Two Akimbo Ideas for Future CoDs « Thread Started on May 13, 2012, 9:28pm »
Just two quick ideas I had about akimbos which could be implemented in future games.
First, changing how reloading works for akimbos. Players could be given an option (selected in Options) between three schemes:
-Traditional - How akimbo reloading works presently. That is, pressing reload will reload any and all guns that are not fully topped up with ammo, regardless of how much or how little ammo they possess. The only way to reload one gun separate of the other is to empty one gun separately and let the auto-reload do it for you.
-Hold - A tap will reload one gun. Holding the button instead will reload both guns.
-Tap - A tap will reload one gun. Double tapping will reload both guns. (richardj noted that this conflicts with C4, however.)
This allows more deliberate and careful reloading of akimbo weapons: as the magazines dry up, the player can load one gun while still maintaining the ability to fire with the other weapon and so forth.
There remains the question of which gun should be reloaded when a single reload is specified. The options could fine tune that (ex. left first, right first) or just default to the gun with the lower ammo count, a better option in virtually all scenarios.
Second, the ability to holster one of the weapons. Since akimbos have hitherto been incompatible with underbarrels (albeit for weapon class reasons), the same underbarrel button could be used to toggle the akimbo status by selectively holstering and drawing the second weapon.
Holstering could either use its own separate times or use the weapon's single drop and raise times (if the latter, it would be rather speedy as just dropping or just raising takes relatively little time), which could be improved by the relevant perk (i.e. Scout or Sleight of Hand).
Holstering forfeits the ability to fire both weapons at once to regain the abilities of a single weapon, namely, tighter hip spread (usually) and the capacity to ADS. (Additionally, akimbo doubled starting ammo count in games prior MW3 and it could thus substitute for Scavenger and dual mags, the latter having been unavailable for akimbo candidates).
This allows means that sights and akimbo are no longer redundant as a sight mounted on the first weapon can still be used if the second weapon is holstered. If holstering uses the underbarrel button, then it would be incompatible with the HAMR scope, but this would be no major loss since, a, no sight period has historically been able to be used with akimbo and, b, the HAMR is worse than useless.
Again, this increases akimbo versatility, particularly if primaries can be dual wielded in future games. If a scenario is encountered or anticipated where the ability to ADS will be necessary, the player can respond by temporarily forfeiting akimbo. By doing so, he restores the ability of a single weapon, but effectively gives up all the benefits of his attachment slot (save the aforementioned starting ammo bonus, if applicable).
A debatable point would be if the player should be able to fire his off weapon while holstering or drawing. (My opinion: you should totally be able to fire while drawing as that would make for some sweet kill cams.)
Discuss.
« Last Edit: May 19, 2012, 12:58am by Megaqwerty »
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Re: Two Akimbo Ideas for Future CoDs « Reply #1 on May 13, 2012, 10:09pm »
I would like to be able to reload only one of my akimbo weapons (the one that's lower on ammo) by double-tapping 'X'. If I hit 'X' to reload like normal, both weapons would reload.
As for switching between Akimbo and single on the fly, it's ok with me if it's balanced properly. Make it so there's a reasonably long delay when switching or it would just be OP. You have a single gun you can fire accurately AND deadly Akimbo power? There has to be a big downside.
You could do the same thing with silencers and maybe other attachments also. Hit right on the d-pad and it adds or removes the attachment you've chosen for that weapon.
I think if they were to allow primaries to be dual wielded and switchable to single mode then they should increase the hip spread significantly. Akimbo should be good when you're just out of knife range and barely usable outside of shotgun range, to preserve balance. Else everyone would run around with akimbos all day, spraying down everything in front of them with ease.
Re: Two Akimbo Ideas for Future CoDs « Reply #2 on May 13, 2012, 10:26pm »
I think that if we put this in MW3 it might make the MP9 hands down better than the FMG9. This would offer a huge amount of versatility. Good thing Treyarch can balance akimbo better than IW can.
Re: Two Akimbo Ideas for Future CoDs « Reply #3 on May 13, 2012, 10:27pm »
I always thought that you should hold the 2nd gun like the tac. knife. You'd bring the 2nd gun out like an under barrel attachment and put it away for ADS mode. ADS mode gives a -200 CS penalty as you are one handing your gun.
EDIT : I'm trying to find a picture of the ADS Stance I'm talking about as of now. But its pretty much the same stance as the Tac. Knife one.
You have a single gun you can fire accurately AND deadly Akimbo power? There has to be a big downside.
The primary disadvantage is that you forfeit your attachment slot when you holster one of the guns. Anything you're doing with a single gun, someone else could do better with a dedicated single gun (ex. silencer and/or rapid fire and/or extended mags whereas you just have...a gun).
Silencers, even in previous games, don't have a terribly large penalty on most weapons, high damage SMGs, MW2 LMGs, and snipers aside (remember, a silencer only hurts you in middle range: it does nothing but good at point blank and at infinite distance). I will admit that the animation for attaching and removing a silencer would be all kinds of cool.
(Removable silencers would actually be a valid point, however, for snipers, but that's about it.)
I think if they were to allow primaries to be dual wielded and switchable to single mode then they should increase the hip spread significantly. Akimbo should be good when you're just out of knife range and barely usable outside of shotgun range, to preserve balance.
Black Ops did all of this. In fact, most people would argue that Black Ops penalized akimbos too much as virtually no one used them.
Re: Two Akimbo Ideas for Future CoDs « Reply #5 on May 14, 2012, 12:06am »
I think a good option would be to make Brokimbo primaries beast but at the cost of no secondary like OMA in exchange for the ability to effectively double you're DPS + capacity and still retain ADS(A nerfed one, Brokimbo will have ADS mode but a slower ADS animation + a CS debuff).
Re: Two Akimbo Ideas for Future CoDs « Reply #7 on May 14, 2012, 12:41pm »
An idea: Use akimbo and you lose your primary weapon.
-You can still pick enemy's weapon in exchange for one of your akimbo and half the current extra ammo. Your current weapon with less bullets in it is going away. If it's a tie, you lose one of them anyway. Then, half the extra bullets go away as well, to give room to the new weapon ammo. So, for example, if I had a 20+20 akimbo weapon with 40 bullets in reserve, I would remain with 20 bullets in my single gun and 20 bullets in reserve.
-While shooting both and walking, give them a bigger (1.2 multiplier) hipfire recoil than when standing still. When crouching the same, but with a smaller increase (1.1 multiplier).
-Make it reload first the one with less bullets and then the other, so while reloading you can still fire with the first one. If both are fully out of ammo, reload them at the same time. If both have an equal amount, reload first the "aim button here"(left weapon) and then the "fire button here"(right weapon), so in a pinch a player will be able to fire by reflex with no problem.
Re: Two Akimbo Ideas for Future CoDs « Reply #8 on May 14, 2012, 1:08pm »
Akimbo as an attachment (on secondaries) is just so much better than the other options so much of the time that it would need to be either much worse or much more costly to be competitive with silencers and sights and so on. The OP's suggestions seem to me to make akimbo better rather than more costly or worse.
Involving perks seems clunky. It also creates an information disparity between players (ie if I see you have akimbo, I know you are using whatever perk you are required to use for it in addition to the perk that decides your player model, without the help of a killcam). A minor point a lot of the time, but definitely not optimal.
I think losing an equipment slot in addition to your attachment would be a little better. Similar to how grip took away your perk 1 in CoD 4, you could have a "double secondary" option for lethal equipment that nullified your secondary attachment. If your secondary was a launcher or is otherwise not akimbo-appropriate, you get two M-9s.
I think a general ammo reduction would also be helpful. That is, give them the same total ammo as a single pistol, and make that number for secondaries generally less than for primaries. This way, if someone wants to use akimbos as primaries, they lose access to all other attachments, their grenade, and a perk (effectively forced to use scavenger), while someone who only wants them as an "oh doo-doo" button pays a smaller opportunity cost (they can still use a non-scavenger perk).
Re: Two Akimbo Ideas for Future CoDs « Reply #9 on May 15, 2012, 1:40pm »
I'd have no problem going back to the original pre-nerf akimbo power provided hip-fire spread increases to 7-9-11 (will never happen).
I do like the holding/tapping to reload in the original post but this button is also used for things like C4 but they already use that button for everything so we'll be able to adapt. As for holstering one, I'd say cool but overkill must be used.
Half the things in this game are dumb ideas in real life. This doesn't stop most of them from being cool ideas, however.
Pretty much this. Some level of realism for immersion's sake notwithstanding, reality is a pretty bad predictor of what makes sense from a game balance perspective.
Half the things in this game are dumb ideas in real life. This doesn't stop most of them from being cool ideas, however.
Pretty much this. Some level of realism for immersion's sake notwithstanding, reality is a pretty bad predictor of what makes sense from a game balance perspective.
Akimbo is just too prominent this time around. I'm OK with it being a fringe feature, but with MW3 it's really in your face.
Re: Two Akimbo Ideas for Future CoDs « Reply #15 on May 20, 2012, 3:29am »
But that's entirely the result of atrocious balance: Black Ops took the opposite approach with its akimbo primaries being mostly novelties than anything else.
Re: Two Akimbo Ideas for Future CoDs « Reply #17 on May 21, 2012, 4:31pm »
Brokimbo Python spread, why?
Considering how Brokimbo was limited to the 20 rounds SMGs and was incompatible with Warlord they could of given both Akimbro SMGs/HS-10 hip-fire of 4-6 and they would still be no where near unbalanced.