Call of Duty 4 Modern Warfare
Call of Duty 4 Modern Warfare
A predecessor to the main game, Call of Duty 4: Modern Warfare Mobile is a spin-off game from the Call of Duty franchise that was released in 2014. The game was created by GLU Mobile and distributed by Activision for mobile phones, and it was first made available to the public in 2007 through the App Store.
Following Sgt. Fairborn on his quest to gather information on Khaled Al-Asad and the plot that would lead to the establishment of ultranationalists in Russia, the game tracks his progress through the game.
Read More: Android users can now play the Call of Duty Mobile Mod.
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On September the 4th, 2013, the title was officially retired.
The act of shooting and the selection of targets
Because of the limitations of a mobile game, the game is played from the perspective of a third person. The only way to combat is for players to remain stationary while targets are automatically acquired when they get within firing range. As soon as the player sees the targeting symbols on their chests, they will be able to shoot until they run out of ammunition and then reload.
Measuring the health of a person
Instead of a red circle surrounding the player’s sprite, a green ring surrounds the player’s sprite, which begins to turn black as they begin to take too many hits. All squares becoming black indicate the soldier’s death, and the quest will be reset to the beginning. There are sandbags and other places where the player can get some rest before going back into the fight. Because health is automatically restored at all times, the player is given these places.
A melee attack is a type of attack in which you use your hands to strike someone in the face.
When in close proximity to foes, players may still undertake close-range melee attacks, which include tripping the adversary and firing at them as they fall to their deaths. As the game says, this is a powerful move that is best used against enemies who don’t know the player is there. However, sometimes enemies are brave enough to rush up to the player and make them fight with their hands.
Scoring
After completing each mission in the game, players receive a high score and the best time. The score is calculated as follows: each enemy killed earns 100 points, each friendly who survives earns 100 points, and each object destroyed earns a further 100 points. The sum of these values is then calculated, but failing to complete the objective within ten minutes will result in a game over.
Protection
Covering barriers may be found all over the place in the game environment. Many of the things, such as barricades and damaged automobiles, may be used as cover for the players. By just running into an item in the world, the player’s soldier will automatically kneel and be shielded from an enemy fire until the game is completed. By using the fire button, the soldier will be able to shoot from cover, and by holding the run key in the direction of the barricade, the soldier will be able to vault over the barrier and into the open.
The first mission is titled “City Limits.”
On an unidentified battlefield, Sergeant Fairborn is dispatched on a mission to rescue Captain Garcia’s unit, whose helicopter has been blasted out of the sky. On his route, he came upon a fellow soldier named Private Stevens, who agreed to accompany him on his mission. As they continue their journey, they come across another survivor called Tasker, and Steven expresses his disappointment that “Intel” was incorrect in supplying them with information on the militants in the area. Finally, the gang reaches the main road, which is where the militants live and are also the only way to keep going north and reach Captain Garcia.
The road is the second mission.
During his hunt for Capt. Garcia’s unit, Sergeant Fairborn encounters an ecstatic Tasker who runs ahead, only to be blown up by a blazing vehicle. The two survivors then make their way towards the end of the road, taking down pairs of adversaries with their grenades and pistols. When they reach the end of the path, they are met with fierce resistance, but Captain Garcia’s team ambushes the hostiles from behind, saving the two soldiers. As the Captain points out, his squad was dangerously close to being wiped out, due to the limited number of extractors they had. Stevens wants everyone to keep going on their journey, but Fairborn talks about the mystery behind the militants’ excitement about their planned extraction.
Civilian Town is the third mission.
Captain Garcia has reason to believe that the radio towers are connected to the militants’ advantage and has ordered Sgt. Fairborn to demolish them. He dispatches two members of his unit to assist Fairborn and Stevens in their attempt to take out the five towers by employing C4 on their defences. The squad regroups after demolishing all five radio towers, and Private Stevens brings over documents that he discovered concerning civilian cover as well as foreign notes that were not in Arabic, leaving the group perplexed as to what was going on.
Act II is the second act of the play.
The Village is the fourth mission.
Sergeant Barrows of the Special Air Service (S.A.S.) is assigned to remove ultranationalist soldiers on the east side of town and then reunite with Tarasov on the north side of the city. After eliminating the last of the straggling foes one by one, the player joins Tarasov in his battle against hordes of enemies advancing from the north, west, and east. A tank begins to roll in from the north, and Tarasov is injured while attempting to take down the tank. When Barrows comes upon his fallen colleague, he takes up the bazooka and uses it to destroy the tank. Sergeant Waters, who is stationed outside of town, then requests a regroup.
Ultranationalist Town is the fifth mission.
Infiltrating a town that is swarming with opponents, each structure is equipped with an alarm system, in a stealthy manner. To avoid being overrun by a large number of enemy ground forces, Barrows is instructed by Waters to shoot everyone who is running to an alarm panel he comes across. Barrows is a close-range melee fighter who takes down adversaries in complete silence. After reaching the end of the road, Sergeant Waters notifies Barrows that opponents have seen members of their squad and are approaching them. Even though the enemy doesn’t know where Barrows is, he rushes in for an ambush to save Captain Doyle, even though they don’t know where he is.
Mission 6: Construction of a facility
During a rescue mission, Sergeant Barrows frees Captain Doyle, who has been kept hostage within an Ultranationalist base. When Barrows arrives at Doyle’s location, it appears that Doyle has been struck by shrapnel in the left leg and will have to move slowly, but will still be able to fire a gun if necessary. Tarasov meets them as they prepare to leave in order to assist them. But the worst was yet to come for them as they fought their way back out of the maze.
Ultranationalist Town is the seventh mission.
The team battles their way through the war-torn town to the southern outskirts, with the goal of saving Captain Doyle’s life along the way. Tarasov has left surprises for the Russians in the shape of mines, which, while they can use them to their advantage at times, can also obstruct their progress when they explode in gigantic fireballs, forcing them to seek alternate routes around. Captain Doyle talks about hearing his captors talk to a person in the Middle East, a person by the name of Khaled Al-Asad, who he thinks is a traitor.
Act III is the final act of the play.
Hostile Town is the eighth mission.
During the course of the mission, Sergeant Fairborn and his squad are assigned to escort a tank through the battlefield. Those in the tank are cautioned not to venture too far ahead for fear of being killed by foes who are out of range of the tank’s guns. On their journey, they come across Russian soldiers who escape as they see the tank approaching. As someone informs their headquarters of the current change of events, Garcia instructs his men to chase after them as someone calls them. As they make their way through the town, they engage in additional firefights against both militants and Russians working together, as they push deeper into enemy territory with each passing minute.
Mission 9 focuses on the Al-Asad Territory.
Sergeant Fairborn, together with Captain Garcia and Private Stevens, goes on a hunt for Khaled Al-whereabouts. Asad’s fight their way across the terrain, damaging tanks along the way. As they approach the complex, they are attacked by additional terrorist troops, and they discover that the intended target is not in the area after all. They flee and proceed south in search of exfil, only to discover that their chopper has been damaged. Their last fight against the insurgents was a victory. With their loss, the game comes to a close, and the plot is continued in the main game.
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