Re: Call of Duty: Black Ops 3

31
Je moet daar eerst iets voor doen werd er gezegt om die campaign te unlocken, maar bij mij stond ie vorige week ineens unlocked om te spelen.
Toen dacht ik, dan ga ik realistic in die campaign doen. Weet niet eens of het werkt, maar dat is denk ik helemaal niet te doen aangezien er veel zombies zijn.

Wil niet te veel spoilen maar er is ook nog een leuke top down minigame
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Re: Call of Duty: Black Ops 3

32
Marty wrote:Je moet daar eerst iets voor doen werd er gezegt om die campaign te unlocken, maar bij mij stond ie vorige week ineens unlocked om te spelen.
Toen dacht ik, dan ga ik realistic in die campaign doen. Weet niet eens of het werkt, maar dat is denk ik helemaal niet te doen aangezien er veel zombies zijn.

Wil niet te veel spoilen maar er is ook nog een leuke top down minigame
Aaah zou het kunnen dat het te maken heeft met het uitspelen van het zombielevel ofzo?

Ik ga alvast ook nog de realistic mode proberen. Eens ik de gewone campaign eens heb uitgespeeld.
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Re: Call of Duty: Black Ops 3

35
NTGSruler wrote:
Marty wrote:Je moet de campaign uitspelen om Nightmares te unlocken. Maar bij mij stond ie er ineens gewoon. Zit met campaign in level 3 dacht ik.
Moet ik eens checken dan als ik de game nog eens opstart. Ik zat dacht ik in level 4 ofzo...
Ik kan nightmares gewoon spelen. Mijn zus heeft eventjes de campaign gespeeld en we kunnen nu al die mode spelen :think:
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Re: Call of Duty: Black Ops 3

36
minermb wrote:
NTGSruler wrote:
Marty wrote:Je moet de campaign uitspelen om Nightmares te unlocken. Maar bij mij stond ie er ineens gewoon. Zit met campaign in level 3 dacht ik.
Moet ik eens checken dan als ik de game nog eens opstart. Ik zat dacht ik in level 4 ofzo...
Ik kan nightmares gewoon spelen. Mijn zus heeft eventjes de campaign gespeeld en we kunnen nu al die mode spelen :think:
Dan wordt het mss toch gewoon zonder problemen unlocked.
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Re: Call of Duty: Black Ops 3

37
NTGSruler wrote:
Marty wrote:Dat lijkt me ook ja. Deze cod is wel waar ik mijn hoogste k/d ooit gehaald heb naar tig potjes te spelen.
Een k/d dat het vermelden in dikke cijfers waard is: 0,93 :D

Dat zie ik niet gebeuren en al helemaal niet om Campaign op Realistic uit te spelen. Het moet natuurlijk nog wel leuk blijven.
Zal binnenkort maar eens een spel uitzoeken uit mijn collectie voor platinum 150. Misschien wel Dark Cloud. Dat was mijn aller eerste ps2 game vroegahh :cool:

Ik heb vandaag ook nieuwe kontrolcaps besteld:


Ben benieuwd hoe dat zal spelen
Ik heb Realistic eigenlijk nog niet geprobeerd. Er zijn er die het Solo hebben gedaan, dus ik wil het wel proberen.

Die Kontrol caps zien er wel leuk uit. Laat maar eens weten hoe het speelt.
Heb ze toch afgelopen zaterdag binnen gekregen. Ze spelen wel fijn, heb alleen eentje op het rechter pookje gezet. Links vond ik niet echt nodig.
Speel op moment wel veel meer met een positief resultaat dan negatief.
De kontrol cap staat wel ongeveer 1 cm hoger dan normaal het pookje is.
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Re: Call of Duty: Black Ops 3

38
Marty wrote:
Heb ze toch afgelopen zaterdag binnen gekregen. Ze spelen wel fijn, heb alleen eentje op het rechter pookje gezet. Links vond ik niet echt nodig.
Speel op moment wel veel meer met een positief resultaat dan negatief.
De kontrol cap staat wel ongeveer 1 cm hoger dan normaal het pookje is.
Mooi dan toch een verbetering? Of good luck? :P
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Re: Call of Duty: Black Ops 3

42
Marty wrote:Blijkbaar gaat het wel beter. Heb mijn k/d nu rond de 0.95-0.96
Klimt gestaag naar de 1.00
En heb nog nooit bij een cod hoger gehad dan 0.90 (na +5000 kills gespeeld te hebben)
Mooi. CoD is natuurlijk ook wennen en vooral veel spelen. Dan wordt je automatisch beter en vooral sneller.
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Re: Call of Duty: Black Ops 3

43
Mijn speeltijd bedraagd ondertussen al meer dan 3 dagen :shh:
Vandaag met kameraad splitscreen kill confirmed gedaan, en dat ging lekker.
Ik gebruik meestal de 3 laagste scorestreaks inclusief carepackage. Daar kreeg ik in 1 game de R.A.P.S en de Wraith en het potje erna de Cerberus en de Wraith en Hellstorm Missiles. Dus toch mooi paar keer in de top 3 geeindigd en zelfs 1 keer op de eerste plaats
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Re: Call of Duty: Black Ops 3

44
nieuwste patch update:
[+] Patch 1.05
General

Addressed an issue allowing Players to infinitely vote for the previous map.
FreeRun, Nightmares & Dead Ops Arcade 2 are now accessible from the Bonus Menu on the Main Screen.
Balance pass to improve XP earn rate consistency across game modes.
Resolved issue where Specialist’s showcase weapons showed both base attachment models and Player selected attachment models.
Resolved issue where Players were unable to freely scroll through taunts in the Taunts menu if a new taunt was recently acquired.
Added missing rotation prompt icon in Gunsmith “Custom Variant” and Gunsmith “Snapshot.”
Addressed issue where Leaderboards were not properly being reset after a Player used a Prestige Token.
Resolved issue where the Create-a-Class would not update immediately after the purchase of the Extra Slot Pack.
Added additional anti-cheat support.
General Gameplay

Fixed an exploit that allowed Players to move faster by sliding just before landing from a jump.
Fixed an issue where moving while crouching or ADS did not properly reduce your audio footprint.
Addressed issues that affected Cryptokey earn rate consistency across game modes.
In Hardcore, AI-controlled Scorestreaks will no longer count towards the kick limit.
Cerberus – AI-controlled
Talon – AI-controlled
Wraith
RAPS Drones
GI Unit
Resolved issue where Specialist weapon progression was not tracking in round-based game modes.
Fixed an exploit where Players were being awarded Cryptokeys when not participating in matches.
Teammates can no longer damage friendly Scorestreaks in Hardcore.
Addressed issue where Players were able to place turrets underwater after using Rejack.
Fixed exploit whereby Players were able to obtain the Hellstorm Scorestreaks repeatedly without earning them.
Addressed bug where Players were able to pick up a turret while controlling the HC-XD.
Fixed an issue in Free-for-All where the Mothership could not be locked onto by Launchers.
Adjusted the spawn logic for Lightning Strike to better match the blast radius.
Adjusted spawn logic in TDM and Kill Confirmed to increase the chance of spawning with your team.
Black Market

Players are now able to equip Taunts, Gestures, and Specialist themes from the Black Market results screen for Specialists that are unlocked.
Updated Black Market purchase animations and FX.
Addressed audio issues with Black Market when accessing it during matchmaking.
Theater

Fixed an issue where attempting to view a merged clip in a Highlight Reel would kick the Player back to the Theater menu.
Store

Fixed issue with the Extra Slots purchase confirmation to ensure the store icon updates immediately.
Corrected visual layout bug that occurred after purchasing COD Points.
Combat Record

Players can now view other Player’s Combat Record by selecting the player and choosing “View Combat Record” from the “Player Details” menu.
Players can now compare stats with Friends in the Combat Record.
Specialists

Nomad
Increased Rejack stand up speed.
Reaper
Equalized footstep audio volume to the same audibility of other Specialists.
Spectre
Reduced leftover Specialist Power available if Player died while activating the Ripper.
Create-A-Class

General
Fine-tuned Rapid Fire effectiveness across all weapons.

Submachine Guns
General
Reduced sprint out speed
VMP
Fixed issue where Player would occasionally not show on the radar when firing.

Assault Rifles
XR-2
Increased ADS aim stability.
Increased recoil control.
ICR
Increased ADS aim stability.
SHEIVA
Increased ADS aim stability.

Shotguns
Argus
Increased lethal damage range.
KRM-262
Increased lethal damage range.

Light Machine Guns
All LMGs
Increased ADS aim stability.

Sniper Rifles
Locus
Increased ADS aim stability.

Special
Brass Knuckles
Added spark effect to Brass Knuckles taunt.

Attachments
FMJ
No longer deals increased damage to the robot in Safeguard.
No longer ignores the armor provided to Satellite Drone carriers in Uplink.
Awareness Perk
Reduced audible range bonus.
Scorestreaks

Cerberus
Increased health of dropship
Increased AI targeting speed
Increased AI accuracy
Increased AI damage
Increased missile accuracy
Increased missile projectile speed
Hellstorm
Increased damage radius.
Increased projectile speed of bomblets.
Increased targeting radius.
Mothership
Increased health.
R.A.P.S. Deploy Ship
Increased health.
Rolling Thunder
Fixed issue where Rolling Thunder drone pushed through geo, inflicting damage on Players inside buildings.
Talon
Addressed issue where the Hellstorm vision set would show in a Talon’s final Killcam.
G.I. Unit
Increased G.I. Unit Drop Ship flares by two.
Increased health of dropship
Increased duration to 90 seconds
H.A.T.R
Corrected issue where the H.A.T.R. no longer displayed enemies after the owner died.
Maps

Breach
Adjusted geography at doorway of Coalescence offices to ensure smooth traversal in that area of the map.
Combine
Addressed an exploit where Players were able to mantle atop a building to gain an unfair advantage against other Players.
Hunted
Addressed an issue where AI scorestreaks were able to track Players through lodge walls.
Nuk3town
Fine-tuned G.I. Unit traversals around the map.
Updated blue car profile to reduce poor engagements.
Tweaked unique Domination and Demolition cover objects to reduce poor engagements.
Infection
Fixed an issue where Players were able to get to an unfair advantageous position on one of the roofs.
Redwood
Fixed an issue where Players were able to leave the play space near southern gate.

Arena

“Popular” will replace “Moshpit” in the next season. Popular features 6v6 on a mix of Domination and Kill Confirmed game modes.
Domination and Kill Confirmed will be added to Arena Leaderboards.
Addressed issue where Emblem Editor UI would remain behind the Arena Pro Series pre-game sequence if the Player was editing a layer during lobby transition.
Arena default Custom Classes no longer contain restricted items.
Removed the Map Voting stage from Arena.
Game Modes

Free-for-All
A loss will no longer be recorded when joining a Free-For-All game in progress.
Hardpoint
Addressed issue where Hardpoint boundary wouldn’t appear if a friendly Player controlled the point.
Safeguard
Adjusted win timing in Safeguard.
Search and Destroy
Addressed an issue where inactive Players were not being removed from games in S&D.
Uplink
Updated regulation time limit conditions so that if the score limit is reached in regulation Round 1, it also sets the time for regulation Round 2.
Changed Overtime rules: Game ends if team that set the time to beat in Overtime Round 1 scores any points in Overtime Round 2 before the opposing team.
Players are no longer able to catch the Satellite Drone immediately after a score; the Satellite Drone resets as soon as the score occurs.
Fixed issue where Players were able to simultaneously pick up the Uplink Satellite Drone and a turret.
Reduced score bonus for kills while carrying Satellite Drone.
Capture The Flag
Reduced score bonus for kills while carrying the flag.

Custom Games

Fixed issue where the CTF Custom Game Settings win rules were flipped in the UI.
Titles for Custom Games are now displayed in the lobby with the game mode and map.
Official variants have been added to Custom Game modes for Hardcore and CWL rules (Call of Duty World League).
An “Official” badge is displayed in lobby map image for Official game variants.
Fixed incorrect Capture the Flag Rule Win Condition description text in game rules.
CODcaster

Enabled CodCaster for bots only matches.
Fixed bug where the CodCaster could begin a match before all Players joined.
Player list will now wrap when cycling through Players.
Player names now appear with the correct colors when using custom team colors.
Addressed several UI issues related to CODCasting Hardpoint matches.
Minimap will now show when a Hardpoint is in a contested state.
Flag Carrier indicator should now properly appear when CODCasting CTF matches.
CODCasters can now see objective indicators in the Player List when a Player has an objective.
Addressed issue where if a Player protected/banned multiple items, only the first item would display.
Lobby Invites

Addressed an issue where Player’s max party size would be set to 1 when going from a Multiplayer Lobby to a Zombies Lobby.
Fixed a crash that occurred when accepting an invite during any cinematic.
Addressed several issues related to Players being able to exceed the max party size in various situations.
Resolved several bugs related to joining a session from outside of the game.
Players can now send game invites while in Campaign.
Challenges and Medals

Fixed issue where unlocking the Cannibal head for Nomad from a Supply Drop displayed the wrong item.
Fixed issue where images would not appear for some challenges in the After Action Report.
Fixed issue for “Collateral” medal in Hardcore where it was occasionally incorrectly awarded for rapid sequential kills.
Fixed bug where the “Clutch” medal was improperly being awarded if you killed the last Player on an enemy team.
Addressed issue whereby grenade kills were not counting towards the “Gung Ho Perk 3” challenge.
Addressed issue where kills from a Hardened Sentry gun received in a Care Package were counting towards the “Heavy Cover” challenge.
Corrected issue where “Flak Jacket” challenge was tracked in Arena even if the Player had not unlocked Flak Jacket in Public Matches.
Addressed issues where the following challenges were not correctly being tracked:
“Engineer Prestige”
“Now You See Me”
“Run and Gun”
“Blast Suppressor”
“Gunfighter”
“Secondary Gunfighter”
“Covering Fire”
Media Tab

Fixed a crash in the Media Tab that occurred when a Player attempted to publish a Clip from a saved file.

And here’s all the Zombies changes:

General

Daily Challenge feature added.
Ready-Up functionality has returned to the Zombies lobby.
Fixed an issue where Players were not able to achieve prestige master status.
Fine-tuned weapon balance.
Addressed issue where GobbleGum users infrequently consumed the wrong Player’s stock.
Fixed issue where Players were being kicked from match in 4-Player split screen.
Fixed issues where lightning effect wasn’t playing on various weapons.
Shadows of Evil

Fine-tuned weapon balance.
Addressed various exploits where Players were able to get out of the map.
Fixed an issue around an Easter Egg quest that prevented a Player from accomplishing the quest.
Fixed rare issue where Players were unable to start an Easter Egg if they obtained a specific gun.
Increased visibility of “Lil’Arnie” bottle.
Addressed visual issue near Beast Mode altar in Canal District.
Fixed bug where Players were able to pick up the sword while in beast mode.
Addressed an exploit related to the Level 2 Sword charge meter not depleting correctly.
Fixed issue where Players were able to purchase/pick up items while transforming back from Beast Mode to Human.
Addressed bug where the Pop Shocks GobbleGum stayed active when a Player went into Beast Mode.
Addressed issue where Players are unable to wall run after a host migration in the Pack-A-Punch Room.
Fixed issue where Players could exploit Margwas from spawning in for the rest of the game.
The Giant

Addressed exploits in the Giant map where Players were able to leave play space near Animal Testing area.
Fixed exploit in the Giant where the Player was able to get under the map near the “Catwalk”.
Addressed issue where Player could become stuck on collision near the KRM wallbuy and power switch locations.
Dead Ops Arcade 2

Dead Ops Arcade 2 is now accessible from the Main Menu (BONUS).
Dedicated Dead Ops Arcade 2 lobby added w/public match support.
New Leaderboards for solo/2-Player/3-Player/4-Player.
4-Player Local support.
Player guardians (Robots and Skeletons) are no longer collidable.
Non-player entities should no longer trigger round exits.
Fixed bug where upon death, Player would respawn with 1, 2 or 4 boosts. (2/4 depending on FATE)
New Pickup added: Golden Egg, a rare post round 60-item spawn. The Golden Egg hatches into Extra Life pickup.
Fate of Firepower upgrade: If granted this ability, all weapon pickups will start at Level 2(red); Default Permanent weapon is Level 2 Death Machine (red).
Fate of Friendship upgrade: Player’s permanent weapon is the Level 3 LMG(purple).
Fate of Favor upgrade: Golden chicken now only cycles through Level 3(purple) weapons; Golden Chicken lays up to 3 Golden Eggs after ceremonial dance.
Addressed multiple bugs around invisible Shadow Man issue.
Solo Player Anti-kiting logic.
Addressed variety of issues around small window of possible death when exiting vehicle.
Nerfed the amount of score increment given for direct damage to boss.
Fixed issues around a small window of possible death at end of Redins Rally.
Fix for zombies failing to path when Player is in VTOL.
Fix for loosing ability to run fast if Player dies after Redins but was awarded the temporary Force upgrade.
Sentry/Rocket turrets can no longer pickup items.
Upon Death, gems now pop-out correctly and can be scavenged.
Umbrella pickup now properly drops skulls.
Fix for Room of Fate progression break if Player captures a falling Fate rock before all others have landed.
Fix for Player controls not being mapped correctly when Joining in Progress on a game that is currently First-Person mode.
Room of Judgment logic changed to factor in skill and remove the random nature, a Player will always be rewarded.
bron: Playstationlifestyle

En vandaag natuurlijk ook de eerste dlc pack, Awakening:
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