horrible, unless you're playing with friends, or people you normally play with. Call of Duty Elite is screwed up at the moment, because it says I haven't played any matches in the last 10 days, when I played for like an hour or so yesterday. But the area that shows KDR and Win percentage, my KDR in my last 5 matches were 3.333, 3.750, 2.375, 1.471 and 1.364, and this was playing domination. Now, in my defense, even though I still cared about my KDR, I had the "most points captured" accolade several times in those matches too. It is possible to do both, but I hate when people run past a flag, and don't even "attempt" to either capture it, or help me capture it when I'm on it. So many times I've died while trying to capture a flag because a teammate just ran right past me, instead of jumping on it to get it captured a few seconds faster. Those few seconds would've kept me from getting killed. On another note, as far as fun goes, a low KDR means I'm not having fun, because I don't have fun when I die every 5 seconds.

Depends ...

On good days, the MP is quite fun. When it rains, when the connection is poor, when you have Intervention L118 quick scopers who have a 2 seconds advantage as the opposing team, the game can be quite aggravating ...

I did get some 4-17 or 28-52 (HQ pro, yay!) but I did some 36-10 too.

After that, I do not play objective games (Domination, HQ, Sabotage, even KC) without at least 3 of my friends. Going solo in such modes is always going to end badly.

Do not forget, you are not camping, you are holding the position.

Just wondering, has anyone been able to link "and" verify their Facebook account with Call of Duty Elite yet? Been trying to get this done since the game launched and all I've been able to do is link it, but not verify it.

Just wondering, has anyone been able to link "and" verify their Facebook account with Call of Duty Elite yet? Been trying to get this done since the game launched and all I've been able to do is link it, but not verify it.

My friends had no troublw doing it.

Might wanna contact 'em

Right now the issue is I don't even know where to go to verify it. I have it linked on the website, and my profile says +20% for verifying my account but it doesn't say "how" to verify it. Not sure if I have to do it on the console or if it can be done from the site.

  • 5 weeks later...

It feels like they've increased the effectiveness of sub-machine guns. The PP90M1 is perhaps the most over-powered SMG. The base rate of fire is just ridiculously high. The P90 and MP7 are also over-powered. I almost always die in close-range battles when I use an assault rifle like the ACR or G36C. It's frustrating because all the "less skilled" players are using it.

It feels like they've increased the effectiveness of sub-machine guns. The PP90M1 is perhaps the most over-powered SMG. The base rate of fire is just ridiculously high. The P90 and MP7 are also over-powered. I almost always die in close-range battles when I use an assault rifle like the ACR or G36C. It's frustrating because all the "less skilled" players are using it.

PP90M1 has insane hip fire range. You can literally do well just hip-firing instead of aiming down your sight. P90 has good hip fire spread... not too wide and not too accurate (which can actually hurt in times when there are multiple enemies and split second decisions need to be made). MP7 has insane accuracy, but damage drops off quickly.

You die in close-range battles against submachine guns because that is where they are most deadly. Using SMG isn't about being "less skilled". In fact, I'd say the most skilled players tend to be SMG users. Assault rifle users often tend to patrol the area or camp, and that to me promotes boring gun play.

If you want to talk about over-powered guns you should be talking about the Strikers with certain attachments on small maps.

B..but I love my Striker on certain maps. :cry:

Eh, you probably suffered with it until you got the right attachments, so enjoy it while you can... that is, if IW does anything about it. IW sucks when it comes to supporting their game compared to Treyarch, so who knows. I've certainly been tempted to level that weapon up. I've even done the Akimbo thing in the mentality of "If you can't beat them, join them" but since switched back because I know how much it sucks to be on the receiving end of that thing. I try to play fair and give others a chance, so I guess that's my fault.

But yeah, anyone can do well with Striker on maps like Dome. Just point it in the general direction of the enemy and blast away.

PP90M1 has insane hip fire range. You can literally do well just hip-firing instead of aiming down your sight. P90 has good hip fire spread... not too wide and not too accurate (which can actually hurt in times when there are multiple enemies and split second decisions need to be made). MP7 has insane accuracy, but damage drops off quickly.

You die in close-range battles against submachine guns because that is where they are most deadly. Using SMG isn't about being "less skilled". In fact, I'd say the most skilled players tend to be SMG users. Assault rifle users often tend to patrol the area or camp, and that to me promotes boring gun play.

If you want to talk about over-powered guns you should be talking about the Strikers with certain attachments on small maps.

I forgot about the hip firing with those weapons. It's frustrating to deal with because I only use assault rifles for their long-rage stopping power. And you're right about SMGs being powerful close-range but it seems like they've buffed those weapons in the last major patch. I remember them being pretty weak for anything but close-range. Now, it feels like they're effective medium-range weapons too.

My comment about "less skilled" players is based on my experience so it obviously doesn't apply to everyone (despite the fact that I said "all"). What I meant was that anytime I see someone use an SMG, their K/D ratio is usually 1.0 or less. Also, just about everyone that I came across with a ratio above 2.0 uses assault rifles. I know that because I almost always check the lobby leader board and do my best to pay attention to how the good players play.

I've tried SMGs as well as the insanely over-powered shotguns and it's not fun at all. I like to use weapons that require skill to use over weapons where I can make a mistake and still get a kill or two.

Anyway, which platform do you play on? If you play the X360 version, then add me. My gamertag is Anaron.

Anaron, not sure if you've ever fired a real gun before, but seriously, try moving around in close quarters with an assault rifle, then try it with a SMG. SMGs are "made" for CQB, which is why they dominate so much on the smaller maps. I recently switched from using the Scar-L/CM901 to the PP90M1 and MP7 because I started playing better with them. The MP7 has similar range to an assault rifle, but with the maneuverability of a SMG. Not to mention "real" SMGs have a very high rate of fire anyway. They don't have nearly as much stopping power as rifles, but they make up for it in firing rate. I'd say it's pretty balanced.

Anaron, not sure if you've ever fired a real gun before, but seriously, try moving around in close quarters with an assault rifle, then try it with a SMG. SMGs are "made" for CQB, which is why they dominate so much on the smaller maps. I recently switched from using the Scar-L/CM901 to the PP90M1 and MP7 because I started playing better with them. The MP7 has similar range to an assault rifle, but with the maneuverability of a SMG. Not to mention "real" SMGs have a very high rate of fire anyway. They don't have nearly as much stopping power as rifles, but they make up for it in firing rate. I'd say it's pretty balanced.

No, I've never fired a gun before. And I'm aware of the role SMGs play both in real life and in MW3. What frustrates me endlessly is how easily I can die. In most cases, I'll die even if I fire first. It almost feels unfair that people can run around like headless chickens and still manage to kill me. I think Infinity Ward can do a little more to balance some of the SMGs like the P90 and MP7. The latter more-so because it has a high effective range for a SMG. I was killed a couple of times by someone wielding a silenced MP7 from a range where other SMGs would be ineffective. I was using a G36C with a red dot sight and we fired at each other at the same time so my gun should have killed him first. SMGs didn't feel this unbalanced in MW2 or Black Ops.

My buddy made a vid montage, he makes em quite often but I always get a kick out of them.

[...]

Damn. Those were some nice kills. What's his K/D ratio? I just hit 2.34 recently.

Those were some pretty intense kills. I didn't even realize that quickscoping was a thing in Modern Warfare 3. Watching videos like that always puts me in the mood to pick this game up again, but then I play a few rounds and realize how truly awful I am at it :laugh: .

Damn. Those were some nice kills. What's his K/D ratio? I just hit 2.34 recently.

I'm pretty sure it hovers around 4. He's my buddy in real life and I watch him play. It's hilarious to watch people scream he's hacking when I'm sitting right beside him and know he's not. Heck when I play with him I wonder how he gets the kills sometime. Please check his other vids if you liked that.

Cheers!

Edit: BTW this is on PC, not console.

I'm pretty sure it hovers around 4. He's my buddy in real life and I watch him play. It's hilarious to watch people scream he's hacking when I'm sitting right beside him and know he's not. Heck when I play with him I wonder how he gets the kills sometime. Please check his other vids if you liked that.

Cheers!

Edit: BTW this is on PC, not console.

That's pretty high but understandable for someone that plays the PC version. It'd be hard to get a ratio like that on the Xbox 360 or PS3. Being accused of hacking is a part of PC gaming that I've learned to accept back in my Counter-Strike days. Anyway, I'll definitely check out his other videos.

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  • Posts

    • Hello, Hope all is well. I am in UK.  
    • I'm not happy with myself for it, but I've gone and got hold of it. Just another 45 minutes and I'll be Bond, James Bond. In my defence, IO's Hitman series is awesome, and I'm a sucker for 007. So while it might seem a bit simplified compared to Hitman, I'm sure I'll be right at home.
    • Or just check the script yourself ^^. I hate having a Microsoft account tied to my windows install.
    • 007 First Light review: Satisfying spy adventure that James Bond needed by Pulasthi Ariyasinghe I have fond memories of classic James Bond games from the Electronic Arts era. Using high-tech gadgets, sneaking into parties, and dispatching bad guys were wildly exciting activities for my younger self. In recent years, Bond games have entirely disappeared, alongside the super spy genre. Fast forward to 2020, imagine my surprise when IO Interactive announced it had secured the Bond IP to make a game. Considering the studio’s Hitman history, this project is one I keenly kept an eye on. Six years later, 007 First Light is finally here, and after spending time inside this globe-trotting adventure, I can safely say that my excitement for this developer’s take on this universe was not unfounded. IO has taken lessons it has learned from Hitman and combined them with what I would expect from a directed cinematic experience like James Bond. I have refrained from mentioning major plot points to save you from story spoilers in this review. This is an original story that doesn’t tie into any movies, so there isn’t an expectation of knowing the backstory or the decades of movies either. Bond, James Bond When 007 First Light begins, Bond is just Bond. There isn’t a spy angle, fancy gadgets, or even a secret mission. The introductory mission is framed to show how James Bond handled himself and how he does not care about the odds when it comes to saving lives. It’s a gorgeous level as well, showing off an island scattered with cliffs in the middle of a storm. Looking back, this is probably the best-looking level in the game, with IO showing off all its abilities with its custom engine, Glacier. But my favorite ended up being the follow-up to this level. Once the United Kingdom's foreign intelligence agency, MI6, recruits our daring youngster into its super-spy “00” program, training begins. However, instead of treading through the same tutorial missions where the game teaches you to run and jump and drive, IO opted for a montage, and it’s amazing. The scenes cut between Bond practicing and improving his marksmanship, parkour, hand-to-hand combat, and driving as weeks go by in his training. What impressed me here was the lack of any loading screens or stutters as scenes instantly switched to different locations entirely, as if I was watching a movie. This creativity is a trend I noticed in most levels, where there is some sort of gameplay or choreography mechanic being introduced to keep things interesting. Soon, the rest of the cast is introduced, bringing other agents that our favorite secret agent will be working with, the scientists and engineers that build MI6’s spy gadgets, as well as higher-ranking officers that either appreciate or (at best) tolerate Bond’s rebellious attitude. It’s a tight cast, all with incredibly good voice acting and personalities that quickly grew on me. The casting for Bond himself is also an excellent one. From showing his iconic soft spot for women to the condescending smiles that get a rise out of enemies, I had no issues getting immersed into this universe as this new face of James Bond. The missions take place in a wide range of locations as MI6 sends Bond to tackle dangers that are growing everywhere from the UK to Africa. These aren’t unrelated adventures where MI6 is sending secret agents, which is an angle I would love to see in another game, but a part of a bigger conspiracy affecting the entire world. Some of the twists and turns were all too predictable, and the character that Lenny Kravitz played made me cringe a little too much. But all in all, I enjoyed the campaign’s storyline that sets the stage for this new agent joining the illustrious “00” program. Plenty of Possibilities The third-person style of IO Interactive fits this role quite well. Bond is presented as a master at hand-to-hand combat as well as firearms, while also having a knack for being stealthy when required. Most sections of missions have a lot of freedom. This means I could beat up every goon and security guard on the way to an objective, slip past them without sounding a single alarm, or do a mix of both. My sessions usually end up with the third option because I tend to be impatient about waiting for a patrol to move. Drawing from its Hitman genes, the developer almost always gives multiple routes for going through missions. Levels can be massive, sometimes sporting hundreds of NPCs going their own ways and having conversations. If my objective is to break into a security room on the third floor, I could look around for roof access, eavesdrop on conversations to find out where someone lost a key, create a distraction and pickpocket a guard for a keycard, sneak in through the vents, or simply kick down the offending door. I enjoyed the variety on offer, especially because the same solutions didn’t usually show up in different missions. Before heading out into a secret MI6 escapade, the gadget specialist of the branch walks Bond through the organization's latest and greatest achievements. This can be cool little devices like a laser built into the watch, a phone that fires poison darts, or a camera that emits a powerful shockwave. The choice of what can be taken into the mission is up to the player. I could usually find fresh routes or get out of tough situations with a punch or two, so I never had the feeling of missing out by not choosing the right equipment. It’s still a fun practice. Choosing the armaments before a mission enhanced the super spy feeling quite a bit. As I mentioned, stealth comes in as a very viable option for most of the missions, letting Bond sneak past foes or knock them out silently. While it is satisfying to clear entire areas of goons and walk away without any alarms, the way of accomplishing this could have been done better. Bond can lure enemies, sneak up and knock them out, or use a gadget to disorient them before dealing a nasty blow. Bodies cannot be moved or hidden afterward either. It’s a very simple system, which I wish were more exciting to pull off. Perhaps more stealth-orientated gadgets, distraction options, or multi-takedowns could have helped here, I think. Getting caught while attempting to be in stealth does not mean a game over. Other than getting into a fist fight, an interesting twist of 007 First Light is the bluffing option. While an enemy is confused as to what you are doing in a restricted location, Bond has the option to improvise and persuade them that you are exactly where you’re supposed to be. These are fun little dynamic interactions with unique dialog depending on the mission and location, giving a few extra moments for Bond to go past suspicious guards smoothly. It’s the first time I’ve witnessed this system in a game, and I hope to see more. License to Kill Bond isn’t just dealing with security guards or civilians. From time to time, entire gangs of gun-toting mercenaries show up in levels looking to take down our protagonist. It is then that License to Kill mode is activated for Bond, letting him use firearms with no restrictions. I was surprised by just how tight gunplay is in 007 First Light. The weapons feel powerful and satisfying to fire, with single bullets capable of taking down an enemy with a headshot. Ammo is scarce, and enemies don’t drop weapons with full magazines most of the time. This forces a hectic kind of gameplay where I am always advancing towards enemies to take their weapons after they are downed. Things like shooting legs to immobilize, aiming at the hands to make their weapon go flying, blowing up nearby fire extinguishers for cover, and using gadgets to halt a goon in their tracks while I reload, make up enjoyable levels. I had to hold back my disappointment when the enemy count in these action sequences dropped to zero and I had to go non-lethal again. Speaking of action sequences, First Light isn’t just offering sandbox levels to complete at the player’s own leisure either. Each level comes with specific linear and directed scenes to move the story forward and put Bond in tight situations. These usually end up with high-octane chases or driving sections, offering the chance to witness chaining explosions, hails of gunfire, and scripted parkour scenes that remind me of Mission Impossible movies more than Bond. Elements like seeing James Bond jump out of a plane without a parachute or drive through buildings in London inside a trash truck were fantastic and always left me at a high point when finishing a mission. The classic James Bond theme is sprinkled in here too, which only happens a handful of times in the game, but at just the right moments. Visuals and Performance Compared to Unreal Engine 5 games we are seeing nowadays, 007 First Light isn’t flexing a huge amount of realism when it comes to graphics. The models, textures, and effects all feel a little dated, with the starting mission that I mentioned being the most visually striking. However, the complete lack of stutters, the hundreds of NPCs that can be on screen without a single hitch, massive sandbox levels, and smooth transitions between them all play a part in making this an immensely immersive and complex experience. The in-engine cutscenes are gorgeous as well, offering an upgraded visual style and model detail over the gameplay sections. Animations are one aspect that jumps out at me about any new game, and First Light has nailed what a third-person action game should feel like. Walking, sneaking, and running all have a heaviness to them that I appreciate. Whenever Bond moves past a wall or a ledge, his arms reach out to lightly hold those structures until he moves away. NPCs actually react to my character and move out of the way. Even during melee combat or takedown animations, the fists impacting a body or a head hitting a wall all have that same weight. Even the more frivolous animations, like catching a gun in midair or chucking an empty one at a goon (yes, you can do that), are satisfying to pull off. Of course, the in-engine cutscene animations are remarkably well done too, with facial animations and the upgraded model details improving my engagement with the characters. I have an AMD Radeon RX 9070 XT 16GB paired with an eight-core Ryzen 7 3700X and 32GB of RAM, with the game running at 1440p resolution. Deciding to completely max out all the graphics options gave me a range of frame rates between 60 and 100 depending on the scene and level. While I did try to enable AMD FSR, which bumped up the frame rates by a good 20% at Quality mode, IO Interactive’s implementation of the technology wasn’t that great. Every corner and edge in levels began shimmering, and I was also seeing smearing issues in fast-moving sections. The title seemingly uses the older generation FSR 3.1 and not the machine learning-assisted FSR 4, leading to these artifacts. Unfortunately, there isn't a way to manually upgrade this right now either. I opted to turn off the upscaling and play the game in native 1440p to avoid problems. I would say the FPS range I was getting was an acceptable one for a single-player action game for my setup. I do wish there were an FOV slider option in the settings. While the camera is far enough back for my tastes in most situations in this third-person adventure, at times the perspective is far too close. When trying to look around quickly and spot targets, I realized I was getting a slight headache at times due to the use of an almost over-the-shoulder close-up camera. Conclusion Being James Bond in 007 First Light is a treat. Traveling around the world chasing conspiracies, using high-tech gadgets disguised as everyday accessories, and improvising on the spot to fool foes all give a fantastic feeling of being a super spy. For an origin story, IO Interactive has done a great job at introducing the character and his motives for doing what he does. The satisfying combat animation and fantastic voice acting are definitely high points, with the License to Kill moments being my favorite. Not being able to move bodies and the simplistic stealth of mechanics does hurt its presentation a little. The NPC logic and intelligence is easy to manipulate and trick, repeating the same actions over and over again if I keep making distractions. The lack of an FOV slider was also a pain (quite literally) at times, and the FSR implementation is quite poor. These are things I hope the studio will improve upon with updates. Even with its faults, IO Interactive and James Bond are a match made in heaven. The studio knows how to make a main character that oozes charm and competency while also leaning heavily into its Hitman experience to make gigantic levels with what looks like hundreds of NPCs roaming around. Being an origin story, IO’s Bond has a way to go before he becomes the highly effective agent we see in the movie world. I am hoping the studio will continue this series alongside its Hitman ventures going forward, just so we get to experience the journey for longer. 007 First Light is available on PC (Steam, Epic Games Store, and Xbox PC), Xbox Series X|S, and PlayStation 5 for $69.99. This review was conducted on the PC version of the game provided by IO Interactive.
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