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#41 The Liberator

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Posted 20 June 2007 - 04:33 AM

{Heated ramble starts}

IMG rated 'Call of Duty' 9/10 on graphics
IMG rated 'Call of Duty 2' 9/10 on graphics

Do you really think Infinity Ward is going to decide to not care about thir audience and make the graphics not really different to 'Call of Duty 2', do you think? Maybe they will do that, but I don't think that...

...The game is due out in spring (for down under), and fall for you guys up top (I think, or I'm pretty sure that's when it's happening). They would still have a lot of time to prepare for the release , wouldn't they? A week ago, the only think Charlie Oscar Delta  showed us is that 3D image, think about it.

{Heated ramble ends}

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#42 Tesseract

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Posted 20 June 2007 - 07:47 AM

View Post-=SHODAN=-, on June 19th 2007, 10:04 PM, said:

-eye focus (blurs stuff that you are not looking at e.g focus on a distant enemy and everything around you is blurred)
-Moving from a bright area to a dark area makes your eyes take time to adjust
Meh. Two more things to turn off in multiplayer, just like some of the high quality settings in CoD 2 that add more smoke and haze, thus making it harder to see the enemy.

#43 -=SHODAN=-

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Posted 21 June 2007 - 06:10 AM

Huhuhu gameplay video up on the site!
www.charlieoscardelta.com/sitrep.php

#44 tech007

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Posted 23 June 2007 - 03:46 AM

View PostJanichsan, on April 30th 2007, 01:10 PM, said:

Seen it already?

Fortunately, not yet another bloody WWII shooter. Unfortunately, not a single (official) word for which platforms it will come.
I have seen that it was gonna be out for PC Xbox 360 and PS3 :)
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#45 Lord Brixton

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Posted 23 June 2007 - 04:16 AM

View Post-=SHODAN=-, on June 21st 2007, 01:10 PM, said:

Huhuhu gameplay video up on the site!
www.charlieoscardelta.com/sitrep.php

Sweet-o-rama! :w00t:

That link again, for the less energetic: Clicky

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#46 -=SHODAN=-

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Posted 23 June 2007 - 08:58 AM

BTW there is a new feature on the website showing off one of the 'perks' you can purchase using points. (basically you can unlock perks in mp, but one can only have 3 active ones).
The new feature shows the 'Last Stand' perk, where when one is 'killed', he can upholster his pistol and try to take as many enemies out as he can until he bleeds to death or is shot. (one can also shoot himself)

#47 The Mail Man

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Posted 27 June 2007 - 08:04 AM

View PostIchigo27, on April 28th 2007, 03:37 PM, said:

http://gamevideos.co...largeFormat=mov

I do hope this installment will be great after playing dozens of crapy modern military shooters. *cough*  GRAW *cough* *cough* Socom *cough*
Just break down and buy Battlefield 2. BF2142 sucks after a while and COD4 wont have persistent stats so it ends up being a gib feast where no one cares about teamkills and such. Until someone comes out with persistent stats AND good graphics Ill be over at the BF2 camp. I had hope for Quake Wars but after seeing the new beta shots Iv lost all hope. Here hoping for Front Line
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#48 Janichsan

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Posted 27 June 2007 - 08:57 AM

View PostThe Mail Man, on June 27th 2007, 04:04 PM, said:

... COD4 wont have persistent stats ...
What exactly do you mean by "persistant stats"? Obviously CoD 4 must keep some kind of online multiplayer statistics, otherwise the whole unlocking of new abilities by gaining experience online wouldn't work.

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#49 Mister Mumbles

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Posted 27 June 2007 - 09:03 AM

View PostLord Brixton, on June 23rd 2007, 03:16 AM, said:

Sweet-o-rama! :w00t:

That link again, for the less energetic: Clicky

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#50 The Mail Man

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Posted 27 June 2007 - 02:15 PM

View PostJanichsan, on June 27th 2007, 10:57 AM, said:

What exactly do you mean by "persistant stats"? Obviously CoD 4 must keep some kind of online multiplayer statistics, otherwise the whole unlocking of new abilities by gaining experience online wouldn't work.
Its per campaign. Not over all from what I understand. You move up in rank as long as your connected. As soon as you log of that server you have to start over again. Its not like BF2 where your stats follow you no matter where you go. Please........PLEASE correct me if I am wrong. I couldnt ask for anything more than COD4 graphics with vehicles and BF2 stats!
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#51 teflon

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Posted 27 June 2007 - 03:47 PM

chances are that Mail man is right.
but it could be that combined with a log of all the kills etc. etc. that youve made, which add up to get you certain achievements, ala X360 games.
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#52 Janichsan

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Posted 28 June 2007 - 02:14 AM

View PostThe Mail Man, on June 27th 2007, 10:15 PM, said:

Its per campaign. Not over all from what I understand. You move up in rank as long as your connected. As soon as you log of that server you have to start over again.
Could it be that you are mixing this up with Enemy Territory? There is no such thing as a multiplayer "campaign" in any CoD title. CoD 3 on the other hand has "ranked" multiplayer matches in the Xbox 360 version, where you can unlock achievements - meaning that your online stats are saved. The CoD 4 MP seems to be based on a similar concept.

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#53 -=SHODAN=-

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Posted 28 June 2007 - 03:14 AM

You get points in the game for doing stuff (e.g assist kills, kills etc...)
Now, you can spend these points to unlock 'perks', uniforms, and other stuff.

Dunno about ranking. Check the charlieoscardelta.com forum.

Edit:Figured out another perk. Its called Martyrdom and basically when you die, you drop a grenade on the floor...

#54 -=SHODAN=-

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Posted 01 July 2007 - 03:57 AM

Very very good explanation by someone who won the chance to visit IW for a COD4 sneakypeaky.

Quote

I was fortunate enough to receive an invitation to visit the Infinity Ward studios a couple weeks ago, to preview their current work in progress, Call Of Duty 4 - Modern Warfare.

The actual event took place on Tuesday 26th June.

I know that the gaming community is on the edge of their seats waiting for updated information regarding this title. Ever since the Trailer was released, Infinity Ward have been teasing us with little bits of information regarding the basic structure of the multiplayer aspect, and a few short videos of gameplay.

During my visit at the studio, the team crammed tons of new info regarding both single player, and mutiplayer into my abnormally large brain, and I will attempt to reveal all, right here, right now.

THE EVENT

The event started at 11.30am. We were first given a tour of the entire studio.

We were then taken into the theater to take a look at the single player campaign.

After the SP demonstration, we took a quick break, and then headed back into the theater to discuss the artwork specifics, with the design team.
Finally we were given a demonstration of multi-player (All I will say for now is WOWZERZ!!!)

After the event we went out for a meal, and a healthy consumption of
alcohol!

GAMEPLAY

Many were concerned that Infinity Ward would stray too far from their roots with a Modern Warfare title. What some people do not know, is that the concept for a modern warfare game has been discussed within the Infinity Ward team for years. Due to publisher requests, and politics, the team have not been able to fulfill their dream, until now.

While we all know that Call Of Duty 2 was a spectacular game, Call Of Duty 4 - Modern Warfare is pretty much like CoD2 on crack! Imagine everything you loved about CoD2, being taken back into the studio, and improved upon, stuffed full with extra's and the most breathtaking graphics to ever grace the xbox 360 console. Are you picturing it? Well you are only starting to scratch the surface on the potential of this game.

The gameplay is classic Infinity Ward style. Intense battles, excellent user interface, and second to none visuals.

For those of you who were worried about a Battlefield 2 style release, chillax! The game plays in a very similar war to previous Infinity Ward titles, only this time around they seem to have taken everything they do to the next level. Im not talking about just improving on the previous IW titles, Im talking about raising the bar for the entire First Person Shooter Genre.

IMPROVEMENTS

CoD4 boast a huge number of weapons both in single and multi player. Some of the weapons I saw on the single player campaigns include;
Mp5, M9, Mini uzi, RPG, M-16, and an AK47

Another brilliant improvement is the melee attack. Instead of simply beating an enemy down with your rifle butt at close range, you will now sling your rifle, and shank your enemy with a combat issue knife. Your player model will execute one of three different knife attacks, depending on the distance and angle of the melee attack. This new knife melee is used in both single and multiplayer.

Gone are the binoculars. You will now sprint using the left analog stick. The amount of time you can sprint for has an overall limit, but your sprint speed will vary, depending on the weight of your weapon.

You can now wall players during both SP and MP. The days of camping corners are somewhat limited now, as a well organized team can lay down suppressive fire onto an entire building that may be concealing an enemy. The bullet penetration will vary, depending on the type of material you are attempting to shoot through and the ballistics of your weapon.

A pistol will not do you any good while trying to hit an enemy through a wall, but a well aimed assault rifle can take out a camper with relative ease. You can shoot through walls and floors. So now when you go into a building, and hear those floorboards creaking above, you no longer need to risk attempting to advance up that awkward staircase. You can simply light up the entire room above, from below. A great touch that I think will work really well on a competitive level.

Another cool touch was the destructible vehicles. You can now shoot out lights, windows, and tires on vehicles before finally blowing them up.

Graphics are amazing. The transition from single player to multiplayer is seamless. 60 frames per second all round. So basically that means that all the HD videos you have been seeing (like the trailer, etc), is exactly how it looks in multiplayer.


SINGLE PLAYER CAMPAIGN

The single player campaign has been very cleverly designed. Instead of a linear approach, you will flashback to different squads, in different theaters all over the world. Another clever design feature is the transition from different squads on the battlefield.

For example: you may start a mission as an infantry soldier advancing through wooded areas to your destination, with helicopter squads flying overhead providing covering fire. Once you have completed the checkpoint on foot, you will be whizzed up into one of the helicopters that were just helping you, and you will then take on the role of an airship gunman, providing the covering fire for the infantry squad that you were just a part of. This unique approach provides the gamers with a constant change of pace, and force the player to adapt to their new task.

Infinity Ward have also spent alot of time making sure that you never get bored during the SP. Almost every mission is different from the previous level, in terms of theater of operations, job description, and overall approach on how to successfully complete a mission.

In 'Cargo' you will rappel onto an ocean tanker, tactically eliminating the enemy crew before completing your task, while in 'Death from above', you will play the roleof an airship gunman, laying down some serious fire power on the enemy units using night/heat vision. 'Bog' challenges you to change your approach yet again, with hundreds of enemy fighters working together in an urban environment to bring your squad down.

You dont want to be sneaking around too much in this kind of situation, so you end up unloading clip after clip into buildings, while enormous heated gunfights errupt all around you. IW also brought in professional hollywood stunt doubles to perform body movements for the on screen explosions.The word Intense does not do this game justice. Its just plain crazy!

The first level I saw is currently labeled 'Cargo'. While some of the names and details are subject to change before the final release, I can confidently say that you will probably get to play this level sometime in the near future.

You will start out in full SAS assault gear, riding into battle on a helicopter, on a rain filled night. If you watch the reveal trailer closely, the opening scene shows a helicopter approaching a large ocean tanker in the middle of the night. This is your approach to the beginning of the Cargo mission. Also, if you watch the very last scene of the reveal trailer you will see Captain Price pulling down his night vision goggles, before you follow suit, preparing for battle.

Once you are prepared for battle, your squad will rappel down onto the top deck of the tanker, engaging enemies almost instantly. A nice touch is the surprise factor that comes with your night attack. Just like in real life, you will find the crew intially unaware of the breach, so it is easy pickings for a short while.

Another nice touch was sneaking through a cabin to watch one of your squad members quickly dispose of some sleeping enemies. One second they're counting sheep and sucking on their thumbs, next second a badass SAS dude is pumping rounds into their bedsheets. A very nice, realistic touch, that really helps to immerse you into the game. You can imagine a similar situation in real life, where the enemies are surprised, and take some time to gather speed and begin to organize their counter attacks.

After clearing the top deck, you head over to a storage container that looks to be holding some kind of explosives, possibly a nuclear warhead. You grab a manifest and begin heading through the ship, eliminating enemies on sight.

While you are heading back to the surface deck, the ship is riddled with explosions, causing the craft the capsize. The visual effects are absolutely amazing during this part of the mission. Fire spreads throughout the ship, with smaller explosions, gas leaks, broken lighting, all adding to the realism.

The one thing that really stood out, was that after the ship does capsize, the entire runway, and surrounding environment tilt on a slight angle. So while your screen is still fixed in position, you are forced to approach your escape a little differently, as the entire environment is sways with the sinking motion of the tanker.

I will not spoil the entire mission, so I will go no further, but I will say that the way you depart the vessel is pretty freaking cool man!


MULTIPLAYER


Let me start out by quoting Grant Collier, one of the main men at IW. During his presentation he said the following "Our goal for Multiplayer, was to be the top competitive Multiplayer game on console". With that said, Ill start explaining what they have done to make this mission statement a reality.

16 player multiplayer - You will be able to limit room sizes in private matches though.

Spectator + Killcam are back!

CLASS SELECTION

You will have a choice of 5 starting classes (sniper, assault, Spec. Ops, Heavy gunner, Demolitions)

Once you have picked your class you will have a selection of different weapons to choose from, that fit into that description. You will start the game with certain weapons being available from the get go, but there will also be some weapons that will need to be unlocked by playing MP matches.

When selecting your class, you will be able to choose your primary weapon, side arm, and Special Grenade (choose from flash, stun, or smoke) You will always have frags

You will then have some different options to choose from regarding your weapon, such as attachments, and camo patterns.

You will also be able to make custom classes. This will allow you to select a class, and customize you player to fit your style, or the gametype you are playing. You can choose light weapons, and less attachments to create a scout/runner who can help to tip the balance in a CTF match, or set up a heavily armed assault guy, that you can switch out to defend the HQ. You have the option to change/browse the classes before each respawn, so you will need to constantly adapt during matches, to make sure you have a well balanced team in regards to what your enemy is doing.

RANKS

During multiplayer matches, you will be constantly scoring experience points. You will receive points for kills, assists, scores, etc. There is a small bar at the bottom of the screen that slowly fills up as you are playing. When you reach a certain point, you will rank up, in turn unlocking different weapons, and different perks (I will get to the perks shortly).

PARTY SYSTEM

You will now be able to party up with your buddies (Halo 2 style). You will then be able to travel from match to match without breaking up your group. Unlike Shadowrun, IW spent alot of time making sure that parties who join matches, will indeed be playing on the same team. You will be able to party up and play ranked matches all night with your friends if you wish.

PERKS

Perks are basically upgradable options you earn from gather Experience points during matches. Each player is limited to 3 perks in a match. You can adjust the perks you wish to use while creating your class. I think that the perks are a really cool way to keep the game fresh all the time. Depending on what perks your team mates and enemies pick, a match will always feel different. A few examples of some of the perks I saw were as follows;

Last Stand - When shot in certain areas of the body, you will no longer die instantly, but will have approximately 10 seconds to fire off some pistol rounds. Although another bullet or two will finish off any player working on a last stand perk.

Eaves Drop - You can hear enemy voice communications within a 30 meter radius of your position

Faster Reload - you will reload your weapons faster than a player who has not activated this perk

less noise - your player model will move around the map making less noise than normal.

There was also another cool perk I saw in action (forgot the name), where you dropped a nade when you died. It was pretty funny watching someone try to T-Bag a dead body, only to get blown to smithereens by the nade he dropped as he went down. LoL.

You will also be able to see what perks you enemy has activated by watching the killcam.

CHALLENGES

The challenges are pretty cool. You will complete them as you play through online matches. Things like getting a certain number of kills, or completing a type of shot, etc

Some of the cool options I really liked were the rewards for kill streaks, The most I saw was a 7 kill streak. 3 kill streak allowed Jason to call in radar air support. He selected an area on the HUD and a plane would fly overhead, revealing all of the enemies on the map for about 20 seconds. This benefits your entire team, as their HUDs will also display the enemy positions. 5 kills allowed him to call in an airstrike. 7 kills allowed him to call in a helicopter gunship.

I was a little sceptical when I first saw this, but the game has been balanced so well that you can easily counter any of these attacks with good teamwork and communication. Also, when some kind of Air assault is heading your way, you will get a voice warning, allowing savvy players to run under cover.

GAMETYPES

Now the gametypes I saw are not final, and some may be removed prior to release, some may even be added. What i did see/discuss are the following:

Team Deathmatch
Deathmatch
HeadQuarte rs
Capture the flag
Search + Destroy
Sabotage - Neutral bomb in center, must collect bomb, and arm at enemy base.
Demolition - I have no idea. The guys wouldnt disclose too much on this one.

Another cool touch is the HARDCORE MP option. Kinda like an overall option that you can add on top of your gametype. Hardcore option will turn off the radar display and crosshair, and will make the bullets much more deadly. Its like a super realistic way to play CoD4.

Although I didnt see it in action, Robert (fourzerotwo) did talk to me about custom gametype options. For example, he talked about a way to make a game Headshots only, so that only headshots will register when playing.

Talk of upgrades and unlockables always raises the question about level playing fields.

Rest assured that Infinity Ward have worked very hard to make sure that the game is extremely well balanced. This means that although you may be playing with upgraded weapons and perks, a starter weapon will still be able to compete with the rest of the guns on the battlefield. Also, even if you are playing against someone with an upgraded weapon, if you kill them, you will be able to pick it up, and give your enemy a taste of their own medicine. Grant Collier also stated that most of the higher end unlockables are strictly cosmetic/vanity items (upgraded camo choices, etc.)

When searching for matches, you will also be balanced against players with similar experience levels.

The IW team stated that they had four main cornerstones for the multiplayer aspect of CoD4. Fun, Community, Accessability, and Depth. This game looks to deliver on all counts.




I can honestly state that Call Of Duty 4 is the best first person shooter I have ever seen, in both gameplay and visual aspects.



Call Of Duty 4 will not be game of the year.......it will be game of the century!


#55 The Liberator

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Posted 01 July 2007 - 06:19 AM

View Post-=SHODAN=-, on July 1st 2007, 07:57 PM, said:

Very very good explanation by someone who won the chance to visit IW for a COD4 sneakypeaky.
Not a very long quote post there. :P
Seriously though, thanks for the insight sneak peak. :)

Thanks, Liberator.

P.S. Damn CoD 4 looks interesting, only if I didn't have to wait. :(

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#56 The Liberator

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Posted 04 July 2007 - 12:42 AM

Here is another new perk:
From Charlie Oscar Delta... http://www.charlieos...om/sitrep.php...

Quote

  Multiplayer Perk #2: DEEP IMPACT
2007-06-29 11:57:28 | Written By: Fourzerotwo

This week we’re showing off the multiplayer perk, “Deep Impact.” Before I jump into the details of what Deep Impact allows you to do, here’s the low-down on Bullet Penetration in the game.

In Call of Duty 4: Modern Warfare, we’ve introduced a new Bullet Penetration system to both Single-player and Multiplayer that allows you to shoot through certain objects in the game that would normally be used as cover (i.e. Walls, floors, ceilings).

That said, what you can shoot through depends on three main variables:
  • The Ballistics of the weapon you’re using.
  • The relative ‘thickness’ of the object you’re shooting through.
  • The distance between you and the object you’re firing into.
  • These three things determine IF you can shoot through the object, and if you can, how strong the bullet will be once it passes through it.
It changes the entire way you play the game; suddenly it’s not just about getting to cover, but about getting to hard cover. In multiplayer, this can change your tactics dramatically. Rather than simply picking a weapon to take into a firefight, you can carefully craft your weapon’s load out to the environment you’ll be fighting in.

In the video, we made sure to take huge advantage of bullet penetration, showing off how the M249 SAW makes light work of thin plaster walls and wooden floor boards. Now how does the Deep Impact perk play into this?

Well, for a weapon like the M249 Saw (featured in the video), obviously it has the power to easily shoot through plaster walls, wooden floors, and even some fairly thick stone walls--but what about an M4 Carbine, or some other lower caliber rifle? Normally, weapons like these wouldn’t be able to penetrate stone walls or thick surfaces like the M249 SAW.

However, if you have Deep Impact selected as a perk, you will have INCREASED bullet penetration on whatever weapon you use. This allows you to pierce thicker objects, and with increased strength as it passes through. Turn Deeper Impact on and your M4 Carbine that used to be stopped by thin walls now penetrates through them easily, taking out anyone attempting to use it as cover.

Keep in mind though; you are limited to only three perks per custom class. So in order to have Deep Impact, you’re giving up something else, such as LAST STAND, or another perk. Choices…. Choices!
P.S. Sorry about the video that they talk about. I don't know how to make it avaliable for you guys to see. :(

Enjoy, Liberator.

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#57 Janichsan

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Posted 04 July 2007 - 02:21 AM

I wonder how this "Deep Impact" perk is rationalised. Does the weapon wielder give the bullets some extra kick?

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#58 Tesseract

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Posted 04 July 2007 - 02:40 AM

They jump towards the target as they fire, of course.

#59 -=SHODAN=-

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Posted 04 July 2007 - 04:20 AM

View PostTesseract, on July 4th 2007, 09:40 AM, said:

They jump towards the target as they fire, of course.
Haha maybe they'll say the bullets are armour-piercing or something I guess.

#60 The Liberator

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Posted 04 July 2007 - 06:51 AM

View Post-=SHODAN=-, on July 4th 2007, 08:20 PM, said:

Haha maybe they'll say the bullets are armour-piercing or something I guess.
I don't think there is any real explination for this perk...
I think It is a bit like what you said there Shodan, then again there is another perk in which ouy can hear enemy voices up to 30 m away. I think there is no rationalisation in the whole perk Janichsan, sadly there is no armour piercing bullit logic here.

Liberator.

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