Contracts and New Specialist

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Contracts and New Specialist

Postby pand » Fri Jun 10, 2016 11:48 am

Maybe I'll get to check it out soon! Are you guys still playing much? With everything that's gone on, I've got my hands full with the baby! haha Hopefully things start getting a little more settled soon and I'll be back on playing a little more regularly.

https://www.youtube.com/watch?v=nsuuU6miolU
Last edited by pand on Mon Jun 13, 2016 12:18 pm, edited 1 time in total.
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Re: Contracts and New Specialist

Postby pand » Fri Jun 10, 2016 1:08 pm

Some more info about blackjack


https://community.treyarch.com/t5/Treya ... -p/9949795

This morning, you probably caught a new video, showing off a number of new items that are scheduled to arrive in the Black Market in a few days. Because some of these items relate to actual gameplay functionality, we wanted to take a moment and explain what you’re seeing and how it all works...

Daily and Weekly Contracts:
A Daily Contract consists of a single challenge that you must complete before the next day. Complete the Daily contract to get Cryptokey rewards. Daily contracts cycle every 24 hours at 10am Pacific Time.

A Weekly Contract cycles every 7 days (Monday-to-Monday at 10am Pacific Time) and consists of two separate challenges. Complete both Weekly Contracts during this window of time to reap the rewards – Cryptokeys and a special Mercenary Contract that can be activated to use Blackjack in-game.

Blackjack?

Yes, Blackjack.

The Black Market Vendor - Blackjack:
Our Black Market vendor sits on the sidelines no more – Internet famous and Reddit infamous, Blackjack is making his Multiplayer debut! Blackjack will now available for mercenary work.

Complete both Weekly Contracts and you will be rewarded with a Mercenary Contract that allows you to hire Blackjack for a limited time (60 minutes of game time).*

Blackjack’s control of the Black Market provides access to all Specialist Weapons and Abilities and he will utilize his unique talents as a mercenary to acquire them in game.

Rogue:
Playing as a Rogue, Blackjack trades kills for power and once powered up, will be able to use the Specialist weapons of his targets.

The Power Meter functions differently than other Specialists’ meters. Blackjack must get kills to fill the meter. On the kill that gains full power, Blackjack will gain access to the weapon of the Specialist that he killed, and that will become the active weapon in the power meter.

When Blackjack kills additional Specialists with different weapons, an option to “Flip” the coin to the new weapon will appear and will update with each new kill of a different Specialist, meaning that Blackjack can hunt for weapons. For example, if Blackjack puts down Seraph to earn Rogue, he will receive the Annihilator. If Blackjack then puts down Specter next, the Ripper appears on the coin, and so on.

AmmoWidget_Rogue_gray.png

Gambler:
Playing as Gambler, Blackjack overclocks his power systems to earn and activate a random Ability from his Specialist deck at an accelerated rate. Which Ability comes next is in the hands of fate.

Blackjack is willing to gamble. If you want to take your chances, you can press left on the D-pad to redraw another random ability.

In the event that you don’t activate Blackjack’s Mercenary Contract before completing your next Weekly Contract, don’t worry. You can stack Mercenary Contracts and activate them whenever you choose.

AmmoWidget_Gambler_gray.png

Side Bets
Now, things get really interesting…

Once you’ve activated a Mercenary Contract, Blackjack will spice things up with a little side bet that challenges you to do your best with Rogue or Gambler. Complete the Side Bet challenge before the Mercenary Contract expires and you will earn a calling card from Blackjack’s hidden contraband.

And one more Thing
Earning, activating and using Blackjack’s Mercenary contract services is the exclusive domain of Public Matches. Blackjack is not available in Custom Games or Arena.

See you online!

* When a 60 minute period expires during a game, players will be permitted to finish that game as Blackjack. This increment is a gameplay tunable and is subject to change, if needed for balancing purposes.
Last edited by pand on Mon Jun 13, 2016 12:18 pm, edited 1 time in total.
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Re: Contracts and New Specialists

Postby A_Strangers_Gun » Mon Jun 13, 2016 10:08 am

Holy shit that is awesome I can't wait. I play pretty much everyday. So what new specialists are there gonna be ?


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Re: Contracts and New Specialists

Postby duke_nukem20 » Mon Jun 13, 2016 11:17 am

It's just Black Jack. He's the Black market vendor. Basically he has the ability to use other people's specialist abilities. He doesn't really have any new unique ability himself
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Re: Contracts and New Specialist

Postby pand » Mon Jun 13, 2016 12:17 pm

I fixed the 's' on the end of specialist. oooops. :naughty:
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Re: Contracts and New Specialist

Postby joeandcasey » Mon Jun 13, 2016 3:28 pm

I will be in.
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Re: Contracts and New Specialist

Postby Bigmike426hemi » Mon Jun 13, 2016 4:49 pm

When is this dropping?


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Re: Contracts and New Specialist

Postby joeandcasey » Mon Jun 13, 2016 5:43 pm

The put in the code today, contracts go live this week tomorrow I think. Major update as well 2+GB.

Mulitplayer updates include:

General

Eclipse maps added to Core, Hardcore, and Bonus Playlists.
Awakening Playlist replaced with Eclipse Playlist.
Eclipse maps are present in the Combat Record/Leaderboards.
Improved stability when returning to the lobby from a Custom Game.
Adjusted ordering of options in Player Details view.
Fix for Calling Cards stopping their animation after they’ve taken focus for a while in the Calling Card menu.
Implemented Invite Only setting for Party Privacy.
Music Tracks option in the Options Menu has been enabled.
Fix for users unable to go online when they had large Black Market inventories and 1,000+ members in a Group. This would result with users receiving an ‘Alphabet Soup’ error after pressing certain button combinations at the Sitting Bull screen.
Increase the Timeout period when pulling the fastfile/playlist/etc. to 60 seconds.
Reorder how Groups information is pulled when first logging into the game.
Localizations added for Custom Game – Hardcore game mode options.
Marking a Group as a primary will now update immediately.
Fixed an overlapping text issue in Portuguese after the user purchased the Season Pass.
Fixed map rotation for Domination in the Mercenary Moshpit Playlist.
Core Uplink Playlist will now include Eclipse maps, as originally intended.
General Gameplay

Addressed an issue where Challenges completed during a Double-XP promotion would not display the actual XP amount earned in-game and in the After-Action Report. The correct amount of XP was still being awarded to the end user, however.
Improved dedicated server performance and stability while in-game.
Locked-on missiles now damage the HATR Scorestreak properly.
Fixed an issue where EMP Grenades were unintentionally providing a hitmarker or damaging enemies with Hard Wiredequipped.
Search & Destroy and Demolition bombsite models adjusted to remove line of sight through middle of model.
Search & Destroy and Demolition bombsite models cover heights adjusted.
Resolved an issue where intermission camera between rounds would be located outside of the playspace.
Game Modes

Search & Destroy / Demolition
Cleaned-up the gameplay and engagements around the bombsite in Search & Destroy and Demolition via the following:
Closed the center gap between the bomb crates.
Slightly lowered the lid to help increase target recognition on players standing behind the lid. Note, players will still be safe/not visible when crouching behind the bombsite.
Increased the emissive lights on the bombsite to make it more visible.
Uplink
Further improvements to picking up a dropped Satellite Drone.
Custom Games
Improved pathing for Bots in Custom Games.
Official Hardcore Variants added to Custom Games.
Specialists

Nomad
Nomad’s Rejack ability will now properly have a smoke effect when used while a Power Core Scorestreak is in effect.
Create-A-Class

General
Fixed an exploit where Players were able to equip the incorrect perk type into a perk slot and/or could equip the Heat Wave specialist ability as a Secondary Weapon.
Pistols
Marshal 16
Reduced range.
Attachments
Optics & Grip
Fixed an issue where Optics and Grip did not stack recoil reduction properly.
Optics and Grip can now be stacked properly for increased recoil reduction.
Adjusted Optic recoil reduction values to compensate for this fix.
Acog
Reduced recoil reduction.
Varix
Reduced recoil reduction.
Thermal
Reduced recoil reduction.
Perks
Hard Wired
EMP grenades that detonate within range of an enemy with Hard Wired no longer produce a hit marker.
Maps

Banzai
Fixed an exploit where Ruin was able to use his Overdrive ability to access unintended areas of the map.
Players are no longer able to use the metal beams on the center bridge as exploitable spots.
Addressed Talon Scorestreak pathing over the river.
Improved visuals with the underwater pipe path, leading to the caves in the center of the map.
Verge
Fixed collision issues with the large central bridge.
Addressed an issue where Players were able to mantle outside of the intended gameplay area.
Improved spawn locations during Gun Game or Free-For-All matches.
Improved pathing for Bots in Custom Games, where they would get stuck in areas of the river/stream bank.
The Southern bridge Hardpoint objective can no longer be captured from the outer side of the Northern walls.
Fixed an exploit where Players were able to stand on the side of a building on the East section of the map.
Addressed an issue where Players were able to unintentionally position themselves in a rock pile under one of the bridges.
Fixed Player collision with the back of the boat, in the South end of the map.
Fixed Talon Scorestreak pathing in multiple areas of the map.
Rift
Fixed a collision issue with the window of the cargo train.
Updated bullet collision for mid-section model.
Improved visuals with the stairsteps on the East platform.
Spire
Fixed a collision issue with the bottom portion of the buildings near the Northern catwalk.
Knockout
Players are no longer able to go prone in the corner near the starting area spawn (next to the temple/water area).
Hunted
Fixed an issue where Players were able to reach an exploitable area on top of the waterfall.
Resolved an issue where Players were able to mantle to unintended areas near the cave.
Waterpark
Players are no longer able to mantle into the ticket booth near the starting spawn location.
Breach
Fixed an issue with Players being able to go over the wall just North of the Palace.
Skyjacked
Addressed a bug where if the User got a final Kill Cam with the bomb explosion on a match of Search and Destroyor Demolition, the Kill Cam screen would appear black until the explosion ended.
Rise
Adjusted Hardpoint objective markers and capture radius for 1st Hardpoint zone.
Spawn logic improvements.
Stronghold
Adjusted trees between the driveway and firepit to resolve an unintended line of sight.
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Re: Contracts and New Specialist

Postby joeandcasey » Mon Jun 13, 2016 5:43 pm

Full breakdown and zombie information here:

http://charlieintel.com/2016/06/13/new- ... -live-ps4/
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Re: Contracts and New Specialist

Postby A_Strangers_Gun » Tue Jun 14, 2016 8:17 am

All I know is I'm glad that the contracts are finally here. Gives us something to challenge ourselves with everyday. so even the average player like myself can get rewarded for playing because we know the pub stompers out there fly through those challenges. We all get a chance to reap the benefits of enjoying this great game. and then black jack is just a bonus I mean come on, getting to play as that asshole with his snide condescending remarks and stealing others abilities just icing on the cake baby. I can't wait to play today. I'm sure I'll see some of y'all on there.


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