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View Full Version : Perks in Multiplayer revealed



Balti
07-16-2007, 12:19 AM
Date: 06-22-2007

Last week's Lace Report (http://www.charlieoscardelta.com/sitrep.php?uid=2&b_id=MTE=&req=view) mentioned Perks - a new function in multiplayer that allows players to customize their online character with their own personal style of combat. This week, we reveal Call of Duty 4: Modern Warfare's first Perk: LAST STAND.

With Last Stand, you'll get one last ditch effort to continue the fight before you bleed out, or take another lethal hit. When you customize your class with Last Stand, or choose a default class which has it, anytime you're taken down, you'll fall to the ground and instantly pull out your side arm.

While in Last Stand, you'll be firing your side arm from the ground with one hand. Putting up one final last stand against the enemy before you bleed out, or they put one final round into you.

To give you a little glimpse into exactly what it's like to be in Last Stand, we jumped into multiplayer and took a screenshot and some video of the perk in action.

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Date: 06-29-2007

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.

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Date: 07-06-2007

Double Tap is pretty straight forward: put more rounds down range quicker, because with Double Tap enabled, you'll have an increased rate of fire on any weapon you have, including your pistol.

In the video, we're using a Mini-Uzi which already has a great rate of fire. First we show you what it's like without Double Tap. Then we enable it, and you can easily tell the difference it makes in the middle of a fire fight.

The Double Tap perk is ideal for the Flag Runners, Run and Gunners - i.e. the guys who want to get into battle quickly, and wreak some havoc. It's also perfect for CQB and interior fighting. Keep in mind though, every perk has its pros and cons. If you choose Double Tap, you're going to have to miss out on something else, not to mention how quickly you're going to blow through your ammo if you're a spray-and-pray type of player.

Like always, choose your perks wisely, and tailor them to YOUR play style. In the end, every perk is bad ass; but thanks to the ability to only have three at a time, and balancing, you're going to have to pick the bad ass ones that fit perfectly with how you play. When it comes down to it, you're never going to overpower the enemy simply by having a certain perk; you have to use the ones that work well with your style and skills.