At a bare minimum, they should display the charge times. If score can’t influence how fast they charge up, they should charge faster on average and scale based off of the game mode. I do agree with trying to prevent snowballing though; it made BO4 very unfun to play solo when people would stack specialists and streaks. Great video Ace!
I get what you’re saying about Black ops 4 but that’s not really as much of an issue with this game. Field upgrades don’t have remotely the same killing power as the stupid special abilities from Black ops 4
@@LUCAS420BLZ yeah. Tbh BO4 wouldve been personal favorite multiplayer due to the drastically higher TTK, their class system and manual healing, but the stupid free kill abilities are what made me get too frustrated to enjoy it fully.
Face Off Kill Order (and Kill Confirmed) is pretty hilarious with this design philosophy, as you routinely get your first Scrambler a few seconds before the match ends. Many games last no longer then 2.5 min lol.
Ah, so that's why it takes me forever to get trophy systems. And with everyone just SPAMMING lethals/tacticals it becomes impossible to defend an objective without getting flashed and naded 4 times in a row.
The throwable spam is insane. Hold one lane down for any amount of time and you get killed from impact damage from the whole team throwing everything at ya.
@@Popsthechute what’s the point of having utility in the game then. Cant ever use them with all the trophy systems. Also let’s not forget trophy systems are for campers to stay safe. Have no way to clear campers out of a room if they have a trophy system in there with them other than running in and hoping you are aiming at the right spot. Maybe if they didn’t give people a way to recharge grenades or even start with 3 flashes or 2 frags then we wouldn’t have everyone spamming them. The way I see it is that danger close, tactical expert, quartermaster, and trophy system should all be removed. Therefore people don’t have infinite grenades to spam all the time and when you actually need to use them they don’t just go poof
@@coryross2632dude frags and Semtex are so overpowered they need to be nerfed plus I don’t think there should be a visual timer for cooking your frag it’s just too easy to get kills with especially on hard point
This explains a lot. I’ve run into the problem numerous times where I started off a game with a ~8 killstreak but running out of ammo. The assault pack wouldn’t have been charged yet, so I’m screwed and forced to wait around. With score based field upgrades I would never have this problem
To be fair, scavenger exists. Don't get me wrong, I agree this is a bit odd unique thing compared to field upgrades of previous games. But even as someone who usually enjoys ammo box equipment where available, don't usually consider them as core strategy to keeping ammo for your personal weapons, but more like quite helpful bonus your teammates can grab too.
I think it's fine. You're speaking as a 3+ KD player. For those in the 0.5 - 1 KD range a timer still gives them the opportunity to earn these at the same rate and keep things fun for them. If these players had nothing to earn, or everything was just slower for them you'd see them quitting the game pretty quickly because they're not having fun. Then your average lobby becomes even sweater than it already is and everyone would be complaining about that.
sbmm is bad, but one positive people don't talk about is that if matchmaking is going to even the playing field, then other game mechanics can be made to be more "skillful" without punishing bad players cause ideally everyone will be on equally footing anyways
@@jeremybrown9611streaks are ass lmao especially with how much they cost 😂 attack choppper gets 1 kill max the only thing kinda worth going for is the AGR and that usually cost 900 in most cods it cost 1200 and archangel is a damn dart from bo3 at 650 score 😂😂
Probably my hottest cod take - streaks are un-fun and bad for the game. nuke's being the only exception. Specialist bonus is 1000000000000000000000x more fun
I'm fine with field upgrades being like this, and I always ran engineer in MW3. One reason I was expecting to hear was that by doing this, they're simply keeping field upgrades a smaller part of the game than before. You can see this with how fragile they are now, too, instead of needing to dump half a magazine into a trophy system. Having longer charge times and the only way to shorten them being Gearhead diminishes their role since there are fewer field upgrades going around (obviously). Score having *no* influence on charge times is a bit weird, but if it only contributed a little bit, I think that would be good.
If you use the wildcard that gives you 3 tacticals, one person can completely use your trophy system and then throw a grenade. Field upgrades aren’t all that powerful, I don’t understand why they nerfed them so hard.
I think because trophy system is just happened to be a field upgrade, and there are something like acoustic amp, sleeper agent or war cry to be too strong if people can get them faster in a game. Maybe getting a mini version of trophy system in the tactical slot will help.
@@justinbieber3697 It’s 3. For Nuketown during Double XP, I’d take that extra tactical wildcard and routinely melted trophies with 3 flashes before lobbing a cooked frag or thermo grenade to clear objectives.
I love that wildcard, it's so funny watching an enemy wait for the concussion to end only to throw the next concussion at them, and repeat the process once more only to then kill them
I'm not sure! I like the fact that there ain't just constant trophy system spam or any other spams of powerfull field upgrades across the map. Makes it so you really have to think about where and when you use it. Also, makes it feel way more grounded in a sense where your gun skills etc have a bigger effect on how you do instead of people relying on powerfull equipments all the time
I'd like this system if it was pick 10 so everyone didn't spawn with a minimum of 3 grenades each. Tac mask not being attainable until level 44 is torture if you play dom or hardpoint regularly.
@@nbdbreezy4352 have you ever played a cod ever? You never start with everything unlocked. You also don't have to prestige. You only do that if you want an extra challenge and force yourself to go out of your comfort zone.
And The biggest problem with this game is that you can't see the players. The color, contrast, sharpness and size of the characters at medium and long distances need to be completely reviewed. (blurry and not sharp).
One factor I think might also contribute to this: all of the field upgrades, even the spring mine, persist after death in this game. I could see why they would want to prevent spamming of equipment that is permenant until destroyed.
I think that they're expecting people to choose the gearhead perk/ strategist specialty in order to gain the field upgrade faster in comparison to people who used other perks/specialties, as there are quite a lot of powerful field upgrades (acoustic amp, sleeper agent etc.), and getting those early might have disrupt the flow of the game as you paired them with the recon specialty while the trophy system is just happened to be in the mix. Maybe letting people to select a one-time use trophy in the tactical slot, or only allowing the objective score earned but not the elimination score to affect the field upgrade earn rate without needing perks.
For Prepper: I swear pairing the Assault Pack and Spring Mine resulted in earning the Spring Mine much faster than normal. Maybe it's combo dependent? Could have just been placebo though.
The numbers are either wrong, outdated already, or gearhead just doesn't work properly. Just tried a private match with gearhead and morphine injector equipped. Wasn't Ready until time ticked down from 10:00 to 8:41, so 78 seconds. Very frustrating.
Agreed, I tried the same thing with multiple variations to see if it was conflicting with a certain setup but it DOES NOT reduce field grade charge times at all.
As it stands, the streaks do at the very least earn you your next set of streaks. I got a 135 kill game on derelict domination a couple of days ago directly because of this. I earned the first chopper gunner through a 15 gun streak with some obj. play and then died. During my time using the chopper gunner I actually earned another chopper gunner and was immediately able to use it after leaving the first one. Nearly all of the kills came from the ability for the score streak to earn me another score streak.
I feel this every time there's a spring mine daily challenge. I barely get enough for 1 kill a game, and they don't seem to be much better than the blast traps, especially when they can be countered by proning. Right now, I feel forced to use assault pack on most classes, since we're back to 2 spare mags on many guns, even though the shots to kill are in line with MW3.
Game mode charge rate i wouldnt mind a change as someone who really only plays snd, but with the maps and pacing i dont see it pheasible for a score change. It would definitely effect the pacing/gameplay. With that said im not upset where they have them now though. The upgrades are being treated as to what they are an upgrade/bonus you get to use when you can. They shouldnt be meant to get you the win but help with trying to get the win
Signal Lure is so much fun (it even makes tdm fun again), that I have barely touched other field upgrades, yet. So I can only talk about that one and it's recharge time seems to be in a good place. I have the same opinion as you, the recharge time should be linked to score as it used to be.
I think its fine that score doesnt contribute. Like they are just an accessory to the game loop, not critical to playing. Like they are more situational, and you shouldnt need to rely on them every 30s. I think having them be flat times also makes the game more predictable in the sense that you know you dont need to worry about sleeper agent until minute 3 of the match
I tried because I thought it would be cool to use prepper and gear head together thinking it would be the ultimate strategist with the assault pack as a pseudo quarter master and whatever other field upgrade. But it just doesn’t work and is weaker than just using another third quarter master. Also it’s pointless to have two stacks bc you might as well just use it when you have instead of preserving it. They def need to buff gear head and prepper.
Yeah that was incredibly disappointing. I was under the impression that I would be earning bonus score like that seraph ability from black ops 3, with the downside that I would appear on the minimap. That seemed reasonable but alas we got this dogwater version.
Has anyone noticed if their engineer perk is broken? It won’t show the red out line of enemy equipment unless I’m right next to it now. Used to be perfectly fine until yesterday’s update. I hope it’s a bug and not an intended change
Times are fine as there are so many more problems that need fixing before getting upgrades. Fix the lag and stuttering, fix the sync between players before upgrades as that is pushing players away rather than not getting ammo.
Different team members can work on different things. Engineers are needed first performance. A designer can adjust balance numbers like recharge times.
excellent video as always. I hate that I can't have proximity/spring mines as a lethal. I know this is normal in Black Ops games, but I miss my proximity mines from MW3.
Blast trap. That is what you want. You can run (I think) danger close for a second lethal. You can run assault pack to be able to pick up more. Also you can run spring mine or neurogas instead of the assault pack. If I remember right the cooldown on assault trap and neurogas are similar. You could run the card for two field upgrades to have assault pack and neurogas to combine with blast trap. Shock charge is a solid alternative in the less than lethal space. It sets you up to block a lot of paths.
Hey Ace, could you talk about the camo system in a video? The way universal camos can only be equipped after all military camos are unlocked is kind of dumb.
They really should let you loop streaks. And having timed upgrades is ok but it’s too long. Also, it means everyone gets them at the same time, which isn’t right so the score should affect it somewhat
the funny thing is if you just wait to die and use your streaks, you'll get your streaks from your streaks. I've gotten full streaks from 0 again by using a chopper gunner, dreadnought after i died and all the way back to dreadnought
They need to have a second look at assault rifles, it feels useless now, considering the size of most maps I feel disadvantaged when used my assault rifles
I really didn’t realize score didn’t contribute to earning field upgrades. That’s dumb. If you want to focus on them you should be allowed. Outside of sleeper agent I don’t they any of them are really broken and even that isn’t that bad is it?
Sleeper agent is a meme. Even in beta, it wasn't THAT good unless you used it against bots. Good for 2 to 3 kills before somebody rememebers you and shoots on sight. Now that it's nerfed, it's even worse. There has been times where I panic shot a "teammate" before they even got a kill lmao. The only field upgrade that annoys me right now is the trophy, and if a whole team is running it in dom/hardpoint then your tacticals and lethals are suddenly completely useless for that game.
I feel like they should allow score to decrease charge time. That would bring strategist in like with recon. Then make enforcer to where it increases all speed stuff like reload, ads, sprint to fire, etc to make it very strong too. Maybe even do like a "jack of all trades" specialty bonus for those not running sets of three perks to keep from being completely outclassed by those running sets. I think it would make all playstyles viable for the most part instead of heavy nerfing anything that is overused.
I had a challenge to get 5 kills with a spring mine last night, that was completely miserable trying to do that when I only had a couple hours to play games. I dont exactly like claymore/mine spam in any game but the recharge time on that thing is hilariously long for something that just gets blown up 90% of the time from grenade and tac spam before it gets to do anything. The only field upgrade I like is the Tac insert but I'm biased since I run that in any CoD that has it.
Play Hardpoint and/or Dom. That should be easy cause even Flackjacket doesn't save you from a Spring Mine. Sometimes you can get a double kill, just by the OBJ or high traffic areas
Sounds like you’re running into placement issues. Pick a map. Maybe a game mode also. Put it somewhere that people aren’t ALWAYS throwing grenades at. Never on an objective. Try inside a window people jump through. Or the top of a ladder. Long hallways are bad, because people can see them. You can’t expect to be an expert in a couple hours. Experiment more. If you try something be intentional about it and think critically about if it worked or not. You’ll see patterns in which tactics are good. Someone breaking a trap once doesn’t mean the place doesn’t work, just like someone getting blown up once doesnt mean the location is great. Experiment.
Capping field upgrades charging time to true time only is a bad idea. It's all these little things that, once added up, contributes to level down the game by giving no incentive nor advantage to be good, skilled and to improve your game, besides you regular scorestreaks. I don't like to put it that way, but it seems many things are done to avoid the bad player being frustrated, through mass standardization.
Killstreaks should loop hands down without a doubt…as a player who is often the (only) player on the team calling in UAV i should be able to loop uavs i often run both uavs and one killstreak for myself you could say
Trophies need to be more attainable given tac mask unlocks at level 44 and not everyone is guaranteed to use their 1st perm unlock token on tac mask. Not when perk greed and any other powerful things are
I guess I really dont feel this is a big deal. I am probably on an island here but… I am all about the gun play. The less field upgrades, kill streaks or even tactical spam I have to deal with, the better.
Solid video as per usual Ace. I think it’s odd they don’t killstreak loop or add score into earning field upgrades, especially as a care package enjoyer. I use care package as a reward at the end of a good life and whatever I get from it counts towards my next scorestreaks, and there’s been times, clipped on my channel, where I spawn, get a care package, get a chopper gunner, and essentially end up in a pseudo infinite care package loop where whatever I get is making it that much easier to earn my next one, if not just straight up earning it from the streak alone. Does that mean it’s better do die with your high end streaks to respawn and use it to earn them again? Seems meta
With how MP is right now I still just use the Assault Pack and play TDM in Core and play as casually as possible to keep longevity in the game. Spawns suck in FFA so I feel limited in MP.
What problems are you running into? I play most of the multiplayer modes in core and about half in hardcore. Assault pack is … all right. Perks can be used to let your things recharge. Other people often have an adult pack to loot. And, there are lots of great alternatives to the assault pack.
hey ace, was curious if you are gonna test out "stun bullets" mechanics for melee only playstyle. feeling everytime i get shot at(no matter where), stops me in my tracks and was wondering if its happening to others. also good info!
Just wish they hid the field upgrades better. Being instantly Merced when popping a sleeper agent or having my mines or trophy system instantly shot down after being deployed
They dont want snowballing effects and for people to be earning score in such a short time? They should look at their spawn system on nuketown and maps around that size. The whole team can be in blue house ADS'n right at your spawn and the game will still spawn your team there...
If Treyarch is insistent on having nade spam being as strong as it is, they need to have some way to reduce the timer for field upgrades. I would like to actually play the obj without needing to worry about 7 grenades flying over. And this whole talk about not wanting snowballing is bs when domination is the most snowbally it’s been in years with how easy spawn trapping is after holding 2 flags
Unlikely for Strategist to be the sticky point. Strategist bonus score displays differently so it should be trivial to exclude bonus score from any potential calculation. This feels like an intentional change to level the playing field, but it seems really unnecessary. I still have snowballing games here and there so if that's the aim, it isn't working that well. Seems more like it's balancing for skill, not gameplay or snowballing. In an environment like this, they have to make some sacrifices to even the field a bit. While it can feel annoying to be artificially limited, it's worse being the beat stick and that drives more people away than slow charging field upgrades or non-looping streaks. They have to strike a delicate balance and getting it right isn't always easy. They err towards the majority instead of the minority. That's just the nature of the beast.
It's really not that good anymore. Controller still gets aim assist on any player using it so that gives you away and if someone looks at you they will call out that its an enemy.
Call of Duty Safe Spaces at work again. They're so invested in over compensating for below average and bad players that they continually institute mechanics that they think are gonna level the playing field. However its not effective.
I kinda of like this. Spamming trophy systems makes it so tedious, I agree that nade spamming is the end effect but I think the field upgrades shouldnt be so easily attainable
Honest Question:How much meter gain for your field upgrades when you kill an enemy player? I'm sure it's small, like 5 or 10%, which is roughly around 1 to 3 points worth So again,I assume that for each kill, you reduce the time required for a field upgrade by the rough mark of 1 - 3 seconds. Which isn't really special. When it came to the 20% nerf to the Flashbang effect,it sounds like a quarter of a hundred but that's wrong since the Flash effect only lasted about 4 to 5 seconds meaning the nerf only really reduced it by about a second. So Flashbangs last about 3.20 to 3.85 seconds if you're not using Tac Mask. Again,I'm assuming the field upgrade gets reduced by a small amount whenever your fully on OBJ or getting kills,but it's nothing crazy. (I run gearhead anyways,so I prefer that option because in small maps it's best to be able to use them often and have a spare ammo pack or trophy for obj heavy modes,but I face off PIT/Stakeout: the Jammer covers half of the map if you put it in the right spot,which Counters the rival map like a temporary cuav,plus the complete block on mines,trophy systems,c4's,and tac insert.)
@TheXclusiveAce well that's a shame,that means they're still forcing players to be less efficient. That's a bit of shame on BO6 but for stats,thanks Ace
I think it’s fine the way it is. If everyone can spam trophies then lethals and tacticals will not be as useful as they are right now. I find myself using these more than any other COD I’ve played.
Don't like score influencing field upgrades. The charge time is kind of too high though. Except for sleeper agent, that honestly should never have existed
At a bare minimum, they should display the charge times. If score can’t influence how fast they charge up, they should charge faster on average and scale based off of the game mode. I do agree with trying to prevent snowballing though; it made BO4 very unfun to play solo when people would stack specialists and streaks. Great video Ace!
Playing with torque in BO4 was easy mode
I get what you’re saying about Black ops 4 but that’s not really as much of an issue with this game. Field upgrades don’t have remotely the same killing power as the stupid special abilities from Black ops 4
Yay agreed Merk
@@Jvid752that stupid shock drone and dog in bo4 TORMENT
@@LUCAS420BLZ yeah. Tbh BO4 wouldve been personal favorite multiplayer due to the drastically higher TTK, their class system and manual healing, but the stupid free kill abilities are what made me get too frustrated to enjoy it fully.
Face Off Kill Order (and Kill Confirmed) is pretty hilarious with this design philosophy, as you routinely get your first Scrambler a few seconds before the match ends. Many games last no longer then 2.5 min lol.
They need to double the score limit for face off kill order. It just ends so quickly
@@drummaghua2687 The funny thing is they did increase the score by 1.5x and it’s still less than 3 minutes per game
Yes cause the maps are small. On the other hand hardpoint because you can't keep the point end in time not on score a lot
Ah, so that's why it takes me forever to get trophy systems. And with everyone just SPAMMING lethals/tacticals it becomes impossible to defend an objective without getting flashed and naded 4 times in a row.
My guys run gear head every class and win virtually every game on dom and hardpoint now
The throwable spam is insane. Hold one lane down for any amount of time and you get killed from impact damage from the whole team throwing everything at ya.
People forget how to play when the people they fight aren't half health or stunned/blinded. Telling you gearhead most important perk in the game rn
Git gud
@@Popsthechute what’s the point of having utility in the game then. Cant ever use them with all the trophy systems. Also let’s not forget trophy systems are for campers to stay safe. Have no way to clear campers out of a room if they have a trophy system in there with them other than running in and hoping you are aiming at the right spot.
Maybe if they didn’t give people a way to recharge grenades or even start with 3 flashes or 2 frags then we wouldn’t have everyone spamming them.
The way I see it is that danger close, tactical expert, quartermaster, and trophy system should all be removed. Therefore people don’t have infinite grenades to spam all the time and when you actually need to use them they don’t just go poof
3:55 finally a content creator that aims like I do
He’s just like me fr
Ace is a man of the people
It’s the poor carpenter that blames his shoddy tools f-
AH JESUS CHRIST, Stupid cornballing piece of shit
“desync” was not harmed in this video 😂
They need to fix this. No reason I can’t earn trophies way more often for objective based game modes
Especially with how good lethals are
and how fast they break
@@reemaasss nah they take 4 projectiles where MW3 only stopped 2 they last a long time
@@coryross2632dude frags and Semtex are so overpowered they need to be nerfed plus I don’t think there should be a visual timer for cooking your frag it’s just too easy to get kills with especially on hard point
The problem that I have is that very few folks I’ve seen tend to actually play the objective and, instead, just go for kills.
Acoustic amp is so unbelievably strong.
This explains a lot. I’ve run into the problem numerous times where I started off a game with a ~8 killstreak but running out of ammo. The assault pack wouldn’t have been charged yet, so I’m screwed and forced to wait around. With score based field upgrades I would never have this problem
To be fair, scavenger exists. Don't get me wrong, I agree this is a bit odd unique thing compared to field upgrades of previous games. But even as someone who usually enjoys ammo box equipment where available, don't usually consider them as core strategy to keeping ammo for your personal weapons, but more like quite helpful bonus your teammates can grab too.
Never used Scavenger ago or Ammo Crates. I simply just find a gun off the ground when I run out of ammo and keep my streak going.
@@Airmcnai1r same but I have been using assault pack
I think it's fine. You're speaking as a 3+ KD player. For those in the 0.5 - 1 KD range a timer still gives them the opportunity to earn these at the same rate and keep things fun for them. If these players had nothing to earn, or everything was just slower for them you'd see them quitting the game pretty quickly because they're not having fun. Then your average lobby becomes even sweater than it already is and everyone would be complaining about that.
based
Which is the majority. Leave them as is.
.5-1 KD players be the ones playing the objective bro
@@allstonn or leveling gear
The argument you presented in this video goes hand in hand with the reason why streaks should be good, not as mediocre as they are now in most cases
Sentry is the only bad BO6, all the others do what they're suppose to do
sbmm is bad, but one positive people don't talk about is that if matchmaking is going to even the playing field, then other game mechanics can be made to be more "skillful" without punishing bad players cause ideally everyone will be on equally footing anyways
@@jeremybrown9611streaks are ass lmao especially with how much they cost 😂 attack choppper gets 1 kill max the only thing kinda worth going for is the AGR and that usually cost 900 in most cods it cost 1200 and archangel is a damn dart from bo3 at 650 score 😂😂
They should reintroduce specialist, I don’t care about streaks at all
Probably my hottest cod take - streaks are un-fun and bad for the game. nuke's being the only exception.
Specialist bonus is 1000000000000000000000x more fun
Would you make a review comparing all field upgrades to show most and least useful, and under what circumstances they're best used?
I'm fine with field upgrades being like this, and I always ran engineer in MW3. One reason I was expecting to hear was that by doing this, they're simply keeping field upgrades a smaller part of the game than before. You can see this with how fragile they are now, too, instead of needing to dump half a magazine into a trophy system. Having longer charge times and the only way to shorten them being Gearhead diminishes their role since there are fewer field upgrades going around (obviously). Score having *no* influence on charge times is a bit weird, but if it only contributed a little bit, I think that would be good.
If you use the wildcard that gives you 3 tacticals, one person can completely use your trophy system and then throw a grenade. Field upgrades aren’t all that powerful, I don’t understand why they nerfed them so hard.
I think trophies take 4?
I think because trophy system is just happened to be a field upgrade, and there are something like acoustic amp, sleeper agent or war cry to be too strong if people can get them faster in a game. Maybe getting a mini version of trophy system in the tactical slot will help.
@@justinbieber3697 It’s 3. For Nuketown during Double XP, I’d take that extra tactical wildcard and routinely melted trophies with 3 flashes before lobbing a cooked frag or thermo grenade to clear objectives.
I love that wildcard, it's so funny watching an enemy wait for the concussion to end only to throw the next concussion at them, and repeat the process once more only to then kill them
and back in Cold War, the Nail Gun would get blocked by Trophy Systems, which indirectly made the Nail Gun the best anti-trophy system tool
I'm not sure! I like the fact that there ain't just constant trophy system spam or any other spams of powerfull field upgrades across the map. Makes it so you really have to think about where and when you use it. Also, makes it feel way more grounded in a sense where your gun skills etc have a bigger effect on how you do instead of people relying on powerfull equipments all the time
I'd like this system if it was pick 10 so everyone didn't spawn with a minimum of 3 grenades each. Tac mask not being attainable until level 44 is torture if you play dom or hardpoint regularly.
@dillonc7955 use a perma unlock
@Kluck0816 you don't get a perma unlock in the beginning and you also shouldn't be forced to perma unlock something
@@nbdbreezy4352 have you ever played a cod ever? You never start with everything unlocked. You also don't have to prestige. You only do that if you want an extra challenge and force yourself to go out of your comfort zone.
@Kluck0816 your solution to tac mask being unlocked late is to use a perma unlock but how does that help new players? You make no sense
And The biggest problem with this game is that you can't see the players. The color, contrast, sharpness and size of the characters at medium and long distances need to be completely reviewed. (blurry and not sharp).
One factor I think might also contribute to this: all of the field upgrades, even the spring mine, persist after death in this game. I could see why they would want to prevent spamming of equipment that is permenant until destroyed.
I think that they're expecting people to choose the gearhead perk/ strategist specialty in order to gain the field upgrade faster in comparison to people who used other perks/specialties, as there are quite a lot of powerful field upgrades (acoustic amp, sleeper agent etc.), and getting those early might have disrupt the flow of the game as you paired them with the recon specialty while the trophy system is just happened to be in the mix.
Maybe letting people to select a one-time use trophy in the tactical slot, or only allowing the objective score earned but not the elimination score to affect the field upgrade earn rate without needing perks.
I agree with you Ace-good play should be rewarded-simple
You do get rewarded with your scorestreaks, no?
Tbh i dont really mind how feild upgrades are handled i like how the main focus of the game is gun skill
Not true when equipment spam runs so rampant
@@wiggyj5795 it's because you unlock those super early.
For Prepper: I swear pairing the Assault Pack and Spring Mine resulted in earning the Spring Mine much faster than normal. Maybe it's combo dependent? Could have just been placebo though.
I am okay with the state of field upgrades. I see plenty of ammo boxes, trophies, and scramblers in any give dom match.
Carrying a team all the time is exhausting ACE
Damn they dropped a decent sized update today unlucky Ace😂
The numbers are either wrong, outdated already, or gearhead just doesn't work properly.
Just tried a private match with gearhead and morphine injector equipped. Wasn't Ready until time ticked down from 10:00 to 8:41, so 78 seconds.
Very frustrating.
Agreed, I tried the same thing with multiple variations to see if it was conflicting with a certain setup but it DOES NOT reduce field grade charge times at all.
@eugenemarshall8760 which means it's been broken for at least 5 weeks
Preper is bugged where the selection UI doesn't go away when you've made a choice...
I just realized they added a cool down on the score streaks like they did in Cold War
As it stands, the streaks do at the very least earn you your next set of streaks. I got a 135 kill game on derelict domination a couple of days ago directly because of this. I earned the first chopper gunner through a 15 gun streak with some obj. play and then died. During my time using the chopper gunner I actually earned another chopper gunner and was immediately able to use it after leaving the first one. Nearly all of the kills came from the ability for the score streak to earn me another score streak.
I feel this every time there's a spring mine daily challenge. I barely get enough for 1 kill a game, and they don't seem to be much better than the blast traps, especially when they can be countered by proning.
Right now, I feel forced to use assault pack on most classes, since we're back to 2 spare mags on many guns, even though the shots to kill are in line with MW3.
Game mode charge rate i wouldnt mind a change as someone who really only plays snd, but with the maps and pacing i dont see it pheasible for a score change. It would definitely effect the pacing/gameplay. With that said im not upset where they have them now though. The upgrades are being treated as to what they are an upgrade/bonus you get to use when you can. They shouldnt be meant to get you the win but help with trying to get the win
I've been waiting for this! Thank you!
Remember in BO1 we got a lethal, tactical and equipment per life.
Signal Lure is so much fun (it even makes tdm fun again), that I have barely touched other field upgrades, yet. So I can only talk about that one and it's recharge time seems to be in a good place.
I have the same opinion as you, the recharge time should be linked to score as it used to be.
Just the info i needed. Thanks!
I think its fine that score doesnt contribute. Like they are just an accessory to the game loop, not critical to playing. Like they are more situational, and you shouldnt need to rely on them every 30s. I think having them be flat times also makes the game more predictable in the sense that you know you dont need to worry about sleeper agent until minute 3 of the match
I tried because I thought it would be cool to use prepper and gear head together thinking it would be the ultimate strategist with the assault pack as a pseudo quarter master and whatever other field upgrade. But it just doesn’t work and is weaker than just using another third quarter master. Also it’s pointless to have two stacks bc you might as well just use it when you have instead of preserving it. They def need to buff gear head and prepper.
Will you cover signal lure in another video? I wonder if it's even worth it to run if I'm revealing myself to the whole team for just +25 score 😅
Yeah that was incredibly disappointing. I was under the impression that I would be earning bonus score like that seraph ability from black ops 3, with the downside that I would appear on the minimap. That seemed reasonable but alas we got this dogwater version.
I’m a fan of how they have it currently. I haven’t played since advanced warfare so I’m not missing the way it was in previous games
Has anyone noticed if their engineer perk is broken? It won’t show the red out line of enemy equipment unless I’m right next to it now. Used to be perfectly fine until yesterday’s update. I hope it’s a bug and not an intended change
Times are fine as there are so many more problems that need fixing before getting upgrades. Fix the lag and stuttering, fix the sync between players before upgrades as that is pushing players away rather than not getting ammo.
Different team members can work on different things. Engineers are needed first performance. A designer can adjust balance numbers like recharge times.
excellent video as always. I hate that I can't have proximity/spring mines as a lethal. I know this is normal in Black Ops games, but I miss my proximity mines from MW3.
Blast trap. That is what you want. You can run (I think) danger close for a second lethal. You can run assault pack to be able to pick up more.
Also you can run spring mine or neurogas instead of the assault pack.
If I remember right the cooldown on assault trap and neurogas are similar. You could run the card for two field upgrades to have assault pack and neurogas to combine with blast trap.
Shock charge is a solid alternative in the less than lethal space.
It sets you up to block a lot of paths.
Hey Ace, could you talk about the camo system in a video? The way universal camos can only be equipped after all military camos are unlocked is kind of dumb.
They really should let you loop streaks. And having timed upgrades is ok but it’s too long. Also, it means everyone gets them at the same time, which isn’t right so the score should affect it somewhat
Spring mine is horrible for the cooldown time. You'd figure that to be one of the lowest.
I do like how it’s currently set up. I don’t want field upgrade spam all over. It’s slower than years past, and completely fine.
the funny thing is if you just wait to die and use your streaks, you'll get your streaks from your streaks. I've gotten full streaks from 0 again by using a chopper gunner, dreadnought after i died and all the way back to dreadnought
They need to have a second look at assault rifles, it feels useless now, considering the size of most maps I feel disadvantaged when used my assault rifles
How have you not got 1 million subscribers by now?
I don't understand why you can't duck to avoid a Spring Mine, it's just guaranteed death without flak.
Proning or slide to prone works.
Because it's a field upgrade.
What pure said. It’s a long cooldown ability.
Try spring mine or neurogas with blast trap and shock charge. Placement matters.
I really didn’t realize score didn’t contribute to earning field upgrades. That’s dumb. If you want to focus on them you should be allowed. Outside of sleeper agent I don’t they any of them are really broken and even that isn’t that bad is it?
Sleeper agent is a meme. Even in beta, it wasn't THAT good unless you used it against bots. Good for 2 to 3 kills before somebody rememebers you and shoots on sight. Now that it's nerfed, it's even worse. There has been times where I panic shot a "teammate" before they even got a kill lmao. The only field upgrade that annoys me right now is the trophy, and if a whole team is running it in dom/hardpoint then your tacticals and lethals are suddenly completely useless for that game.
I feel like they should allow score to decrease charge time. That would bring strategist in like with recon. Then make enforcer to where it increases all speed stuff like reload, ads, sprint to fire, etc to make it very strong too. Maybe even do like a "jack of all trades" specialty bonus for those not running sets of three perks to keep from being completely outclassed by those running sets. I think it would make all playstyles viable for the most part instead of heavy nerfing anything that is overused.
I had a challenge to get 5 kills with a spring mine last night, that was completely miserable trying to do that when I only had a couple hours to play games. I dont exactly like claymore/mine spam in any game but the recharge time on that thing is hilariously long for something that just gets blown up 90% of the time from grenade and tac spam before it gets to do anything. The only field upgrade I like is the Tac insert but I'm biased since I run that in any CoD that has it.
Play Hardpoint and/or Dom. That should be easy cause even Flackjacket doesn't save you from a Spring Mine. Sometimes you can get a double kill, just by the OBJ or high traffic areas
Sounds like you’re running into placement issues.
Pick a map. Maybe a game mode also. Put it somewhere that people aren’t ALWAYS throwing grenades at. Never on an objective.
Try inside a window people jump through. Or the top of a ladder. Long hallways are bad, because people can see them.
You can’t expect to be an expert in a couple hours.
Experiment more. If you try something be intentional about it and think critically about if it worked or not. You’ll see patterns in which tactics are good.
Someone breaking a trap once doesn’t mean the place doesn’t work, just like someone getting blown up once doesnt mean the location is great. Experiment.
You probably covered this when you were talking about the wall hack, but does Sleeper Agent have any effect on the wall hack?
Capping field upgrades charging time to true time only is a bad idea. It's all these little things that, once added up, contributes to level down the game by giving no incentive nor advantage to be good, skilled and to improve your game, besides you regular scorestreaks. I don't like to put it that way, but it seems many things are done to avoid the bad player being frustrated, through mass standardization.
The spring mine is the one that feels too long.
Killstreaks should loop hands down without a doubt…as a player who is often the (only) player on the team calling in UAV i should be able to loop uavs i often run both uavs and one killstreak for myself you could say
Too many noobs complain about streak spamming. They ruin it for the better players.
Gearhead perk is bugged, it is not giving 30% charge rate boost now.
Just tested it in a private match. It doesn't increase the charge time at all. Broken for weeks, well done devs...
@lolschrauber yeap and nobody seems talking about it.
I’m glad they charge slower then other COD’s. There’s already enough trophy systems everywhere
Everyone can spawn with nade and 3 stuns.. thats bigger issue than counters for them
This
Not when everyone is spamming Flash's.
Trophies need to be more attainable given tac mask unlocks at level 44 and not everyone is guaranteed to use their 1st perm unlock token on tac mask. Not when perk greed and any other powerful things are
@@ravenwing199 tac mask if they bother you
4:15 No I highly disagree, the timed field upgrade is great like it is, otherwise people will just spam them and it won't feel significant
I guess I really dont feel this is a big deal. I am probably on an island here but… I am all about the gun play. The less field upgrades, kill streaks or even tactical spam I have to deal with, the better.
Solid video as per usual Ace. I think it’s odd they don’t killstreak loop or add score into earning field upgrades, especially as a care package enjoyer. I use care package as a reward at the end of a good life and whatever I get from it counts towards my next scorestreaks, and there’s been times, clipped on my channel, where I spawn, get a care package, get a chopper gunner, and essentially end up in a pseudo infinite care package loop where whatever I get is making it that much easier to earn my next one, if not just straight up earning it from the streak alone. Does that mean it’s better do die with your high end streaks to respawn and use it to earn them again? Seems meta
Only thing that should contribute is full kills and gamemode percentage still needs to be fixed for xp so that portion i hope is a bug
Probably because of sleeper agent I couldn't imagine somebody getting that multiple times in a game is already annoying once
Hardcore Kill Confirmed STILL only has 3 maps in rotation.
With how MP is right now I still just use the Assault Pack and play TDM in Core and play as casually as possible to keep longevity in the game. Spawns suck in FFA so I feel limited in MP.
What problems are you running into?
I play most of the multiplayer modes in core and about half in hardcore.
Assault pack is … all right. Perks can be used to let your things recharge. Other people often have an adult pack to loot. And, there are lots of great alternatives to the assault pack.
Das exklusive Ass ist der beste COD youtuber .
It’s balanced by time you think to use it it’s there i don’t know how that is possible but I never press for my field upgrade and it wasn’t ready
hey ace, was curious if you are gonna test out "stun bullets" mechanics for melee only playstyle. feeling everytime i get shot at(no matter where), stops me in my tracks and was wondering if its happening to others. also good info!
I swear the beta had charge times for them in seconds... didn't even notice there's nothing indicating it now
Scrambler my beloved
My question is why do we need the field upgrades to charge faster?
Because they're fun to use.
@justinbieber3697 okay ? But this a FPS game
@@miguel_7515 Never mind you're right, no fun allowed.
And here I am tryin to score as much as I can thinkin I was helpin myself lol....thanks ace! Hopefully this is an oversight....kinda dumb tbh
There is literally nothing rewarding better players for being better. No incentive for not as skilled players to get better...
I know this won't happen but I just wish they removed specialties altogether.
I wish fast hand made you throw stuff faster
I could get on board with that. Faster field upgrade deployment. Faster tactical and lethal deployment.
Just wish they hid the field upgrades better. Being instantly Merced when popping a sleeper agent or having my mines or trophy system instantly shot down after being deployed
I think gear not being influenced by score is fine. You know how many trophy systems I see in HQ and Hardpoint already?
Morphine tied for fastest charge lmao what were they thinking?
It barely works lmao I've tried using it and more often than not I just die while it's active rather than going into last stand
Spring mine to be that long is ridiculous when its easily countered or shot 🤷🏽♂️
I agree that way i can keep getting Sleeper Agent Faster and abuse my enemy in my 007 Build
They dont want snowballing effects and for people to be earning score in such a short time? They should look at their spawn system on nuketown and maps around that size. The whole team can be in blue house ADS'n right at your spawn and the game will still spawn your team there...
Man I want streaks to loop
If Treyarch is insistent on having nade spam being as strong as it is, they need to have some way to reduce the timer for field upgrades. I would like to actually play the obj without needing to worry about 7 grenades flying over. And this whole talk about not wanting snowballing is bs when domination is the most snowbally it’s been in years with how easy spawn trapping is after holding 2 flags
Unlikely for Strategist to be the sticky point. Strategist bonus score displays differently so it should be trivial to exclude bonus score from any potential calculation.
This feels like an intentional change to level the playing field, but it seems really unnecessary. I still have snowballing games here and there so if that's the aim, it isn't working that well. Seems more like it's balancing for skill, not gameplay or snowballing. In an environment like this, they have to make some sacrifices to even the field a bit. While it can feel annoying to be artificially limited, it's worse being the beat stick and that drives more people away than slow charging field upgrades or non-looping streaks. They have to strike a delicate balance and getting it right isn't always easy. They err towards the majority instead of the minority. That's just the nature of the beast.
Maybe make it so only kills reduce the time?
Sleeper agent is really good now but after people figure out how it works it'll be the worst field upgrade.
Nah Sleeper Agent sucks now that a commonly used perk counters it entirely.
It's really not that good anymore. Controller still gets aim assist on any player using it so that gives you away and if someone looks at you they will call out that its an enemy.
I’ve never had much luck with it. The recon speciality is in high demand. People run vigilance really often.
When a weapon is max level, does it say “max level” or does it stay at level 46?
Call of Duty Safe Spaces at work again. They're so invested in over compensating for below average and bad players that they continually institute mechanics that they think are gonna level the playing field. However its not effective.
I thought these felt insanely slow, played snd and earned only once in like 8 rounds
I kinda of like this. Spamming trophy systems makes it so tedious, I agree that nade spamming is the end effect but I think the field upgrades shouldnt be so easily attainable
Nade and flash spam in this game is fukn wild. If enemies can spawn and spam THREE tacticals every life I should spawn with a fresh trophy every life
Honest Question:How much meter gain for your field upgrades when you kill an enemy player?
I'm sure it's small, like 5 or 10%, which is roughly around 1 to 3 points worth
So again,I assume that for each kill, you reduce the time required for a field upgrade by the rough mark of 1 - 3 seconds.
Which isn't really special.
When it came to the 20% nerf to the Flashbang effect,it sounds like a quarter of a hundred but that's wrong since the Flash effect only lasted about 4 to 5 seconds meaning the nerf only really reduced it by about a second. So Flashbangs last about 3.20 to 3.85 seconds if you're not using Tac Mask.
Again,I'm assuming the field upgrade gets reduced by a small amount whenever your fully on OBJ or getting kills,but it's nothing crazy.
(I run gearhead anyways,so I prefer that option because in small maps it's best to be able to use them often and have a spare ammo pack or trophy for obj heavy modes,but I face off PIT/Stakeout: the Jammer covers half of the map if you put it in the right spot,which Counters the rival map like a temporary cuav,plus the complete block on mines,trophy systems,c4's,and tac insert.)
0, as outlined in the video
@TheXclusiveAce well that's a shame,that means they're still forcing players to be less efficient.
That's a bit of shame on BO6 but for stats,thanks Ace
I really don’t like the current field upgrade system in this game
Why is the tactical insertion charge time so long?
Can you tell us how signal lure works
I think it’s fine the way it is. If everyone can spam trophies then lethals and tacticals will not be as useful as they are right now. I find myself using these more than any other COD I’ve played.
When I’m sober, I use war cry or assault pack
When I’m drunk as fuck I throw mine somewhere and forget about it lmao
Don't like score influencing field upgrades.
The charge time is kind of too high though. Except for sleeper agent, that honestly should never have existed
question - do these timers pause while the player is dead?
I miss stopping power
I just wish theyd fix the red glare on diamond camo snipers. I cant see. 😢
I thought kills did count to how fast your field charge goes. 😢😮 wow.