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Post by KingVaroon on Apr 14, 2013 0:17:05 GMT -5
Thanks. And yeah you are Mouse
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Post by Morshu on Apr 14, 2013 1:25:47 GMT -5
Less emphasis on kill-streaks and less kill-streaks overall. Gun on gun should always be the primary means of getting kills/winning. The COD series has strayed far from this with the addition of so many kill-streaks and such powerful ones. They should not be game changing and should not promote changing the way you play to obtain the high kill-streaks. Almost forgot to add that in! Yep because barebones was such a popular gamemode. *sarcasm GIVE ME MY ADRENALINE RUSH!!!
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Post by APOCALYPSE on Apr 14, 2013 1:49:57 GMT -5
] Yep because barebones was such a popular gamemode. *sarcasm GIVE ME MY ADRENALINE RUSH!!! So? Being popular doesn't mean bad. And I like not dying because some paper airplane had a certain brand of cereal for breakfast.
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Post by Morshu on Apr 14, 2013 1:55:17 GMT -5
] Yep because barebones was such a popular gamemode. *sarcasm GIVE ME MY ADRENALINE RUSH!!! So? Being popular doesn't mean bad. And I like not dying because some paper airplane had a certain brand of cereal for breakfast. While it's true not being popular doesn't always mean being bad there is a very strong correlation between the two. Its also common to blame killstreaks for bad game but usually you and your team were/would be getting raped anyway with killstreaks only slightly contributing. Killstreaks just indicate a bad game, its the group of players you get matched with that is the actual cause. CoD would be very, very bland without powerful killstreaks.
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KenDirson
True Bro
Buff MW3 Shotguns
Posts: 10,129
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Post by KenDirson on Apr 14, 2013 2:06:52 GMT -5
Perk tier 2 (red):
Stopping Power Juggernaut Cold Blooded (MW2) Double Tap Sleight of Hand (including Faster ADS) One Man Army (does not replenish grenade launcher)
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Post by lazy on Apr 14, 2013 6:00:57 GMT -5
and i also forgot i made another thread about this all games need completely mappable controllers. edit; less annoying noises when you die.
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banana
True Banana
Zoro > Law
Posts: 1,577
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Post by banana on Apr 14, 2013 11:25:36 GMT -5
I forgot to add that there should be no machine pistols as secondaries just pistols and launchers
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banana
True Banana
Zoro > Law
Posts: 1,577
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Post by banana on Apr 14, 2013 11:29:47 GMT -5
Lame
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banana
True Banana
Zoro > Law
Posts: 1,577
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Post by banana on Apr 14, 2013 11:34:08 GMT -5
Perk tier 2 (red): Stopping Power Juggernaut Cold Blooded (MW2) Double Tap Sleight of Hand (including Faster ADS) One Man Army (does not replenish grenade launcher) +1
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42
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Bingo Bango Bongo
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Post by 42 on Apr 14, 2013 11:55:18 GMT -5
They would be fine if they didn't outclass/overpower pistols and smgs.
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Post by Aphoristic on Apr 14, 2013 12:24:12 GMT -5
Perk tier 2 (red): Stopping Power Juggernaut Cold Blooded (MW2) Double Tap Sleight of Hand (including Faster ADS) One Man Army (does not replenish grenade launcher) No.
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Post by Aphoristic on Apr 14, 2013 12:46:52 GMT -5
Bit late to the thread - Remove snipers They don't fit into the game at all and just annoying railguns. You have enough trouble with balance just remove them. If you feel the need to have snipers in the game just remove the power to railgun, force snipers who want to play aggrevise to use iron sights or have no one hit kill power at close range. Removing snipers would be the worst idea you could come up with. Do they need to be less effective up close? Yes. Do they need to be removed? No. They do create positive gameplay when used correctly (for sniping targets from a distance), and taking that away would be stupid. Hardcore has a massive following, and all of the playlists on at least Xbox have more than enough people playing it. If anything, you are contradicting yourself after the whole "they can't make big changes without screwing themselves" statement you made. Nothing the developers have done would be as drastic as these first two suggestions. Hell, one of the biggest selling points for the game is the massive amount of game modes offered when compared to a series like Battlefield. Arguable. Ghost requiring you to move constantly was already enough of a reason for me to never want to use it. Ignoring the stealth perk, does the UAV itself need to be nerfed? Maybe. If it is actually overused that much, then it should be nerfed some. They are supposed to be hard to use. We don't want the G18s or FMG9s back. Having dual wield be reliable to a range that far is insanity. You know that the developers aren't stupid. They don't need you to tell them exactly what you think shotguns should be, as odds are they thought of that. Do you want to know why they didn't make shotguns 100% reliable in their effective range? Because it is bullshit. In any one hit kill situation, you have to consider the view of the person being killed. If you die to a sniper at range, you know you shouldn't have gone into a long sight line where that sniper was likely waiting. If you die to a sniper up close, that's bullshit as it shouldn't happen. If you die to a shotgun up close, the same feeling happens. Is it right? No, but it still means that when shotguns are 100% all powerful up close that it makes players feel cheated. The luck added to the shotguns is a balancing factor to keep them from being the only weapon for close quarters fighting and to prevent them from being used by everyone which wouldn't be fun.
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Post by Aphoristic on Apr 14, 2013 13:10:28 GMT -5
it was a joke post just to prove a point your vision of the game nothing like the devs vision. End of the day just want a smoother COD, I still play the game even with things that annoy me in it still. How does that prove anything? Developers do take feedback. Sure, they won't completely change everything in a game, but they do like hearing feedback on how to improve for the next game.
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Usagi
True Bro
Grin and Barrett
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Post by Usagi on Apr 14, 2013 13:54:42 GMT -5
We should be able to pin challenges to our HUD like you can in TF2.
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prioc
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eep
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Post by prioc on Apr 14, 2013 14:02:30 GMT -5
another thing from TF2 and some other games(gotham city impostors had it I think) is show how much damage on screen you inflicted, I think that would be pretty cool, and it is nice to see how much damage you are doing sometimes
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Post by ho1rse on Apr 14, 2013 15:07:40 GMT -5
The shotguns should have a 5 or less degree hipspread. The 10 degree spread is (especially on nuketown) very annoying because the noobs can use it easily.
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Deleted
Deleted Member
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Post by Deleted on Apr 14, 2013 15:58:07 GMT -5
Perk tier 2 (red): Stopping Power Juggernaut Cold Blooded (MW2) Double Tap Sleight of Hand (including Faster ADS) One Man Army (does not replenish grenade launcher) I like this, minus the OMA. OMA should be in another tier because it pales in comparison to the rest of those. Although I'd be fine without it in the game too.
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Usagi
True Bro
Grin and Barrett
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Post by Usagi on Apr 14, 2013 16:43:00 GMT -5
OMA was stupid. Scavenger is better in every situation except for tactical loitering snipers. It was only used because of DC tubes.
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banana
True Banana
Zoro > Law
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Post by banana on Apr 14, 2013 18:02:48 GMT -5
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Post by drgrincheux on Apr 15, 2013 2:43:50 GMT -5
Please no overpowered Assassin/Ghost perk. Or at least no UAV spam like in MW3... Ghost and UAVs are OK in BO2.
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wings
True Bro
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Post by wings on Apr 15, 2013 4:30:46 GMT -5
No damage drop-off for LMGs and have maps where objectives can be protected by suppressive fire more with heavy gunners being able to go prone in enough lines of sights as there is usually a wall or something preventing this.
Not sure on sound perks. I'd be glad to see the back of Dead Silence/Ninja and SitRep since soundwhoring is doable in either situations, if only to cut the whingeing mongs.
CTF should be decided on total flags captured.
Have an option to have everything unlocked at the beginning. Grinders can level up stuff if that's their thing. While people who don't buy the game upon release, don't take days off work to play it and can't take advantage of as much double (weapon) XP are not losing out to the excessive boosts in the game that regular players get. At least get rid the gated unlock system so there'd be fewer moans on how "OP" the UAV is.
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Post by -3055- on Apr 15, 2013 9:54:07 GMT -5
Also, on Domination/CTF/demolition:
if a player spawns in the same place (due to the enemy being in the middle) and dies within 5 seconds 3 times, lock that spawn and make them spawn somewhere else. If this happens consistently for all the spawns on their side, FUCK IT SPAWN THEM ON THE GODDAMN MIDDLE AND ON THE GODDAMN ENEMY SIDE.
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Post by smokingb0b on Apr 16, 2013 5:28:12 GMT -5
The dev's may read these types of discussion boards and look to improve their game. However the underlying philosophy in COD now is "Let’s help the bad players" Stealth bomber in MW3, nerfing of drop shotting in Blops2, Death streaks, blops2 maps and so on and so on. If it continues the devs are essentially constrained as to what they can and cannot do. A good game will be made without any compromises’, which I would argue is impossible with this type of overriding philosophy. If DEVS think they can improve a bad player by adding cheap guns or OP perks, realize that whatever you put into the game is available to everyone in the game. Bad player are bad for a reason (Poor skills on the sticks, poor map movement, poor decision making, to predictable. No amount of perks/OP Guns or kill streaks will ever change that, so stop trying.
They also would be better implementing proper testing. 2 examples spring to mind. Sandy Ravage live streamed the original blops. His very first time using the Famas he noticed how "cheap" it was. (I noticed it as well) Yet the 3arc devs missed this somehow? Also within the first few days of MW2 Xcal noted that scavenger resupplied the Skill Cannons, he LOl'd and left it at that, obviously realizing the implications. Proper testing and/or a beta would solve half the problems in COD.
If they do want to improve the game they need to look at the way the game is played online, not just round the office. And take into account that 90% of players play solo, especially when designing the maps.
1) UAV: Needs to be personal. Only you get to see where the enemy is. Same with CUAV, it blocks you from the radar (even without a silencer you don’t show up) if an enemy has a UAV up you don’t show up. The UAV is a very powerful tool now, and lots of players run it for a reason, so need to be balanced better. Some sort of stealth perk would still exist. I would even suggest this being a default for each player, meaning you dont have to choose it from as a kill streak . You get so many kills and it activates automatically, going away on death. Absolutely no VSAT/SR71 MW3 had it right in this regard, the AUAV could be shot down and Assassin hid you from it. People like the vsat as the to counter tactical loitering, but tactical loitering can be largely resolved with better map design/less clutter.
2) MAPS: Look at the popular maps from the COD series, and realize that maps that flow well are always the most popular (and small maps too) If you are going to continue to put power positions in the Maps make them easy to attack and clear campers out. like the 2 buildings on Plaza either side of the map. In some cases you need a kill streak to clean players up. Blops2 maps like Overflow/plaza/drone make the center of the map a no go area (death trap) due to how open it is and the power positions eithe send/side (where snipers can camp and get free kills) If a player has to completely avoid an area of the map, its poor map design. Look at Afghan from MW2. You could traverse the center of the map thanks to the Plane wreckage, making the whole map usable, not just the sides of the map. Doors to buildings should always be on either the extreme left or right, meaning you can check 2 corners on entry and only leaving you to check the 3rd. Look at the 2 rooms on Meltdown beside the B flag, with the box in the middle, going in is a guessing game as to where the player is. Intersection from MW3 was an interesting map, as neither team spawned near their home flag. An interesting idea. Linear maps are fine as well, Highrise from MW2 was ok due to the underground exit/entry from the spawn, though linear maps tend to make spawn trapping easier.
3) KILLSTREAKS: In MW3 they were all but useless, in BLOPS2 they are insanely overpowered. Design the Maps firsts then the kill streaks, and balance the kill streaks accordingly. Kill streaks should PAD your score, not get 60-70% of you total kills. And there should always be some defence for each killstreak, even if that just means running indoors.I would suggest all kill streaks has some form of player imput/control, like the pred and Hellstorm, not just call a chopper into teh map and it gets kills for you, you have to controll it, but i'm noty sure how well this would work. The care packeage should go, as should the sentry guns and the like, the make spawn trapping to easy, another element of the game i think most would like to see the back of.
4) EQUIPMENT: Since MW2 equipment has been largely used for tactical loitering, if you know that’s why it's being used then why put it in the game. Semtex and grenades + flash bangs are enough. And 1 per life. Getting kills because you have opposable thumbs is a joke, this will also help maps flow better(simply putting in a perk to counter them is not good enough anymore) as you don’t have to worry about betties/claymores everywhere. For all game types players should start with a set amount of each (semtex/flash bangs) Say for TDM 8 semtex/nades and 12 flash bangs, (can be balanced later) If you throw and miss you lose 1 from your total. If you get a kill (or flash someone) you keep the total, making nade spam less likely, and introducing a proper tactical use for the equipment. Players joining late get the average amount of their team. The same should work for explosives, like RPG's you get a set amount per game and that’s it, making their use tactical and not just players running round spamming them. But unlike the nades they lose 1 from the total every time, weather they get a kill or not.
5) GUNZ, remove tac inserts and OP secondary’s for snipers. Single pistols with limited range (A secondary should never beat a primary over range) Pistols and secondarys are there to get you out of trouble, nothing else. Also watch the swap time especially for snipers and shotties. The idea behind OHK weapons is that it kills in one hit(accuracy is king) the downside being if you miss, you die. Having perks like fast hands removes this downside for snipers/shotties. The shotguns in MW3 were fine, good range and damage, The R870 pumps too fast, making it OP. The spas is just about right. Spam weapons like the striker should go, or severely limit their range or fire rate. Again I would argue for OHK weapons there should be no secondaries at all. Especially the shotties, but I think that would make sniping to difficult.
6) PERKS. Don’t be lazy. Putting something in a game then putting in a perk to counter it is NOT BALANCE. Stick to the basics. Look long and hard at the MW2 perk system, which was very well balanced. There are currently too many perks, due to devs trying to balance everything out in the game. make less perks but each perk does more, or just have less perks. Marathon once allowed infinite sprint and climb obstacles faster, In blops2 you need 2 perks to do the same job. Perks should offer players the choice to enhance their play style, WITHOUT any drawbacks. Flack jacket should go, as it was a knee jerk reaction to the MW2 noob tubing fiasco (or simply remove explosives) Also tac mask can go(see EQUIPMENT above. ) they are a campers dream, and encourage player to camp as they have protection from semtex and flash bangs. Scavenger only resuplys ammo, nothing else. But ultimately you should never die simply because you didn’t have the right perk on.
7)PIE IN THE SKY: I would love to see a proper PC based Map maker, Players could design their own maps for private use, however they could also design maps and send them to the Devs for possibly being put in the game. This has 2 major benefits. 1) I would think most players would love the idea, and it would involve the community more in the development process 2)less work for the devs, they could take maps in and simply tidy them up of make some changes, meaning we would get far more content, though I'm not sure how they would structure the payment? Given the yearly cycle of COD now though this won’t happen.
Rather than waiting in a lobby for 60 seconds after every map, simply vote for ready, like the map choice, if so may vote, the game kicks off again. A no vote 60 sec timeout could be enforced say every 3rd game.
Remove stats please. The lead to "bad behavior" from some players. Or if not only make players stats visible if they choose so.
Bob
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danoski666
True Bro
"He ran off the wall like a ninja!"
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Post by danoski666 on Apr 16, 2013 7:13:55 GMT -5
I'll be honest at this point I'm hoping devs are laughing at this thread on their lunch break. Alright, here is my list of revelutionary changes spotted in this thread that make sense:[/b] -Remove Snipers. -Remove all equipment and killstreaks Gun on Gun, meng! -Remove Assassin, Ghost etc. Better yet, remove radar altogether. -Delete all explosives. They are for noobs. -Remove the knife. When you run outta bullets, you should have to headbutt your opponents. -Since the guns need to be balanced, remove them all! That way, no OP guns like FAMAS will ever appear. Fix ur game dub Infintey Wread!
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Post by -3055- on Apr 16, 2013 7:26:52 GMT -5
Sounds like someone wants HC barebones.
Removing a class altogether...? Why is this a good idea? This is going to hurt sales tremendously. No one sees a sniper in any of the trailers, leaked info shows no snipers. There's no way this would help them more than hurt them. They want to find ways to improve the game AS IN how can we make it more appealing?
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wings
True Bro
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Post by wings on Apr 16, 2013 7:35:40 GMT -5
I'll be honest at this point I'm hoping devs are laughing at this thread on their lunch break. EDIT: Also there's no chance in hell of a map maker/dev tools being released as that would cut into DLC sales. May be smokingb0b was thinking of Unreal and/or Trials. In Trials you can make your own levels and the best ones submitted to the developers get into DLC and the creators get prizes. I forget what the rewards were but the levels in Trials were superbly made and it's great to see the creativity unleashed.
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Post by smokingb0b on Apr 16, 2013 7:53:31 GMT -5
I'll be honest at this point I'm hoping devs are laughing at this thread on their lunch break. EDIT: Also there's no chance in hell of a map maker/dev tools being released as that would cut into DLC sales. I know there's no chance in hell, hence i called it Pie in the Sky. But ideas are Ideas And a man can dream.
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Post by smokingb0b on Apr 16, 2013 7:55:25 GMT -5
"May be smokingb0b was thinking of Unreal and/or Trials. In Trials you can make your own levels and the best ones submitted to the developers get into DLC and the creators get prizes. I forget what the rewards were but the levels in Trials were superbly made and it's great to see the creativity unleashed"
That's the idea....Will never happen though
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danoski666
True Bro
"He ran off the wall like a ninja!"
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Post by danoski666 on Apr 16, 2013 8:06:35 GMT -5
Sounds like someone wants HC barebones. Removing a class altogether...? Why is this a good idea? This is going to hurt sales tremendously. No one sees a sniper in any of the trailers, leaked info shows no snipers. There's no way this would help them more than hurt them. They want to find ways to improve the game AS IN how can we make it more appealing? ...you didnt notice the Bold and Italics meant to point out that was a joke? Unless that wasnt directed at me, in which case ignore this.
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Post by smokingb0b on Apr 16, 2013 8:34:34 GMT -5
"I'll be honest at this point I'm hoping devs are laughing at this thread on their lunch break."
The people that came up with Dead Mans Hand are in no position to laugh at anyone.
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