Official Thread Call of Duty: Modern Warfare 2

Union Game Rating

  • 9

    Votes: 0 0.0%
  • 7

    Votes: 0 0.0%
  • 6

    Votes: 0 0.0%
  • 5

    Votes: 0 0.0%
  • 4

    Votes: 0 0.0%
  • 3

    Votes: 0 0.0%
  • 2

    Votes: 0 0.0%

  • Total voters
    3
Fair enough. I played a few rounds this weekend and I enjoyed it. I didn't get to play the maps enough to get a feel for them yet, but they are indeed bigger. And whether it was intentional or not, it seemed more camping friendly for me.
It does seem intentional given the mini map changes too.

But I have yet to play it. Got to wait until Thursday.
 
Yeah it is a big picture problem. You can look at any single change and talk about it, but when you combine them all, you get a massive shift of things:

-no red name tags on enemies (I forgot to even mention this)
-minimap changes
-perk changes
-bigger maps (so far)
-SBMM means Mr Camper is also as good as me, so outgunning them is really tough.

It isn't even that I hate "campers". I hate the pace of the game. I feel like I have to play slow and cautious no matter what. You have to slow peek every corner. You have to stop and listen to tell what is going on (which is cool in a way, but again - slow).

If anyone has ever played Rainbow 6, this felt like that. To me, COD isn't a tactical shooter. I would grab an aggressive setup and see what happens. Sometimes I did ok (SMGs are crazy good in the game at least). Most of the time though I found myself ADS-ing everywhere around corners.
 
  • Informative
Reactions: lowdru2k and Kvally
One tip for those jumping in, the default M4 with no attachments is kind of terrible (unless this build changes it). I was doing terribly until I realize it was just the gun. I was using some sort of AK74 with nothing on it and it was way, way better. Granted shorter range. The M4 had tons of recoil and didn't seem very fast to kill.

I was getting wrecked until I switched guns, and never leveled it up enough to see if higher level attachments made it better (most likely).
 
The early access campaign is very tempting, I’m a sucker for that stuff
 


PS4 uses a dynamic resolution with the highest resolution found being 1920x1080 and the lowest resolution found being 960x1080. On PS4 a form of temporal upsampling is used that can reconstruct a 1920x1080 resolution when rendering below this resolution.

PS4 Pro uses a dynamic resolution with the highest resolution found being approximately 2730x1536 and the lowest resolution found being approximately 1365x1536. On PS4 Pro a form of temporal upsampling is used that can reconstruct a 2730x1536 resolution when rendering below this resolution.

PS5 in the 60fps mode uses a dynamic resolution with the highest resolution found being 3840x2160 and the lowest resolution found being 1920x2160. PS5 in the 60fps mode seem to often render at 3840x2160. On PS5 in the 60fps mode a form of temporal upsampling is used that can reconstruct a 3840x2160 resolution when rendering below this resolution.

PS5 in the 120fps mode uses a dynamic resolution with the highest resolution found being approximately 2730x1536 and the lowest resolution found being approximately 1365x1536. On PS5 in the 120fps mode a form of temporal upsampling is used that can reconstruct a 2730x1536 resolution when rendering below this resolution.

PS4, PS4 Pro and PS5 in both modes all appear to be using a form of Variable Rate Shading. The temporal upsampling used also seems to reconstruct the parts of the frame with a reduced shading rate from VRS.

PS5 in both modes and PS4 Pro render the UI at 3840x2160.

PS5 has screen space shadows which aren't present on the PS4 consoles. PS5 also has improvements to LOD and texture quality compared to the PS4 consoles

PlatformsPS5 120fps ModePS5 60fps ModePS4 ProPS4
Frame Amounts
Game Frames43187215972149820998
Video Frames43199215972167921566
Frame Tearing Statistics
Total Torn Frames0000
Lowest Torn Line----
Frame Height1440216021601080
Frame Time Statistics
Mean Frame Time8.34ms16.67ms16.81ms17.12ms
Median Frame Time8.33ms16.67ms16.67ms16.67ms
Maximum Frame Time16.67ms16.67ms33.33ms66.67ms
Minimum Frame Time8.33ms16.67ms16.67ms16.67ms
95th Percentile Frame Time8.33ms16.67ms16.67ms16.67ms
99th Percentile Frame Time8.33ms16.67ms16.67ms33.33ms
Frame Rate Statistics
Mean Frame Rate119.97fps60fps59.5fps58.42fps
Median Frame Rate120fps60fps60fps60fps
Maximum Frame Rate120fps60fps60fps60fps
Minimum Frame Rate115fps60fps51fps46fps
5th Percentile Frame Rate120fps60fps56fps50fps
1st Percentile Frame Rate119fps60fps53fps48fps
Frame Time Counts
8.33ms43175 (99.97%)0 (0%)0 (0%)0 (0%)
16.67ms12 (0.03%)21597 (100%)21317 (99.16%)20433 (97.31%)
33.33ms0 (0%)0 (0%)181 (0.84%)563 (2.68%)
50ms0 (0%)0 (0%)0 (0%)1 (0%)
66.67ms0 (0%)0 (0%)0 (0%)1 (0%)
Other
Dropped Frames0000
Runt Frames0000
Runt Frame Thresholds20 rows20 rows20 rows20 rows
 


PS4 uses a dynamic resolution with the highest resolution found being 1920x1080 and the lowest resolution found being 960x1080. On PS4 a form of temporal upsampling is used that can reconstruct a 1920x1080 resolution when rendering below this resolution.

PS4 Pro uses a dynamic resolution with the highest resolution found being approximately 2730x1536 and the lowest resolution found being approximately 1365x1536. On PS4 Pro a form of temporal upsampling is used that can reconstruct a 2730x1536 resolution when rendering below this resolution.

PS5 in the 60fps mode uses a dynamic resolution with the highest resolution found being 3840x2160 and the lowest resolution found being 1920x2160. PS5 in the 60fps mode seem to often render at 3840x2160. On PS5 in the 60fps mode a form of temporal upsampling is used that can reconstruct a 3840x2160 resolution when rendering below this resolution.

PS5 in the 120fps mode uses a dynamic resolution with the highest resolution found being approximately 2730x1536 and the lowest resolution found being approximately 1365x1536. On PS5 in the 120fps mode a form of temporal upsampling is used that can reconstruct a 2730x1536 resolution when rendering below this resolution.

PS4, PS4 Pro and PS5 in both modes all appear to be using a form of Variable Rate Shading. The temporal upsampling used also seems to reconstruct the parts of the frame with a reduced shading rate from VRS.

PS5 in both modes and PS4 Pro render the UI at 3840x2160.

PS5 has screen space shadows which aren't present on the PS4 consoles. PS5 also has improvements to LOD and texture quality compared to the PS4 consoles

PlatformsPS5 120fps ModePS5 60fps ModePS4 ProPS4
Frame Amounts
Game Frames43187215972149820998
Video Frames43199215972167921566
Frame Tearing Statistics
Total Torn Frames0000
Lowest Torn Line----
Frame Height1440216021601080
Frame Time Statistics
Mean Frame Time8.34ms16.67ms16.81ms17.12ms
Median Frame Time8.33ms16.67ms16.67ms16.67ms
Maximum Frame Time16.67ms16.67ms33.33ms66.67ms
Minimum Frame Time8.33ms16.67ms16.67ms16.67ms
95th Percentile Frame Time8.33ms16.67ms16.67ms16.67ms
99th Percentile Frame Time8.33ms16.67ms16.67ms33.33ms
Frame Rate Statistics
Mean Frame Rate119.97fps60fps59.5fps58.42fps
Median Frame Rate120fps60fps60fps60fps
Maximum Frame Rate120fps60fps60fps60fps
Minimum Frame Rate115fps60fps51fps46fps
5th Percentile Frame Rate120fps60fps56fps50fps
1st Percentile Frame Rate119fps60fps53fps48fps
Frame Time Counts
8.33ms43175 (99.97%)0 (0%)0 (0%)0 (0%)
16.67ms12 (0.03%)21597 (100%)21317 (99.16%)20433 (97.31%)
33.33ms0 (0%)0 (0%)181 (0.84%)563 (2.68%)
50ms0 (0%)0 (0%)0 (0%)1 (0%)
66.67ms0 (0%)0 (0%)0 (0%)1 (0%)
Other
Dropped Frames0000
Runt Frames0000
Runt Frame Thresholds20 rows20 rows20 rows20 rows

Makes you wonder why this wasn't current gen only.
 
Makes you wonder why this wasn't current gen only.
Mr Krabs Money GIF by SpongeBob SquarePants
 
  • Haha
Reactions: menace-uk-
Apparently the PS beta is open again for everyone, so if you didn't preorder and have a PS, jump back in.

I'm still hesitant to preorder. Really want to see how the changes play out. They adjusted the crazy muzzle flash and smoke and turned down the footsteps, so we'll see.

 
  • Like
Reactions: Kvally
Played 5 or 6 matches, it's decent.

But damn, why are my footsteps as load as the gun I'm shooting.
Field upgrades are pretty trash.
 
Played 5 or 6 matches, it's decent.

But damn, why are my footsteps as load as the gun I'm shooting.
Field upgrades are pretty trash.

They even turned them down, they used to be louder in the first week.

You just have to walk and not run, otherwise you are basically giving the other team a wallhack.

The game is just going to be slower paced and campy. That's unfortunately what they wanted, and they aren't backing down. All the changes they made just add up to running and gunning being harder.

Between that and the SBMM I'm honestly still really on the fence with buying.
 
They even turned them down, they used to be louder in the first week.

You just have to walk and not run, otherwise you are basically giving the other team a wallhack.

The game is just going to be slower paced and campy. That's unfortunately what they wanted, and they aren't backing down. All the changes they made just add up to running and gunning being harder.

Between that and the SBMM I'm honestly still really on the fence with buying.
I haven't played since the patch, but pre-patch the footsteps were loud for me too.
 
Played a few rounds on Steam. Still need to tweak my mouse sensitivity and buttons. Tried using my Xbox controller and many of the buttons had wacky assignments.

Graphics are great. I am not familiar with the new features of the game, but I can't wait to play hardcore mode.
 
  • Like
Reactions: Kvally
Played a few rounds on Steam. Still need to tweak my mouse sensitivity and buttons. Tried using my Xbox controller and many of the buttons had wacky assignments.

Graphics are great. I am not familiar with the new features of the game, but I can't wait to play hardcore mode.
Call of Duty graphically, especially in the campaign, looks really good lately.
 
Jesus, was having fun until the last two matches where I went a combined 12 and 56 or something. No one on our team could kill anyone on the other team, it really felt like host advantage. The other team went 32-1, 30-1, 29-1, 28-2 and 27-2. F*ck this game sometimes.
 
Jesus, was having fun until the last two matches where I went a combined 12 and 56 or something. No one on our team could kill anyone on the other team, it really felt like host advantage. The other team went 32-1, 30-1, 29-1, 28-2 and 27-2. F*ck this game sometimes.
Yep. SBMM can f*** off. It has ruined another COD.
 
Jesus, was having fun until the last two matches where I went a combined 12 and 56 or something. No one on our team could kill anyone on the other team, it really felt like host advantage. The other team went 32-1, 30-1, 29-1, 28-2 and 27-2. F*ck this game sometimes.

Was just 100T eSports team practicing under an alias 🫠
 
Well that didn't take long!


f*** PC in the face.
Once SBMM kicks in it is game over. Shame too cause I did enjoy the matches before. Wasn't even like I was stomping people, I had one 2.2KD game the rest were like 1.1 to 1.3 KD. After SBMM 3 games in a row of 0.5KD or lower.
 
  • Sad
Reactions: Kvally
That's just it, it gives you 3 games of 1.5, then to even out, it throws you in crazy lobbies where you go .5. SBMM is bad in all of them, but IW's is way worse. Cold War never did that to me. CW would just stick me with potato teammates, but at least I was competitive all the time.

It is so obvious that I get these "dad" lobbies where I'm one of the best players, then suddenly am thrown in way over my head. In COD I'm pretty average (or I was, who knows now).

It is an algorithm meant to keep you playing. The only thing you can do with the bad games is grind through it until the algorithm decides it is time for you to win again. Once in awhile you hit an outlier game (the sbmm will time out sometimes and give you weird, random lobbies).

It isn't even really "skill" based at all. It doesn't even work the same for everyone, as it must determine your frustration level.
 
  • Like
Reactions: menace-uk-