u/DanHarkinz

2 minute of fun playing BO7 and feeling great

2 minute of fun playing BO7 and feeling great

Compiled a few moments from the last week that were unusual moments of me doing not that bad but including some fun deaths as well.

Hope everyone is having a great Thursday!

Almost a 3 day weekend for some of us!

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u/DanHarkinz — 21 hours ago

It's true and it hurts 😭

Was playing with this guy for about 4 or 5 matches and no matter what teammates I ended up with we always ended up losing and he sent me this.

He wasn't wrong.

I lose a lot of matches whether I'm doing well or doing poorly it's just the way it goes.

Especially if I'm having parties of 3 or more. Then it's mostly just me fighting for my life just to get a kill. Can my team cover me? No. They couldn't cover a fucking mattress with a blanket if it was handed to them.

It's getting you the point that I gotta refresh my screen pixels so the defeat screen doesn't start burning into my TV.

If you're in your 30s or older and play SW U.S and really like TDM let me know and we can group up. If you don't want to use a mic that's okay as well.

I just need to get some damn wins lol

u/DanHarkinz — 4 days ago

So how do we go about balancing dragon breath ammo and the SG12?

As it stands this is still extremely broken. I'm not huge into nerfing weapons but is there something that can be done to continue making dragons breath still viable before just outright removing the attachment?

What would be your recommendation?

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u/DanHarkinz — 7 days ago

Damn I thought those freerun games didn't count

Whenever you look at your matches it always says loss is forgiven regardless of whether you complete the course or not.

I don't believe it's actually impacting your actual WLR but it seems the data is still utilized in the weekly stats letter.

I looked at this and at first I was like, "Maybe this tracks" but then realized I played mostly freerun last week over actual MP.

u/DanHarkinz — 8 days ago

Movement Angel VS High AF LMG guy

I can see why folks don't wanna play in the evenings and on weekends. Lucky enough only two guys we're playing this strongly on the team but still had to fight em.

Been working on aiming with my eyes first before my fingers but it's taking some time to get used to.

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u/DanHarkinz — 9 days ago

I really don't like most of the shotguns beyond the SG12

I'm the clip above in using the Scorcher kit and it lives up to is name as it just scorches your stats. The very first clip was probably the first time in like 5 years where I yelled at my tv while exerting a bit more strength on gripping the controller.

I am currently working on the shotgun arc light camos but the more I use all the shotguns the more I realize how useless these are in close quarters.

We all know how frustrating it is to get dumped on by shotguns which is equally annoying with sniper rifles but that's the way it's been. Usually for the lethality you have drawbacks such as longer reloads, reduced range and reduced pellet count.

In my opinion there is no true balance to shotguns as they come in two flavors. Broken or Bad and there is no room for anything else. I've always been a strong proponent for just making shotguns scorestreaks. So they can be as powerful as they want to be as long as you have the ability to earn them but this will never happen.

So here's my issues right now:

  1. Breacher has a stupid concept of charging your shot to kill people. Pretty pointless when you're getting hit markers while charging and within close quarters. You here to run around holding a charge like you're holding in a shit and most of the time you just get shit on.

This gun is wildly inconsistent on when it wants to kill someone in OSK at medium or short range. Often I get kills that I shouldn't get while losing out on kills I should get.

  1. Echo is a doof-doof gun with a terrible shooting mechanic of only allowing you to shoot two times before you can rotate the next shots in. Meaning your best bet is to always fire off both shots regardless if you can secure a kill because it's better to be primed and ready vs shooting and then waiting to rotate

  2. Akita is full auto shotgun so I do not expect it to OSK but I don't think I should need to hit you 4-5 more times in CQB to secure a kill

The only shotgun that feels consistent is the SG12 but it's also very powerful and becomes more annoying with dragons breath shells. I don't even use them unless I have multiple enemies using those shells.

Now I know you're thinking, "it's not the guns that are inconsistent, it's you." and you're probably right but it's not my own faults that anger me but when I play to the strength of the gun and do the things that should be right when playing with a shotgun and losing that annoys me.

It also doesn't help that if you want to try and improve anything on the shotguns there is almost always a damage range penalty. Which would be totally okay if shotguns weren't just piss poor in the range department to begin with.

If you play smartly to close the distance and flank and you're barrel stuffing your opponents then you should be rewarded with a kill. Not a hit marker.

Take the scorcher kit. You get huge magazines with the penalty of overheating and you get two weapons for double the fire power. So you should be rewarded for managing your overheating of your guns while in close quarters. There's range reductions as well but in my experience there's really no benefit to using this kit over just the default Akita since it'll be much(but not by a lot) more efficient over the akimbo kit.

In my experience with COD the way shotguns were balanced were as follows:

  1. Pump Shotgun, decent range and OSK potential but with limited ammo, more reloading or slower ROF in exchange for that type of power.

  2. Semi- Auto has okay power and maybe but the best range but you can spam it and usually get a kill with one or two shots

  3. Full Auto has less power, less range but makes up for it with fast ROF usually requiring 3-4 on point shots to get a kill with a very small or no OSK potential.

  4. Shotgun with great range and killing power but usually has restricted attachment and extremely limited ammo and slow af ROF.

All I want is a slight buff to these guns to make them shine a bit better for their intended use but I'm not asking for them to go be OP or Useless.

That's really it, probably a mad unpopular opinion.

How would you balance them?

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u/DanHarkinz — 10 days ago

Still got a ways to go as a sniper

I gotta find a way to be able to access the flow state more consistently and also need to stop being blind as a fucking bat.

I have seen gradual improvements but I need to get even better.

u/DanHarkinz — 11 days ago

Some of the closest luck based saves

Spent the last 6 hours running this trying to get the camo for getting under 10 and this was hard as fuck. Props to anyone doing the zero fault under 10 minute run because I ain't attempting that.

These were from my final run that actually met the requirement.

Thank lady luck tonight!

u/DanHarkinz — 14 days ago

New bot difficulty modes

We now have two additional difficulty options of Elite and Master.

I played a match against them and i noticed they tend to use cover and peeking a little bit more and as snipers you only get one chance to shoot at them and if you miss you are dead.

u/DanHarkinz — 14 days ago

Used to be able and maybe you still can, try to enter while the foot is on the ground but I've been hitting an instant kill hit box.

So far the best way I've found to get in is to just use grapple copter and fly up to the portal to get in..

Though the actual real difficult part is having other people knowing what they're doing to take the shields down. Honestly, they need to put some more instructions to this cause some folks aren't getting it

u/DanHarkinz — 15 days ago

Currently the sections that are straight up getting me.

  1. Actually not that bad but sometimes I just keep missing the last wall jump.

  2. Fuck this whole section.

  3. Fuck this section as well.

  4. This one isn't that bad actually but I still catch faults here. It's either I clear it first time or fail it comically over and over.

  5. Deceitful, this doesn't seem that difficult at first but I think I'm going to need to up my sensitivity to hit the last target to be more consistent.

  6. Take this section out to the mountains and execute it. This section sucks is a right bitch.

Which ones are getting you if not these folks?

u/DanHarkinz — 16 days ago

And there is a kernel of truth to this and that it trivializes pretty much all early and she a few mid round zombies. I would not be surprised if this catches a nerf in Zombies as it's basically a wonder weapon.

Now I have the ultimate camo!

I'll see myself out now

u/DanHarkinz — 17 days ago

Not sure how this will go in EG or MP but at least in Zombies this weapon is so satisfying to use and is really fun, especially once PAP'd.

It's alternate fire shoots a fast ball of energy that just rips through enemies. The regular fire shoots a slower but wider ball of energy and once you pair this up with double tap and fast hands you're literally melting hoards.

Now it might not do great at medium to high rounds as when I was around round 38 I could definitely feel it running into some issues given all the armored zombies but I wonder how helpful shatter blast would be with it?

Now the prestige attachment is a real downside. It turns into a beach ball basically where it Ricochets off enemies. I was under the impression with the ability to ricochet off walls and what not it would be clearing out zombies but sadly it no longer goes through zombies meaning you can only hit an enemy once but it will then ricochet and just fly off.

Difficult to even try to plan with ricochet as I tried to get it to bounce between two walls but that wasn't possible and all those years playing Bust a Move feels wasted.

Overall 10/10 weapon for zombies just don't use the prestige attachment. Can't wait to get the Corn camo at level 250.

:: edit::

I'm at round 50 and it's still holding up, not as well as it did earlier but it is still cleaning up enemies. Very difficult to juggle bears though at the high rounds with this so had to rely on melee.

I'm the high rounds I am finding the normal fire is better at dealing with the hoards given it's faster to fire 3 rounds normally vs doing the alt fire. I have been using shatter blast and it's been really helpful but by the fos armored zombies were taking 3-5 shots to take down

u/DanHarkinz — 20 days ago

The ramp won't come down and you can no longer, from I can tell, enter through the closed side doors. You have to force your way into the exfil helicopter now.

While not displayed in the footage, the servers for endgame for me have crashed 3 times for me that it reminds me of launch endgame.

u/DanHarkinz — 22 days ago

​

Console: Series X

Television 83" LG C1 120hz

Controller: Razer Wolverine V3

Aim Settings:

Sensitivity 1.40-1.60

Dynamic

Slope 0.27

ADS Sensitivity Multiplyer: 0.95

Custom Zoom: 0.85

Custom Zoom 4X-6X: 1.00

High Zoom: 0.85

Deadzones: TBD

Sprint Assist: No

Slide Only

FOV: 90-105

Overview:

I am always getting my ass beat in close quarters ever since they got rid of the close range aim assist. I'n the compilation of clips I am running hip fire build SMGs for camo challenges and that's predominantly what you'll be seeing.

I have issues if I turn a corner and bump into an enemy I almost always lose sight and overreact and can't seem to find them again

My sliding and shooting is trash as well.

I was told to not even bother with ADS with close quarter flights but even still I am losing. When I ADS people can just go left or right or add that stupid fucking little hot that absolutely jukes my aim.

I'm trying to get better in this particular range to overcome this weakness.

Appreciate the help and yes

I know fighting someone with a shotgun in close quarters is stupid but sometimes you don't know until you turn the corner and get blasted.

Here are the video examples of my trash ass trying and dying:

https://youtu.be/K8BqcfcduHw?si=fP6wvxsMZI4-pIbC

u/DanHarkinz — 25 days ago