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Post by ecomni on Dec 17, 2009 21:49:01 GMT -5
Oh yeah, forgot another important advantage that semtex has: the throw can be canceled. A very nice thing when you're just about to throw a grenade at an enemy that just got killed while you were in the middle of the "pin-pull" animation.
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Post by ssog on Dec 17, 2009 22:13:46 GMT -5
Depends... People that use the tube a lot probably do like DC. Different game types also attract different class setups. (Why I really wish IW gave us 5 classes per game type, rather than just 5 classes. It would be nice to not have to manually edit all my classes just because I switch from one game type to another. Why would you devote 5 classes to "Hardcore Headquarters" or "Ground War Domination"? I've got 1 class for SCTDM, 1 for HCTDM, 1 for objective gametypes (HQ, Dom, etc), 1 riot shield, and 1 class I'm doing challenges on.
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mannon
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Post by mannon on Dec 18, 2009 0:17:23 GMT -5
Because I get bored only playing one class on a game type. I don't actually tweak all my classes for different game types, although I wouldn't mind having 5 for TDM and 5 for CTF as I like a variety of classes for both. For HQ I usually want about two. Anyway there's more than 5 game types so even if I only used one there aren't enough to not have to swap them out just to play different game types.
Yeah I don't NEED more than 5, I just don't see the point of making me go through the hassle for different game types. Let me have a different set of classes for each game type, it doesn't cost IW anything. There's no superduper exploit this will create or anything and it doesn't even unbalance OMA. It just eliminates some micro management for people that like variety instead of the same old classes on the same old game types.
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Post by ssog on Dec 18, 2009 2:17:54 GMT -5
Because I get bored only playing one class on a game type. I don't actually tweak all my classes for different game types, although I wouldn't mind having 5 for TDM and 5 for CTF as I like a variety of classes for both. For HQ I usually want about two. Anyway there's more than 5 game types so even if I only used one there aren't enough to not have to swap them out just to play different game types. Yeah I don't NEED more than 5, I just don't see the point of making me go through the hassle for different game types. Let me have a different set of classes for each game type, it doesn't cost IW anything. There's no superduper exploit this will create or anything and it doesn't even unbalance OMA. It just eliminates some micro management for people that like variety instead of the same old classes on the same old game types. Why stop there, though? Why just 5 classes for each game type? Why not 10 classes for each game type? Why not 5 classes for each gun? IW gives you 5 classes. That's how it is, that's how it's always been. 5 classes is plenty, even if it does force you to be more thoughtful when creating a class. You say you get bored using the same class all the time... then change it when you get bored. It's not like you get bored every 2 minutes in a match- you could probably go 5 matches with a class, then change it, then go 5 more, then change it again. Sure, it might be nice to have unlimited class slots. It'd also be nice if all guns and perks were unlocked at level 1, and we had infinite ammo, and there was no respawn delay in HC. That'd be a different game, though. CoD, especially since the introduction of perks, is a game of difficult decisions and sacrifices, a game of scarcity. If you want more classes, IW added the ability to gain them through prestiging. If they gave you 50 classes right off the bat, then the extra classes from prestiging would be kind of pointless. There'd be no difficult decision. There'd be no sacrifice. There'd be no scarcity. I'm happy with the 5 class cap (with the ability to earn a sixth making prestiging a very difficult and tempting decision). Like I said, it gives me more than enough classes for any given night, and forces me to be a lot more thoughtful during class creation. Generally, I have 2-3 "fixed" classes that are mainstays in my arsenal, and 2-3 others that change every few nights based on whatever challenges I'm doing or whatever whims strike. That's enough. Sometimes I have to make some tough decisions, but as I said, that's the nature of the game.
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mannon
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Post by mannon on Dec 18, 2009 3:39:21 GMT -5
I didn't ask for unlimited class slots. I made a modest request, and I didn't bitch about it for 2 hours. 5 classes for every gun would be unmanageable and for that matter how would you handle class switching during a match? It would also overpower OMA which is already very powerful.
Have the ability to have my classes setup for each game type and not having to redo them over and over when I change only accomplishes one thing, it reduces micro management. And actually I do many times use at least two different classes in a given match.
I do not want all guns and perks unlocked at level 1, levelling up is fun. Class micromanagement between game types is not fun. I do not want infinite ammo, that would just be annoying and not fun. Ammo is a resource you have to manage wisely and adds to the tactical depth of the game. Having to tweak my classes when I change game types does not add tactical depth to the game. As for respawn delay in HC, *shrug* I could give or take that one. I haven't played HC enough to care though I do rather enjoy the no respawn delay in several core modes. But I didn't ask for it.
The small request I made has no effect on the overall gameplay. All it would do is allow people like myself that enjoy jumping from game type to game type to have about the same level of class management as people that only play one game type. Why is that so wrong?
I know I can get more classes via prestiging and again that's not what I asked for. Having more classes does more than what I suggested, especially with OMA.
I like being able to change gametypes on a whim with my party without having to ask them to give me a minute to swap in blast shields and explosives and various things in the appropriate places. Generally I like to roll with 5 viable classes for whatever gametype I'm playing so that if I decide I need a change in strategy or something I have many options open.
I just think it would be nice to make the game as hassle free for people playing multiple types as it is for those that just stick to one. It might even encourage people to play more types. It would certainly encourage me to play more as I wouldn't need to redo my 2 or 3 game type specific classes. (I currently have 2 for working on weapons, an AA class which is also working on extended mags for the FAMAS and 2 game type specific that I have to either not use or change when I switch game types.)
Anyway, forget I asked... I didn't think it was such a big deal to ask for less micro management. Yeah if I didn't like so much variety and options open then I could just use 1 class at a time and be happy, probably have 5 classes for 5 game types and just roll with that... That ain't me. I do carefully think about my classes, but I have to spend a decent amount of time tweaking them as situations change. Isn't it enough that I already have to adjust them when I unlock new stuff or need to start new challenges? There's just enough time between matches, but it gets tedious and I would like to switch game types more often than I do. The only reason I don't is the tedium of class fiddling. But meh, I guess I should stick to 1 class and 1 gametype and count my blessings that the lord saw fit to give me two thumbs to use a controller with and not ask for more.
So what, I asked for more. A tiny bit more, not something you could exploit in any single gametype just the chance to reduce the tedium a bit. I guess I'm a sinner.
5 classes is adequate. I'm not saying it isn't. I'll keep playing. Hell I may even prestige. But with all the people whining over grenades and ARs and 1887's on and on why is my little request so offensive when it doesn't even impact gameplay during a match?
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Post by novanleon on Dec 18, 2009 10:10:33 GMT -5
I don't think ssog meant to come across as defensive. Your comments were fine.
*sings Kumbaya*
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mannon
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Post by mannon on Dec 19, 2009 16:10:18 GMT -5
Felt a little bad after my last post. Think I'm the one that got a tad defensive. Still though I don't see why it's so much to ask.
Maybe just give me 1 gametype specific class. That would help some, at least.
Although now that I actually have OMA:Pro I actually am tempted to build all 5 classes with something of an integrated synergy. Rather than having 1 per game type each one fills a certain role in whatever gametype I'm playing. Only that means I actually do have to edit quite a few of them depending upon what gametype I'm moving from and which one I'm going to, though I think I have it down to basically needing just 1 class totally devoted to the game type and then doing minor tweaks to the others. We shall see...
BTW I'm not completely ditching the secondary weapons. Well at the moment I only have one class that doesn't have OMA and that's my AA class. lol Though it can do more than AA. But I intend to experiment and I'll have some others with secondaries. Particularly my flag runner class for CTF. As I see it I can definitely use a shotgun for that, (I loved toting one for flag running back in W@W) but it's no real tradeoff as I don't really need OMA on my flagrunner. Generally once I'm running the flag I will either cap it or get a free class reset the hard way. heh Plus if my tactical insertion is hidden back on the enemy side of the map it would actually be quicker to run out and get myself killed to make my next run.
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Post by asgaro on Dec 24, 2009 3:28:53 GMT -5
Oh yeah, forgot another important advantage that semtex has: the throw can be canceled. A very nice thing when you're just about to throw a grenade at an enemy that just got killed while you were in the middle of the "pin-pull" animation. Hey, didn't know! So you have to right-click or?
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Post by chyros on Dec 24, 2009 6:16:40 GMT -5
Oh yeah, forgot another important advantage that semtex has: the throw can be canceled. A very nice thing when you're just about to throw a grenade at an enemy that just got killed while you were in the middle of the "pin-pull" animation. Hey, didn't know! So you have to right-click or? No, while you have the semtex pulled, you can just press the switch-weapon-button and it will put it away and grab your normal weapon. Quite useful.
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