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    Thursday, April 2, 2020

    CoD Warzone | I ain’t even mad

    CoD Warzone | I ain’t even mad


    I ain’t even mad

    Posted: 02 Apr 2020 06:01 AM PDT

    We have confirmation backed by raw data that Warzone indeed matches you with others players based on your skill level

    Posted: 02 Apr 2020 12:03 PM PDT

    Seven Nation Army with only Warzone sounds!

    Posted: 02 Apr 2020 11:44 AM PDT

    Found a hacker, didn't know how to report him so instead i'll expose him.

    Posted: 02 Apr 2020 03:08 AM PDT

    The fact they honked made this even more satisfying...

    Posted: 02 Apr 2020 05:02 AM PDT

    When you get squad wiped in plunder holding 400K running to deposit in the chopper

    Posted: 02 Apr 2020 08:07 AM PDT

    with the lag in the enemy side

    Posted: 02 Apr 2020 12:40 PM PDT

    when you suck but 200 rounds is 200 rounds

    Posted: 02 Apr 2020 04:43 PM PDT

    So i decided to test the shield turret....

    Posted: 02 Apr 2020 06:50 AM PDT

    Don't skip the killcam just to put us in Gulag

    Posted: 02 Apr 2020 08:40 AM PDT

    I'm sure we can all agree hackers do exist in this game, but how can I tell if the person who killed me is hacking if I can't see how I died? Activision said they banned over 50 000 hackers since launch, they are around.

    The problem is most of the time I can't tell for sure because I cannot see the killcam. If you didn't know dying before the Gulag closes doesn't show you it. All it does is shoot you straight into the Gulag. At least only force skip the killcam if we actually get put into the fight, or only put us in Gulag after our killcam is over. We shouldn't have to die once or wait until Gulag is closed to see if the person that killed me is actually cheating or not.

    If you guys think it should stay the same, or should be changed I would like to hear why.

    tl;dr - Gulag skips killcams, let me see how I died, there is hackers around and I'd like to know if they were.

    EDIT: I know that killcams give lots of info, they show killcams anyway in the late-game though, why is it a problem at another point in the game. IMO they should either always be there or never be there.

    submitted by /u/Thatflywhiteguy
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    That’ll teach em ����

    Posted: 02 Apr 2020 07:11 AM PDT

    This felt dirty.

    Posted: 02 Apr 2020 10:48 AM PDT

    I didn’t know John Wick became a playable operative ��

    Posted: 02 Apr 2020 06:35 AM PDT

    Dropping into Warzone pre-lobby be like:

    Posted: 01 Apr 2020 05:31 PM PDT

    Found an Assault Rifle in the Gulag (No audio)

    Posted: 02 Apr 2020 01:50 AM PDT

    All part of the plan..

    Posted: 02 Apr 2020 09:20 AM PDT

    XclusiveAce New Video. Go watch!

    Posted: 02 Apr 2020 12:01 PM PDT

    He tested his own account, the goat Karma, a regular joe account and a reverse boosted account. In both kdr and spm you can clearly see a difference in the lobbies out of the three (Karma and XclusiveAce basically got into the same bracket of skill). When will they just come out and say that it is in Warzone and what they told content creators a month ago was false.

    submitted by /u/tristanhammack
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    One of the most satisfying kills i’ve ever gotten..

    Posted: 02 Apr 2020 08:06 AM PDT

    The solo experience

    Posted: 02 Apr 2020 12:04 PM PDT

    250 games later - a review of Warzone (Battle Royale group mode)

    Posted: 02 Apr 2020 01:40 PM PDT

    After 250 games, I thought I'd share some of my thoughts on Battle Royale in Warzone. Despite the decent number of games played in a relatively short period, I still feel that I've only really grasped perhaps 50% of the content available - it truly is a massive game with a ton of options. Yesterday was actually the first time I ran into a natural ammunition repository, for instance (I hear this is pretty weird, but it's true!). Something new every game. I've taken advantage of the information in this sub quite a bit, and hope to provide some value back as thanks.

    I've found that a lot of people have provided their feedback without playing much, or using their MP experience as relevant - which is a shame. I have reserved most of my thoughts until after spending some decent time in the game and keeping an open mind where possible. I try new strategies frequently, and develop some strategies where I find success. I have taken notice of a ton of misinformation and hope to provide some of my thoughts on the frequently misunderstood concepts and meta game. I often spectate my lost matches to see how the winner comes up with their win, and will provide some comments on my perception of the metagame based on these observations. I have several hundred hours in MP and am a seasoned COD player (and former "pro gamer" - with an extra 100ms of old age delay that I now must overcome).

    About half of my games were played as a solo player filling a group. The other half is with a friend of mine who is perpetually wasted and can't aim (literally falls asleep mid-game sort of thing), meaning I'm playing worse than solo (we rarely seem to get a third player to fill, especially lately - not sure why). I think this has heavily impacted my stats, but that's supposition and I'm quite happy with my results regardless. I have perhaps 20 solo rounds included (and only 1 win solo).

    My stats:

    • 250 games played
    • 8 wins
    • 37x Top 5
    • 50x Top 10
    • 128x Top 25
    • 3.1 kills per game
    • I win basically every Gulag - Key to increasing your winning chances.

    The Meta (TM)

    The current meta feels like it's pretty much all about high ground, avoiding conflicts, and putting together one or two good cleanup fights at the end. Most of my wins have come with 6 kills or less - I have never won a game where I had 10+ kills. Every single firefight is a risk of ending the game early, and the payoff for killing other players is not very strong. Money ceases to be useful once you have a gas mask and the basics - and weapon differences are greatly exaggerated. I notice that the winner of the warzone often is just cleaning up a mess - no armor, an SMG with one mag, and a flashbang? You're in the mix, friend. The TTK is so low, even with armor, that your weapon advantages are fairly moot. Don't get me wrong, I still rock meta weapons like the M4 and AX-50, but I suspect I'd have no trouble with a dragunov and a P90.

    I suspect that with better performing servers, the meta might change dramatically, as the skill gap would ensure that a high tier player is likely to be able to keep themselves on top - however, with huge lag spikes and low tick rate, even the best player has to overcome major desync and lag issues which levels the playing field.

    I see that a lot of teams have no real cohesiveness, and think there's a lot of opportunity in the meta for well balanced groups - things like, one spotter, one anti-vehicle, and only one sniper. I have yet to run across this, but suspect an organized group of patient players employing this strategy would have a lot of success. Even in groups, the pros/streamers seem to play an insular, self-sufficient style. I bet we see this develop to a point where these groups are preventing vehicle use in the final circles, etc, which will change the meta a lot.

    Of particular note for the meta, I have some of the following observations:

    • Bounty contracts are extremely useful in the final circles, even just to keep the enemy on radar.
    • Recon contracts are excellent to avoid early death by making sure you are not on the "edge wave" of players moving towards the center. Being ahead of this wave is crucial for your win rate.
    • Bounty contracts often indicate unlooted locations after coming back from gulag. I might be imagining this, but it seems consistent.
    • Managing armor replacement and your gas mask in the final circle is surprisingly important. I've lost a lot in the final circle while cockblocking myself with one of these two actions.
    • High ground is stupidly effective. If you find yourself in a 4+ story tower in the final few circles, you should be top 5 every time. Nobody wants to give up their location shooting up at a tiny sliver of head.
    • Head glitching is powerful... I hate using it, but it works so well...
    • I don't get the discussions surrounding weapons like the FAL as somehow being meta dominant. Like I said above, the weapons are fairly equal given the low TTK. I have never seen someone use a FAL effectively in warzone. So many posts are touting this weapon... it's USELESS after certain ranges and requires serious effort to single-fire at a rate that competes with the other weapons. Not a terrible weapon - none are - but I don't understand the love affair. I've really tried to make use of this thing, and I don't see the appeal.
    • A strangely powerful win condition is simply having a gas mask, two stims, and a self-revive, then literally hiding from the enemy in the final circle. I've lost about a dozen this way. I'm still not sure if they're out-timing me on the stims/self-revive to outlast me, or if they're hiding under the map or something... they just win, and I don't ever see them.
    • I strongly believe the shield is the most underused strategy in the game. I can't bring myself to use it. A shield meta would be super easily countered, but since nobody is using it... if you want a cheap win, use a shield.

    Gulag Meta (aka flank2win)

    I have a stunning success rate in Gulag and thought I'd share some tips. I really can't remember the last Gulag I lost, excepting for lag. My strategy is fairly simple:

    1. Watch where their body points during the countdown - you'll find that 9/10 times, they will move where they are pointing.
    2. Always rush to mid-way, to get into footstep range, under cover. I typically rush middle, peek one side and prefire it, then duck and listen. My next move is a hard flank using the footsteps to preaim. If there are no footsteps, hard flank the blind corner and move into melee range to finish if you're not rocking a shotgun.
    3. Double-double-backs work every fucking time. Example: you rush to mid, hear no footsteps, and hard flank spawn and realize he's right beside you through the wall. Change directions, take two steps, and then double back again - they're looking the wrong way when you round the corner. It's scary how often this works.
    4. Always use your grenades and secondaries if you have cover and tempo - they're crazy OP in such a small arena.
    5. The flag is dangerous and not usually a good win condition based on the circular cover with nowhere to put your back to - protect the flag and try to lead on damage to the round timeout if you must.
    6. You can win the revolver round 9/10 times through gamesmanship by rushing to melee when they reload, but you do risk taking a headshot.
    7. Prox mine is filthy and should be a guaranteed win if you're patient and tactical. Don't stay near your own mine as they can be detonated by rocks from spectators. A prox mine cuts the field in half and means you should be able to peek them every time (or hear them die on the other side).

    Pros (fun stuff)

    Weapon combat is extremely satisfying and well balanced. The sounds, the animations, it all comes together. This is of course not unique to warzone, but certainly makes this a battle royale to be reckoned with - this is AAA stuff.

    The pace of play is fast, and there is a ton of player engagement. Endless play styles exist, and they are all very viable for winning, if executed properly. Helicopter hiding, recon stacking and posting up early, space making with bounties, rooftop camping, stalking, it's all good.

    Spotting enemies is easy and there are very few issues with movement and gunplay. Movement is somewhat hampered by a lack of a "scramble" mechanic over rocks and such, which I expect will be fixed soon.

    Buildings are fairly consistently designed and replicate actual multiplayer maps, which is fun. Some buildings have huge stretches without entry points, which is frustrating and leads to strange tactics, but you really just need to learn the lay of the land. The map is absolutely enormous, and I still haven't visited 1/4 of the buildings at least.

    Sound effects are VERY GOOD, including footsteps. I can hear the uproar from the crowd already on this one. Yes, it could use improvement - from zero parachute noise when idling (ez execution with no warning, also not fun) to sometimes hearing absolutely nothing from a player until it's too late (or just not at all) - it would be nice to polish this, as it's close to perfect. That said... there's very little as frustrating as hearing a footsteps at the exact same time the person appears on your screen, despite them running within footstep range for a good 1-3 seconds. There's a funny clip of a streamer where they do a montage of this - it's annoying, but I truly think we only complain because we demand a lot here. If footsteps in this game are to be called bad, then footstep sounds in every battle royale ever made are unacceptable (don't tell me apex or pubg does it better). If you disagree, think about it - does anyone ever complain about the sound quality when another player walks on differing surfaces? No - it's very well done - water sounds different than metal stairs, outside surfaces are different than inside surfaces... quite a bit of work here, and it's decent to say the least. But definitely put some effort into the footstep voids... there's some legit criticism here.

    This is the best battle royale out there, IMO.

    Cons (not fun stuff)

    Latency and performance. Look guys, for the type of AAA title we're talking about, it sucks. It's just barely fucking passable, and I'm 90% sure that's the requirement that the executive staff has told the netcode team to meet. It's a pox on this beautiful game. And I'm wasting my breath, because some bean counter made this happen and sure as hell isn't listening. The biggest improvement to this game would be better performance. Tick rate, desync, ugh... when it's stable, you don't notice much, but otherwise it's rubber-band city, and the kill cam rarely resembles the fight (oh, I didn't fire any bullets, silly me!).

    Vehicle hitboxes - holy shit. The rear bumper of the truck is insanely huge... whenever I use it and someone tries to hide, they rarely realize the bumper can actually go somewhat through doorways. This is in hideous need of a fix and has ruined at least 10 games for me. I was using it to my advantage for awhile but it feels awful and is a dirty trick.

    Vehicles in general are poorly done (not PUBG bad, but we expect a lot here). The liftoff oversteer effect on vehicles defies physics and even my own imagination at times. The hitboxes for players within vehicles is beyond comprehension - especially in the truck. You can unload a mag into the window and they'll take zero damage. Not sure what's up here yet.

    RPG's and explosives can end your fun quickly, and are without much defence. If someone decides to play to lose and just dig into you with explosives, you really don't stand a chance. I'm seeing a HUGE uptick in the last week of explosive meta in the final circle (3 guys with RPG's in a tiny circle is really hard to handle unless you're doing the same thing). This is absolutely going to dominate the meta unless changes are made soon. I think that there should be a trophy system or something for the final circle... not sure how to fix this. Maybe larger friendly fire radius. The last 5 games I spectated to completion ended in an RPG! Driving around town and running over a random proximity mine is also not a hell of a lot of fun, but I suppose vehicles need balance - then again, who wants to be the anti-vehicle mule in their group? Boring.

    Cheating is not as bad as some make it out to be, as I've only run into one verifiable cheater (and maybe a dozen suspected). I have a feeling this is being dealt with pretty well. Some people say they see a cheater every game - I played a ton of games extremely aggressively, averaging 5-10 kills a game, and I never ran into anyone I thought was cheating even though I was shooting at anything that moved.

    Falling damage... oh boy... this has gotten me way more times than I want to admit. I have been in the final circles on at least a dozen occasions where I go to drop on someone and the ground is JUST FUCKING FAR ENOUGH that I splat. One foot shorter, no damage taken. This is NOT FUN! Combine this with the sporadic lag, and you really can't do all the fun things you should be able to while parachuting. The number of times I have tried to do a last-second parachute and just splattered the ground is way too fucking high.

    Well - this has already turned into an essay of nearly unreadable length, but I think I've gotten my major points across. I might revisit later for some editing and other minutia if this generates any interest. I'm happy to answer any questions or entertain discussions and hope this has helped someone out. Happy hunting.

    EDIT: One final note that I wanted to make is differences in PC and PS4 - I've actually played about half and half on the same account with cross-play always on.

    They say there is no SBMM - this might be true. However, if it isn't skill based, it's based on something, because there is clearly a MM bias in play.

    The second I switched to PC, my games became significantly more difficult. You should know that I am a dyed-in-the-wool KB&M user. My win rate plummeted immediately. I am clearly playing faster and cleaner on PC versus PS4, and I lose more often. On PS4, I never ran into someone who made me go "wow" because they lit me up so fast I couldn't even process it. This type of shit is a daily occurrence on PC.

    In addition, I sometimes watch my wife play, and I swear she faces people that are playing with their feet or something. I'm going to admit this is seriously unscientific, but it's a gut feeling.

    submitted by /u/Computer-Blue
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    Please fix the vehicles.. this is stupid

    Posted: 02 Apr 2020 05:01 AM PDT

    Apparently the RPG can kill through roofs

    Posted: 02 Apr 2020 10:39 AM PDT

    Activision is not on the right track to solving the cheater problem (perspective of a former cheater)

    Posted: 01 Apr 2020 09:40 PM PDT

    As I'm sure you're all well aware there is a huge cheating problem in Warzone atm. I thought I would share my own perspective on the situation as I am a former cheat developer and used to be heavily involved in the cheating community for multiple games. I am not proud of this, I was very young at the time and didn't realize how much of a little shit stain I was being and how I played a part in the dwindling player base of some great titles. I was making a little bit of money assisting fulltime cheat devs so I rarely worked alone and am by no means an experienced developer. I don't participate in the development, advertisement, or use of cheats in anyway for any online game anymore so please don't ask me to refer you to anything. I want this cheating epidemic to end as badly as any of you do because this is the first COD game I've enjoyed playing in a while. I know a decent bit about the anti-cheat measures game devs use for a variety of titles and how cheat devs are able to bypass them. This post is to solely explain why I think Activision isn't on the right track to solving this issue.

    First off the reason why cheats became so widely available so quickly after launch is simply because existing cheats for MW4 were ported over to this game mode quite simply. Cheat devs only had to add an esp option for cheat users to see where loot is on the map (if they wanted to). Pretty obvious but I thought I'd point that out.

    So cheating on COD titles on PC is not a new phenomenon, activision has never had a proper client-side anti-cheat solution (or any for that matter) and they didn't care to properly address cheating simply because a vast majority of their playerbase is on console and they're just going to release a new title the following year so why even bother? However MW4 and warzone are unique in the fact that they have an unprecedentedly high pc player base and that the game supports crossplay. So now console players have to deal with cheaters since as it seems most lobbies support crossplay.

    So what measures do Activision have in place to detect and ban cheaters? Short answer: Nothing much. Atleast for MW4, activision implements two measures worth noting. One is server side stat checking and two is a clientside screenshot checking. Serverside stat checking is a system that flags accounts that have lots of reports and suspiciously high stats. This is actually a decent but cumbersome way to catch only rage cheaters. If a fresh account has a 10.0 K/D and a 75 percent headshot accuracy w/ loads of reports, developers will manually investigate this account and issue a ban if they conclude the player is cheating. This does however take time and doesn't address closet cheater who make an effort to pad their stats and look legit. A clientside screenshot checker is a very simple, very old clientside measure to catch players using esp. It's quite simple, if a potential cheater gets multiple reports in a match or has suspicious high accuracy, the game client takes a screenshot of the players screen. It then compares the screenshot with what it should look like in hopes to find ESP markings or a cheat overlay. Any cheat dev can easily bypass this simply by hooking to the checker and either denying a screenshot or passing a clean one to it, a script that does this is known as a screenshot cleaner. Many cheats also notify the user w/ a prompt that alerts them when the game client takes a screenshot so they know they're raging and should probably chill. The takeaway here is that this is really the only clientside anti-cheat measure they have in place sadly and it's very very ineffective clearly.

    So what measures does activision plan to implement in order to help combat the cheating epidemic. So far they have only announced that they want to implement an easier method in the game's UI for players to report suspected cheaters and that they are monitoring reports and flagging suspicious accounts manually. This will do very little, it's like throwing a glass of water on a house fire. They will get nowhere by manually investigating all flagged accounts. Even if they ban a cheater, guess what? Warzone is free to play and does not implement HWID bans so cheaters can delete some trace files that might link their old account, make a new one, download the game again, and go about their business.

    My suggestion?

    There's two things I believe activision could do to significantly reduce the number of cheaters in Warzone. The main one is implementing a proper clientside anti-cheat such as EAC or Battleye. These are services that run concurrently with the game, scanning the game's run-time memory stack to find function hooks to illicit code or modification to game values. Basically it finds cheat programs that are manipulating the game client, sort of like an anti-virus. If it finds something, the cheater gets an insta-ban. Many games that implement this measure have seen a significant reduction of cheaters. Including R6S w/ Battleye, Fortnite w/ EAC, Rust w/ EAC, PUBG w/Battleye etc. Of course this will not eliminate the problem entirely but it will make it significantly harder/more work for cheat developers to keep their cheats undetected. EAC and Battleye are companies that are contracted specifically to deal w/ this and are good at what they do. They are constantly looking for ways that cheat devs are bypassing the anti-cheat and patching it to detect the bypass so the dev has to find another way around.

    This would one, obviously catch more cheaters because once a cheat is detected, anyone using it will catch the ban hammer until the developer updates their cheat accordingly. Two, lower the number of cheat providers as many cheat devs don't want to go through the trouble of finding a bypass to these anti-cheats as you need to be pretty experienced to do so, subsequently increasing the price of available cheats (supply and demand) which makes the cheat less accessible to more people, especially snotty kids. Secondly these cheats would get detected on some basis depending on how skilled the developer is, so there would be intermittent ban waves to drain the swamp so to speak.

    Two, implement HWID bans. This is pretty simple, all free to play battle-royale games do this, fortnite, apex legends, etc. The game scans your hardware serial numbers and if you are caught using cheats, activision not only bans your account but also your hw serial numbers so you can't play on the banned pc period. This is crucial since the game is free to play and a cheater could simply hop on another account and continue to cheat after an account ban atm. Again, there are ways cheaters can circumvent this. Many cheat providers include a hwid spoofer, which basically feeds the game or anti-cheat software false serial numbers each time you run the cheat. Anti-cheats can also detect spoofers as well so this is yet another thing cheat devs would need to keep undetected if activision implemented both measures.

    Will implementing these two things completely eradicate cheaters? Absolutely not, if there's a will there's a way. You need to understand, good cheat devs are people w/ excellent skills in low level programming. Lots have years and years of experience in doing what they do, reverse engineering games and client-side anti-cheats to find potential exploits and bypasses. There's plenty of people out there who are willing to pay lots of money for subscriptions to cheats in games w/strong clientside anti-cheats like fortnite or rust. I knew some cheat devs who at the time were making north of 150k a year doing this, some much more, it's a lucrative full time career and they often develop cheats for more than one game to increase revenue.

    However, will doing this SIGNIFICANTLY decrease the number of cheaters in the game going undetected? Absolutely. Will this significantly reduce the number of players willing to pay for cheats as they'll be much more expensive due to limited providers? Yes. Will all cheats at some point get detected and require updates from the dev resulting in banwaves and downtime where customers can't use it? Yes sir.

    Sorry for the looooong ass post, but I wanted to thoroughly express my opinion on the situation given my background and make the argument that this epidemic will continue unless activision implements a strong clientside anti-cheat and hwid bans. Of course the easier solution would simply be to disable crossplay, so just the pc player base has to deal w/it as usual haha. But seriously, I love this game, I haven't had this much fun playing a COD game since MW2, I hate that this is happening and I hope activision takes appropriate action to curb this issue. Also feel free to ask me any questions if you are unfamiliar w/ anything I mentioned or need clarification on something.

    submitted by /u/OGlogicgate
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    Final 5 - High Stress, Remember that you have a Frag, not a Semtex

    Posted: 02 Apr 2020 01:34 PM PDT

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