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« on: October 16, 2009, 02:41:49 AM »

Special Ops

    
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Special Ops mode is no pushover either. Rivaling the size of the single player campaign - "If not longer" as stated by the IW crew – Special Ops shares concepts and assets with the other modes in the game, but there are also specific scenarios and set pieces built specifically for that mode as well. The Juggernaught, a new "heavy" unit that comes out to the sound of a beating drum much like Left 4 Dead's tank unit, is exclusive to just Spec Ops mode. In addition a second player can jump into the game at any time, but there are also two player exclusive levels as well, which will require a second player. We asked about how that'll work (boost-up areas, door puzzles, and the like, but IW wouldn't elaborate further).

    As for the structure, Special Operations mode is built on four levels of play – Alpha, Bravo, Charlie, and Delta – with tiers similar to how Guitar Hero works. Beak the Alpha levels, and you'll unlock Bravo and so on. In addition each mission has three stars based on what difficulty level you play with, and the actual parameters change based on what difficulty you use a well.

    And finally, the big one: Difficulty can be changed for each player individually, meaning that if you want to tackle one on veteran and your buddy wants to play on normal, you can do it. What that means for earning achievements and stars, however, is still up in the air.


Akimbo

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   For my money, akimbo just isn't something that's worth the time unless you're really close. The recoil is upped, you can't look down sights, and while you can reload and fire weapons independently (good for staggering your reload) it's just not as effective. Great news for those of us worried that akimbo would break the game's balance, but bad news for all you dual wielding freaks out there that can't wait to run around with a gun in each hand. [..] As a nice addition to it though, you can switch to your other weapon (in my case, the AK-47) without dropping that second gun, so you're effectively holding three weapons at a time. Nice.


Snowmobile Time Trial

  
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Based on the snowmobile chase sequence we've seen dozens of times during demos and trailers (during Cliffhanger), [..]. You start off with 15 seconds, and each group of gates you drive through award you with four extra seconds, making the race as much about hitting slalom gates as it is speed. You'll get a chance to catch some serious air though, and there look to be multiple routes to take as you move through the level.

    Unfortunately IW mentioned that there's no leaderboard setup for each Special Ops mission, so it looks like you won't be able to compare your drive times with friends online.



Breach and Clear

    
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The second playable level, Breach and Clear, feels like it was ripped right out of The Rock. In this reimagining of the "shower room" scene, players jump into a back room of a brick facility, have plenty of weapons to choose from, and then literally "breach and clear" through the level in a timed extraction challenge. [..] As you progress through the level – which is essentially two rooms – dozens of enemies pour in, complete with lazer sights from above levels.

    I made use of the G18 (which is a three round burst only weapon) with an extended mag, and it rocked. The Vector SMG could also be found – another awesome weapon, with an iron sights similar to the Skorpion from COD4 [..].
    After pushing through a few rooms filled with complete chaos (Mile High Club was nothing) you jump through a busted hole in the ground and find your extraction point. Simple, if not for the insane opposition that stands in your way to the finish line.



Estate Takedown

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   In hands-down the most impressive of the Special Ops modes, Estate Takedown takes place in an outdoors level that has a distinct forest look mixed with the Overgrown style found in COD4. [..] This is where the Juggernauts come into play as well, generating at what IW says is a random iteration [..]. Juggernauts are enemies covered head to toe in armor with a boonie hat guarding their face. [..] and when one pops up while you're fighting a half dozen baddies he'll be a real pain in the ass.


Attachments

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   First off, the thermal sight. Mounted to what looked to be any automatic weapon, the thermal actually zooms in like a sniper scope and blacks out all over peripheral view. The scope is black and white, works fine in the daytime, and has all enemies glowing white to pick them up better within the world. It works extremely well, but it also has a small amount of tracking blur; a nice touch for added realism. The Barrett, by the way, uses the same scope as the first game, though the amount of bobbing was toned down – at least in Spec Ops and single player mode – from what I'm used to in multiplayer. The glare if lights behind you can now creep into the scope as well, which is interesting but not obtrusive, and it seems a lot easier to set up shots with less overall scope movement. The holographic sight is also a really nice option for players, giving what is basically an improved red dot experience to weapons. The scope is wide, doesn't block much of your peripheral, and has a nice clear dot in the center.

    As for the ACOG scopes; things are moving in a different direction. No longer are all scopes the same, actually fitting the right ACOG onto each gun based on how it actually would be. Some have a round steel base with a thin pin pushing up the center (The L-86 is like this), some are like a hunting rifle with a full scope (still open to peripheral sight though) and black notches, and others are more like a holographic sight. [..]

    As for the ACOG scopes; things are moving in a different direction. No longer are all scopes the same, actually fitting the right ACOG onto each gun based on how it actually would be. Some have a round steel base with a thin pin pushing up the center (The L-86 is like this), some are like a hunting rifle with a full scope (still open to peripheral sight though) and black notches, and others are more like a holographic sight. Again there's less movement though, having actually no bob in the scope as you look through it, making it far more manageable. Those that play multiplayer all the time know the annoyances of both the ACOG's "diamond" reticule and the bobbing of the scope, and at least for single player and Spec Ops mode that has been completely fixed.


http://modernwarfare247.com/news/new-specops-information

*Some of you might already know the info posted on here, so some of the info isn't new
« Last Edit: October 17, 2009, 01:20:22 PM by yeehz » » Logged
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« Reply #1 on: October 17, 2009, 04:22:44 AM »


Breach and Clear

   
Quote
The second playable level, Breach and Clear, feels like it was ripped right out of The Rock. In this reimagining of the "shower room" scene, players jump into a back room of a brick facility, have plenty of weapons to choose from, and then literally "breach and clear" through the level in a timed extraction challenge. [..] As you progress through the level – which is essentially two rooms – dozens of enemies pour in, complete with lazer sights from above levels.

    I made use of the G18 (which is a three round burst only weapon) with an extended mag, and it rocked. The Vector SMG could also be found – another awesome weapon, with an iron sights similar to the Skorpion from COD4 [..].
    After pushing through a few rooms filled with complete chaos (Mile High Club was nothing) you jump through a busted hole in the ground and find your extraction point. Simple, if not for the insane opposition that stands in your way to the finish line.



Oh god... MILE HIGH CLUB WAS NOTHING.. NOOOOOOOOO

Seems like I'm going to be ranting at another Call of Doody! Other than that, good info mate. Stickied...
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« Reply #2 on: October 17, 2009, 01:19:16 PM »


Breach and Clear

   
Quote
The second playable level, Breach and Clear, feels like it was ripped right out of The Rock. In this reimagining of the "shower room" scene, players jump into a back room of a brick facility, have plenty of weapons to choose from, and then literally "breach and clear" through the level in a timed extraction challenge. [..] As you progress through the level – which is essentially two rooms – dozens of enemies pour in, complete with lazer sights from above levels.

    I made use of the G18 (which is a three round burst only weapon) with an extended mag, and it rocked. The Vector SMG could also be found – another awesome weapon, with an iron sights similar to the Skorpion from COD4 [..].
    After pushing through a few rooms filled with complete chaos (Mile High Club was nothing) you jump through a busted hole in the ground and find your extraction point. Simple, if not for the insane opposition that stands in your way to the finish line.



Oh god... MILE HIGH CLUB WAS NOTHING.. NOOOOOOOOO

Seems like I'm going to be ranting at another Call of Doody! Other than that, good info mate. Stickied...

Haha that was the first thing that I had really noticed too. The only thing was really gets me mad is CoD: WaW veteran, they throw so many grenades it's like you can't even do anything.
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« Reply #3 on: October 17, 2009, 08:58:42 PM »

If you look for my comments on WAW veteran mode you will see that I ranted on about the nadespam too. That part where the Japs are pretending to be dead ambush really, REALLY annoyed me. If the enemy threw the nades at the rest of the team it wouldn't be so bad but they all throw the nades AT YOU. Why Treyarch thought this was a good idea is beyond belief. I like hard games (try playing Operation Flashpoint 2 for instance) but they MUST be sensible about how hard it is. Making it so you HAVE to follow a hidden single solution (like MHC) is a load of bollocks.

Too many devs think making the enemy pick on you, even though they can't see you (try hiding in WAW and the buggers STILL nadespam you) is WAYYYYYYY wrong. In OpFlash 2 if you hide the enemy go after your team that they can see. If it wasn't for the plethora of bugs in that game it would be one of my all time favourite FPS titles. As it is, the game is totally broken and I haven't got into a single multiplayer game of OpFlash 2. Sad really. They just released it about 6 months too soon. At least IW try to squash most of the bugs before launch... I just hope the no public beta doesn't mean they haven't fully bugtested. If MW2 gets released with loads of bugs then I will be VERY annoyed considering that IW made the price of their title higher than other.
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« Reply #4 on: October 17, 2009, 10:07:45 PM »

If you look for my comments on WAW veteran mode you will see that I ranted on about the nadespam too. That part where the Japs are pretending to be dead ambush really, REALLY annoyed me. If the enemy threw the nades at the rest of the team it wouldn't be so bad but they all throw the nades AT YOU. Why Treyarch thought this was a good idea is beyond belief. I like hard games (try playing Operation Flashpoint 2 for instance) but they MUST be sensible about how hard it is. Making it so you HAVE to follow a hidden single solution (like MHC) is a load of bollocks.

Too many devs think making the enemy pick on you, even though they can't see you (try hiding in WAW and the buggers STILL nadespam you) is WAYYYYYYY wrong. In OpFlash 2 if you hide the enemy go after your team that they can see. If it wasn't for the plethora of bugs in that game it would be one of my all time favourite FPS titles. As it is, the game is totally broken and I haven't got into a single multiplayer game of OpFlash 2. Sad really. They just released it about 6 months too soon. At least IW try to squash most of the bugs before launch... I just hope the no public beta doesn't mean they haven't fully bugtested. If MW2 gets released with loads of bugs then I will be VERY annoyed considering that IW made the price of their title higher than other.

At least with OF: DR you have a decent amount of distance between you and the enemy. In CoD: WaW, you can pretty much see the enemy's face and yet they won't stop throwing grenades, spraying at you, and non-stop spawning until you hit a certain point.
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« Reply #5 on: October 18, 2009, 02:52:30 AM »

Yeah, the non-stop spawning is a POS in the COD titles. At least OF:DR has a fixed number of soldiers facing you.

Sometimes I think that IW take more drugs than I do with some of their decisions. It's like they think "We can't do a decent enemy AI so we will just throw loads of wallhacking psychic AI at them to make them think the enemy are hard!". They don't behave like humans do so infinate cheating enemy is the way to go? Yeah, right!

I would rather an enemy that attacked the entire team when they are strong, made flanking manoevers, and retreated when broken. Basically make them react like real life troops would behave. Instead we are given an arcade game version with infinite enemies WHO ALL CONCENTRATE ON YOU no matter what else is going on. So you HAVE to run and gun... you have no choice. you can't flank them because they can see you through solid concrete, through the ground, and no matter what, as soon as you pop your head up you get shot at. I would much rather have games like Far Cry 2 and Dragon Rising (when debugged) that let you flank the enemy and make them only know where you are when they actually lay eyes on you.
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