|
Post by mw0swedeking on Feb 7, 2011 13:58:06 GMT -5
In general I'm not a fan... I'm sorry but I don't really feel like going into an in depth analysis, I assume someone else will.
The outlining people with launchers in yellow idea is great though, although perhaps no perk should be required.
|
|
battleaxerx
True Bro
"You can't take the sky from me."
Posts: 773
|
Post by battleaxerx on Feb 7, 2011 14:00:58 GMT -5
Nice try, but I don't think anything like this could ever happen. It doesn't seem consistent. I like the idea though.
Too bad we aren't designers. Feel free to waste your time imagining a new perk system, but there's really no pay off whatsoever.
|
|
|
Post by chip sandwich on Feb 7, 2011 14:01:32 GMT -5
Juggernaut Pro is a bit of an overdramatic pro perk. I don't like the Blops approach of putting too much weight on the pro effect (TMPro, Ghost Pro, Scavenger Pro), I would personally want an anti knife perk in tier 3.
Cold Blooded Pro, only with snipers? No. How about only with snipers or SMGs? While we're at it I think they should just take silencers off of ARs.
I don't think Bandolier and Scavenger should be separate.
Handyman default is a bit weird, especially with Black Ops controls on consoles. Do you access the secondary secondary slot with the d-pad?
For Fuck's sake, let's NOT have to grind to get immunity from flashes and stuns. I don't care if the challenges are easy, I want that as a default perk.
Grenadier is fine, Claymore not so much.
Not that I'll be getting the next CoD anyway. Assault Rifles - do everything you want, and better than specialties at their own specialties.
|
|
|
Post by raraavis on Feb 7, 2011 14:32:47 GMT -5
How would a leaderless studio go about defining itself? By remaking the 2009 game but with even less attention to detail, more punishing deadlines and lower overall quality. The essence of MW3 is going to be risk avoidance.
It going to be all the same perks, killstreaks and attachments from MW2, only the maps and weapon variety are going to come from the Treyarch school of design.
Modern Warfare III: Pyrrhic Victory
|
|
|
Post by natsuterran on Feb 7, 2011 16:17:51 GMT -5
One perk that I feel MUST be in MW3 would be a return of Overkill. It could be like this
Overkill: Two primary weapons, no secondary. Overkill Pro: Hold breath longer, faster weapon switch.
Combining overkill with scout would be awesome. You probably wouldn't have as many quicksnipers this way, even if it was easily done, because people could just fastswap to a shotgun and play it safe that way.
I also agree with chipsandwhich on the flashbang immunity. It really should be a default counter perk. Flash nades are to me one of the most blatantly overpowered things in the game. Everytime I get hit by one I might as well have been killed by it as if it were a mid-air burst grenade with a 20 ft kill radius. I honestly never survive being flashed. And in BO you will sometimes get people with scavenger and will throw them every which way because they have an unlimited supply.
What are your thoughts on Stopping Power being back in? The Ghost perk is a bit too much in my opinion without it. What about a pseudo-Stopping power that only makes your gun stronger in its max damage range, but will still drop off to the usual minimum at range? Think an Ak47 that's 2-4 shots to kill.
|
|
|
Post by Disgruntled Jigglypuff on Feb 7, 2011 18:09:53 GMT -5
Here are six perks that I would like to see implemented in a future CoD:
Cold-Blodded Effect: Invisible to enemy Recon Air-craft. Pro: Invisible to ALL enemy killstreaks, invisible to thermal, no red name or crosshairs when targeted by enemies. Explanation: Yes it sucks when your precious Chopper Gunner gets instantly blown up, but this is the only effective way to prevent CoD from becoming Call of Killstreak: Modern Camper
Double-Tap Effect: Increased rate of fire. The increase would be by 1.33 and it would round up to the nearest 5 or 10. Pro: Increase ADS speed. Yes it would benefit Sniper Rifles as well, but the reduction in ADS time would only be 1/4. Explanation: I always thought it to be a perk that balanced it self, so its reduction of TTK is balanced by increased ammo consumption and increased recoil as well.
Over-kill Effect: Replace your secondary with another primary. Pro: Replace either your tactical grenade with a lethal grenade, or replace your lethal grenade Explanation: It was always a perk that granted the user grand versatility, and it would be nice to have a Shotgun and a Sniper Rifle at the same time. It wouldn't really be giving a player "too much firepower," seeing as how you are giving up a perk that could be used on something else valuable. Just by including the AR clas, you can give a player "too much firepower," mainly because of how versatile they already are.
Now for the controversial ones:
OMA Effect: Switch classes at any given time, with a 7 second delay in-between. You lose your secondary, however. Pro: Decrease the switch time to 3.5 seconds. Explanation: This perk was absolutely perfect. It had a very high amount of potential and versatility. The only problem? Noobtubing. The solution, disable Noobtoobs while using OMA, or do not refill Noobtoobs.
Stopping Power Effect: Increase bullet damage by 1.4. The player however, suffers increased idle-sway and recoil as a result. Pro: Increased damage vs. enemy killstreaks. Explanation: It has always been the go-to perk in CoD's past, considering you had no drawbacks for using this bad boy. This led to many stating that it is OP. To prevent it from being OP, the user losses some control of his weapon.
Juggernaut Effect: Decrease bullet damage by 1/4. You lose 5% mobility, however. Pro: Reduced damage taken by explosives. And additional 2.5% mobility reduction is granted to the user. Explanation: This was the only viable counter to SP. If SP retunrs, this would once again, be the only viable counter to it. This is also another "OP" perk. To prevent it from being OP, the user losses some mobility.
|
|
phale
True Bro
Posts: 635
|
Post by phale on Feb 7, 2011 20:28:07 GMT -5
I've been a fan of Medal of Honor's "Open-Tip" attachment. Basically, it granted a stopping power-esque boost in damage, but with a corresponding loss in range, accuracy, and reserve ammo. I think something similar to this would make sense, especially the decreased reserve capacity, which would be perfect - you use less bullets to kill, you get less bullets overall, reducing the usefulness of the perk to campers. As suggested above, it would also only increase maximum damage up close - further reducing the camper usefulness. Recoil is something that is harder to change as a perk, but I think instead it could act as an anti-Hardened: decreased bullet penetration, which is realistic because open-tip bullets expand/fragment when hitting a surface, instead of penetrating it.
I think that, in an optimal perk system, every perk should come with disadvantages as well as advantages. Perhaps some of the less useful perks, like Tactical Mask, would have no disadvantages. At any rate, this system would allow new players to compete with experienced players. The experienced players will get to customize and specialize their loadout more, which would still give them an advantage, but no so much so that new players are completely outclassed.
|
|
kalar
True Bro
Attack! Attack! Attack!
Posts: 451
|
Post by kalar on Feb 7, 2011 20:37:19 GMT -5
Perks shouldn't come with disadvantages. Because that's stupid.
You can balance shit in other ways.
|
|
|
Post by ninjalemon on Feb 7, 2011 20:44:10 GMT -5
When I first started reading the list of perks I thought it was alright, a small tweak on the perks that are currently available. But then, I got to the 2nd perks, and that kinda ruined it for me. Part of the reason is because the perk names are really stupid. But throwing tactical grenades further and faster? Useless. Handyman? Maybe the pro is semi worth it, but HONESTLY, how often does somebody run out of ammo and instinctively switch to their secondary instead of just reloading? Less than 1 in 100. Gas mask pro? Totally broken and ruin the point of flashes and stuns. Juggernaut Pro is broken, because obviously people will be pissed if they twitch-knife and it just bounces, it's just plain not fair. And lastly, bomb squad perk? Why would you have a perk that's only useful for a couple game times? Useless. A couple of the perks aren't bad, but those are only the ones that you kept the same. Not really too sure what your thinking was on these perks but if these showed up in MW3, I wouldn't even bother buying it. ninjalemonreviews.blogspot.com/
|
|
i8
True Bro
Posts: 10,211
|
Post by i8 on Feb 7, 2011 23:21:06 GMT -5
keep stopping power and juggernaut in the grave!!!!!!!!!!!!!!!!!!!!!!!!!!
|
|
|
Post by chip sandwich on Feb 8, 2011 0:47:42 GMT -5
Maybe they should have 2 slots for perks and one slot for perks with disadvantages
|
|
i8
True Bro
Posts: 10,211
|
Post by i8 on Feb 8, 2011 1:03:11 GMT -5
i like blackops perks its balanced almost perfectly. weaken Ghost Pro abit and SOH pro then its perfect. Even without these changes i can live with it its the best perk balance yet.
|
|
|
Post by themccannman on Feb 8, 2011 1:13:34 GMT -5
FUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUU- i just wrote a good 200 words analyzing your perk make up then hit back space while outside of the text box sending me back a page, goddamit. maybe i'll repost later
|
|
|
Post by mw0swedeking on Feb 8, 2011 1:44:59 GMT -5
I did the same thing, despite saying I wouldn't earlier.
|
|
aequinox
True Bro
hakuna matata
Posts: 366
|
Post by aequinox on Feb 8, 2011 7:54:24 GMT -5
Uh so did I, yeah.
|
|
tacit
True Bro
Posts: 10,236
|
Post by tacit on Feb 8, 2011 21:26:26 GMT -5
Why should snipers be the only ones who have Cold Blooded?
Since my internet connection pings me regularly at >100ms, it's only fair that I should get the advantage of not coming up on the radar, and being invisible to killstreak rewards. And it's not just me - there's thousands of players out there that have the same inherent problem.
If they wanted to either fix Black Ops or come up with better ideas for a new game, then give machine gunners Stopping Power, but considerably longer setup times for their weapons, and give snipers the realistic role of hanging back on a larger map rather than running around like a tree-wearing Rambo.
Snipers are supposed to be about precision, silence and finesse at long range - so the perks [like Cold Blooded, Iron Lungs and so on] should reflect that. And maybe they should focus less on perks for snipers, and start focusing on unlocking camouflage to make it harder to see the sniper. I don't know, maybe some mechanism in the game where firing on the move with a sniper rifle is practically impossible, especially at short range, but incredibly precise [and challenging] when stationary and at medium-long range. Audio for the shot should be fairly easy to tell the direction and distance without resorting to a red dot on the map.
Sub-machine gunners are about surprise, reflexes, speed and short-range spraying - again, the perks should reflect that. They should, for balancing purposes, make relatively more noise than other classes when they're moving at speed so you can hear them coming. That way, stealthy movement at close quarters would be advisable to take out snipers, machine gunners and other entrenched personnel rather than running around like you're Batfink with his Shield of Steel. Also, to prevent counter-sniping a sniper with a sub-machine gun across the map, both accuracy and damage of the sub-machine gun should decrease markedly over distance. Not this 30-20 and 40-20 bulldoo-doo, but something like [if we're using MW2 health and damage as a reference] 30-20-10-5 or even a BC2-style shelf-then-drop-off of damage, but all the way down to sweet-feck-all at considerable range. Audio directionality for the shots fired from a sub-machine gun, at all but the long ranges, should be very straightforward to tell where they are.
Assault rifles are the tactical middle ground between sub-machine and extra-long-range combat - in these games, assault rifles have too diverse an application; they're effective at really short range, moderate range and long range. They should really have mobility lessened - more than a 5% reduction. You're talking about the difference between carrying and firing an MP5K and an FAL for example. For reference's sake, the light version of the FN FAL with a reduced barrel length is about 3.80kg - 748mm long with the stock folded. The H&K MP5K's lightest version is about 2kg and 325mm long; the difference in their bulk is obvious. Further, assault rifles should also lose damage and accuracy at fairly long ranges.
The difference in speed and aiming should be indicative of the weapon's size, weight and drawbacks in reality. Assault rifles should be particularly effective and accurate at medium range, but relatively ineffective at shorter ranges - the mechanics of the game should take into account the extra time it would take to prepare and aim down the sight of an assault rifle at those shorter ranges. Therefore, sub-machine guns should have a tactical advantage over assault rifles and sniper rifles at short range. The muzzle flash, even when suppressed, should be such that spotting the enemy shouldn't be too much of a problem.
Machine gunners, well you know the drill by now. They should be capable of ambush, but obviously exposed once firing. The time taken to set up should be much longer than an AR or SMG, but the carnage it can unleash should balance out the problems associated with it being easily spotted once firing and the considerable mobility restrictions.
Combine that with objective-based gameplay, dedicated and supported servers in all the regions that play the game... and larger maps, and you've got yourself a hella awesome game.
But no medics who revive guys with more holes in them than a colander. Oh, and to stop everybody being the one class, why don't they assign a limited number of snipers or machine-gunners and rotate between the players?
'nother thing - Juggernaut not taking damage from knife attacks? No. Just, no.
|
|
|
Post by Contrary on Feb 8, 2011 21:34:55 GMT -5
^That sounds terrible. I don't think you want CoD at all.
|
|
tacit
True Bro
Posts: 10,236
|
Post by tacit on Feb 8, 2011 21:48:05 GMT -5
I love the Call of Duty games - what I don't love is the obvious inconsistencies, like seeing people getting counter-sniped with an MP5K at ridiculous ranges, snipers running around point-blanking people with quick-scoping and the like.
Offering ideas to make the game more balanced isn't saying "I don't want to play CoD" - it's saying "CoD could actually be so much better than what it is".
And great reasoning behind your rebuttal, by the way.
|
|
|
Post by Contrary on Feb 8, 2011 22:01:46 GMT -5
You want to make the maps humongous, you want SMGs to do 5 damage, you want snipers to be slow and boring click and point adventures and "some mechanism in the game where firing on the move with a sniper rifle is practically impossible". You want people to be unable to see snipers. You want assault guys to move really slow and you want machine gunners to have to set up before they can do stuff. You want to limit which weapons people can pick.
I mean that sounds like a great game but it doesn't sound a damn thing like CoD. To me, CoD is running in with a shotgun in each hand and taking out 5 guys at once, it's running at a dead sprint with an anti tank rifle, hearing someone behind and you and turning around and quickscoping them, it's jumping out of a window and firing your rocket launcher straight down into a crowd- and surviving.
This is like saying "Yeah I'd like to play Battlefield, if the maps were way smaller and you didn't need to rely on other people so much and you could kill people a lot quicker."
|
|
|
Post by noscreenname on Feb 8, 2011 22:35:10 GMT -5
Uh so did I, yeah. I wrote three or four paragraphs in a thread that doesn't exist anymore.
|
|
niteshadex
True Bro
Xbox GT: The Beastly 117
Posts: 688
|
Post by niteshadex on Feb 9, 2011 1:17:16 GMT -5
Uh so did I, yeah. I wrote three or four paragraphs in a thread that doesn't exist anymore. "Den isn't fun anymore?"
|
|
|
Post by mw0swedeking on Feb 9, 2011 2:58:05 GMT -5
I would like to play battlefield if the maps were smaller and it didn't rely on teams so much.
|
|
novem
True Bro
Posts: 193
|
Post by novem on Feb 9, 2011 9:35:18 GMT -5
Again the same boring perks with slightly changed configuration (and some perks that are clearly out of balance and design paradigms and shouldnt even be here), ehhh. Some good analysis of Tacit though- smgs vs ars decision doesnt even matter now on these freaking tiny maps, sniping smgs are ridiculous, weight of weapon and caliber should be important factors, no more kamikaze sword runners etc. This whole series needs some serious rethinking, rebalancing and new engine in the first place. You ppl really want the same thing over and over again, every damn year?
|
|
|
Post by Contrary on Feb 9, 2011 11:06:48 GMT -5
Uh yeah that's why I enjoy the games. ...Cause I like the games.
If I like something, I don't want it to change into something completely different. Do you understand what I'm saying?
|
|
novem
True Bro
Posts: 193
|
Post by novem on Feb 9, 2011 15:40:59 GMT -5
After 3 exactly the same Cods, no.
|
|
|
Post by mw0swedeking on Feb 9, 2011 16:14:51 GMT -5
cod 2, 4, and mw2 were different enough to feel fresh (for me). blops is different, too, but not in an entirely good way.
|
|
|
Post by themccannman on Feb 9, 2011 22:51:09 GMT -5
so instead of rewriting everythgin i had before i will just say this, MW3 should be cod 4 with a couple cool new features
|
|
|
Post by Contrary on Feb 9, 2011 23:36:11 GMT -5
MW3 should be MW2 with a couple new features and OMA taken out.
|
|
|
Post by mw0swedeking on Feb 10, 2011 1:22:13 GMT -5
I'd go with retweaked MW2 as well
|
|
i8
True Bro
Posts: 10,211
|
Post by i8 on Feb 10, 2011 1:48:07 GMT -5
COD4 definately MW2 was complete Shit
|
|