Call of Duty players flock to buy “all-black” DLC skin, hide in dark corners
arstechnica.com
arstechnica.com
Except for invisibility: invisible players are normally rendered as, well, invisible, except for a slight rippling of the air that's only perceptible if you're a few metres away. But on my underpowered machine, invisible players were rendered as an opaque explosion of colourful glitchy noise!
We agreed to just not use the invisibility powerups after I got in some epic cross-map shots of supposedly invisible players.
If anyone else has had a similar experience or wants to relive the old days or Halo 1 PC you can still do so with Halo Custom Edition. OpenCarnage.net has the information you need, be sure to check out the Chimera mod.
This effectively removed folliage rendering. So gillie suit snipers suddenly stood out like a sore thumb. :)
Later i started playing Bad Company 2 with a friend. With details on minimum i could easily make out the mines. We played quite a bit of tanks, him driving and me on machine gun/repairs/mine spotting duty.
Fun times
There were a couple that came to mind: a tiny gray alien with hitboxes to match as well as a model of Trinity (from the Matrix) that was all black and slimmer than the typical male characters.
I vaguely remember that letting the bots have explosives of any kind was similarly terrifying.
me: "wait, i have to always be looking down in order to aim my gun at anyone?"
my friend brian: "yeah, jaws is tall. and don't get ahead of yourself, you have to find a gun first."
so then i chucked the controller at brian's head. n64 controllers are the exact perfect shape for this.
One of the easiest things you can do is simply replace one model for another. There’s a power-up [1] you can get that makes you completely invisible except for your eyes. But just replace “eyes.mdl” with “player.mdl” and invisible players become plain as day [2].
You can do even more with custom models. Add big sticks along each axis to see enemies coming from a mile away. Make the skin glow-in-the-dark fullbright [3] white. Cut holes in the map to see through walls.
Put it all together and you can see what a difference it makes: - DM3 normal [4] - DM3 with hacks [5]
0: https://quakewiki.org/wiki/.pak
1: https://quake.fandom.com/wiki/Ring_of_Shadows
2: http://quakeone.com/forum/quake-talk/quake-central/9304-eyes...
3: https://quakewiki.org/wiki/Quake_palette#Colormap
Company releases DLC skin for $10 that provides competitive advantage to the most unsporting players, altering the game balance in a way that leads to many frustrating and unexpected games for their players, who have to swallow their pride and pull out their wallet to keep the playing field level. Company makes a lot of money.
That's why.
... and then they still buy the next "overpowered" skin that comes along.
If this were a skin available for free with the game I doubt we'd see this angle
There's a disgusting incentive structure here
I think if they were to repackage this same engine every few years with new maps and co-op, I'd happily continue to pay full price.
Competitive gaming is a different beast where only set maps are sometimes used, they could avoid dark ones or ban the DLC from competition. Advantages never lasted very long from my experience.
The question is: is it a fair advantage/tactic? And I think the answer has been given too: no, it's pretty skewed. If they want to keep the fairly positive reception of MW2, it's obvious what has to be done.
Hid out in a gas station, impossible to see.
This Needs to be patched
That's kind of the point of camo.