Call Of Duty Black Ops 3 – Thoughts

Call Of Duty Black Ops 3 –  Thoughts

Disclaimer just expressing my opinion on black ops 3.  Firmly believe this game most polished customer experience produced from Treyarch.

Movement system used in black ops 3 feels out of place.  Feels forced to coexist with the core mechanics.  Adding random element without it being useful to the combat.   Treyarch has surrender core call of duty philosophy.   Execution of the movement ruins the core mechanics.  Call of duty always been random, movement adds more randomness.   Maps are designed with one movement lane,  with jumping being limited to open spaces.  Useful of the movement is limited even when successful feels random.

Don’t care for the design that feels so forced.  Step backwards for the series in my eyes.  Movement feels forced on pretty much every map.  Useful in combat most of the time gets you killed.   Instant death accurate weapons with high number of lines of sights.  Movement makes up one of the core reasons why not not intersted in the next title.   Deeply frustrating not being able to pin down how to improve. Respect call of duty for being able to capture that audience.

Play any round of call of duty.  See if you can pin down how to improve from that game.  Largely impossible for me to pinpoint how to improve.  Watching players just see that positioning is important with luck.  Black ops 3 is rather slow game seeking raw pure balance.  That is impossible due how the game is random.   No don’t think future for call of duty is with E sports.

Rethinking Black Ops 3 Design

Rethinking Black Ops 3 Design

Following blog post is how I would have designed black ops 3.  Make no mistake think this one of the most interesting designed call of dutys we had in some time.  Even the minor changes have small impact in how the game plays.  Take this as my constructive criticism towards black ops 3 and decided to avoid any major changes to the formula.

Specialists – Each one has it own associated weapon class and perks. 

Basic list what you could do following this idea….

  1. Assault rifles
  2. Light machine guns
  3. Snipers
  4. SMGs
  5. Shotguns
  6. Pistols
  7. Knife

Each one getting access to various perks having own specialists perks which suit the class.  Assault rifles get versatile perks due to being versatile weapons.   Could even give certain perks bonus for using it with certain weapon.  Example Flak jacket LMGs gain -90% on explosive compared to -30% with pistols.

Player picks Offensive/defensive perk line say for example you pick Flak jacket can’t pair it with light weight.  Perk example Dead silence could be given to close range weapons like pistols, shotguns and knife. Awareness could be given to defensive classes like LMGs and snipers.  Depending on the weapon class certain perks could be stronger.

Could even have another specialist which allows you to pick any weapon but everything is costed. Example M8A7 costs 4 points out of 10 within pick 10 system or could change to pick 100 system.

Shotguns for example may have limited range but could be given super powerful perks to help with the class.  Snipers could be impossible to use at close range but given long range style perks with no counter. Bunch of interesting design choices which could be made some examples.

  • No perks unlike you get kills with your guns earn perks as you go allowed as many attachments as you want.
  • Knife only specialists which moves faster than normal due to perks and has different movement system.
  • Pistol only specialist
  • Dual wield only specialist
  • No perks specialists but has the best weapons in the game

My specialist list

  1. Assault rifles
  2. Light machine guns
  3. Snipers
  4. SMGs
  5. Shotguns
  6. Pistols
  7. Knife
  8. No perks but has the best weapons in the game earn perks for every kill.
  9. Create a class 100 points to spend.

Scorestreaks could even be part of this change each one getting it own set of special ones.

Abilities and weapons – Biggest problem with the specialists most of the abilities and weapons are designed to kill nothing else.  Only couple which can be used in defensive way.  Plus most are based on timing over anything else given how fast you die not that useful.  Would like to see more useful less timed focused abilities and weapons.   Right most of them are not worth using apart from couple which are super powerful.

Unlock system I feel should be ungated token based don’t understand why game is linear.

On another note google auto completes ‘missed opportunity’ to ‘Missed opportunity with a guy’

Der eisendrache – first impressions

Der eisendrache from design point of view rather simple map with loads of fanservice hidden within. Overall I enjoy the map one of the finest pieces of content from Treyarch full of detail and fun to play.   Map simple to play hard to master, does have some little hidden items within it. Lesser skilled players can play the map without much trouble but takes master to learn it.

 

Some random elements within the map but they do have a pattern for example.  Wolf bow quest line paintings have story behind them and order.   Void bow has series of random icons given to various names.

Easter egg is masterpiece in fan service with complex quest ahead for any player.  Looking forward to completing it but finding people to do it <_<

Zombies Rage Quit

Zombies Rage Quit

This me admitting that, do rage quit from zombies on call of duty due to silly stupid reasons.  Most of which are my own fault due to poor decisions end up blaming it on other players.   Noticed gotten into this habit something should stop doing.  If not having fun should stop playing the game simple as that.   Below are the common reasons why I rage quit.

Players can’t revive me

Don’t have enough points after death

Getting stuck on an object

Worth pointing out that easier to blame others over choices you made.  Started to instead ask couple of questions what went wrong and what could I do different.  Do quit games for others reasons like wanting to play with 4 players and laggy lobbies.  Don’t enjoy playing on 100+ms ping for zombies possible to do but don’t like it.

Dark matter grind update

 

Completed: 

  1. Pistols and knife
  2. Snipers
  3. Shotguns
  4. Launchers

Incomplete:

Assault rifles left M8A7 

SMGs – Pharo , Weevil,  Kuda 

LMGs

 

Further thoughts for you with some general advice if you’re finding it hard.

Hunting for headshots can be painful my best advice is avoid going for them just play the game.  Be patience aim near the neck throw stuns at people to slow them down.  Always aiming for the head going to get you killed so avoid doing it.  Hardcore mode can be useful for headshots but found that certain weapons harder to do. For example MR6 found hardcore mode to be the best for headshots over core.  High calibre on pistols, assault rifles makes it easier grind.

Concussion nades plus heatwave makes it even easier to get headshots just need to time it right.

Long shots throw on the varix 3 scope set on minimum zoom don’t want long barrel or suppressor. For pistols you want to play hardcore FFA and camp near long sight lines on outside of the map.

Couple of weapons which I plan on revisiting once I completed this grind.

SMGs

Phase 1

Once again require 100 headshots due to balance reasons can’t use high caliber.  Even at range benefit for getting headshots is none for most SMGs.  Combined with recoil makes whole point of headshots on weapon class pointless.  Want to use anything which can slow people down so you can aim for the head.  Had fun time getting headshots even without high caliber.

Phase 2

  • 10 revenge kills
  • 50 kills with 5 attachments and an optic equipped
  • 50 kills with no attachments equipped
  • 2 rapid kills 5 times
  • 5 bloodthirsty medals

No super hard challenges just small grind

Kuda – Optics not required

  1. Quickdraw
  2. Stock
  3. Quickdraw/Stock
  4. Extended mags
  5. Quickdraw/stock/Extended mags

Mr average just works solid choice.

VMP – Optics not required

  1. Quickdraw
  2. Quickdraw/Stock
  3. Suppressor
  4. Fast mags
  5. Fast mags/Suppressor
  6. Quickdraw/Suppressor
  7. Long barrel

Don’t like this SMG requires me to avoid using stock, massive amount of recoil control.  Long barrel is good on the VMP.

Weevil – Optics not required

  1. Quickdraw
  2. Stock
  3. Quickdraw/Stock
  4. Extended mags
  5. Quickdraw/stock/Extended mags

Big ammo find this gun to be great flanking against big groups due to that 50 round clip.

Razorback – Optics required but can get away without one

  1. Quickdraw
  2. Stock
  3. Quickdraw/Stock
  4. Extended mags
  5. Quickdraw/stock/Extended mags
  6. Long barrel
  7. Quickdraw/stock/Extended mags/long barrel

Long range version of the kuda trades close range power for long range.  Can challenge assault rifles at range.

Pharo –  Optics not required but like using one.

  1. Quickdraw

Longest period of time was using stock but found had terrible aim plus idle sway meant kept missing shots. Do enjoy this weapon loads find getting headshots difficult not sure why.  Rewards you landing your shots with instant melty kills which allows you to get some good feeds.  Certainly better compared to the burst fire SMG in black ops 2.

Vesper –  Optics not required

  1. Fast mags
  2. Extended mags
  3. Fast mags/Extended mags
  4. Suppressor
  5. Long barrel
  6. Grip
  7. Fast mags/Extended mags/Grip
  8. Fast mags/Extended mags/Grip/Long barrel
  9. Fast mags/Extended mags/Suppressor
  10. Laser

Disliked this gun at first but monster once you master the recoil.  Bunch of good attachments pretty much everything being useful which is rare.  Loads of combo could add together, PC players often end up saying this weapon is overpowered.  Would not call this weapon overpowered just very strong almost laser beam melt cannon.  Don’t enjoy using it due to wanting to be to aggressive often end up making mistakes.  Maps don’t suit the weapon only couple which do.  Does melt people even at range if you can control the recoil.

Most of the time I found myself hipfiring or aiming down sight if knew somebody was near.

 

Pistols

Getting headshots with these guns has been nothing sort of a grind.  Best advice hardcore for the MR6, core for the RK5, LCAR as backup weapon.  100 headshots but don’t worry high caliber can be used. RK5 is going to be the problem child here with LCAR/MR6 being easier to use.  Heatwave is your friend plus stun nades.  Don’t forget you need knife golden to get diamond pistols

Do like every pistol MR6 is good, RK5 is good for slow weapons, LCAR just easy to use spam cannon.

No perks challenge with no attachments best done at the same time in hardcore.

 

Final point to make played this game to much 🙁

 

 

Missed opportunity with specialists black ops 3

Specialists – Each one has it own associated weapon class, pick outrider get assaults rifles with selection of perks suited for that class.  Assault rifles versatile weapons get versatile perks designed to help survivable. Perks like engineer, awarness dead silence could be removed as cost for using versatile weapon class. Mr versatile specialist is given versatile abilities designed to help keep him alive. 

Shotguns for example may have limited range but could be given super powerful perks to help with the class.  Snipers could be impossible to use at close range but given long range style perks with no counter. Bunch of interesting design choices which could be made some examples.

  • No perks unlike you get kills with your guns earn perks as you go allowed as many attachments as you want.
  • Knife only specialists which moves faster than normal due to perks and has different movement system.
  • Pistol only specialist
  • Dual wield only specialist
  • No perks specialists but has the best weapons in the game

Abilities and weapons – Biggest problem with the specialists most of the abilities and weapons are designed to kill nothing else.  Only couple which can be used in defensive way.  Plus most are based on timing over anything else given how fast you die not that useful.  Would like to see more useful less timed focused abilities and weapons.   Right most of them are not worth using apart from couple which are super powerful.

On another note google auto completes ‘missed opportunity’ to ‘Missed opportunity with a guy’

Black ops 3 attachments

Decided to make list of attachments along with common combos which I feel are decent choices.   Likely to be running these sort of builds once I completed dark matter camo grind.  Perk choices depends on gamemodes.  List is for my own reference due to the fact I can’t create versions for every attachment version.

Assault rifles

KN44 – No optic is required but can use red dot or elo.

  1. Quickdraw/stock
  2. Stock/suppressor
  3. Quickdraw/stock/fast mags/suppressor
  4. Suppressor
  5. Quickdraw.

HVK 30 – No optic is required can use elo or red dot or recon sight

  1. Quickdraw/stock
  2. Stock/suppressor
  3. Quickdraw/stock/fast mags
  4. Long barrel/quickdraw
  5. Quickdraw.
  6. Suppressor – Subjective my eyes not bad choice for the HVK
  7. Stock

Sheiva – Optics are required pick whatever you want

  1. Quickdraw/high caliber
  2. Quickdraw/high caliber/stock
  3. Quickdraw/high caliber/stock/fast mags
  4. High caliber
  5. Quickdraw

XR-2/M8A7 – Optics are not required but can go with red dot or elo

  1. Quickdraw/high caliber
  2. Long barrel/quickdraw
  3. Quickdraw/stock
  4. Quickdraw/stock/long barrel/high cailber
  5. Quickdraw
  6. Stock.

Man of war iron sights are terrible do like the gun but requires passive playstyle due to the recoil. Feel it needs various attachments to make it worth cost every one compared to other weapons which do the niche better not worth it.  Gun is hit by series of micro nerf which give it poor handling in the hands of a good player does work.  3 hit kill range is 38 metres with 515 rpm very much like FAL from BO2 in some respects but that full auto.  Avoid suppressor just nukes that lovely 3 hit kill range.

ICR-1 sort of like this AR however….worse version of the HVK in my eyes but does have some great iron sights.  Going to revisit both guns after getting dark matter completed.

SMG

Kuda – Optics not required

  1. Quickdraw
  2. Stock
  3. Quickdraw/Stock
  4. Extended mags
  5. Quickdraw/stock/Extended mags

VMP – Optics not required

  1. Quickdraw
  2. Quickdraw/Stock
  3. Suppressor
  4. Fast mags
  5. Fast mags/Suppressor
  6. Quickdraw/Suppressor

Weevil – Optics not required

  1. Quickdraw
  2. Stock
  3. Quickdraw/Stock
  4. Extended mags
  5. Quickdraw/stock/Extended mags

Razorback – Optics required but can get away without one

  1. Quickdraw
  2. Stock
  3. Quickdraw/Stock
  4. Extended mags
  5. Quickdraw/stock/Extended mags
  6. Long barrel
  7. Quickdraw/stock/Extended mags/long barrel

Pharo suffer from terrible aim which could be the result of stock with idle sway.   Do enjoy this weapon loads find getting headshots with difficult not sure why.  Rewards you landing your shots with instant melty kills which allows you to get some good feeds.  Certainly better compared to the burst fire SMG in black ops 2.

Vesper don’t like this gun at all mainly due to being forced to use attachments on it.  PC players with great recoil control can do some serious damage with this gun.  Best attachments I found so far…fast mags/extended mags/suppressor.  Does melt people even at range if you can control the recoil.

Shotguns

KRM

  1. Quickdraw

Argus – Optics I found to be useful

  1. Quickdraw
  2. Stock
  3. Suppressor
  4. Quickdraw/stock
  5. Quickdraw/stock/suppressor

Haymaker/Brecci

  1. Fast mags
  2. Extended mags
  3. Long barrel
  4. Fast mags/extended mags
  5. Fast mags/extended mags/long barrel

Snipers unlike to use them again so not point being on this list.  Pistols can be run naked or with extended mags.  Light machine guns yet to use FMJ looks amazing on them.

 

Dark matter camo grind update

Experience earning dark matter

Decided to write about my experience earning dark matter camo.   Decided to order primary weapons in order within my own frustration index rated each gun from 1-10.  Launchers I found to be one of the less frustrating items however sort of random compared to other challenges required.  Depends people get loads of killstreaks against my team so yea for better players I can see why it would be.  Dark matter camo hunt comes down to loads of headshots.

Yet to finish need to do SMGs, LMGs, 2 pistols and M8A7.

Frustration index

  • Combat knife 10
  • Snipers 9.5
  • Shotguns 8
  • Pistol 7
  • SMG 6
  • LMG 5
  • AR 4

Combat knife was most frustrating item to get gold with snipers following in close second.

Now to talk about each one in order about my experience in general.


Combat knife

Need to get combat knife gold with pistols for dark matter.

Combat knife is one of the better melee weapons we have in call of duty for some time lunge is back to normal standards around.  Don’t agree with the gameplay mechanics of the knife mainly the length of the animation.   Does suffer from the length of the knifing animation which can get you killed due to being long in my eyes.   Knife does suffer from high amount of inconsistency when it comes to sliding and knifing.  Events like double knifing or less lunge or sliding to knifing resulting in different longer animation got me killed.  Once you get used to the knife how it works things become easier with time learning experience in general.

Requires a playstyle which is passive/aggressive exploiting the movement system getting to places which are within your range. Looking back at times I did lack the patience needed for this playstyle and made some silly mistakes.  Combat knife is high risk high reward with couple things I dislike about it.

Combat knife could be deeply frustrating can times spawns can screw you over nothing you can do. When I did have a degree of patience played the movement system right calculated routes and predicted what my opponents had some good games. Should have done the knife only thing between games instead of just doing knife only for every lobby. Making 4 melee only classes meant I spent all my time going knife only which caused me to get deeply frustrated screwing over my mental state making loads of bad choices.

Times it did play off I enjoyed my time with the knife rather fun doing that playstyle.  My best advice is get shotguns done as you do the knife both sharing similar play styles.

Challenges start off simple with 200 kills which takes some time, little bit of advice is stuns and stealth perks.  Knife only can work if you use various tools example stuns or sliding.

Challenges are the same as Black ops 2 combat knife

  • Knife 10 enemies in the back.
  • Get 5 Survivor medals using the Combat Knife.
  • Earn 5 Revenge medals with the Combat Knife.
  • Kill 5 enemies using their own weapon, after killing them with the Combat Knife.
  • Get 5 Bloodthirsty medals using only the Combat Knife.

Heat wave is useful when doing some of these challenges.


Snipers

Never been a fan of snipers in any call of duty game always hated it.   Understand why people dislike snipers mainly people play the class wrong try to rail gun with it instead of watching over lines of sights and switching to pistols.  Want to be successful required to relearn how to snipe.  Can be decent with overkill or switching to pistols. Should be sniping with overkill if you want to be aggressive or pistol switching loads when you move.  Dislike rail gunners as much everybody else but understand why players do it given the overall design of CoD.

Defined weapon niche

Treyarch obvious have vision what weapons should do and should not do.  Designers with experience often have vision what they want, Treyarch has tried to do this in the past. Trying to get rail gunners to snipe and be more defensive over aggressive. However….studio designers have attacked what makes sniping work in CoD which is drag scoping and long ish range kills.  Not sure I agree with this change due to how various gameplay mechanics.

Back in the black ops 1 days designers added random movements to the scope which decreased the odds of you hitting your shot within certain period of time.  Scope would be forced to settle down however…..this nerfed quick scoping, drag scoping and long range sniping all at the same time. Snipers suffered hard pretty much forced to long range distances, mid range sniping was no no.  At the time sort of understood why this was done rail gunners was common within CoD4/WaW/MW2 people would be overly aggressive with snipers or pull off crazy trick shots.

Obvious the designers wanted to avoid what snipers had become for the community mobile rail guns which was deeply frustrating to play against and break the role snipers meant to fill. Designers did remove some of the changes or tone it down.  Making rail gunning little bit easier but making it so snipers could fit into the niche again.  Black ops 2 Treyarch made further changes making it harder to rail gun but left snipers untouched apart from couple balance changes.  Rail gunning was pretty inconsistent for me whatever the CoD.  Black ops 3 designers removed aim assist, lowered it trying to force snipers into long range sniper niche role.  Same issue as black ops 1 screwed up the sniper niche making inconsistent sniping a thing.  Better compared to black ops 1 which was random this gameplay mechanic forced you to relearn how to snipe.

Not saying want return of rail gun snipers but feel the solution of low aim assist and none is lazy damaging the class removing snipers from the niche role.  Vertical elements of the game with various other design choices mean snipers are harder to use.  Very easy to dodge avoiding being hit if you know what you’re doing.  Not the best sniper in the world but don’t agree with this change at all.  Seen some players who can rail gun but not very common often down to luck and positioning. Even if you snipe still at major disadvantage given how the game is designed. Would like to see designers test out other ways to nerf rail gunners and improve snipers after using them high skill ceiling weapon with little or no reward.  Snipers are currently at serious disadvantage which is why I bring this up and wish anybody all the best of luck trying to get them gold. Amount of frustration I had with snipers was same level as the knife, knife did teach me that patience is important.  Snipers ended up teaching me this game has loads of random elements within it which screw over players at times.  Gotten to the stage of not caring about my score due to grinding for dark matter.

Relearning to snipe and advice

Designers have not screwed up sniping changed how it works forcing you to relearn how to snipe. Pretty much have to pre aim, hold your idle sway steady if you want to drag scope you need to move your body not your aim.  Relearning how to play with sniper takes loads of practise pretty much forced do it.  Possible to do but requires loads of patience and practise.   Various tactics you can use which help you pretty much have to be on your toes when sniping and ready.

Not sure how to explain it but feels alien at first.

Moving on to my experience with snipers…..

Dakon is semi auto sniper which should be used like a DMR or markman rifle.  Dakon has tiny amount of aim assist which you can notice, smaller than average idle sway think of it as Sheiva in sniper form.  Patience rewards you over spam fire shots, worse version of the Sheiva overall.  Did enjoy using the Dakon however why use it over the XR-2/M8A7/Sheiva or ICR-1 in it current state. Best way of getting one shot kills is HC spent most of my time in HC with this sniper plus handy pistol to get headshots. Found dakon worked well with recon or default scope and could lay down fire.  Liked the Dakon but found it to be worse version of the Sheiva.  Dakon requires the right position to make it work with you being mobile markman over a sniper.

Locus first bolt action sniper does not have any aim assist you can feel it forced to learn how to aim again.  Movement system screws over snipers with the locus becomes obvious however….by turning down my turn speed found some luck with it.  Balanced performance with not many penalties still frustrating to use the locus.  More forgiving compared to the SVG due to the higher rate of fire.  My lowest K.D sniper not sure why but could not gel with the sniper.  Not a bad sniper I can see why people like it but myself did not enjoy using it and my aim let me down with hit markers.  Part of me thinking it due being more aggressive with it which does not work out so good.  However does free up attachments to use due to low idle sway. Could be mental thing given how people like this sniper so much I dislike it and how much people spam it. Rail gunning with this sniper can work however would not say it good idea given how random it can be.  Noticed that centring your aim is key to landing shots quickly when comes to sniping something I found hard to pull off.  Lower sensitivity however makes it easier to pull off sniping with the locus.  Downside to the locus if you aim at the wrong part of the body can get hit markers which means death.

P-06 burst fire sniper with some aim assist sort of like it but again like the dakon why use it over  XR-2/M8A7/Sheiva or ICR-1.  Melts people when you can aim on target just dirty good.  Loads of people found success using ELO on console but I did not.  Second favourite sniper behind the SVG due to just being cool.  Low ish burst delay which makes follow up shots easy and stupid powerful.  Not sure what else to say…

SVG-100 grandad sniper designed to be the sniper of the class.  Meant to hang back be defensive punishing people who are unaware of your location.  Does not work as mobile sniper but found success moving from spot to spot just punishing people from uncommon lines of sight. Handling traits of the sniper are rubbish with 400ms aim down sight time with 42 rpm high idle sway.  Biggest issue I had with this sniper was the idle sway and lack of aim assist but feels like sniper should be.  Rewarding patience snipers who can time shots and aim.  Requirement is getting into the right mental state when using this sniper and thinking about the maps like a chess board. Using this snipers I did learn about dozens of lines of sights and counter lines of sight.

My nickname for this sniper is Grandad fun to use sometimes but doubt I use it much after getting it finished.

Still found snipers hard to use even within range meant to be used due to the lack or low aim assist. Deeply frustrating weapons to use but could be fun at times.  Best attachments suppressor, thermal, recon, extended mags, CPU.  Depends on the sniper but suppressor just good whatever sniper.  CPU is great on the SVG, thermal is good on locus.  Doing the camo challenges for snipers made me rethink my playstyle becoming more passive when required.

Camo challenges with snipers are not that bad apart from the killstreak ones.  Double kills are down to luck and require degree of good aim.  Killstreaks did cause the most pain….some advice is only move one stick at time when sniping.  Easier to line up shots I found over moving both trying to fight the idle sway and sticks.  Some people have found success with overkill snipers but why not use long range weapon instead.  Overkill with sniper appears to be good choice in my eyes.

Too long didn’t read on snipers

Short version patch snipers so they can snipe and nerf rail gunners.  Snipers don’t fit into any niche and pointless in current state.  Require bit too much practise in order to be good.


Shotguns

Disclaimer got shotguns diamond before Treyarch did any rebalancing so my experience may be different compared to yours.   In general shotguns are okay borderline useful from my experience make use of the movement system can do some work.   Playing it very much like combat knife making use of the movement position and having the same sort of mental state.  Various tactics you can use to make shotguns work better like setting up traps.

KRM pump action used to be 1-4 hit kill inconsistent with short one hit kill range.  Due to doing the camo challenges avoided using pistols or C4 or ghost.  Ghost is useful for shotguns, C4 along with pistols rounds out the class making it good.  Lack of one hit kill range still an issue but always 2 hit kill now, aiming down sights does increase one hit kill range little bit but hipfire still better.   Suffers from low one hit kill length sort makes no sense to aim down sights with the KRM. From inconsistent to consistent performance easier to use, Argus is decent choice if you have good aim.  KRM got buffed now always 2 hit kill with little bit longer one hit kill range but still small. Quickdraw is the best attachment in my eyes, laser is not required due to the spreads can help keep you mobile.  Do enjoy the KRM far more compared to launch which was terrible.

Haymaker 300rpm shotgun that 2-4 hit kill from numbers point of view often at a disadvantage. Easy to use spam shotgun that can do loads of damage, good hipfire and good ADS spread.  Most of the time I hipfire the haymaker or ADS if somebody is super close.  Spray and prey 🙂

Long barrel, fast mags, extended mags are good choices.

Brecci kind of awesome as shotgun also my favorite shotgun even if harder to use compared to the haymaker.  2-4 hit kill often 2-3 hits to kill.  Normally spam it hipfire and avoid any sort of ADS.  Like the Haymaker ADS is good sooo ye…

Same with sort of attachment choices as Haymaker but I don’t like long barrel that just me.

Argus feels like KSG 12 with pellets over just slugs and has less range compared to the KSG 12.  Still always a one hit kill if you aim down sights until maximum range. Quickdraw, stock and suppressor good choices. Argus is hard to use and my lowest K.D shotgun like the KSG 12 was in BO2.

Only issue I had with shotguns was Haymaker, Brecci requiring 100 headshots to even start the final challenges should be 50.  Killstreaks just required some clever positioning and exploiting movement system.  After using snipers and combat knife grown to love shotguns but still tier 3 weapons.


Pistols

Pistols strong choices for secondary weapon powerful enough to earn spot with various weapons. So far enjoyed using pistols started to use them on various other classes and pistol only classes. Going pistol only is more useable compared to knife only along with forgivable.  Does present it own challenges and not going to be meta domination.  Some people complained about pistols in the past during BO2.   Pistols have been nerfed due to having limited aim assist range sort of makes sense.

MR6 similar to the five seven from black ops 2 one key difference is damage/range.  Five seven 2-6 bullets to kill, MR6 3-5 bullets to kill.  Often 3-4 bullets to kill due to the range numbers however pistols have no aim assist after certain range.  Hardcore mode pistol is good enough to be part of the meta but given every other weapon damage/range they can one hit kill you from longer distance.  Liked the MR6 even using it pistol only can be decent.  Pistol only does present it own challenges due to the lack of aim assist after certain distance.  Apart from getting 100 headshots easy to get the pistols done and good enough to be used instead of launcher.  In my eyes should be 50 headshots over 100 headshots.  Challenges are pretty easy to do just headshots are grindy.

RK5 headshots with this weapon has been pretty painful so far due to the recoil.  Unlike the MR6 this pistol sucks in hardcore but good with snipers or slow firing assault rifles. Yet to finish the headshots on this gun or start the LCAR.


Assault rifles

Not much to say assault rifles are good in this game certain ones which don’t like still good. Headshots high caliber is your friend makes it easier to earn 100 headshots.  Enjoyed KN44, XR-2, Sheiva, M8A7, HVK-30.  M8A7 just started to use final one to get gold.

After using the snipers found new love for the Sheiva.


Submachine guns and LMGs yet to start. 

Sucks that we don’t have high caliber on submachine guns because would make it easier. Right now around 50 headshots on most SMGs apart from later unlock ones and LMGs no headshots.

 

Black Ops 3 – Stuff to avoid

Decided to make a list of items people should be avoiding avoid using because they are not worth spending a point on.

Rapid fire on anything apart from burst weapons.

Rapid fire gives you 6% increase in rate of fire with biggest increases coming from guns with higher rates of fire already.  Vesper gets 100 rpm increase compared to Kuda which gets 43.2.  Same story with every other weapon apart from snipers rapid fire does not increase the rate of fire on sniper rifles which have to re chamber a bullet which means locus, SVG don’t get any benefit.   Burst weapons used to see burst delay reduction however…not sure what Treyarch has done.  According to the weapon stats burst delay has been reduced or removed. Example M8A7 without rapid fire 150ms with 80ms, now something like 130ms.  Not sure what Treyarch has done but don’t believe it impacts like before or may not reduce delay at all.

Sure if you did some mathematics find it helpful for small tiny window on some weapons.

Long barrel on most things apart from two shotguns.

Currently -20% damage plus 13% extra range which means only makes sense on the Haymaker/Brecci.  Given how these weapons can’t one hit kill gain bit extra range for some damage which sort of useful.  Would say Haymaker is better shotgun to use it on however….both are good choices 2m extra rather useful.  Argus and KRM pointless to run it.  Long barrel on SMGs increases your minimum damage range, sort of obvious why pointless on SMGs given recoil/damage they do over distance.  Razerback, pharo could make a case for long barrel but other better options.  Assault rifles get the benefit of 50% extra range on every range.

3 hit kill 25m becomes 50m

4 hit kill 50m becomes 100m

5 hit kill 100m becomes 200m

Yes you get extra range but given how most of the maps are small bit pointless 50% more range across the board is good.  Certain weapons which increasing range profile not bad choice like burst weapons.  Given the damage ranges on most rifles still pointless to use in my eyes.

Suppressor 🙁

Follow weapons are good with suppressor

Snipers, KN44, Vesper and subjective ones HVK, Weevil, VMP.  Given the range values plus recoil makes HVK, Weevil,VMP not bad to use a suppressor with. Haymaker is okay with a suppressor but still suffers hard from it.  Whatever you do don’t put suppressor on an LMG 90% of your range is gone or normally 2 hit kill becomes 3, 3 becomes 4 etc.

Other items

Grip just 7% centre speed buff which not worth using.

Black hat is rubbish don’t use that.

FMJ not enough spots which make use of FMJ 🙁

Thermal without smoke pointless to use due to lacking any sort of aim assist.

Black Op 3 – Slow down

Decided to try earn dark matter camo so far I have shotguns completed, launchers and knife. Assault rifles only the M8A7 remains now moved on to pistols/snipers.  Experience so far highlighted couple gameplay mechanics which add to inconsistency.  Game is fun but movement system adds extra layer of randomness to the game.

Weapon balance couple obvious items which suffer from the movement system semi auto weapons, burst weapons.  Sheiva is slow rate of fire 2 hit kill weapon requires you to know location of your target.  Map design helps the Sheiva but requires you to play very passive.  Obvious locations to hold up are not your friend maps are complex chess boards with hidden lines of sight.

Sheiva – Sub standard?

Obvious that Treyarch wanted semi auto rifle within black ops 3 had learn lessons from black ops 2. Design point of view clear version of what rifle should do and should not do.   Treyarch wanted precise weapon which required high accuracy, high damage with decent range.  Rate of fire as result lower compared to FAL or SMR of black ops 2 but given higher damage and range.  Sheiva suffers from poor handling, slow rate of fire movement system hurts the sheiva every missed shot screws you over.  Throw in flinch get niche weapon with limited use. Not even factoring map design most fights happen at quite small distances.  Would say average around 15m to 30m, something which hurts the Shevia.  Map design however does favour the shevia in less obvious ways.  Getting the feeling I was using the Sheiva wrong should been way more passive.   Concept works on paper but reality not so much.  Worse still has terrible iron sights due to the fore sight blocking your view.

However…..do think the concept could work just I was using it wrong.  Starting to think the ICR-1, XR-2 also gets lumps into groups guns I used wrong in quest to get gold.  Starting to play the game more slowly man of war had better results with likely I be coming back to these weapons at some point.  Shotguns very unlikely unless I just camp inside a building all game.

Looking forward to learning how to play with SMGs/LMGs/Snipers and pistols guessing need to play passive like ARs.