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Zan Azikuchi
G.R.A.V.E The Ditanian Alliance
263
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Posted - 2015.10.03 20:43:00 -
[1] - Quote
Summa Militum wrote:Doc DDD wrote:sniper range should be similar to large rail turret range.. im all for at least 600m on both... My friend Joey, who pretty much only plays Eve now, stopped playing Dust514 because of a reduction in the range of Sniper Rifles. Apparently, before I started playing this game I guess, the range of Sniper Rifles was much greater than it is now.
The SR had the range of 600 meter's before the nerf, when the game had the sharpshooter skill for all weapon's which at base skill, gave 25% increase to range and sharpshooter proficiency gave 15%, which gave the Sniper Rifle 240+ range or a maximum of 840 meters. Something as a sniper, I miss a lot, especially back before they added walls to objectives, snipers could keep objectives from being hacked and be useful to the team, more than be the "kill anything or kill nothing at all" sniper type.
If they don't change the SR range's back, at least reintroduce sharpshooter and sharpshooter proficiency. And to help snipers remove the walls of null cannon's so that we can get into position, and even fight for position's with enemy sniper's in the mountains on certain maps. (In example, the map on domination with the mushroom building, and the null cannon in the courtyard) It would make for such a more interesting game if more forces could fluctuate and influence the flow of the battlefield, more so than a mario scrub with an MD and some RE's.
When there is light, shadow's lurk and fear reign's... Yet by the blade of knight's, mankind, was given hope.
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Zan Azikuchi
G.R.A.V.E The Ditanian Alliance
263
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Posted - 2015.10.03 20:54:00 -
[2] - Quote
BARAGAMOS wrote:fragmentedhackslash wrote:[quote=Summa Militum] This is just stupid wrong.
My suggestion, is to return many things to DUST514, one of these being the 800m range table of the sniper rifle, I used to shoot over the horizon ranges, and it took me a very, very long time to get proficient at this, and there were only a few that were. So the 3200m proto sniper rifle range table is NOT OP. That is the correct range for a futuristic sniper rifle, operational at over the horizon ranges. This is where I, and a select few, used to operate.
//slash No modern rifle in use by any military fires 3200 meters.. Not even half that for Marine/Army issue. So that's a far stretch for the future considering at 1.6 miles the curve of the earth is hiding the target on flat ground. Even in the future 3200 meters is a LONG way to fire a round and expect it to land with any interference wind/humidity/barometric pressure/ turning of the planet from a hand held device. The amount of velocity needed for that would require a huge amount of energy. Not sure that would be in line with the tech level of other guns in the game. If you are talking about it being futuristic, it cant be more advanced than say the AR. A gun landing that round would be the only gun you ever needed and in truth with that velocity would shred tanks as easy as people. So the current SR ranges seem already out of line with the other nonsniper weapons. They do much more damage over a much greater distance, and increasing that range just skews those numbers more.
Thing about that is, does an SMG reach out 1000 meters? No they, with the right rifling and bore, can reach upto 150meters, while most rifles can hit 300 and greater, a sniper rifle is effective upto generally 450, but can and has been pretty capable of hitting 1000 meters and greater.
However you'll never see anyone actually fire an SMG from 150 meters away, in most cases 30-50 meters and most fire fight engagements are generally within a 100-200 meter range with an assault rifle, but, in most cases, a marksman generally stays at a range of 200-300 meters, or beyond. (These statistics are taken from many other FPS' all of which, lack the SP system that DUST has, making it the only REAL difference from this game and others, bare in mind I do not have any military knowledge or training, and everything here is purely based on military simulation FPS').
When there is light, shadow's lurk and fear reign's... Yet by the blade of knight's, mankind, was given hope.
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Zan Azikuchi
G.R.A.V.E The Ditanian Alliance
263
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Posted - 2015.10.03 21:18:00 -
[3] - Quote
BARAGAMOS wrote:Zan Azikuchi wrote:Summa Militum wrote:Doc DDD wrote:sniper range should be similar to large rail turret range.. im all for at least 600m on both... My friend Joey, who pretty much only plays Eve now, stopped playing Dust514 because of a reduction in the range of Sniper Rifles. Apparently, before I started playing this game I guess, the range of Sniper Rifles was much greater than it is now. The SR had the range of 600 meter's before the nerf, when the game had the sharpshooter skill for all weapon's which at base skill, gave 25% increase to range and sharpshooter proficiency gave 15%, which gave the Sniper Rifle 240+ range or a maximum of 840 meters. Something as a sniper, I miss a lot, especially back before they added walls to objectives, snipers could keep objectives from being hacked and be useful to the team, more than be the "kill anything or kill nothing at all" sniper type. If they don't change the SR range's back, at least reintroduce sharpshooter and sharpshooter proficiency. And to help snipers remove the walls of null cannon's so that we can get into position, and even fight for position's with enemy sniper's in the mountains on certain maps. (In example, the map on domination with the mushroom building, and the null cannon in the courtyard) It would make for such a more interesting game if more forces could fluctuate and influence the flow of the battlefield, more so than a mario scrub with an MD and some RE's. So who ever first hacks an objective keeps it all game??? That's what the ability to snipe a hacker means. So no put up more walls so that the game can be played. Not speed hacks to start and snipe camping until the game ends. That does not even sound fun...why would you want that? The Mario scrubs are an issue on their own. Maybe we should just put them and snipers in a bag and them fight it out...may the best scrub win.
You seem to completely missed my example, that sniper(s) would be fighting over position, and seem to believe that your team wouldn't have a counter sniper(s) or an ADS, or someone to go out to hunt the individual(s), It's not meant to be fun for you, the mud runner's, it's meant to add more interesting gameplay for sniper's, you must also understand that not everyone can just walk in with an Amarr AK.0 or Gallente GK.0, right?
And in regard's to my last post, the point was, even if you use a weapon that has immense range, most people aren't going to try and waste their ammo to waste a guy that they could potentially miss and would be more comfortable shooting at much closer ranges, where they have experience shooting at. Case in point, I can kill player's with a BK42 ACR at a range of 70-80 meter's, feathering the weapon, but most other player's shoot at ranges of 30-40 meter's, which if they feel comfortable shooting at that range, all the more power to them. Even the AR can snag a kill at 70 meter's, provided they have low armor, or rather 250 or less armor and no cover. Fact is, many gun's have the range, most player's and people shoot at shorter range's.
(Another example and an excellent one at that, is the ARR which has close to the same range as the RR, and once again, most players don't shoot at the medium distance range, but prefer to get closer to the enemy, for better sight on enemy acquisition).
So like in most video game's, most weapon range's are pretty much utility, their there, but most people choose not to use it, mostly because the gun-games meta is purely centered around being in close, which makes excellent gun-game for supporting classes, such as Sniper, Mortar/Support, and Tank.
Fact is, there's just too much preventing a sniper from doing his/her job in this game and a mortar/support or tanker will be able to function equally on the battlefield, would be nice if we could tag player's on the mini-map with a sniper rifle and get recon/scan assist's, like having your target in your sights for more than 2 second's and he/she automatically becomes tagged and seen by the rest of the team.
When there is light, shadow's lurk and fear reign's... Yet by the blade of knight's, mankind, was given hope.
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Zan Azikuchi
G.R.A.V.E The Ditanian Alliance
264
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Posted - 2015.10.04 03:29:00 -
[4] - Quote
BARAGAMOS wrote:Aeon Amadi wrote:BARAGAMOS wrote:Precisely, nothing is wrong with it. It is working more than fine, but every couple weeks we get the "OMG I can't hit a guy in the head but I want to OHK dudes from the redline" post. It gets old. The guys with proto/officer snipers and fully skilled out SRs are having no trouble sniping. The issue is all the wannabe marine recon scrubs not understanding the game, and thinking just because a gun says sniper rifle its an excuse to play solitaire from 400 meters and they want to shoe horn it into situations were it is not the right fit. Its a gun like any other gun in the game. Its not a role. I don't say "I'm a Rail rifler", and the rail rifle is not going to be good in all situations. The sooner the wannabes understand that the sooner, the "Please CCP make me a killing machine with no risk from the redline because I cant hack the actual game mechanics" stop. I mean come on, I want an insta kill button on my control pad where I just have to see a guy and press it, but I don't think that's very good for the game. Sniping is not hard, is not a role, is not even usually helpful to the team on most maps. It is useful in a select few situation like any other weapon in this game. It is also sadly one of the options with the fewest counter strategies which is a great reason to keep it the way it is, or even better just increase the damage and make it only usable when not in the redline. That balances the risk and the reward. I just get tired of people thinking the SR is any different from other guns. Its a tool to be used some of the time when the situation calls for it. It is not a full time occupation...hence no suit named sniper. They work fine; they kill more than fine, so aside from the QQ about being bad with them I'm not sure what people want. Apparently just insta kill buttons. If you think it's an instant win button, you clearly have never sniped in Dust 514 before. Again you seem to have a literacy issue Aeon: No one ever said it is an instant win button. Sound out the words and read it again. Kill is not the word Win. You have this issue a lot, we write one thing and you read another. Then you post something random. There is a reason you are getting a lot of bashing lately. Mature up and READ the posts. I snipe seldom, but when I do its not exactly hard. It is certainly not an instant win, but in fact, usually contributes little towards a win. Most of the time having another person pushing the objective is ten times better than one guy sniping. It has its place in the game, but its not a do every game activity as some players want it to be. Its a tool that right now is one of the few things in the game working OK. It probably needs some fine tuning, but upping range or damage is not right direction from the current base. Players who know when to use the tool do really well with relatively little risk compared to other in-game activities, and those who don't come here and beg for OHKs from 400 meters on all maps. It just needs to be seen as just another gun to be used when appropriate, and not given some mythic status as a separate role in the game. The AR will not be useful on all maps, and most people seem to grasp that. The issue seems to be when people can't apply the same logic to SRs.
So clearly, I'm the ignorant bastard child of the 7th king who slept with a hideous demon, so I'm wrong on every account when it come's to gameplay, but, let's take you out of your comfort zone, shall we?
So with your logic, sniper's have no role, in a realistic stand-point that could be a very grave problem (no pun intended), because if we look at this with a realistic type of view, how would Caldari ever win if they never had sniper's? Exactly they wouldn't not to say they wouldn't be helpful, given the fact that many Caldari weaponry have long spool time's, the caldari would be at a considerable disadvantage if they were caught off guard by a Gallente Scout who, logically, flanked from a different angle and distracted the opposition long enough for his own troops to encroach on the Caldari forces and engage from a distance of their liking, now by your logic, the only role's there ARE, is those that are currently in the game, so if THAT were realistic, then logically sniper rifle's simply wouldn't exist PERIOD, so taking THEM out of the equation, there would be, absolutely NOTHING, to stop Gallente from ruling over Caldari with an Iron Fist.
Now Sniper's do actually deserve their own role, as in many FPS' from the Battlefield franchise, to many unnamed franchises they fit a specific role, that's flexible, and can support the allied team in more than 1 way, wouldn't make much sense to have an SR in a futuristic game and not expand upon it in someway, which is what really need's to happen.
Also your claim that your not "Anti Sniper" completely contradicts the fact that you pretty much, bashed on a few sniper's already, not twisting word's, just pointing out the obvious.
Furthermore, you're pretty much insulting anyone who even tries to defend the sniper rifle.... And we haven't even called you out by name..... You're the only one who seem's pretty hostile in this current moment.
When there is light, shadow's lurk and fear reign's... Yet by the blade of knight's, mankind, was given hope.
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Zan Azikuchi
G.R.A.V.E The Ditanian Alliance
264
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Posted - 2015.10.04 04:52:00 -
[5] - Quote
Except I'm not asking for more damage, especially not reduced sway, either increased range or maybe reintroduction of sharpshooter skills to increase the range, or maybe the ability to tag my enemies, so that my allies can see their location's, that's all I'm asking for. It's more upsetting to see an enemy within the scope and know he's going to get away with everything he want's like some spoiled teenager from a rich family, all because your allies aren't on comm's or are too ignorant, or unaware to know where the enemy is at.
If not able to kill them, at least give us the ability to tag em'.
When there is light, shadow's lurk and fear reign's... Yet by the blade of knight's, mankind, was given hope.
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Zan Azikuchi
G.R.A.V.E The Ditanian Alliance
273
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Posted - 2015.10.05 04:03:00 -
[6] - Quote
D-does anyone else feel defeated by what breakin stuff just jot down?...
When there is light, shadow's lurk and fear reign's... Yet by the blade of knight's, mankind, was given hope.
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Zan Azikuchi
G.R.A.V.E The Ditanian Alliance
278
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Posted - 2015.10.06 22:33:00 -
[7] - Quote
Then, why not make SR's trajectory based? Slap some forge statistics and increase their bullet velocity? It would add more skill to the weapon and could solve the issue with hit scan detection issues for the weapon.
Also the Symb's has 5 bullets and extra reserves, in comparison, it only need's an extra 50m, that way it can feel like a true officer and not an experimental version of the charge sr.
In regard's to finding a sniper, if one's stacking profile dampener's then they're not going to be spotted, but if your scan precision is lower than their scan profile, it should auto spot the enemy sniper.
Example A: Profile-20, Enemy Precision-30, Shot fired-Connected "Slight Margin of Error"
Example B: Profile-40, Enemy Precision-30, Shot fired-Connected-Player Screen- "You have been scanned".
Would make sense right, but obviously it'd only work on the 1 person and can only be seen by the 1 person who was shot (if their a squad lead and smart then that'd be a different story).
If I can always hit my target, that's all that matter's to me, I know I'm accurate and I know how to lead, played ton's of trajectory based FPS' (mostly BF) to get this skill, let me use it with more weapon's than just the MD, PLC, and Small Missile Turret.
When there is light, shadow's lurk and fear reign's... Yet by the blade of knight's, mankind, was given hope.
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Zan Azikuchi
G.R.A.V.E The Ditanian Alliance
279
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Posted - 2015.10.06 23:53:00 -
[8] - Quote
Breakin Stuff wrote:Alena Asakura wrote:The only counter to a sniper IS another sniper, always has been always will be. That's the nature of a sniper. First part of the statement is a game balance problem. Second part of the statement is an outright fallacy.
But in most shooter's, if not all, the only counter to a sniper, is in-fact, another sniper. Even in the Battlefield Series, most of the counter-play against sniper's, IS a sniper.
Can't say much about the second part of the statement, but most game's redline's are meant to stop a dominating team from completely pushing their enemies up against the prison shower wall. Well in any case, we probably will see a hotfix or patch for the SR someday, when CCP decides to do something about the SR's low team effectivity.
When there is light, shadow's lurk and fear reign's... Yet by the blade of knight's, mankind, was given hope.
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Zan Azikuchi
G.R.A.V.E The Ditanian Alliance
281
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Posted - 2015.10.08 16:53:00 -
[9] - Quote
Actually, I'd be pretty comfortable removing the redline, simply due to the fact that my secondary weapon wasn't up to par like it is now, now I can snipe while being able to defend myself proper alone, without the need of artificial boundaries or 4 other people being in front of me.
Still a counter perfect, will always be a sniper, I mean, the only real issue would be is that amarr or sentinel staying in the same place preventing us sniper's from doing our work. But that would be something to address, at a later time.
(Or could be addressed with a non jump-able wall between the sniper and enemy player in the perceived "redline" where player's can harass the sniper with grenades and such. People love their nade's and more so ever now)
When there is light, shadow's lurk and fear reign's... Yet by the blade of knight's, mankind, was given hope.
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Zan Azikuchi
G.R.A.V.E The Ditanian Alliance
281
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Posted - 2015.10.08 20:51:00 -
[10] - Quote
Aeon Amadi wrote:Samantha Hunyz wrote:Aeon Amadi wrote:Considering how much hell I just had with one particularly dedicated shield-tanking sniper, I'm interested to see what becomes of shield tanking sniper fits with Hotfix FoxFour.
The ability to take damage, dive into cover for five seconds, and have HP restored to full, is an amazing benefit for long-range capabilities. While I'm still looking over this thread (which I've subscribed to) for nuanced sniper changes, I'm interested to see how snipers benefit from shield tanking instead of just stacking a bunch of plates. I am curious about this as well. My normal fits are all ewar or all damage mods, so it will require me to try a different play style. TBH I don't think shield regen and tank will effect a sniper much as most players that come after us are speed suits with knives and shotguns. On I side note, I am theory crafting that the other shield players will be harder to kill with a SR than armour players. Last night while I played around, I could not drop a a minmando who was obviously regulator stacked. I was using the ish with 3 complex damage and 2x krins. I was landing on average 2 shots per clip, up to 3. after a few minutes, I just stopped shooting at him period. I feel as though that statement will translate to all shield frames today, but I will report back my findings later. Okay, yeah, I will admit that shield tanking on the receiving end of the sniping was something I had not previously considered and I'm not sure that any of the other CPM did either. For that, my sincerest apologies are in order and we're looking at that right now. Stay tuned.
Just so we're clear, you want to nerf the heavy suit sniping? If so, no prob, I always use Assault CK.0 (that reload bonus so good) to snipe in, rather be able to hide with damps than maximize damage. And now that I got a reliable sidearm, I may just run into you on the frontline's and maybe even counter snipe more often than not.
When there is light, shadow's lurk and fear reign's... Yet by the blade of knight's, mankind, was given hope.
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Zan Azikuchi
G.R.A.V.E The Ditanian Alliance
281
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Posted - 2015.10.08 21:44:00 -
[11] - Quote
Aeon Amadi wrote:Zan Azikuchi wrote:Aeon Amadi wrote:Samantha Hunyz wrote:Aeon Amadi wrote:Considering how much hell I just had with one particularly dedicated shield-tanking sniper, I'm interested to see what becomes of shield tanking sniper fits with Hotfix FoxFour.
The ability to take damage, dive into cover for five seconds, and have HP restored to full, is an amazing benefit for long-range capabilities. While I'm still looking over this thread (which I've subscribed to) for nuanced sniper changes, I'm interested to see how snipers benefit from shield tanking instead of just stacking a bunch of plates. I am curious about this as well. My normal fits are all ewar or all damage mods, so it will require me to try a different play style. TBH I don't think shield regen and tank will effect a sniper much as most players that come after us are speed suits with knives and shotguns. On I side note, I am theory crafting that the other shield players will be harder to kill with a SR than armour players. Last night while I played around, I could not drop a a minmando who was obviously regulator stacked. I was using the ish with 3 complex damage and 2x krins. I was landing on average 2 shots per clip, up to 3. after a few minutes, I just stopped shooting at him period. I feel as though that statement will translate to all shield frames today, but I will report back my findings later. Okay, yeah, I will admit that shield tanking on the receiving end of the sniping was something I had not previously considered and I'm not sure that any of the other CPM did either. For that, my sincerest apologies are in order and we're looking at that right now. Stay tuned. Just so we're clear, you want to nerf the heavy suit sniping? If so, no prob, I always use Assault CK.0 (that reload bonus so good) to snipe in, rather be able to hide with damps than maximize damage. And now that I got a reliable sidearm, I may just run into you on the frontline's and maybe even counter snipe more often than not. Where did I ever say I wanted to nerf heavy suit sniping O.o???
Ah, sorry, that was directed towards Samantha, you just kinda got in the middle, my bad.
When there is light, shadow's lurk and fear reign's... Yet by the blade of knight's, mankind, was given hope.
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Zan Azikuchi
G.R.A.V.E The Ditanian Alliance
281
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Posted - 2015.10.08 22:00:00 -
[12] - Quote
Samantha Hunyz wrote:Zan Azikuchi wrote:Aeon Amadi wrote:Samantha Hunyz wrote:Aeon Amadi wrote:Considering how much hell I just had with one particularly dedicated shield-tanking sniper, I'm interested to see what becomes of shield tanking sniper fits with Hotfix FoxFour.
The ability to take damage, dive into cover for five seconds, and have HP restored to full, is an amazing benefit for long-range capabilities. While I'm still looking over this thread (which I've subscribed to) for nuanced sniper changes, I'm interested to see how snipers benefit from shield tanking instead of just stacking a bunch of plates. I am curious about this as well. My normal fits are all ewar or all damage mods, so it will require me to try a different play style. TBH I don't think shield regen and tank will effect a sniper much as most players that come after us are speed suits with knives and shotguns. On I side note, I am theory crafting that the other shield players will be harder to kill with a SR than armour players. Last night while I played around, I could not drop a a minmando who was obviously regulator stacked. I was using the ish with 3 complex damage and 2x krins. I was landing on average 2 shots per clip, up to 3. after a few minutes, I just stopped shooting at him period. I feel as though that statement will translate to all shield frames today, but I will report back my findings later. Okay, yeah, I will admit that shield tanking on the receiving end of the sniping was something I had not previously considered and I'm not sure that any of the other CPM did either. For that, my sincerest apologies are in order and we're looking at that right now. Stay tuned. Just so we're clear, you want to nerf the heavy suit sniping? If so, no prob, I always use Assault CK.0 (that reload bonus so good) to snipe in, rather be able to hide with damps than maximize damage. And now that I got a reliable sidearm, I may just run into you on the frontline's and maybe even counter snipe more often than not. ]I am not asking for any nerfs as I like the new shield and armour balance. I am advocating for the sniper to be reworked or buffed to compensate for these buffs to bring the SR back into a decent place.
*HAAAALLELUJAH!* Still would like to auto scan my targets per shot, a sniper would at least deserve that much for actually hitting the soon to be rotting corpse.....
When there is light, shadow's lurk and fear reign's... Yet by the blade of knight's, mankind, was given hope.
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Zan Azikuchi
G.R.A.V.E The Ditanian Alliance
283
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Posted - 2015.10.09 20:01:00 -
[13] - Quote
Skyline Lonewolf wrote:Aeon Amadi wrote:Samantha Hunyz wrote:Aeon Amadi wrote:Considering how much hell I just had with one particularly dedicated shield-tanking sniper, I'm interested to see what becomes of shield tanking sniper fits with Hotfix FoxFour.
The ability to take damage, dive into cover for five seconds, and have HP restored to full, is an amazing benefit for long-range capabilities. While I'm still looking over this thread (which I've subscribed to) for nuanced sniper changes, I'm interested to see how snipers benefit from shield tanking instead of just stacking a bunch of plates. I am curious about this as well. My normal fits are all ewar or all damage mods, so it will require me to try a different play style. TBH I don't think shield regen and tank will effect a sniper much as most players that come after us are speed suits with knives and shotguns. On I side note, I am theory crafting that the other shield players will be harder to kill with a SR than armour players. Last night while I played around, I could not drop a a minmando who was obviously regulator stacked. I was using the ish with 3 complex damage and 2x krins. I was landing on average 2 shots per clip, up to 3. after a few minutes, I just stopped shooting at him period. I feel as though that statement will translate to all shield frames today, but I will report back my findings later. Okay, yeah, I will admit that shield tanking on the receiving end of the sniping was something I had not previously considered and I'm not sure that any of the other CPM did either. For that, my sincerest apologies are in order and we're looking at that right now. Stay tuned. Shield tankers have become tougher to take down than armor tankers ever since the SR's damage profile was changed to affect armor, but that makes sense for lore. Before, rounds pierced directly based on SR damage regardless of profile. Armor has been king though for the longest time. I imagine it will become more difficult to take down shield tankers once shield tanking is buffed and people can just ping off the damage, run and hide behind cover, and heal up due to the recharge rate of regulars. My go-to suit is the Commando Ck.0 for testing and play still due to the light weapon damage bonus, though cal and gallente logis are unlocked on prototype, and the respective scout suits with fully speced SR trees on my alt. Might hop on to give the Hotfix a go when/if it's live.
Hotfix is live btw *TROLL FACE* (If you didn't know already).
When there is light, shadow's lurk and fear reign's... Yet by the blade of knight's, mankind, was given hope.
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Zan Azikuchi
G.R.A.V.E The Ditanian Alliance
288
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Posted - 2015.10.19 19:11:00 -
[14] - Quote
Union118 wrote:I honestly think that rhe sniper rifle is in a good spot. Im able to two shot just about anything and im using a Thale. Every headshot works and bodyshots almost kill heavies on one shot. So to me its good. Only complaint is kick and sway after shot cuz then you have to realign the next shot and it takes skill to get the second shot on the target cuz they would move after the first if standing still.
Officer shouldn't be taken into account when we're talking about all the other SR's and their range issue's Symb's is right on the money on this, and if you believe that sniping is in a remotely "good spot", then you clearly enjoy sitting in the redline with no one to counter snipe you or take you out, since the game is now relegated to "each team get's their free to use 100% counter snipe free side", thus the reason your using a Thales in the first place.
Sniper rifles have been receiving nerf after nerf and overtime like Symbs has said, it's become one giant COD game thats free to play, just laggier and incomplete. Despite it being a "Tactical" shooter, the only tactics I see are A. bum rush the enemy with a rifle without any allies being near you and generally walking by yourself, or B jump super high and use explosives, that's not tactic's that's COD.
When there is light, shadow's lurk and fear reign's... Yet by the blade of knight's, mankind, was given hope.
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