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How Call of Duty killstreaks have changed



Call of Duty has definitely become one of the best FPS shooters of the generation with all sorts of features that each developer has added new features to raise the bar on what Call of Duty can do every year.

One of the most notable features of Call of Duty has been the killstreak systems for the games. So, how has the killstreak system changed in Call of Duty throughout the years? Let’s take a look

Call of Duty 4: Modern Warfare

Call of Duty 4 had the simplest implementation of killstreaks out of any Call of Duty game. Infinity Ward brought the simple 3-5-7 streak, which made CoD 4 feel like an overall balanced game.

The 3 kill streak was the UAV – a now common streak throughout Call of Duty. The 5 kill streak was an airstrike, and finally the 7 kill streak was a chopper.

This system evened the playing field for every players, and it allowed for a balanced experience as no one can have anything different than you.

Call of Duty: World at War

With World at War Treyarch continued the same 3-5-7 format, however, they changed what #5 and #7 were.

The 3 kill streak was called ‘Recon Plane’, which is identical to the UAV. The 5 kill streak was the Artillery, which was an airstrike that can target 8 different, player chosen, locations on the map. Finally, the 7 streak was the Dogs. This was the first Call of Duty game to add dogs as a streak that can be used in MP. This streak became a deadly advantage as the dogs really helped rack up kills for the team.

Call of Duty: Modern Warfare 2

Infinity Ward went above and beyond with killstreak system in Modern Warfare 2. They added the ability for players to chose what three streaks they want to have. The game offered a 3, 4, 5, 6, 7, 8, 9, 11, 15, and a 25 killstreak. Out of those, you can have 3 enabled at one time.

This really changed the playing field for Call of Duty as fans had never experienced such choices when playing Call of Duty. Everyone’s main goal was to go for that 25, tactical nuke, streak which would end the game and result in the win for your team regardless of the game score. Tons of new strategies emerged as players tried to see the best way to get such streaks. Many fans, however, complained that the streaks were over done and the game lost it’s core Call of Duty experience.

Call of Duty: Black Ops

Treyarch took the same path Infinity Ward did with MW2 and added chose-able killstreaks. The game offered a 3, 4, 5, 6, 7, 8, 9, 10, 11 streak options. Treyarch added never before seen streaks like the Blackbird, which showed enemy’s precise locations on the map, and other streaks including dogs, a controllable RC-XD car, and new rocket options.

Call of Duty: Modern Warfare 3


Infinity Ward took a whole new twist on streak system in MW3 and included the new ‘Strike Packages.’ There was the Assault Package, which was similar to previous games giving you the classic chopper gunners, missiles, and more. The second package was the Support Package, which introduced support-like streaks that help your team. The Support strike never reset itself, so if you died your streak still continued. The final package was the Specialist Package. This new package offered perks instead of a streak for specific point intervals you gained. It made it so that you could actually be a player (reaching 8+ kills) and have every perk enabled at one time. However, if you die, the streak resets. In the game, every action – killing a person, capturing the flag, planting the bomb, etc – would gain you one point.

Call of Duty: Black Ops II


Treyarch revamped the streak system entirely in Black Ops 2 and introduced the new ‘Scorestreak System.’ This system was different in that you had to gain a certain score in order to get a specific kill streak. Each streak had a minimum amount of score required to unlock. In game, getting kills gains you 50 points, and other objective things gains you points dependent upon its intensity.

What do you think Infinity Ward should do with Call of Duty: Ghosts and streaks? Which Call of Duty game had your favorite streaks?


Black Ops Cold War player uses Rock Band guitar to kill enemies

As if online gaming wasn’t hard enough, some brave Black Ops Cold War gamer has managed to kill players with a Rock Band instrument.



While the debate between controller or keyboard & mouse rages on, one Black Ops Cold War player has decided to forge his own path, finding a kill using a Rock Band guitar controller.

Death, taxes, and someone using an outlandish gaming peripheral to achieve an unlikely feat is about standard for gaming in 2020. It wasn’t too long ago that someone was beating Dark Souls using only a dance mat of all things.

But in the heat of quick-fire, online multiplayer conflict, one gamer has managed to channel their skill in Treyarch‘s Black Ops Cold War and kill a player using a Rock Band instrument.

rock band 3 gameplay

How is that even possible?

Thanks to the adaptability of a PC, almost anything can be hooked up to one and converted into a controller. Meaning you can pretty much take anything that’s been a gaming controller in the past and configure it so that it functions as a viable controller for the game you’re playing.

Read More: Black Ops Cold War’s poor visibility gets player killed by user camouflaged as a wall

So when Reddit user TheSteviePee hooked up an old Rock Band guitar to his PC, his main thought was obviously to humiliate someone online using the device.

Playing what appears to be Team Deathmatch on Miami, TheSteviePee was situated at the top of the piano building that overlooks the main street. Using a Hauer 77 with attachments, he eagerly awaited his moment of glory.

The unlucky recipient tried to sneak upstairs, but after a brief skirmish, TheSteviePee eventually dropped him with one well-placed headshot from the Hauer 77.

Now, this video is sure to rile some members of the Call of Duty community up as it’s a prime example of why people get frustrated with the game. Too often the complaint with online multiplayer is the purported imbalance of teams. There’s no evidence, but you can imagine unless TheSteviePee quit the game immediately, that he would suffer many deaths and impede his team.

But sometimes, gaming is supposed to be fun. We can imagine it’s probably a great effort to try and do this and it has made for a light-hearted moment that MrSteviePee clearly enjoyed.

Image credits: Treyarch

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Call of Duty: Black Ops Cold War

Players report hit detection issues in Black Ops Cold War

Some Black Ops Cold War players are reporting issues with hit detection in the game’s Fireteam mode.



A number of Call of Duty: Black Ops Cold War players are reporting issues with hit detection in the game, claiming their bullets aren’t connecting with enemies correctly.

Hit detection in any video game is a crucial part of the core player experience. In Call of Duty, often a single shot is what decides the difference between life and death, resulting in tense combat scenarios throughout the multiplayer experience.

When everything goes perfectly with player connection, server stability, and hitboxes, Call of Duty feels like a steady flowing, responsive first-person-shooter. Unfortunately, in the latest installment, Black Ops Cold War, players have been reporting issues with hit registration in multiplayer, most commonly in the large 40 player Fireteam mode.

You can see such examples below, starting with a post by user ProBoocester on Reddit.

As you can see from the clip, the player is shooting at his prone target and missing shots. This is in the Fireteam game mode, so it very well could be de-sync, where the server thinks he is firing somewhere else, or the enemy player model is positioned differently to the server.

It appears instances of the issue are specific to the Fireteam game mode, which runs at a lower tick rate than normal multiplayer matches.

Tick rate is not necessarily equal to frame rate, however, it is a good rule of thumb that servers refresh at 60Hz. Bigger modes can get away with 30Hz.

In the video below you can see another instance where Reddit user wyld3knfr runs into a similar experience on an AFK player.

Similar to the first clip, this player engages the AFK enemy and no shots connect, giving the other player an opportunity to react to him. The clip cuts short before the end of the engagement, but considering his lack of ammo, it may be safe to say he died afterwards.

While Fireteam seems to be the worst mode for hit detection issues, multiplayer is not entirely exempt. Here’s some examples from Reddit user moon403.

With multiplayer specifically, sometimes players clearly miss shots and there are other factors to include like bullet velocity, however for some of these clips moon is shooting players without any feedback.

Hopefully these issues will be remedied soon. Peak player counts for video games are always within the first month of launch, so the most connectivity issues will naturally arise during the initial peak.

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Apex Legends

Apex Legends buff would make Rampart an early-game master

An Apex Legends fan has created a concept buff that would make Rampart a powerful option in the early stages of matches.



Rampart may not be one of the most popular Apex Legends character, but one player has come up with an interesting idea for a buff that would make her a dominant force in the early stages of matches.

Ever since Apex Legends released in early 201, developers Respawn Entertainment have splent plenty of time tweaking, buffing, and nerfing the characters in the game in an attempt to balance their powers.

Rampart is a character who started off as an incredibly strong option but has fallen in popularity recently. The Season 7 updates have not buffed her up as much as other characters and this has left fans a little disappointed.

For this reason, Reddit user Fetzenschaedl has taken it upon themselves and came up with a buff that could be applied to the character that would make her absolutely devastating in combat.

This buff idea focuses entirely on reworking Rampart’s passive ability and it has two approaches. The first part is to increase the maximum amount of ammo she can carry so that she can stack 50% more bullets without running out of inventory.

The second approach involves every weapon Rampart picks up having a hop-up attached immediately. These are special attachments that significantly improve the weapon’s performance and you can only equip one at a time per weapon. With the suggested buff, any weapon you pick up as Rampart would have the Double Tap Trigger, Turbocharger or Skullpiercing Rounds attachment immediately.

Whether or not Respawn will decide to go along with something like this is uncertain. It would certainly please fans and draw in new players to the character, so it’s a great way to boost her popularity again. However, this could easily go badly as power balancing becomes a major problem.

Even if this suggestion isn’t taken to heart by the developers, it’s likely that they will at some point soon do some fine-tuning to improve Rampart’s abilities.

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