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  • twinwolf954 Master 3,147 posts since
    Jul 22, 2011

    delsheol wrote:

     

    If you are one of the Ghost complainers, then when you notice an entire team with ghost on bust out your explosives class.



    You have to find them first. Ghost makes people invisible - that's the problem.


    Yep, they're completely invisible to the point where bullets, fire damage and explosives pass straight through them.

    Seriously, your argument is full of QQ.
  • Novice 136 posts since
    Jun 2, 2011
    My problem with ghost is that there is almost no counter to beat a guy who is hiding in an obscure corner he is going to kill you 90% of the time you run into that room for the first time.  I play a very fast passed game and rush a lot I am regularly in the top 500 for tdm with 500+ spm and a 4 k/d so im not a bad player.  I also almost exclusively play TDM solo or with 1 other player.

    My usual setup includes Flak Jacket (to avoid claymores), Sleight of Hand (best perk in the tier I'll admit its op but when rushing its a necessity),  and tactical mask pro (my new favorite perk allows me to stun a room and know if someones hiding there unfortunately I only get 2 stuns).

    A lot of people say that when he kills you you now know where he is which is true but he should not have killed me in the first place and going for revenge kills is a stupid move.

    I can rush constantly in cod 4 and get a 6k/d easily there is no random deaths from a guy hiding in corner and claymores are easy to dodge.  MW2 rushing was hard there where claymores everywhere and a lot more campers but at least i knew where they were.  Busting out an explosive class is something I use to do but they are simply not as effective as bullets sure it annoys people but I can't run into a spawn and kill 6 guys with 2 grenade launcher shots and 2 RPGs like I can with an MPL, Spectre, or Enfield.

    The problem with ghost is that it causes random deaths where the guy didn't outplay you he was just in an obscure corner they won't change it I know that its not overpowered it is however very annoying much like OMADC in MW2 its annoying but not overpowered,  Ghost is not overpowered just like OMADC is not overpowered but they are both annoying and cause random deaths.
  • Dieinhell100 Calculating status... 2 posts since
    Jun 9, 2009
    I often use Ghost.

    But that is not to say there are not times when using another Tier 1 perk would have saved me. There are often times where a flak jacket would have let me live for a little while longer so I could've secured a few more kills. There are times where I could've called in a Blackbird so I could see the ambush waiting for me upstairs had I just had Hardline. There are times where I could've held my position for a longer period of time if I had Scavenger. These times frequently pop up, even to a ghost user. Just had I been using flak jacket, there will be times where Ghost Pro would've prevented me from getting killed by a chopper gunner repeatedly.

    You just need to know how to utilize your perks, and what you can and cannot do. Obviously Ghost will not save you from that RC-XD the enemy just used, but it will save you from being shot down by that LMG user who relies on his radar. Just as Flak Jacket would've saved you from that RC-XD, but not from that LMG user who is hunting down your dot.

    Each are to their own advantages, some being more useful in one match then they were in another.
  • Novice 136 posts since
    Jun 2, 2011
    I hope they bring back juggernaut and stopping power for the next cod you never see anyone with juggernaut hiding in a corner.
  • Novice 235 posts since
    Aug 25, 2011
    Ghost is too powerful of a perk to be put in a slot filled with small bonuses. In MW you originally traded off for SP or Jugg. for a reason.

    Let's pretend that there is no ghost in the first slot, instead there was overkill.

    That's what ghost does to the first slot. In its own way.
  • Deus_Ex_Machina Calculating status... 8 posts since
    Oct 30, 2008

    Sam Starkweather wrote:

     

    For a reason beyond comprehension, a large influx of Ghost complainers, haters, and cry babies have been flooding the forums with unintelligent posts without any substantial evidence as to WHY the Ghost perk "needs" a nerf/ disadvantage.

    A common argument of the "anti-ghost" persuasion is that "In previous COD titles, Ghost users had to make a trade off between Stopping Power (SP) and Ghost. Now that SP has been removed, Ghost has run rampant without anything to match."

    That is a ridiculous explanation. Marathon is the most used perk, Sleight of Hand is second, and Lightweight is third, confirmed by Treyarch. http://www.codblackopsblog.com/wp-content/uploads/2011/01/the_numbers_mason_V2.j pg

    The only practical use for Ghost is to help the user avoid Kill Streaks, and with the Pro version, it makes it so your name won't appear... That's it. It doesn't grant you invisibility, immunity to explosives, or the ability to walk through walls. No Aim Bot, No Super Jump, No Instant Kill.

    I'm a twelfth prestige, and I can honestly say that I see just as many Flak Jacket users, and Lightweight users, as I do Ghost users. Think about it, which is more useful, a near immunity to explosives, or becoming undetectable to a UAV? (2/3 killstreak).

    I believe that a lot of the hate for Ghost is based off on ignorance on how to effectively deal with this Play Style.
    I thought I would shine some light on how to effectively kill ghost users.

    EXPLOSIVES!
    I cannot believe why so many people find M203's, RPGs, and the like to be cheap, when it is a viable strategy to wreck a Ghost user.
    If people don't want to be blown into smithereens, then they should use Flak Jacket, and not ghost.

    I have 2 classes that are fully dedicated to only using explosives, and I get quite a few complaints.
    My suggestion is this;

    If you are one of the Ghost complainers, then when you notice an entire team with ghost on bust out your explosives class.
    If they complain, let them know there is a perk to counter explosives, and being that they aren't using that perk, they do not have standing to complain.

    So many people have fallen into the mindset that Grenade launchers are for "noobs," and I refuse to jump on that bandwagon. The M203, "under-barrel grenade launcher" has TWO grenades. Scavenger does NOT replenish the grenades, in comparison to MW2, the kill radius has been dramatically reduced, and Flak Jacket effectively reduces most damage.

    In the end, all Ghost is, is a playstyle. Whether or not you want to believe that there should be a counter for Ghost, the fact is, there are many ways to beat them. Becoming a good player at this game is all about mastering all play styles, and learning how to effectively counter ones that annoy you.


    Here is a class for Ghost crybabies, or those who are otherwise convinced that Ghost is "unstoppable."

    Primary: (ANY AR) + Under Barrel Grenade launcher
    Secondary: RPG, China Lake, or LAW.

    Perk 1: Scavenger Pro
    Perk 2: Sleight of Hand Pro/ Warlord Pro
    Perk 3: Ninja Pro/ Hacker Pro

    Lethal: Semtex or Frag
    Tactical: Flash or Stun
    Equipment: C4, Claymore, Jammer

    Explanation:

    We've come to the conclusion that explosives are a viable way to kill Ghosts, so the Grenade Launcher Attachment should make sense to have.

    Tier One Perk

    Scavenger Pro will give you more explosives. More explosives = More Ghost corpses. Additionally, this will allow you to resupply Semtex/ Frags.

    Tier Two Perk

    Sleight of Hand Pro will allow you to reload and aim faster. Ghosts apparently come out of the walls for some of you, so this may help immensely.

    OR

    Warlord Pro will give you more tactical and lethal grenades.

    Tier Three Perk

    Ninja Pro, They'll never hear you coming...

    OR

    Hacker Pro, for those who camp with Motion Sensors.

    EQUIPMENT

    Jammer: Probably the most useful tool in your arsenal. If you know where a camper is holding up, drop one of these bad boys near his location. It adds an intimidation factor, disrupts his mini-map, and his equipment.




    FAQ/A
    (Frequently Asked Questions/ Arguments)

    "Why not just shoot down enemy spy planes and not use Ghost? You're that afraid to appear on the minimap?"
    When a spy plane goes up, it usually is up for about 1-3 seconds before your team is alerted, and it takes anywhere from 5-25 seconds to actually spot it. (It may spawn out of your line of sight, i.e. behind a mountain or building). Then once you've found it, it takes 3 second to lock on, and 2 more for the rocket to actually make contact.

    We are talking about 11-33 seconds of looking up in the sky, and generally being a sitting duck, every time a spy plane goes up.
    Furthermore, you show up as a red dot all the while.


    "Ghost promotes Camping and Slow Gameplay."
    Ghost is a tool. Perks are tools. Campers select the tool they wish to use, which may often be Ghost. However, the camper will always be a camper, despite which tool he selects. Camping with Flak Jacket and Tac. Mask Pro would be a lot more efficient than camping with Ghost.

    "People who use Ghost, should not be able to use their mini-map/ and or be able to use the Spy Plane."
    So people who use Flak Jacket shouldn't use explosives?
    And people who use the Hacker Perk shouldn't use equipment?
    There are no other perks that have any disadvantage associated with them,
    other than the fact that the user is unable to use another perk in that Tier.
    Why should Ghost be the only Perk to have a disadvantage?

    There isn't any other perk that has any disadvantage associated with it, other than the fact that selecting that perk means that you're unable to use another in that same tier. If you're for this, then people who use Hacker should no longer be able to use equipment, people who use Flak Jacket should no longer be able to use explosives, people who use Sleight of hand should switch weapons slower, and a similar disadvantage should be applied to all Perks. Ghost in Black Ops is weaker than Ghost in MW2. NOT A SINGLE PERSON complained about it then, or in any of the other previous iterations of COD. It isn't OP'd, OU'd, and it is perfectly balanced with the other first tier perks.


    "After (x) amount of Spy Planes, Ghost shouldn't work."
    To be balanced, if this is instated,
    Marathon should no longer allow you to sprint longer after (x) sprints.
    Steady Aim should no longer give you better hip firing accuracy after (x) kills.
    Sleight of Hand should no longer give you a faster reload after (x) reloads.
    Etc.


    "If you use Ghost, you should do less damage."
    This makes absolutely no sense. How would your attire lessen the Killing Potential of your weapon?
    This is similar to saying, "If you use Lightweight, your gun should shoot slower."


    "Ghost 100% invalidates spy planes as a tool to be used against you out of the box. Flak Jacket isn't 100% immunity from explosives, Hacker isn't 100% immunity.. no need to deny them anything. Ghost is in a league of its own in BO."
    Balance is a state of equilibrium or parity characterized by cancellation of all forces by equal opposing forces.
    So you believe that after 2/3 kills, you should be able to know where every single opponent is?
    We might as well just set Black Bird as a 1/2 kill streak, and just eliminate the "problem" all together.
    If Flak Jacket gave the user invincibility to explosives,
    there would be almost no way to kill a camper that is using this perk in a one way building.

    If Spy Plane made it so that everyone was visible, Sniping would become no more than a novelty.
    (This game has already put sniping on the border of that)

    Hacker ALWAYS works. It's purpose is to hide you from motion sensors, and allow you to see equipment through walls.
    Lightweight ALWAYS works. It doesn't randomly decide to give you a speed boost.
    Hardline ALWAYS works. It will always allow the user to get his kill streak with one less kill. Unconditionally.
    Ninja ALWAYS works. It will always allow the user to have inaudible foot steps.

    Ghost deserves to work all of the time, as if it didn't the perks would be unbalanced.




    HOLY ****! Someone that can actually speak english, and make a valid argument!
    Proper topics like this are not commonly found on the internet.
  • M4st3r Calculating status... 10 posts since
    Mar 25, 2010

    A_Rocket_haha wrote:

     

    My problem with ghost is that there is almost no counter to beat a guy who is hiding in an obscure corner.


    I can't think of any room with more than 4 corners. You see one corner upon entering, turn left/right to see the remaining three. It's not an obscure corner, but here is your problem:


    I play a very fast passed game and rush a lot





    A lot of people say that when he kills you you now know where he is which is true but he should not have killed me in the first place and going for revenge kills is a stupid move.


    "he shouldn't have killed [you] in the first place"? Please explain why you should be able to kill people but they should not be able to kill you.


    I can rush constantly in cod 4 and get a 6k/d easily


    If you get it easily then it must not be much of a challenge for you. If you want things to come easy to you like they apparently were in CoD4, why not play that game?


    there is no random deaths from a guy hiding in corner...


    Why not? I have certainly been killed by guys hiding in corners.


    ...and claymores are easy to dodge.


    They are in BO as well.


    MW2 rushing was hard there where claymores everywhere and a lot more campers but at least i knew where they were. 


    So you confirmed that you want things to be easy in this game as they were in the MW games. Again, play one of those games if you want it to be easy for you.


    The problem with ghost is that it causes random deaths where the guy didn't outplay you he was just in an obscure corner...


    Refer to first quote. Please also realize that a death from someone using, say, lightweight is(not mathematically speaking) just as "random" as someone using ghost.


    they won't change it I know that its not overpowered it is however very annoying much like OMADC in MW2 its annoying but not overpowered,  Ghost is not overpowered just like OMADC is not overpowered but they are both annoying and cause random deaths.


    Well I'm glad you know it's not overpowered.
  • Calculating status... 208 posts since
    Sep 15, 2011

    TheOneWhoNeverShowers wrote:

     

    Maps better? How so?
    Open space? That only helped snipers.
    Guns killed quicker? Like I said. Famas in BO kills faster than any gun in MW2 with SP (excluding 1 hit kills).
    Spawns better? I just played MW2 an hour ago, I was either spawn killed or spawn killing.
    Killstreaks? Maybe, but that's because ghost is readily available making the killstreaks weak. MW2 gave you Ghost pro for free (didn't need to work for it).

    Any thing else?



    scar-h, RPD,tar-21,M4,UMP45,and the acr (maybe not the acr) kill faster than the famas. the rpd is a 2hit kill across the map and is really easy to use.
  • Black_Knight_7 Novice 325 posts since
    May 20, 2009

    Sam Starkweather wrote:

     

    For a reason beyond comprehension, a large influx of Ghost complainers, haters, and cry babies have been flooding the forums with unintelligent posts without any substantial evidence as to WHY the Ghost perk "needs" a nerf/ disadvantage.

    A common argument of the "anti-ghost" persuasion is that "In previous COD titles, Ghost users had to make a trade off between Stopping Power (SP) and Ghost. Now that SP has been removed, Ghost has run rampant without anything to match."

    That is a ridiculous explanation. Marathon is the most used perk, Sleight of Hand is second, and Lightweight is third, confirmed by Treyarch. http://www.codblackopsblog.com/wp-content/uploads/2011/01/the_numbers_mason_V2.j pg

    The only practical use for Ghost is to help the user avoid Kill Streaks, and with the Pro version, it makes it so your name won't appear... That's it. It doesn't grant you invisibility, immunity to explosives, or the ability to walk through walls. No Aim Bot, No Super Jump, No Instant Kill.

    I'm a twelfth prestige, and I can honestly say that I see just as many Flak Jacket users, and Lightweight users, as I do Ghost users. Think about it, which is more useful, a near immunity to explosives, or becoming undetectable to a UAV? (2/3 killstreak).

    I believe that a lot of the hate for Ghost is based off on ignorance on how to effectively deal with this Play Style.
    I thought I would shine some light on how to effectively kill ghost users.

    EXPLOSIVES!
    I cannot believe why so many people find M203's, RPGs, and the like to be cheap, when it is a viable strategy to wreck a Ghost user.
    If people don't want to be blown into smithereens, then they should use Flak Jacket, and not ghost.

    I have 2 classes that are fully dedicated to only using explosives, and I get quite a few complaints.
    My suggestion is this;

    If you are one of the Ghost complainers, then when you notice an entire team with ghost on bust out your explosives class.
    If they complain, let them know there is a perk to counter explosives, and being that they aren't using that perk, they do not have standing to complain.

    So many people have fallen into the mindset that Grenade launchers are for "noobs," and I refuse to jump on that bandwagon. The M203, "under-barrel grenade launcher" has TWO grenades. Scavenger does NOT replenish the grenades, in comparison to MW2, the kill radius has been dramatically reduced, and Flak Jacket effectively reduces most damage.

    In the end, all Ghost is, is a playstyle. Whether or not you want to believe that there should be a counter for Ghost, the fact is, there are many ways to beat them. Becoming a good player at this game is all about mastering all play styles, and learning how to effectively counter ones that annoy you.


    Here is a class for Ghost crybabies, or those who are otherwise convinced that Ghost is "unstoppable."

    Primary: (ANY AR) + Under Barrel Grenade launcher
    Secondary: RPG, China Lake, or LAW.

    Perk 1: Scavenger Pro
    Perk 2: Sleight of Hand Pro/ Warlord Pro
    Perk 3: Ninja Pro/ Hacker Pro

    Lethal: Semtex or Frag
    Tactical: Flash or Stun
    Equipment: C4, Claymore, Jammer

    Explanation:

    We've come to the conclusion that explosives are a viable way to kill Ghosts, so the Grenade Launcher Attachment should make sense to have.

    Tier One Perk

    Scavenger Pro will give you more explosives. More explosives = More Ghost corpses. Additionally, this will allow you to resupply Semtex/ Frags.

    Tier Two Perk

    Sleight of Hand Pro will allow you to reload and aim faster. Ghosts apparently come out of the walls for some of you, so this may help immensely.

    OR

    Warlord Pro will give you more tactical and lethal grenades.

    Tier Three Perk

    Ninja Pro, They'll never hear you coming...

    OR

    Hacker Pro, for those who camp with Motion Sensors.

    EQUIPMENT

    Jammer: Probably the most useful tool in your arsenal. If you know where a camper is holding up, drop one of these bad boys near his location. It adds an intimidation factor, disrupts his mini-map, and his equipment.




    FAQ/A
    (Frequently Asked Questions/ Arguments)

    "Why not just shoot down enemy spy planes and not use Ghost? You're that afraid to appear on the minimap?"
    When a spy plane goes up, it usually is up for about 1-3 seconds before your team is alerted, and it takes anywhere from 5-25 seconds to actually spot it. (It may spawn out of your line of sight, i.e. behind a mountain or building). Then once you've found it, it takes 3 second to lock on, and 2 more for the rocket to actually make contact.

    We are talking about 11-33 seconds of looking up in the sky, and generally being a sitting duck, every time a spy plane goes up.
    Furthermore, you show up as a red dot all the while.


    "Ghost promotes Camping and Slow Gameplay."
    Ghost is a tool. Perks are tools. Campers select the tool they wish to use, which may often be Ghost. However, the camper will always be a camper, despite which tool he selects. Camping with Flak Jacket and Tac. Mask Pro would be a lot more efficient than camping with Ghost.

    "People who use Ghost, should not be able to use their mini-map/ and or be able to use the Spy Plane."
    So people who use Flak Jacket shouldn't use explosives?
    And people who use the Hacker Perk shouldn't use equipment?
    There are no other perks that have any disadvantage associated with them,
    other than the fact that the user is unable to use another perk in that Tier.
    Why should Ghost be the only Perk to have a disadvantage?

    There isn't any other perk that has any disadvantage associated with it, other than the fact that selecting that perk means that you're unable to use another in that same tier. If you're for this, then people who use Hacker should no longer be able to use equipment, people who use Flak Jacket should no longer be able to use explosives, people who use Sleight of hand should switch weapons slower, and a similar disadvantage should be applied to all Perks. Ghost in Black Ops is weaker than Ghost in MW2. NOT A SINGLE PERSON complained about it then, or in any of the other previous iterations of COD. It isn't OP'd, OU'd, and it is perfectly balanced with the other first tier perks.


    "After (x) amount of Spy Planes, Ghost shouldn't work."
    To be balanced, if this is instated,
    Marathon should no longer allow you to sprint longer after (x) sprints.
    Steady Aim should no longer give you better hip firing accuracy after (x) kills.
    Sleight of Hand should no longer give you a faster reload after (x) reloads.
    Etc.


    "If you use Ghost, you should do less damage."
    This makes absolutely no sense. How would your attire lessen the Killing Potential of your weapon?
    This is similar to saying, "If you use Lightweight, your gun should shoot slower."


    "Ghost 100% invalidates spy planes as a tool to be used against you out of the box. Flak Jacket isn't 100% immunity from explosives, Hacker isn't 100% immunity.. no need to deny them anything. Ghost is in a league of its own in BO."
    Balance is a state of equilibrium or parity characterized by cancellation of all forces by equal opposing forces.
    So you believe that after 2/3 kills, you should be able to know where every single opponent is?
    We might as well just set Black Bird as a 1/2 kill streak, and just eliminate the "problem" all together.
    If Flak Jacket gave the user invincibility to explosives,
    there would be almost no way to kill a camper that is using this perk in a one way building.

    If Spy Plane made it so that everyone was visible, Sniping would become no more than a novelty.
    (This game has already put sniping on the border of that)

    Hacker ALWAYS works. It's purpose is to hide you from motion sensors, and allow you to see equipment through walls.
    Lightweight ALWAYS works. It doesn't randomly decide to give you a speed boost.
    Hardline ALWAYS works. It will always allow the user to get his kill streak with one less kill. Unconditionally.
    Ninja ALWAYS works. It will always allow the user to have inaudible foot steps.

    Ghost deserves to work all of the time, as if it didn't the perks would be unbalanced.



    valid point


    ghost annoys me when

    1. they are camping (their fault)
    2. they always seem to be in such a convenient place when there is a radar.....usually the right distance behind someone without ghost so i kill the non-ghost person and reload and die. (bad luck)

    other than that i have no problem (i play S&D so its always Flak)
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