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re: Official Warzone 1.0 Thread - Moving MW2 and WZ 2.0 Discussion to the New Official Thread

Posted on 9/24/20 at 3:52 pm to
Posted by finchmeister08
Member since Mar 2011
37939 posts
Posted on 9/24/20 at 3:52 pm to
i'm not sure. if i had to guess, i'm sure you could walk/run the tunnels if the subway wasn't at your station, yet. the gray colored lines could also be tunnels. not sure what they're representing.
Posted by AUCE05
Member since Dec 2009
43770 posts
Posted on 9/24/20 at 4:03 pm to
Are the bunkers open in BR solo? Everyone seems to be open by the time I get there. Maybe I am slow.
Posted by finchmeister08
Member since Mar 2011
37939 posts
Posted on 9/24/20 at 4:14 pm to
quote:

Are the bunkers open in BR solo? Everyone seems to be open by the time I get there. Maybe I am slow.

not all of them. you have to know the key codes in order to open most. others require a red keycard. the doors inside each bunker are still locked. if you want to get to one, you almost have to do it at the start and usually it's a fight.

here are the codes:

Prison shack code: 72948531.
Farmland code: 49285163.
South Junkyard: 97264138.
North Junkyard: 87624851.
Park - 60274513.
TV Station - 27495810.

as far as the subway system, here's an article from CoD's website:

LINK

quote:

Specifically, a subway train will not move to a station that is under the effects of the circle collapse. This avoids a situation of a squad hopping aboard a subway that leads to an untimely death… unless, of course, it’s at the hands of another squad waiting at the next station.


quote:

Speaking of fighting, there is no room for roughhousing onboard the Metro. In fact, the subway will not move at all if there is any conflict on board, or between the train and the platform, so keep fighting to the platform, stairwells, and outside the station.


quote:

Top Ten Tips

In summary, here’s how you and the whole squad can master the Verdansk Subway System:

10. The Fastest Way to Get Around Verdansk. At its core, this is a smart fast travel system that can be used by any and all operators. While not a massive new zone in terms of surface area, expect its impact on getting around Verdansk to be game-changing.

9. The One True Safe Area. Remember that the subway will not move if there is fighting aboard a subway train or between it and the platform. Use this limited downtime to reload weapons, swap items around the squad, or just take a breather before getting out at the next stop.

8. Mind the Gap. This almost goes without saying, but don’t try to step onto the subway tracks. Not only is it a recipe for death, but your squadmates will most likely be unable to pick up any belongings after your misadventure.

7. Leave No Corner Unchecked. Much like other interior spaces around Verdansk, there are plenty of item gathering opportunities within each subway station. Especially in those small rooms on the platform level, there is now more to these metro stations than what appeared on the surface.

6. In Case of Emergency, Use Ladder. The escape ladders found at every Metro station can either be used as an alternative entrance to the fast travel system, or as an emergency exit in case fighting underground becomes unbearable. However, because these ladders lead to holes on the surface, be extra careful around the subway stations, or you might step over an escape hatch and take an embarrassing trip to the Gulag.

5. Detours and Flank Routes. These tunnels were key for AQ forces moving around Verdansk quickly without much of a trace. Using the subway system as they did could be a great strategy, as riding the subway for a few stops and popping back up across the map may help your squad shake an enemy team in pursuit or catch a high value target.

4. The Express Track for Contract Completion. Along with avoiding Bounties, the fast travel system could help with a few contracts that may require travel around the map. For example, a Supply Run could lead to a Store mere steps from a station two stops down the line, while Most Wanted Operators can duck into the system to avoid hotly contested zones.

3. Fire in the Hole! Whether it’s down an escape hatch or a set of winding staircases, bounceable equipment pieces, such as Frag and Snapshot Grenades, can be great tools for smoking out enemy players that lurk below the surface. Just make sure that equipment piece will bounce at the right angle down towards the enemy, lest you and the squad be blinded by a mis-thrown Flash Grenade.

2. A Haven for CQB Play. Although larger areas, such as the first-floor landing and station platforms, open up for more mid-range weaponry, SMGs and shotguns can be extremely effective within every subway station. Especially within the stairwells, an operator who isn’t afraid to be up close and personal may find the most success in surviving the Metro.

1. Ambush. Ambush. Ambush. Because of the potential impact of this fast travel system, don’t let your enemies use it for free. If you suspect an enemy squad is underground, try setting up equipment traps in stairwells or surrounding the entrance to catch them as they exit.
This post was edited on 9/24/20 at 4:14 pm
Posted by AUCE05
Member since Dec 2009
43770 posts
Posted on 9/24/20 at 4:15 pm to
Thanks. I just got a red card and couldn't get it to work
Posted by finchmeister08
Member since Mar 2011
37939 posts
Posted on 9/24/20 at 4:17 pm to
quote:

Thanks. I just got a red card and couldn't get it to work

if you find a red card, you have to go to a bunker with a red or green light above it.
Posted by Mystictiger
Texas
Member since Jul 2015
2668 posts
Posted on 9/24/20 at 4:41 pm to
How was the Cold War alpha?
Posted by J Murdah
Member since Jun 2008
39978 posts
Posted on 9/24/20 at 5:11 pm to
finch and I have tried about a dozen times on duo to get the key cards for stadium. 90% of the time we dont even find 1 even if there are no other teams there.

I am convinced they dont spawn on duo's
Posted by bamabenny
Member since Nov 2009
15193 posts
Posted on 9/24/20 at 7:41 pm to
that must be an old pic, no mini royale playlist right now

oh shite, today is thursday hahaha
This post was edited on 9/24/20 at 7:44 pm
Posted by finchmeister08
Member since Mar 2011
37939 posts
Posted on 9/25/20 at 4:00 pm to
we're in the last week of the season 5. that means 2xp across the board.


also, if you want access to the EARLY beta wihtout preording and are currently an Xfinity customer (internet or cable or both), you can get an early code to activate on activision's website.

xfinity.com/callofduty
Posted by bbeck
Member since Dec 2011
15081 posts
Posted on 9/26/20 at 1:27 pm to
Anyone have preferences between the M4, M13 or Kilo?

I play sparingly and seem to lean toward M4. I haven’t unlocked all of the attachments, but it is the easiest for me to just pick up and have success with.
Posted by Blitzed
Member since Oct 2009
21747 posts
Posted on 9/26/20 at 1:50 pm to
I have a class for each. However I play favorites to the M4. M4 is NEVER a bad choice.

I do enjoy the m13 and switch it up every now and then.
This post was edited on 9/26/20 at 1:51 pm
Posted by pankReb
Defending National Champs Fan
Member since Mar 2009
69221 posts
Posted on 9/26/20 at 3:04 pm to
So I gave the AMAX a go last night and holy shite that thing just melts.
Posted by Alabama Slim
2009,2011 BCS National Champions
Member since Jul 2007
10410 posts
Posted on 9/26/20 at 4:24 pm to
quote:

I gave the AMAX a go last night and holy shite that thing just melts.



I tried it for the first time after grinding to get some necessary unlocks in multiplayer. Won my first solos match I played with it, first solos win in almost a month. Think it's a keeper.
This post was edited on 9/26/20 at 4:27 pm
Posted by pankReb
Defending National Champs Fan
Member since Mar 2009
69221 posts
Posted on 9/26/20 at 4:44 pm to
quote:

I tried it for the first time after grinding to get some necessary unlocks in multiplayer. Won my first solos match I played with it, first solos win in almost a month. Think it's a keeper.




I was thinking about throwing on the 10 round 7.62 mag for solos. I figure that's gotta just destroy anything you shoot.
Posted by GoldenD
Katy
Member since Jan 2015
965 posts
Posted on 9/26/20 at 7:37 pm to
Kilo and M4 are a tier above the M13. However, if you lack the ability to control recoil, you may have better success with the M13 since it is a high ROF laser.
Posted by pankReb
Defending National Champs Fan
Member since Mar 2009
69221 posts
Posted on 9/27/20 at 8:27 am to
Well I was going to try the 10 round amax. Just realized I didn’t read changing the mag turned into semi auto. That’s a nope from me.
Posted by finchmeister08
Member since Mar 2011
37939 posts
Posted on 9/27/20 at 6:31 pm to
apparently, you can punch someone if you're down.

LINK
Posted by Hu_Flung_Pu
Central, LA
Member since Jan 2013
22387 posts
Posted on 9/27/20 at 9:16 pm to
quote:

Kilo and M4 are a tier above the M13


I’d say same tier. Kilo is a hit marker sometimes.
Posted by oOoLsUtIgErSoOo
Louisiana
Member since Aug 2006
26411 posts
Posted on 9/27/20 at 9:16 pm to
quote:


Kilo and M4 are a tier above the M13. However, if you lack the ability to control recoil, you may have better success with the M13 since it is a high ROF laser


That's where I'm at. I have loadouts with M4, M13, Kilo and AMax. If I feel like I'm struggling to land shots (which is often) I always switch back to the M13 for a while. Last night I switched to the M4 for a few games, after a good bit of running the M13 and I realized just how much easier the M13 is to control.

It doesn't have the TTK of the others listed though, but at the end of the day, TTK doesn't mean shite if you aren't landing the shots.
Posted by theducks
Where The Blazers Play
Member since Aug 2013
14084 posts
Posted on 9/27/20 at 9:33 pm to
quote:

Well I was going to try the 10 round amax. Just realized I didn’t read changing the mag turned into semi auto. That’s a nope from me.



I used it for a little bit as an intermediate ranged gun. It’s great for suppressing teams moving from cover to cover but that’s about it.
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