[Official] Call of Duty: Modern Warfare 2


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To tell you the truth, I don't find camping to be such a big issue; not like it is in games like Halo 2 & 3, or even the original MW. MW2 campers are fairly easy to flush or pick out. I've found the respawn to be random enough not to make camping too big of an issue, as well.

You think camping is worse in H2/3? I never had any problem with camping when I played either in multiplayer although I saw more of it in doubles than any other playlist; The same can be said for a few of the gametypes in COD4/MW2 as well.

It's just a matter of knowing where people and staying more alert.

Then again I played a lot of custom MLG gametypes and once MLG playlist was added I never left those.. Camping is usually not a problem especially considering there's no radar either.

My "senses" from that ported on over to MW2. Occasionally I'll die from someone sitting back literally hiding behind the most minute object but other than that I never have any problems. I've always been more support versus pushing forward all the time too so that makes a huge difference in gameplay and how often I don't die from stupid crap.

Spawning isn't random until both teams screw it up. So long as you maintain coverage in areas, you won't force a spawn to change. You have your whole team (or theirs) space out all over the map, of course spawns will be random.

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@Tech Star - I know it's not your video but I'm not sure how that's really an exploit. One Man Army is essentially the same as scavenger pro if you're sticking with the entirely same class. Which is why it's odd you'd stick with One Man Army but I guess that works out more if you plan on staying back versus rushing in / being near dead bodies to grab ammo.

An exploit would be purposefully finding a flaw in the game and using it how it wasn't designed for eg: using the javelins after button mashing. Not sure how using One Man Army + Danger Close Pro is an exploit. It's purpose is just that, ****ing **** up! If anything I do agree that perhaps the veracity of danger close pro can be tamed much like how the Akimbo 1887s were fixed.

If anything it just shows you to.. LOOK OUT FOR PEOPLE WITH LARGE STREAKS >AND< always make sure you either have a secondary vehicle launcher or at least a class you can switch to to equip it. I'm always carrying an AT4 or Stinger (preferably stinger) to shoot UAVs and other air vehicles down. I know at least a couple other people on my team do as well since we want to keep things as minimal as possible for the other team.

Especially if someone is going on a high streak, we don't want a counter-UAV to screw us over. That and I'd rather not have my boyfriend get ****ed when he gets killed by some random running around with marathon/lightweight/commando and his tact knife.

You think camping is worse in H2/3? I never had any problem with camping when I played either in multiplayer although I saw more of it in doubles than any other playlist; The same can be said for a few of the gametypes in COD4/MW2 as well.

It's just a matter of knowing where people and staying more alert.

Then again I played a lot of custom MLG gametypes and once MLG playlist was added I never left those.. Camping is usually not a problem especially considering there's no radar either.

My "senses" from that ported on over to MW2. Occasionally I'll die from someone sitting back literally hiding behind the most minute object but other than that I never have any problems. I've always been more support versus pushing forward all the time too so that makes a huge difference in gameplay and how often I don't die from stupid crap.

Definitely. I'm referring to spawn-camping, in particular. Spawn-camping was/is often an issue in both Halo 2 & 3, especially in objective gametypes, and is part of the reason I don't play those very often, anymore. I've never come across this issue in either CoD4, or MW2 because the spawn is random enough (despite coverage area by either team) and the maps are generally complicated enough to avoid it, as opposed to the simple, territorial maps such as Halo 3's Construct.

Camping is probably just as prevalent in MW2 as in Halo 2 & 3, but it's much less of an issue or exploit, in my experience.

Spawning isn't random until both teams screw it up. So long as you maintain coverage in areas, you won't force a spawn to change. You have your whole team (or theirs) space out all over the map, of course spawns will be random.

Also, note: Spawning is rarely ever completely random, and I certainly didn't imply as much. I completely understand the spawning rules of the game. Rarely, however, are you dropped on top of an entire group of teammates being massacred only to die with them and spawn again in the same gunfire over and over again. It certainly wasn't uncommon at all for this type of thing to happen in Halo 2, in particular. Though you generally spawn near your team in MW2, the spawning is less predictable than it was in the Halo games. That's why I said "I've found the respawn to be random enough not to make camping too big of an issue"

An exploit would be purposefully finding a flaw in the game and using it how it wasn't designed for eg: using the javelins after button mashing. Not sure how using One Man Army + Danger Close Pro is an exploit. It's purpose is just that, ****ing **** up! If anything I do agree that perhaps the veracity of danger close pro can be tamed much like how the Akimbo 1887s were fixed.

I agree with a lot of what you said, but not all of it. First of all, I don't think the javeline issue was so much an exploit as much as a glitch, which is why they patched it; it was something that shouldn't have been allowed to happen in the first place.

exploit

verb |ikˈsploit| [ trans. ]

make full use of and derive benefit from (a resource)

• use (a situation or person) in an unfair or selfish way

• benefit unfairly from the work of (someone), typically by overworking or underpaying them

What you explained as an exploit is probably just as correct as well. In fact, in this situation I can see where using One Man Army + Danger Close Pro could be considered an exploit by your definition. I can't imagine these two classes were intended to be combined to help noob-tubers constantly reload and reap kill after kill with one of the easiest one-shot weapons in the game.

Edited by Emily_June
Definitely. I'm referring to spawn-camping, in particular. Spawn-camping was/is often an issue in both Halo 2 & 3, especially in objective gametypes, and is part of the reason I don't play those very often, anymore. I've never come across this issue in either CoD4, or MW2 because the spawn is random enough (despite coverage area by either team) and the maps are generally complicated enough to avoid it, as opposed to the simple, territorial maps such as Halo 3's Construct.

Camping is probably just as prevalent in MW2 as in Halo 2 & 3, but it's much less of an issue or exploit, in my experience.

Spawn camping is quite different from just simply camping. I wouldn't say it was an issue in Halo 2/3 as so much as a tactic. I admit that I constantly spawn camped as often as I could; If we were able to adjust our tactics and gameplay to setup the team for being spawn killed, then we did it. Truthfully, it's only ever an issue when you're on the receiving end of it. It does suck to have that happen to you but that's what happens when you've got people who know everything about the map from player spawns, weapon spawn times, etc.

It's not hard to see where spawns are going and know where they will always go so long as you stay within that limit before you go too far to switch them behind you.

Construct wasn't nearly as bad for spawn camping as Narrows was. I mean it was so noticable that Bungie made changes to the playlist to alleviate the issue it had.. And even with changing the original spawns, you were still able to use it against your team.

As for spawn camping in MW2, I haven't seen as much as I did with Halo, so if you want to refer to spawn camping ONLY then yeah, I'd agree it is "worse" in Halo 2 & 3. As far as camping goes? Wouldn't really say it's worse (or better). Either that or I just don't die enough to notice camping.

Spawn camping is quite different from just simply camping. I wouldn't say it was an issue in Halo 2/3 as so much as a tactic. I admit that I constantly spawn camped as often as I could; If we were able to adjust our tactics and gameplay to setup the team for being spawn killed, then we did it. Truthfully, it's only ever an issue when you're on the receiving end of it.

...

As for spawn camping in MW2, I haven't seen as much as I did with Halo, so if you want to refer to spawn camping ONLY then yeah, I'd agree it is "worse" in Halo 2 & 3. As far as camping goes? Wouldn't really say it's worse (or better). Either that or I just don't die enough to notice camping.

No, I'm not referring only to spawn-camping (spawn-camping is still very much a version of camping, it's just being taken a step further.), but it's certainly what made camping, overall, such an issue in Halo 2 & 3 for me; and it was very much an issue, despite which team was doing it. Either you're on the team being killed--in which case you don't have a chance--or you're on the team doing the killing--in which case, there's absolutely zero challenge or enjoyment to the rest of the game--unless winning is the only pleasure you get out of the multiplayer. It definitely put me off of the game, and I know it did a lot of other people as well. Unfortunately, it just sucked a lot of the fun out of the game.

In MW2, I don't see camping as any kind of issue at all. It can become frustrating from time to time, but it seems like more of a tactical strategy than it was in Halo

It does suck to have that happen to you but that's what happens when you've got people who know everything about the map from player spawns, weapon spawn times, etc.

Learning the map, player spawns, and weapon spawns is insanely easy in Halo, which is my entire point. That's what makes camping (every kind of camping) such an easy exploit in the game. The maps are more complicated, player spawns are (in my experience) less predictable, and weapon spawn isn't even a consideration in MW2, which makes camping less of a negative for a lot of people, including myself. In fact, I do plenty of camping, myself, when the game calls for it.

Construct wasn't nearly as bad for spawn camping as Narrows was. I mean it was so noticable that Bungie made changes to the playlist to alleviate the issue it had.. And even with changing the original spawns, you were still able to use it against your team.

Spawn-camping isn't as common in Construct, but camping the lifts is. In a lot of Halo's maps, it's maddeningly easy to dominate the high-ground and pick off anyone trying to enter from the two or three only entrances in. Certainly not so much a negative issue, but much more noticeable than in MW2.

I don't believe I said camping was "worse" in Halo than it is in MW2, but it was certainly much more noticeable in my experience. Everyone is going to experience these games differently, which is why there are always mixed reviews on every game.

As I was saying from the start, I noticed the campers in Halo a lot more and found it to be much more of a negative aspect of the game than I do in MW2; I'm not entirely sure whether you're trying to convince me that this isn't my personal experience, or if you're just trying to share your own for the sake of sharing.

In Halo, as with MW2, camping is still just a part of the game and everyone has the opportunity to do it. It wasn't the kind of thing I couldn't adapt to, it was just the kind of thing that made it less enjoyable the more I did adapt. Instead of sticking around and whining about it to anyone who'd listen in-game, I chose to move on to a different game. I do still enjoy those games from time to time, but not as much as I once did.

Edited by Emily_June
Quarry hasn't been too bad for me. I like utilizing the rocks up facing C and tossing up a sentry gun on 'em and getting loads of kills.

Rocks are key for that map. Too many people head to the buildings and run around the outside. If two players can work together and lock down the middle it is easy to control the map, to include the crane. HCTM of course.

Wow. And people say this game is balanced. :D

I think this guy did a truly awesome thing by releasing that video. I know for a fact people will use the very same tactics that he uses in that video, but I think that will have to force IW to fix some things, as it truly shows that things are way off balance.

I think this guy did a truly awesome thing by releasing that video. I know for a fact people will use the very same tactics that he uses in that video, but I think that will have to force IW to fix some things, as it truly shows that things are way off balance.

It will be intresting of how they fix it. They will have to get a bit creative on this one.

I think this guy did a truly awesome thing by releasing that video. I know for a fact people will use the very same tactics that he uses in that video, but I think that will have to force IW to fix some things, as it truly shows that things are way off balance.

So I decided to actually try that out last night. Truthfully, it wasn't impressive nor did it have the veracity I was expecting. I was able to get chopper gunner about 6 or so times but it did not seem any different with danger close pro as he's making it out to be. Was his video setup with a bunch of morons running around?

Obviously the factors with this are: Are people on the other team equipped with a Stinger/AT4/Javelin? Is the map primarily full of buildings?

This just does not have the same impact that the javelin glitch had nor is it as bad as the Akimbo 1887's before IW lowered their range.

This video = worthless.

Wow the people in the above video are well...I've got no way to say it nicely. He makes a great point that the setup he is using is easy to get kills on (although I wasn't familar with One Man Army switching that fast which seemed odd).

That's because you need One Man Army Pro which is for fast-swapping.

Encountered somebody today trying to "boost" or whatever. I noticed that a green arrow was appearing right next to somebody firing repeatedly so I went over and investigated. I ended up killing the opposing booster and waited until he TI'ed to kill him again! :D I noticed the same group trying to do it later in the match as well and continued killing the booster. After that I think he was a little frustrated at me because the guy on my team trying to boost just followed me around the rest of the match and tried to get me killed (it didn't work). Really a funny experience.

Encountered somebody today trying to "boost" or whatever. I noticed that a green arrow was appearing right next to somebody firing repeatedly so I went over and investigated. I ended up killing the opposing booster and waited until he TI'ed to kill him again! :D I noticed the same group trying to do it later in the match as well and continued killing the booster. After that I think he was a little frustrated at me because the guy on my team trying to boost just followed me around the rest of the match and tried to get me killed (it didn't work). Really a funny experience.

haha sucks for him! Good work (Y)

Update .177 is up for PC. If you are on Steam you should be updated. Check your version number in the corner.

Fixes:

Call of Duty: Modern Warfare 2

1. Care Package, Emergency Airdrop, and Sentry Gun marker grenades sprint speed normalized

2. Sentry Guns: Improved placement detection, preventing cases of Sentry Guns inside geometry

3. Model 1887: Bling using Akimbo and FMJ combination now has same range and damage as non-Bling Model 1887s

4. Improved player collision removing cases of getting into geometry and 'elevators'

5. Mouse latency tweaks for more mouse movement consistency

6. Fixes to prevent various texture and XP hacks

The game is a lot more playable without speed/care package glitchers and overall feels a bit more even. The connection issues though are still frustrating and now I can say that I can play it with a bit more positive attitude before BF:BC2 comes out :)

Yesterday, I was playing a match and a guy on sub-base was able to protect himself in the corner with a claymore at the top of the stairs. Now I was thinking if you're close to your own claymore and it goes off, you die but apparently not, you can't get killed by your own claymore yet all other stuff such as grenades do. IW need to fix this. Also noticing a huge increase in double shotguns again, IW need to stop this as most shotguns require two hands to use!

Just updated the front article, not that it often gets read anymore, added all killstreaks, all perks and pro version descriptions, updates and patches too.

Cheers, helps newbies like me :yes:

PC Update -

* Care Package, Emergency Airdrop, and Sentry Gun marker grenades sprint speed normalized
* Sentry Guns: Improved placement detection, preventing cases of Sentry Guns inside geometry
* Model 1887: Bling using Akimbo and FMJ combination now has same range and damage as non-Bling Model 1887s
* Improved player collision removing cases of getting into geometry and 'elevators'
* Mouse latency tweaks for more mouse movement consistency
* Fixes to prevent various texture and XP hacks

New Hack - Negative XP - Reduces your rank back to 1

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