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#Call of duty black ops 2 save editor ps3 series
Embracing the same minute improvements the simulation sports genre has, Treyarch makes an argument for advancement in the series but doesn't seal the deal in execution. I say that because Black Ops II takes one step backward for every step forward. It's comforting to know that the replay value of Call of Duty's teamwork mode is available to back up the $60 price tag. Zombies mode also returns to add value, whether you get into the secret subplots, like screwing around cooperatively with friends, or will remain completely ignorant of the joys within (like me).
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I see similar things in this sequel's future, no matter what platform you're playing on. The original Black Ops eventually proved unplayable if you weren't willing to learn and exploit the overpowered Famas rifle. This remains consistent with Treyarch's track record.
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That's a good thing, but Call of Duty's always bloodthirsty horde of diehard fans will quickly boil the system down to a few playable options. The Pick 10 is a step in the right direction, but the immediate experience leaves multiplayer feeling unbalanced and weighted in favor of experimentation. Want to run around the battlefield with 6 perks? You'll have to go with just your knife, but it's possible. Want two attachments on your primary gun? Trade in your sidearm or grenade. The Pick 10 system allows you to load up with a mixture of 10 perks, weapons, or attachments. The other end of Treyarch's sweeping changes affects the way players equip their multiplayer soldiers. It takes too long to get from one objective to the next, and more often than not, you will be bored while in transit.
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Black Ops II also falters when you take the reigns of an actual horse and zigzag around a deadly battlefield completing objectives. As you throw him over your soldier, the awkward positioning of these two character models makes it seem like the player is riding Woods like a sideways horse. In one early mission, you're tasked with rescuing your ol' pal Woods. Several moments of poor execution and confusion break the campaign experience from truly taking hold. Unfortunately, Black Ops II isn't the game to put them over Infinity Ward or many of their industry competitors. They'll never be considered the "A-team" of Call of Duty without putting a significant spin on the easily stagnate first-person shooter genre. Still, Treyarch's moving and shaking here is admirable, well-timed, and much needed. In fact, it's possible to feel fatigued after it's all said and done, notably because many paths revolve around series hallmarks and repetitive tasks, like "shoot these guys," "go here," and "tap X to overcome the killer nano robot infection." This mechanic of choice is well-implemented here, but players will largely find themselves unconcerned and unaffected by the conflict here. The choices you make will affect the final outcome, reminding players of Mass Effect's branching character paths.
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Players can fail objectives or take responsibility for whether key characters live or die. This is not the case in Treyarch's sequel. That's not saying much, given every previous title was a linear roller coaster, largely uncomplicated but enthralling in its twists and turns, delivering players from point A to point B. Right upfront, Black Ops II locks players in for the most varied Call of Duty campaign, ever. Could Treyarch pull it off or is the fate of this juggernaut brand a little too black? Clearly, changes needed to be made, across the board, to keep the fan base hooked for just one more level, while also providing a compelling campaign.