whoknows10

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Member Back to Top Post by whoknows10 on



Spy Plane is same as UAV/Recon

CP arrives in about 5-9 seconds, and the marker does not pop smoke when used(I've almost gotten crushed a few times because I forgot where I threw it )

Attack Heli is the same old Attack Heli we have come to love/hate

Rolling Thunder arrives much quicker than the Stealth Bomber



But that isn't much, can anyone find data for the duration of the killstreaks and the CP item probability?

Also find the duration of the fire effect of the Napalm Strike



Thanks





From what I have observed in game:Spy Plane is same as UAV/ReconCP arrives in about 5-9 seconds, and the marker does not pop smoke when used(I've almost gotten crushed a few times because I forgot where I threw itAttack Heli is the same old Attack Heli we have come to love/hateRolling Thunder arrives much quicker than the Stealth BomberBut that isn't much, can anyone find data for the duration of the killstreaks and the CP item probability?Also find the duration of the fire effect of the Napalm StrikeThanks

raraavis

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Member Back to Top Post by raraavis on Without bonus damage to aircraft, shooting down UAVs with guns is significantly more time consuming and a chore.



The attack heli and presumably all helicopters have at least one flare (can they be destroyed with one blast of the strela or RPG? The LAW is not enough.). Also the travel time even as it departs and flies off the boundaries of the map still count as crowded airspace making it that much more difficult to use your airsupport to turn the tide of a losing game.



I'd think the probabilities are more or less unchanged from their MW2 counterparts. The 7 and higher streaks are likely ~5% chances although I haven't seen any confirmation of this anywhere. I'd be interested in knowing if the Hardline+ effect is different from the default care package chance too.



The napalm trail lasts ~11 seconds.

jimlolol

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Member Back to Top Post by jimlolol on One thing I noticed in a very small sample size (twice), if you look directly down when throwing the CP marker it can still bounce like 10-15 meters...Kind of sucks. I know in MW2 I could look straight down to drop a marker in a tight corridor for a drop, tried that last night in BO and it just bounced all the way to a corner of the map, package got stuck on top of a wall but I could still get it. This could be an issue that forces you into more open areas for use of CP drops.

Mr.Bob Loblaw

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Member Back to Top Post by Mr.Bob Loblaw on Here's my stats so far:



Total CPs (including CPs I shared):

33



Killstreaks Reaped:

RC-XD - 3

Nap. Strike - 1

Sent Gun - 1

Attack Heli - 1

Blackbird - 1

ChopGun - 1

Grim Reaper - 2

Rolling Thunder - 2

Ammo/SpyPlane/C SP - 21



On a side note - My early assessment on the RC-XD is just as I figured - a wasteful KS when you can run Spy Plane for your team (I've only been playing TDM and Dom so far).



However, "Enemy RC-XD in your area!" stands the hairs up on the back of my neck.

Den

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Member Back to Top Post by Den on Typing of the new Supply drop, here are the new chances to drop.

Treyarch is even nice enough to give their own explanation.



// percentage of drop explanation:

//add all of the numbers up: 15 + 2 + 3 + etc. = 80 for example

//now if you want to know the percentage of the minigun_mp drop, you'd do (minigun_mp number / total) or 2/80 = 2.5% chance of dropping

// right now this is at a perfect 100, so the percentages are easy to understand





"ammo", 20

"radar_mp", 15

"counteruav_mp", 15

"rcbomb_mp", 9

"m220_tow_mp", 5

"mortar_mp", 5

"autoturret_mp", 5

"auto_tow_mp", 5

"airstrike_mp", 3

"m202_flash_mp", 3

"napalm_mp", 3

"radardirection_mp", 3

"helicopter_comlink_mp", 3

"minigun_mp", 2

"helicopter_gunner_mp", 2

"dogs_mp", 1

"helicopter_player_firstperson_mp", 1



Not only that, but using Hardline Pro's "Gamble" changes the odds in favor of middle ground streaks a bit more, making it extra useful as a Perk. Also, it will never just give you the same thing again when you change it.



"ammo", 9

"radar_mp", 9

"counteruav_mp", 9

"rcbomb_mp", 9

"m220_tow_mp", 9

"mortar_mp", 9

"autoturret_mp", 9

"auto_tow_mp", 9

"airstrike_mp", 4

"m202_flash_mp", 4

"napalm_mp", 4

"radardirection_mp", 4

"helicopter_comlink_mp", 4

"minigun_mp", 3

"helicopter_gunner_mp", 3

"dogs_mp", 1

"helicopter_player_firstperson_mp", 1



So hey, Hardline Pro is pretty sweet.

mrboo2501

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Member Back to Top Post by mrboo2501 on Den said:

"radar_mp", 15

"counteruav_mp", 15

"rcbomb_mp", 9

"radar_mp", 15"counteruav_mp", 15"rcbomb_mp", 9

This stands out to me...that KS requirements value for SP and RC is 3...so I would think they would have the same Care Package percentages. Even worse is RC has a lower percentage than the Counter Spy Plane (Note, the Counter Spy Plane & Sam Turrent have differing percentages as well).



Anyways, thanks for the data Den! This stands out to me...that KS requirements value for SP and RC is 3...so I would think they would have the same Care Package percentages. Even worse is RC has a lower percentage than the Counter Spy Plane (Note, the Counter Spy Plane & Sam Turrent have differing percentages as well).Anyways, thanks for the data Den!

moses

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Member Back to Top Post by moses on mdnl said:



Been having a good success rate with attempts/kills ratio with those 2. Spy Plane Napalm Mortar is a very effective kill streak set up, imo.Been having a good success rate with attempts/kills ratio with those 2.



Same. With how crazy bad the spawns have been, the really good air strikes are probably the way to go. Same. With how crazy bad the spawns have been, the really good air strikes are probably the way to go.

fazzmania

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Member Back to Top Post by fazzmania on They would definitely know about it, so they must have decided it was balanced enough. It's important to remember that blue also shares perks that were previously red (obviously the strongest of the three) with lightweight, hardline and UAV jammer. So perhaps the design philosophy is to make blue almost on par with red. Green is certainly much weaker than previous implementations.



To me it feels like the concern in the community, particularly on the official forums is directed more at the overuse of the AK74u, whereas hardline appears to be flying under the radar. Will be interesting to see if it spikes in interest seeing as the function is reasonably well publicized. Could have something to do with a lot of casual players not having Pro perks unlocked.

briq

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Member Back to Top Post by briq on The developers have stated that changing SAM and sentry packages with hardline pro is intended, but they're open to changing it if the community speaks out.



Regarding the 3,4,5 setup, I'd have to disagree. You could get a mortar team with a 5 kill streak, so unless the odds are in favor of you getting something better than or equal to a mortar team in the sentry carepackage, it isn't worth doing. My numbers came out like this:



Better than or equal to a mortar team:

Napalm 4%

Mortar Team 9%

Attack Helicopter 4%

Blackbird 4%

Rolling Thunder 4%

Chopper Gunner 3%

Dogs 1%

Gunship 1%

Grim Reaper 4%

Death Machine 3%

Total: 37%



I didn't include the sentry gun or valkyrie rockets because I don't consider them better than or equal to a mortar team. The sentry is situational and I can see that swinging either way, but that's still only 46%.



I'd go with a spy plane, sam, care pack setup if you want to be a team player or a sam, care pack, mortar setup if you want a few extra kills.

Den

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Member Back to Top Post by Den on chip sandwich said: On a different note, do helicopters still assess the CoD 4 threat factors? I assume the helicopter would do so, since shotguns are now primaries. Is there also anything about dogs, or are they just "kill whoever is closest"?



Yep. The Attack Helicopter works on three of the four original Threat Factors.



+100 Threat if the player has done any damage to the helicopter.

+200 Threat if the player is carrying the Flag.

Player Score x 4 = Threat added to player score, again the big deciding factor.



Threat Factor for Class Type is noted out, though it looks to have been prepared to add 100 threat to anyone with a rocket launcher, AR or LMG.



The helicopter has 1500 health, of which the first 500 are Armored (0.3x bullet damage taken).



Its minigun fires 20 rounds in a burst and has a 1.5 delay between bursts.



-

Dogs arrive from their arrival point closest to the owner and will patrol the map in some predetermined path until they spot an enemy. Yep. The Attack Helicopter works on three of the four original Threat Factors.+100 Threat if the player has done any damage to the helicopter.+200 Threat if the player is carrying the Flag.Player Score x 4 = Threat added to player score, again the big deciding factor.Threat Factor for Class Type is noted out, though it looks to have been prepared to add 100 threat to anyone with a rocket launcher, AR or LMG.The helicopter has 1500 health, of which the first 500 are Armored (0.3x bullet damage taken).Its minigun fires 20 rounds in a burst and has a 1.5 delay between bursts.Dogs arrive from their arrival point closest to the owner and will patrol the map in some predetermined path until they spot an enemy.

necromas

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Member Back to Top Post by necromas on holdbrillan said:



How long do they last? Does killing a dog respawn another? Is the number of dogs a fixed amount? Does number of enemy players and map size play a factor?



I never player world at war so i got a dog questions.How long do they last? Does killing a dog respawn another? Is the number of dogs a fixed amount? Does number of enemy players and map size play a factor?



Don't know the specifics like how many there are or if map size/player count matter, but they definitely respawn infinitely (when killed) until the timer runs out. Don't know the specifics like how many there are or if map size/player count matter, but they definitely respawn infinitely (when killed) until the timer runs out.

Den

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Member Back to Top Post by Den on holdbrillan said:



How long do they last? Does killing a dog respawn another? Is the number of dogs a fixed amount? Does number of enemy players and map size play a factor?

There are a total of eight dogs with every Dogs Killstreak.

Four on the field at one time.

Four in reserve.



They stay around for approximately sixty seconds. Not including the time it takes for them to leave the area when time is up. There are a total of eight dogs with every Dogs Killstreak.Four on the field at one time.Four in reserve.They stay around for approximately sixty seconds. Not including the time it takes for them to leave the area when time is up.