Mw2 dedicated server: Modern Warfare 2 gets dedicated servers via hack – Destructoid

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Modern Warfare 2 To Lack Dedicated

2 MIN READ

In a weekend podcast, Infinity Ward’s creative strategist Robert Bowling said that the PC version of Call of Duty: Modern Warfare 2 will not have dedicated servers, a revelation that caused an uproar among PC gamers.

October 19, 2009

In a weekend podcast with BashAndSlash. com, Infinity Ward’s creative strategist Robert Bowling said that the PC version of Call of Duty: Modern Warfare 2will not have dedicated servers, a revelation that caused an uproar among PC gamers.
Activision-owned Infinity Ward has been working on a multiplayer backend called IWNet, which will provide match-making «just like you have on consoles» for Modern Warfare 2 PC players, Bowling said. «We’re building in our own match-making so you can get in there and play with players your same rank.»
He added, «You’re completely reliant on IWNet, and there are no dedicated servers or server lists.» Bowling said that PC gamers will still have the private match option where players can customize game rules, and invite people to the server.
In effect, gamers in the PC community will not be able to run Modern Warfare 2 on dedicated servers that they may rent, as they are able to with previous Call of Duty games. Other concerns that PC gamers have expressed on message boards and blogs regarding no dedicated servers include possible lag issues and unsatisfactory match-making.
In addition, no dedicated servers likely means that IWNet will not support mods and custom maps for the game, at least at launch. Mods are an aspect of PC gaming that helps keep a game’s community going for a relatively long period of time. «I know the team has huge plans for what IWNet will turn into, and this is just the beginning,» Bowling said. At launch, however, IWNet is mainly focused on match-making.
Bowling admitted that he wasn’t totally up to speed on further specifics of IWNet, as it’s a «code-heavy» topic. Gamasutra attempted to contact Bowling this afternoon, but did not receive a reply as of press time.
The revelation prompted a strong response from PC gamers who were anticipating the release of Call of Duty: Modern Warfare 2, the latest release in a franchise that originated on PC. One common example of PC gamer response can be seen on Infinity Ward’s Modern Warfare 2 PC forum:
«Just canceled my PC pre-order. My entire clan of 100-plus people is canceling too. Thanks IW! You just saved us all a total of over $6,000.00. We are thinking of stopping our dedicated CoD servers too. What point is there to helping a company provide multiplayer if they are just going to shaft you.»
PC gamers objecting to Infinity Ward’s decision are signing a petition, which listed 75,000 names as of press time. Addressed to the developer, the online petition’s goal is to «Get Infinity Ward to review their decision not to allow fully dedicated servers for their forthcoming game release CoD:MW2. Remember that this Call of Duty was made popular by PC Gamers who have supported the series throughout.»

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Maybe mw2 dedicated servers will appear soon — MWgame.ru

One European team of programmers decided to seriously deal with such a problem as the lack of dedicated servers in Call of Duty Modern Warfare 2.

The goal of the TeknoGods team (Gods of Technology) is to write a patch that would not violate the laws in any way

Implemented ideas:

* Console in all versions of the game (mp/sp/updates — multiplayer/single player/updates)
* Search through Steam ? (Research related to Steam-less mode)
* Dedicated server for iw4mp.exe (partially), with kick/ban/card rotation.
* Achieved the ability to access more than 18 players (earlier said about 32).
* Stats/Exp might be saved — surely it means saving experience and stats received on dedicated servers and on IWNET?).
* The screenshot shows a homemade console, there are some features missing, because for me, it is not in the first place at the moment. In the background you can see the settings available in the loader (the program being worked on). Work is required, mainly on the client side of the multiplayer.

And bad news:

* Due to my limited time, I cannot guarantee an exact release date. As Reaver said in an interview, we also do reverse engineering/programming at work, and we can’t just sit at a computer and do the same thing 24 hours a day.
*Most likely, joining an already ongoing game (match) may not be possible (team rotation of maps, will return all players to the lobby before the next map). But never say never!

Action to be taken: (prioritized)

* High: Make a very stable Steam control encoding (our team member, Keb, could help achieve this).
* High: Make a 100% functional, correct connection for the client. The fewer coding breaks, the better.
* High: Complete with dedicated server functionality.
* Medium: Disable Direct3d support in dedicated servers ? (Disable Direct3d rendering while in dedicated server mode)
* Medium : Admin commands for dedicated server
* Low: Removing the maximum limit of clients (players on the server).
* Low: Tooltips and text colors in a custom console.
* Low: Searching for servers.

Please stop going to IRC and sitting there waiting for the release, the release is not close, there is still a lot of work.

A small FAQ from the team’s official website [leech=http://www.teknogods.com/]TeknoGods[/leech] (Q&A) for TeknoMW2 v1.1
Question : When is the release date?
Answer : We don’t know.

Question : Why does it take so long? This is a simple fix!
Reply : This is not true. It’s taking a long time because there are a lot of Steam-related encodings. … Also, I’m trying to make it as compatible as possible, in a way that will work with future updates.

Issue : The last patch removed the console ! It’s encrypted/etc !
Reply to : The latest patches have no console at all. It is not encrypted or moved to some .dll files. However, our program has its own ability to perform the functions of console commands. I will try to create my own console window.

Question : Will your own console window be available in the game or separately?
Answer : I don’t know yet. Ideally I’d like to draw this directly into the texture buffer, so it looks like it’s part of the game. If this is too much work, then access to it will be through Alt + Tab.

Question : Will you make dedicated servers where people can join a server that has an admin and all that ?
Answer : We don’t know. This can be lobby or old-school based where people are already joining an existing game.

Question of : Will you release it sooner because we have a LAN party and we love you so much?
Answer : Sorry, no. It just needs to work more. We don’t keep it private for any reason.

Question : Will IW be able to patch (fix) this?
Reply to : We hope they can’t patch (fix) this. I do my best to avoid hardcoding (software changes) as long as everything runs smoothly on any mw2 executable.

Question : Will Steam be required?
Reply : We haven’t decided yet. Bypassing Steam (Steam) is possible and easy to do. Again, we don’t want to help piracy, so this is a difficult decision. One thing remains indisputable, the program only works with original executables, if a crack is found, the loader (loader — this program) will refuse to work.

Question : I only have a local connection, will this work in LAN?
Answer : We do not yet know the answer to this question. Most likely: Yes.

Question : Will this not work on cracked (pirated) versions?!
Answer : We don’t know and we don’t care. You will be able to check it after the appearance of the program.

Question : You are violating the holy law of the DMCA!
Answer : So first of all, we’re not in the US to worry about the DMCA. We are from Europe and we are covered by the EU-CD law (analogue of DMCA for Europe). Second, we still don’t hack anything. Why? There are several reasons: 1) We don’t release copyrighted material. 2) We don’t break copy protection (to get a game that you have to buy through Steam, which is «copy» protection). 3) Our releases are 100% programmed by us. 4) Code injection is legal, for example most (if not all) Antivirus applications do it.

Modern Warfare. 200 bans later / Computer and mobile games / iXBT Live

I have long wanted to cover a similar topic, but did not find the time and place. In this topic, I will express my opinion about the degradation of the Call of Duty: Modern Warfare series on PC (this does not apply to console players).

Briefly about myself

I used to play a lot of games in the series. My level of knowledge of the game was enough to get a total of 208 bans on servers, starting from 1 and ending with part 3 of the series. The bans are not for using cheats, but simply for playing too well.

Modern warfare (2007)

The first part of the series for me is the best in the series. And that’s why.

The maximum number of people in the lobby

The big advantage of the first part was the maximum size of the lobby, which is 64 people. That feeling when on every map, except for «Departure», there is a real war. Such a number of people made it possible to create a solid front on the maps and smoothly shift it as the match progressed. And the most beautiful thing in this case was that each player could safely play the way he wanted.

For understanding, I will analyze each role, there are only 3 of them:

Rusher

A typical runner rushing through the camper barriers, whose main goal was to get to the den of snipers and cut them all out.

Campers

Sits in one place and shoots runners, preventing them from breaking through to the rear. It was not something overly malicious, since the structure of the cards and the balance of weapons made it easy to neutralize it.

Sniper

Only in this part, the sniper could easily sit the whole map in one house. To get to the sniper, other players needed to travel a long way through the screens of campers, their rushers and mines.

After playing many games in Team Deathmatch with the maximum allowed number of players, I did not notice problems with the respawning of players, due to the fact that the situation on the map changed smoothly. If any of the teams won on one front, then the other moved or moved to their rear, where at that time there were only snipers.

Building levels

I have no complaints about building levels. All of them are quite interesting and allow any number of people to play them, from small squads in classic Search and Destroy modes to larger-scale Team Battles. It is also worth noting one important detail — the placement of stationary machine guns on the maps. In this series, they are placed in advantageous places, allowing you to keep a certain part of the map under control. This is very evident during the battles on the Downpour map, where a queue of players literally grew at the machine gun.

Weapon

Each weapon was different, playable and balanced. It was possible to kill the enemy with any weapon and each of them felt in its own way, however, some trunks were taken more often because of a more convenient front sight and the ability to get by with a more convenient sight.

The only miscalculation of the developers was the «grenade launcher» module or nubtuber. He had incredibly high damage and could easily kill any enemy, fortunately for him there were only 2 grenades, but skillful players took the Commando perk and attached two assault rifles with this module at once, which infuriated all players without exception. At that time, the weapon modification system was only in its infancy in the series.

Perks

New to the players was the soldier perk system. Many of them came out quite controversial and caused only indignation of the players. We are talking about the perks «Martyr» and «Last Chance».

Martyr made it possible to leave a grenade after the death of a soldier and take revenge on his murderer.

Last Chance, when mortally wounded, put the player on the ground, giving him a gun, and due to a bug, awarded him invulnerability for a couple of seconds, allowing him to shoot the attacker with impunity.

The rest of the perks were actively used in various modes and did not cause any complaints.

Balance

As you can see, the game had its drawbacks in the form of an underbarrel grenade launcher and some perks that spoiled the game for many. The most interesting thing is that all these problems with the balance were solved by the players themselves.

Each player, when creating his own server, could tell other players how to play on his server, and simply prohibited those elements that, in his opinion, broke or worsened the game. The more advanced ones set up their servers in such a way that you simply could not physically select a module, perk or weapon that they banned.

Thus, thanks to the ability to create their own dedicated servers and customize them for themselves, all the gross mistakes of the developers were corrected by the players themselves.

Combat

Combat in the game was pleasant and moderately realistic. It wasn’t Counter-Strike where people were shooting around corners. Here, any player could jump out from behind cover and immediately start lying down while jumping, pouring lead on a static camper. At this moment, it was incredibly difficult to hit the player, and it can be said that the player at the time of the jump had some immortality for a second, which allowed him to defeat the enemy sitting in cover. This is a very important point, since it was he who, in parts 1 and 2 of the series, allowed the game not to develop into a bunch of campers and snipers.

Licensed and pirated game

Everyone could easily create their own dedicated server in three clicks and enjoy the game.

Mods

In this game, modders and mappers had their best fun. New cards were invented, anti-zombie modes were created, hide-and-seek in which a lot of people played.

The fight against cheaters

The developers’ built-in anti-cheat was blind and deaf, so the players themselves and server admins stood up to fight against cheaters of all stripes, banning mercilessly everyone and everyone who even looked like a cheater. It was and still is the most effective anti-cheat system in the series.

Conclusion

According to the degree of freedom that the developers gave to the players, the game can be compared to minarchism.

Briefly about Minarchism. This is when the state assumes a minimum of powers, limited only to the protection of citizens and no longer interferes in people’s lives, giving them maximum freedom.

In the game, I identify the «state» with the developers who give people maximum freedom in their game and do not prevent them from playing the way they want. They did not cope with the protection of their game from cheaters, but they gave the opportunity and tools to the players to protect themselves from them. That is why I consider this part of the best in the series.

Modern warfare 2 (2009)

The long-awaited continuation of the series turned out well, but the multiplayer situation began to alarm. In this series, the start of corralling people into a stall was laid.

The maximum number of people in the lobby

The maximum number of people has been reduced from 64 to 18. And, to be honest, this negatively affected the game. I judge not even from the side of balance, but from the side of the players’ capabilities. They began to drive into the frame, in comparison with the previous game. In the last series, the player could independently decide whether to play on a server in the chaos of a war for 64 people or find tactical servers with 32 or 18 players in a team.

A new class of players has also appeared in the game:

Runner

A player who has chosen a pistol with the “Tactical Knife” module as the main weapon, which allowed for quick attacks in hand-to-hand combat, has the following perks:

“Marathon” — gives the player endless run.

«Lightness» — speeding up the player’s movement and making it possible to catch up with any enemy

«Saboteur» — a bug of the whole game and a new infuriating perk that allows you to reach the player in close combat from 2-4 meters (depends on the patch).

«Analgesic» — after a series of failures, increases the owner’s damage resistance for 10 seconds, which allows you to kill almost any player, even under heavy fire.

Level building

Luckily, the cards themselves came out quite interesting, but it felt like many of them were originally made for 32-player battles. This applies to the cards «Afghan», «Estate» and «Derail».

Unfortunately, the stationary machine guns were replaced by miniguns, which could fire only by spinning the barrels. The very location of these guns was also dubious, which made them an element of decor.

Weapons

Something, but the weapons in this part made a big leap forward, but in some places they were very dirty with “akimbo”, but still more pleasantly surprising their players.

Now each weapon had many more modules, but unfortunately, as in the first part, only 1 module could be selected. 2 modules allowed you to take the “Decoration” perk, but few did this, because its section contained more useful perks.

Dual Glocks in MW2

Some weapons got a module that allows you to carry 2 weapons at once in both hands, depriving the player of the ability to conduct aimed fire, but instead doubling his firepower. This applied to pistols, submachine guns, and some shotguns. Some weapons became too powerful with this module, we are talking about the notorious twin glocks and shotguns, which could not be outgunned by any weapon at close and medium range.

The first version of a perk in the form of a player equipment called «Armor Shield» also appeared, which reduces explosive damage and reduces the effects of blinding grenades.

Perks

Perks have been changed and now each perk has its own improved version, giving a new ability. This gave some advantage to those with the PRO version of the perk over regular players with the base version.

The perks “Martyr”, “Juggernaut” that pissed off players from the 1st part were not removed, but “modernized”. Moreover, the list was replenished with 1 more under the name «Analgesic». They are now in a special category of death perks. Unfortunately «Last Chance» was added to both categories with some differences.

These perks are activated after a certain number of player deaths without killing.

Now the enemy could surprise you in addition to grenades and shooting from a pistol with the ability to throw their equipment at you prone, as well as multiply increasing health after another death.

Balance

The balance was made much worse than the previous part, but this was justified by the many innovations that the developers made, increasing the number of modules and killstreaks.

Battles

Battles have undergone minor changes. There were no more 64-man meat grinder battles, but people still had decent 9-on-9 games. The variety of killstreaks saved the game, and the notorious «nuclear bomb» became a new goal for many players.

Playing with a license and a pirate

Playing with a license was completely different from playing with a pirate. License holders were not able to create their own servers. Everyone was now required to play on the IW.net system, which chose one of the players and made him the host of the session and the God of the game with the lowest ping. The system itself was imperfect and did not always choose the player with the best connection as the host, which in turn made the game uncomfortable due to the high ping of the players.

The game has a search for modes, putting players in a tight box, not allowing them to enjoy the game to the fullest, because players could not specify in the search which map they want to play, the duration of the match or the limit of points. Also, no one could forbid another to use bugs or frank flaws in the game in the form of unbalanced weapons or perks.

The pirated version of the multiplayer, oddly enough, looked much better than the license. First, it had dedicated servers. Now enthusiastic players did everything themselves, so creating your own server was much more difficult than in the previous version.

The pirate version of the multiplayer gave the players the freedom that was in part 1 with all its advantages. Players immediately banned on their servers all unfinished weapons and perks that interfere with enjoying the game.

Mods

Mods also developed, but in the shadows, since they could only be implemented on the pirated version.
The most memorable mods were hide and seek and zombie mode.

Zombie mode became so popular that modders began to expand the maps, adding flags, bunkers, which allowed them to collect big online for a long time.

Fight against cheaters

Here, gentlemen, the developers screwed up completely. There were a lot of cheaters in MW2 and no one could ban them from the game, except for the developers themselves. After 2 weeks. I think everyone can imagine the feelings of the players who met with a cheater and could not do anything about it, in the hope of leaving the lobby and reloading it because the system considered the cheater lobby to be the most suitable for connection quality.

In the pirated version, everything was exactly the same as in the first part. The game was monitored by admins and banned unwanted elements. Sometimes deservedly, sometimes not, but still it was much more efficient and effective than on a license.

Total

The second part of the series in its rhetoric and the transition to complete control over everything resembled some kind of socialism.

This is clearly seen in the imposition of their own rules of the game. Where developers take care of everything from where to play to how to play. The result of this was constant lag in games, crowds of cheaters and even more limited opportunities for players.

Modern warfare 3 (2011)

The third final part of the story of the adventures of «Soap» and «Price tag» in terms of multiplayer came out ambiguous.

An interesting reimagining of getting killstreaks was interrupted by map issues and the addition of new combat mechanics.

Maximum number of people in the lobby

No miracle happened. The developers did not increase the number of players and began to make maps for the maximum size of 9×9. Maps have acquired a large number of detours, passages, but due to the insufficient number of people, the respawn problem has become more and more obvious.

The cards themselves are being built more for the sake of senseless running around. If earlier the camper had value in controlling any passage, now it could not do this due to the fact that the front was so blurred due to the insufficient number of players and the level structure, which often leveled the value of this player.

There were still some pretty good shooting positions for snipers, but the game forced the sniper to change positions more often.

Weapon

An innovation was the transfer of some of the soldier’s perks to the perks of his weapon. This was a nice plus for me, as it allowed me to diversify the customization even more.

The main problem of the weapon is its balance.

Having tried different weapons, the favorites in each class immediately stood out.

Among the submachine guns, the MP7 came out on top with a huge magazine, rate of fire and no recoil at all.

Things were worse with shotguns — their damage and range were significantly cut, which, coupled with the difference in ping, made this weapon ineffective. For some reason, the perk that increased the damage of shotguns was opened last.

Among the innovations, it is also worth highlighting the new equipment in the face of a scrambler and a portable radar, which gives a very big advantage to its owners.

Perks

The perks have been shuffled again, adding some very questionable ones in my opinion.

By highly dubious, I mean 3 perks:

Scout

This perk gave the ability to see the enemy continuously and the direction of his gaze if he was injured by an explosion, stunned or blinded. The pro version allowed you to see enemies injured by the player.

Given the fact that the blinding grenade had a huge area of ​​effect in this part, on some maps it was possible to illuminate the whole team by successfully throwing the grenade on the enemy spawn.

This gave a huge advantage and literally a legal wall hack to the players.

Impenetrable

Perk, due to which ordinary grenades ceased to be relevant and were replaced by plastid or C4.

The perk allowed surviving close contact with a grenade and surviving plastids, and also neutralized the effect of stun and stun grenades.

Stalker

Perk that increases the speed of movement in the scope. The pro version increased the trigger time of the min.

Together, these two factors removed all other perks by 2 places and made the use of mines almost useless.

The most noticeable effect of this perk was on assault rifles and machine guns. Now the camper or rusher with a rifle has received incredible mobility, marking the beginning of the end of «jumping» around the corner, as such «jumping» has become less effective.

Now the enemy could quickly approach the corner without leaving the sight or hide behind cover from the fire of the jumping enemy, and then shoot him while he was lying on his belly.

Balance

The above shortcomings affected the balance very negatively. If in the first days of the release of the game, all weapons and perks were still being mastered and tested, then people began to appear who actively used all the shortcomings of the game.

Experienced players began to take MP7 and ACR, weapon perk «Impulse» for the ability to shoot through walls, perks:

  • Scout
  • Assassin or Impenetrable
  • Stalker for assault rifle or Dead silence for equipment
  • frequently dropped on portable radar and plastids.

    In sum, all this gave incredible awareness of the movement of opponents on the map, invisibility on radars or strong resistance to explosives and «flash drives», weapons without recoil with excellent characteristics, as well as incredible mobility.

    If we compare it with the balance of the first part, we can see how the balance was gradually loosened by the sum of all these factors.

    In the second part, the number of players was reduced and limits were introduced in the face of modes already installed by the developers, the parameters of which the players could not influence. Only some weapons were stronger than others (dual glocks, p90, shotguns), but in general, this was corrected by the players themselves by excluding these weapons and perks on pirate servers.

    In the third part, the balance was broken by the possibility of creating such «Pro» builds, which give a significant advantage over other players.

    The problem of respawns has become even more acute.

    There is also the problem of «smoking» campers. Previously, in order to smoke out a camper, it was only necessary to skillfully throw a grenade or a stun grenade into his shelter, but now it did not kill him because of the “Impenetrable” perk and rather warned him of your approach.

    Fights

    The usual fights with «jumping» have started to be replaced to a greater extent by glances from around the corners, thanks to the «Stalker» perk.

    Playing on licensed and pirated

    Due to constant problems with ping (for some reason, I had a better connection on pirated servers), my desire to play on official servers was rapidly falling. I was pushed to the «dark side» by the past and probably the eternal problem of all games — cheaters.

    The pirated version with dedicated servers came out later than Part 2 and had all the same advantages as Part 1.

    Mods

    This time there were even fewer mods, and they were more like attempts to do something interesting.

    Only the zombie mod and all sorts of pro-mods that remove grass and increase the player’s view with a fairly simple implementation were popular among people.

    The fight against cheaters

    The developers did not change the traditions and put it back on the case.

    As in the previous part, there were enough cheaters and it was impossible to ban them in any way in the lobby. It was possible, of course, to file a complaint, but it did not give joy from the fact that this cheater was banned in a week.

    I have seen many different cheaters, with auto-aim, seeing through walls, flying around the map, but I was struck by the fact that there were much fewer variations of cheaters on pirate servers.

    For example, there were no «Terminators» cheaters, who simply could not be killed.

    Fortunately, on the pirated version, all problems with cheaters were solved with the advent of the admin.

    Total

    The level of general degradation of the series grew, and if the previous part was somehow saved by innovations, then degradation had already begun. You can see this degradation in Black Ops 2, released the following year, in terms of game design and gameplay, where the winner was the one who correctly picked up the right perks and modules (the “Butt” module is the head of everything).

    This race for money and the desire to keep all aspects of the game under their control did not give players the freedom to fix all their jambs themselves and led to the degradation of the entire series.

    Modern warfare (2019)

    Oddly enough, the developers managed to completely break their last part in terms of multiplayer. And again in order.

    The maximum number of people in the lobby

    Everything is the same as in the previous part — do not expect more than 9 players in the team. If you want more, go play 50v50 ground combat on Battlefield-style maps, but without logic.

    Building levels

    Levels do not fully correspond to the number of people playing them. It feels like they were originally made for matches with 64-32 players.

    Weapon

    It became pleasant to shoot from the weapon and it became possible to hang a lot of modules… That’s where the pluses end.

    You will enjoy shooting the weapon and in time you will be able to assemble the perfect barrel for you.

    The double-shot shotgun and M4 were buffed quite a lot after the game’s release, but overall the weapons themselves felt good, except for the machine guns.

    How to play with machine guns is a mystery to me. If in the last part, thanks to the Stalker perk, it was possible to turn into Rambo and break into the front line with a machine gun, now the presence of a machine gun does not give the player any special advantages.

    I was also put into a stupor by the fact that the soldier had only one single stun grenade. Taking into account the fact that the maps have become multi-level and much larger with the same number of players.

    Perks

    Perks did not cause me much criticism. Again, they were shuffled for a change and given to the players.

    Balance

    For the sake of realism, the balance was completely killed.

    Due to the «unique» map construction and 1 flash drive to check all the corridors, it is rather «uncomfortable» to play it on maps designed for 64 people, like in previous series.

    The ability to jump around the corner has successfully sunk into oblivion, it was replaced by strategic «peeping» that does not give absolutely no advantage.

    Peeking and cornering in the scope has become slower, which significantly reduced the dynamics of matches. The fights themselves became less interesting because of this, in my opinion, since it became impossible to go out alone to 2 or more players and kill them all.

    Balance has become more like playing Russian roulette. If I’m lucky, they won’t be waiting for me around the corner, if I’m lucky, the enemy won’t bypass me from 3 other passages.

    Fights

    Fights… now there are no fights, what is left is looking around corners and shooting people who naively believe that they have entered 2007 MW1.

    Playing with a license and pirated

    As far as I know, at the moment you can only play normally with a license.

    The pirated version is now at the level of playing through Hamachi, so we can say that it does not exist.

    Mods

    No pirated version — no mods.

    The fight against cheaters

    Cheaters have not gone away, here the developers confidently hold the bar from 1 part.

    Total

    If the 3rd part of the series was playable, then the last part showed what full control leads to and trying to think for the players how they need to play.

    Conclusion

    Unfortunately, the bigger Activision (now Activision Blizzard) gets, the more it restricts players’ freedoms and drives them into the donation stall, telling them how to play their product.