I Don't Understand These Spawns

#11fatclemenzaPosted 1/5/2013 3:02:54 PM
From: TheProfitLemon | #010
Blame the community all they did was complain about the maps being too big and the game being slow paced.

That was the fault of Ghost, not the maps. I'll assume you're talking about BO1.

The devs need to stop listening to the mentally deficient part of the community.
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#12IN1M3GPosted 1/5/2013 3:03:15 PM
TheProfitLemon posted...
Blame the community all they did was complain about the maps being too big and the game being slow paced. Now we have small maps and fast paced gameplay just what the community wanted.


This ^
#13CalvinCandiePosted 1/5/2013 3:05:38 PM
From: QualiT | #004
I know right?

I was playing hijacked and our team just cleared out C dom. The whole of our team was between C dom and the midde of the map, so it makes sense that the enemy spawns at A right?

ROFL, no. A guy spawned right behind all of us and proceeded to get a 5 streak going because we didnt expect him to spawn there. The killcam was literally him dying, spawning behind us and then killing us with his R870.


Whoever programmed these spawns was obviously higher than usual that day.

http://www.youtube.com/watch?v=aDs5PiTLAsU
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#14Foxx3kPosted 1/5/2013 3:17:11 PM
TheProfitLemon posted...
Blame the community all they did was complain about the maps being too big and the game being slow paced. Now we have small maps and fast paced gameplay just what the community wanted.


Black Ops' slowed pace (compared to MW2) was what made it the best COD game ever.

MW2, MW3, and now BLOPS2, are just WAY too fast. It wants the speed of Unreal Tournament with the lethality of a military simulator. It's pushed the two components of the game to the far extremes and expects it to work.

COD4, World at War, and Black Ops are so great because it respects the balance and has the two components mesh and play in harmony.
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