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Hardcore Team Deathmatch

From the Call of Duty Wiki

A screenshot of Hardcore Team Deathmatch.
Hardcore Team Deathmatch is a modified version of regular Team Deathmatch in Call of Duty 4: Modern Warfare and Call of Duty: World at War that is designed for those who want a more serious and somewhat realistic competition with strict limitations to aids and user-friendliness.

Other than this it is played the same way as regular Team Deathmatch, with a certain number of players split up into two teams, and the first team that reaches a certain amount of points (usually 750), or gets the most points in a specified time limit, wins.

[edit] Differences from regular Team Deathmatch

  • Limited HUD - The only displays on the players' screen are the kill ticker in the lower left corner, messaging when a player gets a kill or is killed, and the map in the upper left (only when the player's team has an active UAV recon or Recon Plane). There are no indicators for how much ammo the player has left in their weapon, no messages saying when the player can pick up a weapon left on the ground, nor indicators of scored points (i.e. the +10 that appears when the player scores a kill), and also no compass, team score indicator or voice chat icon saying who on your team is speaking (though these can still be viewed by hitting the Back button). When the player is killed, no killcam is shown.
  • Friendly Fire - Teammmates can be killed just like enemies. Killing a teammate will subtract 10 points from your displayed individual score, but will not detract from your team's score nor your total score at the end of the game. Thus the use of the Martyrdom perk is ill advised in this game mode. The game takes several measures to punish deliberate team killers. If a player commits three team kills or just one team kill within the first 15 seconds of the game (due to the fact that at the start the entire team is in one place at one side of the map), the player automatically suicides (with a skull and crossbones symbol on the kill ticker next to his name) and must wait 20 seconds in addition to however long after that the next respawn wave is. After 5 team kills the friendly fire counter goes to 40 seconds, then increases 20 seconds for each subsequent team kill. However, the game is able to differentiate deliberate from accidental teamkills. If the first bullet from firing doesn't hit a teammate but the others do, the game will assume the teamkill was accidental and you remain unpunished. The game will catch on if this continues though. One key tactic is for a team to kill any one of their teammates who is in last stand; doing so will take that kill away from the enemy team bu this is as long as the enemy team put him in last stand. And as said before a team does not lose points for friendly kills. In Call of Duty: World at War if a player makes three teamkills they are immediately kicked from the game and cannot rejoin the session. The Last Stand (Second Chance) strategy stated above thus, does not prove to be useful due to the risk of a player getting kicked (note that a player put in second chance by a teammate cannot be revived.
  • Respawning - Respawns only occur every 15 seconds. When a player is killed, they must wait until the current 15-second period expires in order to respawn. For example, if a player dies 5 seconds after the last period has ended, he must wait 10 seconds to respawn. Normally the respawns occur at quarter-minute intervals on the game clock (:15, :30, :45, :00) - however due to a slight lag at each respawn (of about .08-.12 seconds or so) the intervals may drift over the course of the game. Typically, the deviation is from 1 second before the interval to 4 seconds after.
  • Increased bullet damage - Players can only take 30% of the damage they can take in normal game modes before dying. The Juggernaut perk rarely helps, if at all. Health does regenerate in Hardcore mode.
  • Increased explosion damage and claymore range - The range of claymores is slightly increased and explosive power is also increased. This gives explanation to many players difficulty running past claymores in Hardcore Team Deathmatch.

[edit] Tips

Every player having less health means every firearm will kill in one hit at close range (even one shotgun pellet). This property of Hardcore promotes the use of weapons that focus more on rate of fire than damage per round. In addition, the perk Double Tap becomes more helpful with dispatching enemies than the perk Stopping Power. For example, weapons used commonly with Double Tap are ones that reach 1200rpm (Mini-Uzi, P90, and the M249 SAW). However, at increased ranges, many weapons require two hits to kill. These are the weapons that require two hits to kill at their secondary ranges: Pistols (excluding Desert Eagle), Shotguns (3 pellets), all SMGs, M4 Carbine, G36C, and the suppressed/RDS AK-47. Experienced players will take this into account when deciding on which weapon to bring into the match. Also, certain explosives (C4, Claymores, RPGs, and Grenades) will kill players absolutely—even at the tip of the blast radius. Another important property of Hardcore is the limited HUD. The Hardcore HUD consists of only the damage indicator, Bomb Squad perk, objectives, the start menu, and the back menu. Experienced players often use the back/start menus to check the enemy count and to check positions of friendlies, respectively.