Protecting Captain Price from the Sky: AC-130 Spectre Gameplay | "Death From Above" (CoD 4)
Автор: TechnoGame
Загружено: 2026-01-31
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#COD4 #ModernWarfare #DeathFromAbove #AC130 #Original
["Death From Above"]
[Day 2 - 04:20:18]
[Western Russia]
[Thermal Imaging TV Operator]
[AC-130H Spectre Gunship]
In “Death From Above” the player is moved out of the boots-on-the-ground role and placed in the turret of an AC-130 gunship (the Spectre) providing close air support for Captain Price and his SAS element as they fight their way through an enemy-held area. The mission follows immediately after the stealthy, ground-level tension of Hunted and reframes the action from a detached, high-altitude perspective: you no longer run with the squad, you watch and decide which targets the ship will erase from the map while Price and the team move under the gunship’s umbrella of fire.
The sequence opens with a brief, clinical inventory of the gunship’s armament — the game explicitly lists the AC-130’s weapons (the fast-firing 25mm Gatling, the 40mm Bofors, and the powerful 105mm cannon) — and then places you at the sensor/operator station to locate, mark, and engage hostile formations, vehicles, and fortified positions. Each weapon in the suite is intended for a different engagement geometry in the mission: smaller rapid-fire rounds for clustered enemies, the 40mm for medium targets, and the 105mm for heavy armor and hard points. That deliberate, almost mechanical presentation of firepower is part of the mission’s design.
Gameplay alternates between scanning the battlefield with thermal/TV sensors, switching between the gunner stations, and obeying strict identification rules: friendly units on the ground (Price’s team and allied vehicles) are marked with strobes and must not be engaged. The AC-130 crew communicates with Price’s element — confirming friendlies and asking the crew not to fire on strobed contacts — while you prioritize moving threats such as approaching convoys, entrenched machine-gun nests, and rocket teams. The mission therefore becomes a tense exercise in target discrimination and timing: pull the trigger too soon or on the wrong blip and you can cause catastrophic friendly casualties; hesitate and an enemy column can overrun the squad.
Tonally, Death From Above is notable for how it frames violence. Rather than the frantic individual heroics of many other levels, the gunship mission forces the player into a role of mediated lethality — you can watch whole groups of enemies disappear at the push of a button while the game’s audio and narrative keep Price’s small-unit struggle in frame. Critics and players have long pointed out that this creates a deliberate feeling of moral distance and unease: the player experiences enormous, efficient destructive power while hearing the muted, human voice of the ground team whose lives depend on that fire. That contrast — precision instruments and human vulnerability — is what gives the mission much of its emotional punch.
The mission closes once the ground element reaches its objective and extraction is secured; the gunship’s role shifts from active suppression to overwatch and the sequence ends with the sense of having shepherded Price’s team through the worst of the engagement.
"Yeah, good kill. I see lots of little pieces down there."
-AC-130 TV Operator
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Gear I use (for playing & recording):
• Laptop: Acer Nitro 5 (AN515-58-55E6)
• CPU: Intel® Core™ i5-12500H (up to 4.50 GHz, 18MB cache)
• OS: Windows 11 Home
• RAM: 16GB DDR4 (upgraded from 8GB)
• Storage: 512GB NVMe SSD
• Display: 15.6" FHD IPS, 144Hz
• GPU: NVIDIA® GeForce® RTX 3050 4GB (95W)
• Recorded using Nvidia app
#COD4Story #ModernWarfareLore #AC130Spectre #CaptainPrice #SoapMacTavish #SAS #DeathFromAboveMission #CallOfDutyOriginal #GamingStoryline #ThermalVision #CallOfDuty #CallOfDutyWAW #CallOfDutyWARZONE #MW #MW2 #MW3 #FPS #firstpersonshooter #RetroGaming #NvidiaApp #CallOfDuty #CallOfDutyWAW #CallOfDutyWARZONE #MW #MW2 #MW3 #FPS #firstpersonshooter
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