Metalhead escribió:Yo también estoy pendiente de este (el World at War fue mi último COD) sólo por el remaster, pero de estos hijos de puta no me fío ni un pelo, a saber como irá en PC.
Al'Lan escribió:A ver si me empapo, que tengo un pequeño lio, ¿es necesario pillarse la digital deluxe para tener el remastered? Hablo de steam, cuyo precio es de 99 euros.
kepsa escribió:Al'Lan escribió:A ver si me empapo, que tengo un pequeño lio, ¿es necesario pillarse la digital deluxe para tener el remastered? Hablo de steam, cuyo precio es de 99 euros.
La legacy tambien lo lleva y es mas barata, la deluxe, tambien lo incluye y aparte el pase de temporada.
.
Al'Lan escribió:kepsa escribió:Al'Lan escribió:A ver si me empapo, que tengo un pequeño lio, ¿es necesario pillarse la digital deluxe para tener el remastered? Hablo de steam, cuyo precio es de 99 euros.
La legacy tambien lo lleva y es mas barata, la deluxe, tambien lo incluye y aparte el pase de temporada.
Gracias Man![]()
Seguramente tiraré por la Legacy entonces, porque últimamente los pases de temporada me tienen un poco decepcionado en todos los videojuegos (aka, pases que no incluyen todo el contenido de la temporada).
Es una opinión mía, pero prefiero no arreisgarme con el pase.
De nuevo gracias!!!
PD: Hace que no juego a un COD desde el primer modern warfare, es decir, hace 8 añós o asi
pdriko31 escribió:En cdkeys lo tienes a 45€.
blademan76 escribió:Sabeis si el juego traeré ayuda al apuntado a los que jugamos con mando? Lo ideal sería con el ratón, como cuando era jovén y empezaba en el counter, pero la tendinitis no perdona... Ya llegaréis, yaaa!
La verdad que en bo3, aunque tienes desventaja al girarte, moverte, etc con el mando, la ayuda de apuntar un poco compensa mucho las partidas. No se si en el nuevo cod vendrá, espero que si. Lo que dudo mas es que venga en el remaster... En fin, si sabéis algo... Gracias!
Dume escribió:blademan76 escribió:Sabeis si el juego traeré ayuda al apuntado a los que jugamos con mando? Lo ideal sería con el ratón, como cuando era jovén y empezaba en el counter, pero la tendinitis no perdona... Ya llegaréis, yaaa!
La verdad que en bo3, aunque tienes desventaja al girarte, moverte, etc con el mando, la ayuda de apuntar un poco compensa mucho las partidas. No se si en el nuevo cod vendrá, espero que si. Lo que dudo mas es que venga en el remaster... En fin, si sabéis algo... Gracias!
Pues mira que yo creo que lo traera los dos. El Bf 1 lo trae y no veo porque este no.
De todas maneras no lo sabre por mi mismo. Este Infinite no me atrae para nada y menos con el Remastered ahi que si es un pedazo de juego.
![loco [mad]](/images/smilies/nuevos/miedo.gif)
Dume escribió:blademan76 escribió:Sabeis si el juego traeré ayuda al apuntado a los que jugamos con mando? Lo ideal sería con el ratón, como cuando era jovén y empezaba en el counter, pero la tendinitis no perdona... Ya llegaréis, yaaa!
La verdad que en bo3, aunque tienes desventaja al girarte, moverte, etc con el mando, la ayuda de apuntar un poco compensa mucho las partidas. No se si en el nuevo cod vendrá, espero que si. Lo que dudo mas es que venga en el remaster... En fin, si sabéis algo... Gracias!
Pues mira que yo creo que lo traera los dos. El Bf 1 lo trae y no veo porque este no.
De todas maneras no lo sabre por mi mismo. Este Infinite no me atrae para nada y menos con el Remastered ahi que si es un pedazo de juego.
the_gamer648 escribió:Miedo me da la optimización de estos juegos y mas siendo de infinity ward, que con ghost se corono. Esperemos que por lo menos el remaster funcione bien.

AdrianEOL escribió:Se han detallado en Reddit los cambios que ha sufrido el juego con respecto a la beta, hay muy buenas noticias:
WEAPONS:
Shotguns:
Increased the consistency of shotgun damage
Shotgun damage at longer range has been increased
Slightly increased the one shot kill range.
Both the Reaver and Banshee have received a slight bonus to their 1 trigger pull kill range
Snipers
Bullet spread at the hip no longer gets smaller as the player ADS’s. Once the scope reaches the player’s eye, the bullet spread goes instantly to zero.
Sniper aim assist was reduced slightly for the KBS Longbow and the other bolt action snipers. Our turn rate while Aimed Down Sights is still slowed to help with precision aiming.
Sniper-class weapons no longer have any Aim Assist until the optic fully reaches the player’s eye.
For the ELO and Scout optics on snipers, the idle sway while ADS has been increased along with the player’s view bounce when moving. Because these optics are less zoomed in, the view bounce and the sway are felt less. These changes are to promote more stationary aiming and firing with these optics.
The Tracking Chip optic’s visuals have been improved
Reduced bonus of the Quickdraw attachment on snipers
Updated snipers to have more flinch when getting shot.
Launchers
The Howitzer Grenade launcher can now be fired from the hip instead of requiring full ADS
SMGs*
The RPR Evo epic variant (Ripper) has had a tuning pass to increase recoil given its bonus fire rate
PERKS & RIG TRAITS:
Marksman – We fixed a bug where, in addition to reducing flinch, it was also reducing recoil. This would then stack with Gun Perks and the Foregrip Attachment. This bonus reduction has been removed.
Momentum – Fixed issues with speed not being retained
Marked Target – The temporary red marker on the victim has been toned down
HEALTH REGEN AND SPAWNING:
Health Regen time has been reduced
Infusion bonus reduced
Continuing to refine spawn system on beta maps, will assess remaining launch maps in live environment
ECONOMY:
Increased salvage gain in mission teams.
Changed currency value in supply drops.
Increased drop rate of keys in round-based modes.
SCORESTREAKS AND RIGS:
AP-3X – Increased health, bullet damage, and weapon accuracy up close to help with target acquisition
RC-8 – Increased health, increased weapon accuracy to help with target acquisition, slight increase in fire rate, and slight damage increase on splash damage
T.H.O.R –
Increased speed of tracking rockets
Increase damage of both tracking and straight fire rockets
Bombardment:
Slight decrease in both time to the initial drop and the time between each subsequent drop
Updated area damage to be consistent inner to outer
Rigs:
Refining payload balance
Slight tweaks to gameplay balance across rigs
MODES:
Defender: When carrying the Drone, the score-per-second bonus has been bumped from 5 score per second to 10 score per second. Scorestreak carrier bonus is unaffected.
Gun Game: Now features all classic weapons. In future updates, weapons with alternate functions will retain their state upon spawn.
Domination: When you step off a flag, the current capture bar progress starts to decay. The rate of this decay has been halved from the Beta. This allows players to hop off a flag to defend it and then get back on the flag with less progress loss
MATCHMAKING:
Potential player evaluation was too strict. We were doing some very thorough testing of your connection to other players before placing you in a lobby with those players. This turned out to be a bit too thorough, and eventually was relaxed, leading to shorter matching times.
Incorrect geographic categorization. There was an issue in our geolocation system which was causing some players to be incorrectly categorized. This was also resolved during the beta, improving matchmaking times.
Dead lobby cleanup. The process which cleans up unused or dead lobby information from our back end was taking too long. This was causing a number of slowdowns when searching for a match.
The matchmaker was always quite good at generating new lobbies, but one thing we noticed was that queueing into a join in progress situation was taking much longer. This was due to some issues in the way we track information about the lobbies that are currently playing a match. These issues were also addressed during the beta, and sped up the join in progress case immensely.
TTK (TIME TO KILL / ENGAGEMENT):
We know a lot of you had different experiences with TTK during the Beta. With the above adjustments to dedicated servers, matchmaking, and weapon tuning, we think you’ll find that the TTK will be more balanced at launch, both on the attacking and receiving end. We’ll continue to monitor and balance throughout the year as need and would love your feedback in the process.
We’re always looking at TTK and will continue to balance and monitor
DEDICATED SERVERS (POR FIN):
One of the major infrastructure changes we made this project was how dedicated server allocations work. We’re using a new load balancing system on the servers themselves, as well as pretty heavily changed how the game chooses a datacenter to use, and requests a dedicated server from that datacenter.
At the start of the Beta, you may have noticed some host migrations and some poorer quality matches. We discovered some issues where the new system was dropping our dedicated server utilization numbers way below target. After some tweaks and fixes we were able dramatically improve our dedicated server utilization for the second weekend and beyond.
I_llusivee escribió:A día de hoy sigo sin tener claro si seguir adelante con el preorder o cancelar.
La idea era decidirlo tras las impresiones de la beta, pero me salió tan baratucho que no sé lo que hacer... el tema es que estarán a punto de enviar la key, así que supongo que tendré que decidirme pronto
Por cierto...AdrianEOL escribió:Se han detallado en Reddit los cambios que ha sufrido el juego con respecto a la beta, hay muy buenas noticias:
WEAPONS:
Shotguns:
Increased the consistency of shotgun damage
Shotgun damage at longer range has been increased
Slightly increased the one shot kill range.
Both the Reaver and Banshee have received a slight bonus to their 1 trigger pull kill range
Snipers
Bullet spread at the hip no longer gets smaller as the player ADS’s. Once the scope reaches the player’s eye, the bullet spread goes instantly to zero.
Sniper aim assist was reduced slightly for the KBS Longbow and the other bolt action snipers. Our turn rate while Aimed Down Sights is still slowed to help with precision aiming.
Sniper-class weapons no longer have any Aim Assist until the optic fully reaches the player’s eye.
For the ELO and Scout optics on snipers, the idle sway while ADS has been increased along with the player’s view bounce when moving. Because these optics are less zoomed in, the view bounce and the sway are felt less. These changes are to promote more stationary aiming and firing with these optics.
The Tracking Chip optic’s visuals have been improved
Reduced bonus of the Quickdraw attachment on snipers
Updated snipers to have more flinch when getting shot.
Launchers
The Howitzer Grenade launcher can now be fired from the hip instead of requiring full ADS
SMGs*
The RPR Evo epic variant (Ripper) has had a tuning pass to increase recoil given its bonus fire rate
PERKS & RIG TRAITS:
Marksman – We fixed a bug where, in addition to reducing flinch, it was also reducing recoil. This would then stack with Gun Perks and the Foregrip Attachment. This bonus reduction has been removed.
Momentum – Fixed issues with speed not being retained
Marked Target – The temporary red marker on the victim has been toned down
HEALTH REGEN AND SPAWNING:
Health Regen time has been reduced
Infusion bonus reduced
Continuing to refine spawn system on beta maps, will assess remaining launch maps in live environment
ECONOMY:
Increased salvage gain in mission teams.
Changed currency value in supply drops.
Increased drop rate of keys in round-based modes.
SCORESTREAKS AND RIGS:
AP-3X – Increased health, bullet damage, and weapon accuracy up close to help with target acquisition
RC-8 – Increased health, increased weapon accuracy to help with target acquisition, slight increase in fire rate, and slight damage increase on splash damage
T.H.O.R –
Increased speed of tracking rockets
Increase damage of both tracking and straight fire rockets
Bombardment:
Slight decrease in both time to the initial drop and the time between each subsequent drop
Updated area damage to be consistent inner to outer
Rigs:
Refining payload balance
Slight tweaks to gameplay balance across rigs
MODES:
Defender: When carrying the Drone, the score-per-second bonus has been bumped from 5 score per second to 10 score per second. Scorestreak carrier bonus is unaffected.
Gun Game: Now features all classic weapons. In future updates, weapons with alternate functions will retain their state upon spawn.
Domination: When you step off a flag, the current capture bar progress starts to decay. The rate of this decay has been halved from the Beta. This allows players to hop off a flag to defend it and then get back on the flag with less progress loss
MATCHMAKING:
Potential player evaluation was too strict. We were doing some very thorough testing of your connection to other players before placing you in a lobby with those players. This turned out to be a bit too thorough, and eventually was relaxed, leading to shorter matching times.
Incorrect geographic categorization. There was an issue in our geolocation system which was causing some players to be incorrectly categorized. This was also resolved during the beta, improving matchmaking times.
Dead lobby cleanup. The process which cleans up unused or dead lobby information from our back end was taking too long. This was causing a number of slowdowns when searching for a match.
The matchmaker was always quite good at generating new lobbies, but one thing we noticed was that queueing into a join in progress situation was taking much longer. This was due to some issues in the way we track information about the lobbies that are currently playing a match. These issues were also addressed during the beta, and sped up the join in progress case immensely.
TTK (TIME TO KILL / ENGAGEMENT):
We know a lot of you had different experiences with TTK during the Beta. With the above adjustments to dedicated servers, matchmaking, and weapon tuning, we think you’ll find that the TTK will be more balanced at launch, both on the attacking and receiving end. We’ll continue to monitor and balance throughout the year as need and would love your feedback in the process.
We’re always looking at TTK and will continue to balance and monitor
DEDICATED SERVERS (POR FIN):
One of the major infrastructure changes we made this project was how dedicated server allocations work. We’re using a new load balancing system on the servers themselves, as well as pretty heavily changed how the game chooses a datacenter to use, and requests a dedicated server from that datacenter.
At the start of the Beta, you may have noticed some host migrations and some poorer quality matches. We discovered some issues where the new system was dropping our dedicated server utilization numbers way below target. After some tweaks and fixes we were able dramatically improve our dedicated server utilization for the second weekend and beyond.
I_llusivee escribió:No, si supongo que yo también terminaré dándole al juego, si no lo he cancelado a estas alturas no creo que me de el venazo de hacerlo de aquí al Viernes![]()
Pero si que es verdad que no estoy tan convencido como con el Ops 3.
A todo esto se les ha filtrado el gameplay de Zombies in Spaceland. Dejo el link por si alguien quiere echarle el ojo que en cuanto lo suben a YouTube Activision lo tira![]()
http://www.mediafire.com/?427ib3fpr9yhpvh
I_llusivee escribió:Yo lo que espero con el tema gráfico es que al menos la campaña si luzca por lo menos a un nivel top, la de Advanced Warfare en ese sentido me sorprendió y ojalá podamos con suerte ver algo así.
En el multi ya me da más o menos igual porque tampoco te fijas en los detalles tanto como en la campaña, pero bueno... si la cosa mejora de lo visto en la beta mejor que mejor. Que yo creo que algo si mejorará. Veremos.
A mi lo que me sigue dando un poco de miedo es el tema de la optimización, a ver si los de GamesGPU nos dicen algo pronto y ya vemos como va a ir un poco la cosa.
StridentXino escribió:Alguien podría decirme a que se refiere en instat-gaming, cuando pone "cut version" al lado de call of duty 4 remastered en la version legacy? Gracias de antemano
I_llusivee escribió:StridentXino escribió:Alguien podría decirme a que se refiere en instat-gaming, cuando pone "cut version" al lado de call of duty 4 remastered en la version legacy? Gracias de antemano
No he visto lo de cut pero si sé que hay una versión diferente para Alemania, igual se refieren a eso... aunque normalmente lo indican con un (DE).
Fíjate, versión normal
http://www.cdkeys.com/pc/games/call-of- ... n-pc-steam
Versión (DE)
http://www.cdkeys.com/pc/games/call-of- ... c-steam-de
EDIT. O puede que se refieran a que solo incluye los mapas base. Sin DLCs.
pdriko31 escribió:Buenas,yo estoy mirando en cdkeys y si que hay dos versiones,una con una (DE),que significa?puedo comprar esa?
the_gamer648 escribió:pdriko31 escribió:Buenas,yo estoy mirando en cdkeys y si que hay dos versiones,una con una (DE),que significa?puedo comprar esa?
Lo unico que cambia de una versión a otra creo que es el numero de idiomas que incluye, pero las dos incluyen el español asi que la que mas renta es la barata (DE).
pdriko31 escribió:the_gamer648 escribió:pdriko31 escribió:Buenas,yo estoy mirando en cdkeys y si que hay dos versiones,una con una (DE),que significa?puedo comprar esa?
Lo unico que cambia de una versión a otra creo que es el numero de idiomas que incluye, pero las dos incluyen el español asi que la que mas renta es la barata (DE).
Si,pero como dicen que tiene restricciones no me fio.
lividmufo escribió:Por lo general los lanzamientos de COD siempre han traido un gran hype y que este hilo a 2 días del lanzamiento solo tenga 5 páginas me parece triste, la gente esta prejuzgando el juego y habría que darle un voto de confianza al menos hasta probarlo. Si tengo oportunidad lo probaré.