mmacola
True Bro
the brazilian guy
Posts: 1,995
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Post by mmacola on Jun 25, 2013 4:17:02 GMT -5
Co-op missions were great imo, the sad part was that there was no real story, and only a few missions.
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Post by TheHawkNY on Jun 25, 2013 9:33:20 GMT -5
Contracts.
I want Contracts back so bad. Even if they don't have COD points, they should still bring back Contracts.
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Shakerag
True Bro
Unapologetic Tube User
Posts: 10,204
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Post by Shakerag on Jun 25, 2013 10:50:10 GMT -5
Contracts. I want Contracts back so bad. Even if they don't have COD points, they should still bring back Contracts. Better yet, bring back contracts and CoD points but allow all unlockables to be purchased at any level. If you're going to make me unlock a gun/attachment/perk with in-game money, you're just being a dick to only allow me to do so after certain level checkpoints.
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Deleted
Deleted Member
Posts: 0
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Post by Deleted on Jun 25, 2013 14:37:19 GMT -5
I liked the concept of CoD points; mostly because extended mags took forever to unlock on any given weapon in every CoD except Black Ops.
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Usagi
True Bro
Grin and Barrett
Posts: 1,674
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Post by Usagi on Jun 25, 2013 23:27:33 GMT -5
Robert bowling specifically said "No Last Stand" for MW3 He wasn't lying.
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Slick
True Bro
Taking the piss
Posts: 1,015
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Post by Slick on Jun 26, 2013 1:47:18 GMT -5
Robert bowling specifically said "No Last Stand" for MW3 He wasn't lying. It was a play on words in my opinion. It could be not his fault however, it could've been a decision made later to include Final Stand as a substitute. There has to be a legitimate counter for it, not necessarily a hard counter, I liked the niche the shotguns had on Blops, I liked all the hidden niches on weapons, it made the game so much more interesting to me, they should return.
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Post by aidsaidsaids on Jun 26, 2013 4:56:43 GMT -5
Face Off
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kittymulcher
True Bro
Packing my bags for the misty mountains
Posts: 446
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Post by kittymulcher on Jun 26, 2013 9:08:12 GMT -5
All the kiddie's tears in 1 v 1s tasted delicious.
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Deleted
Deleted Member
Posts: 0
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Post by Deleted on Jun 26, 2013 12:45:11 GMT -5
More experiments with multi-team game-types wouldn't hurt; 4-team domination would be insane. On second thought experiments with multi-team game-types probably would hurt
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wings
True Bro
Posts: 3,776
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Post by wings on Jun 26, 2013 12:57:44 GMT -5
3 teams of 4. 6 control points. everyone starts with two. when both of yours are gone your team is eliminated and/or split between the other two. aww yeah. That sounds like something you'd find in Unreal Tournament.
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wings
True Bro
Posts: 3,776
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Post by wings on Jun 26, 2013 13:40:47 GMT -5
Yeah true. Trying to think of the game mode that had a three way split with six control points but I never really played it when it was out. Guess it was Multi-team since that originates from the Unreal series. The series does seem to be a fun game though. Borrowing UT3 from a friend to play against bots and it's pretty fun last time I played it (Onslaught mode).
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Deleted
Deleted Member
Posts: 0
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Post by Deleted on Jun 26, 2013 17:56:46 GMT -5
3 teams of 4. 6 control points. everyone starts with two. when both of yours are gone your team is eliminated and/or split between the other two. aww yeah. Better than my idea of 3 points and 4 teams of 2-4 players. If a whole team rage quits and the other 3 teams SOMEHOW end up in a stalemate where each side has 1 flag until the score counter hits 100 or 5 minutes have passed; it boils down to whoever capped a flag first. Moving away from that I'd also think a game like Call of Duty could try experimenting with their own "man versus mob" mode. A game type where one player with more hitpoints (and maybe several other benefits/handicaps on top of that) can square off against everyone else in the lobby at once in a no-respawn game type. It probably wouldn't take a lot of effort to code, and it's highly unlikely that there's a way that this can fit into Battlefield's lore. Just an idea, really.
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Deleted
Deleted Member
Posts: 0
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Post by Deleted on Jun 26, 2013 19:02:07 GMT -5
As well as Recon/Sitrep Pro or some kind of equivalent.
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Deleted
Deleted Member
Posts: 0
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Post by Deleted on Jun 26, 2013 19:14:29 GMT -5
3 teams of 4. 6 control points. everyone starts with two. when both of yours are gone your team is eliminated and/or split between the other two. aww yeah. Better than my idea of 3 points and 4 teams of 2-4 players. If a whole team rage quits and the other 3 teams SOMEHOW end up in a stalemate where each side has 1 flag until the score counter hits 100 or 5 minutes have passed; it boils down to whoever capped a flag first. Moving away from that I'd also think a game like Call of Duty could try experimenting with their own "man versus mob" mode. A game type where one player with more hitpoints (and maybe several other benefits/handicaps on top of that) can square off against everyone else in the lobby at once in a no-respawn game type. It probably wouldn't take a lot of effort to code, and it's highly unlikely that there's a way that this can fit into Battlefield's lore. Just an idea, really.They had a "Behind Enemy Lines" game mode in the original CoD that is something sorta similar to what you're talking about. Given all of the stuff that's been added and changed to the MP since then (scorestreaks, perks, etc), I think it would be pretty neat to bring it back.
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Post by -3055- on Jun 27, 2013 13:05:20 GMT -5
I want a super search and destroy:
9 players on each team, medium to large maps only. Three bomb spots, and two briefcases. Only one bomb can be planted and only one is needed to be blown up in order for the planting team to win. The defending team has also has an item to pick up near their spawn, "the code". Only the person holding the code is able defuse the bomb. Each round is four minutes long, with the bomb taking a full minute to explode. First team to win 7 rounds wins, sides switch every three rounds. should there be an overtime (6 rounds won on each side) Overtime is played similar to Black Ops 2 CTF: One bomb in the middle and everyone has both the code and the briefcase. Either detonate the bomb or kill everyone. The winning team's time is recorded and the sides switch. If the previous winning team wins again, they win. If the losing team wins with a faster time, they win.
In order to offset the length of this, normal search and destroy is reduced to: one minute and a half round time, 30 second bomb detonation time. Kills are 150 points each.
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Post by linkinito on Jun 28, 2013 10:53:11 GMT -5
I think these two movies from Extra Credits quite reflect my point of view on balance. They are spot on.
EDIT: Actually there's a third video.
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Usagi
True Bro
Grin and Barrett
Posts: 1,674
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Post by Usagi on Jun 28, 2013 14:35:08 GMT -5
Hooray for Extra Credits!
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Post by otisman666 on Jun 28, 2013 14:50:19 GMT -5
@linkito - Thanks for sharing those videos.
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Post by linkinito on Jun 28, 2013 17:13:09 GMT -5
@linki nito - Thanks for sharing those videos. Fixed. Well, when I saw them (and also they're kinda old for some, discovered them only today!), I immediately thought about sharing this here. And immediately thought about the things that plagued the MW3 multiplayer, aside from the lag compensation. ACR, MP7, Type 95, Assassin Pro... They all suffer from the lack of perfect imbalance and counter play. I immediately identified the FOO tactics to them.
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Post by APOCALYPSE on Jun 29, 2013 14:54:45 GMT -5
You can't exactly counter a gun...
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wings
True Bro
Posts: 3,776
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Post by wings on Jun 30, 2013 6:00:03 GMT -5
Sure there are ways, but cods guns tend to be accurate, strong, and automatic, working fine at most ranges; against players with minimal options to "dodge." So for the most part you're right. Cod is a tactical shooter in its most primal form though. Pure gunskill wont cut it when weapons are as easy to use as in cod. Taking advantage in this comes down to putting yourself in advantageous positions before any fight happens. MLG Pro tip: Rush to the nearest use mind bullets spot. ADS and camp it out.
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Deleted
Deleted Member
Posts: 0
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Post by Deleted on Jun 30, 2013 13:07:47 GMT -5
There should be a gametype where every player has unlimited frag grenades and they try to kill each other by spamming them everywhere. In fact, the pick-10 system should allow someone to wield crazier setups like 5 grenades with scavenger... for science.
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Post by -3055- on Jun 30, 2013 15:06:17 GMT -5
Wildcards are ridiculous. Scavenger and 9 grenades = 10. Why can't I do that.
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Post by TheHawkNY on Jul 1, 2013 13:21:12 GMT -5
Wildcards are ridiculous. Scavenger and 9 grenades = 10. Why can't I do that. Because that would be really annoying.
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Post by kirbyderby on Jul 1, 2013 13:26:48 GMT -5
Wildcards are ridiculous. Scavenger and 9 grenades = 10. Why can't I do that. Because that would be really annoying. Just put on 9x Blast Shield and a gun, no problems.
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pachiderm
True Bro
Chewing some serious leaves
Posts: 647
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Post by pachiderm on Jul 2, 2013 5:49:59 GMT -5
@linki nito - Thanks for sharing those videos. Fixed. Well, when I saw them (and also they're kinda old for some, discovered them only today!), I immediately thought about sharing this here. And immediately thought about the things that plagued the MW3 multiplayer, aside from the lag compensation. ACR, MP7, Type 95, Assassin Pro... They all suffer from the lack of perfect imbalance and counter play. I immediately identified the FOO tactics to them. Assassin is actually an example of good counter play. Assassin counters the UAV, and many other irritating things, at the expense of some of your effectiveness as a player. This keeps the UAV from being overpowered and allows for a stealth playstyle which adds to the metagame.
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Post by APOCALYPSE on Jul 2, 2013 11:22:18 GMT -5
Except that the only other Red perk that could even touch it was quickdraw,thus limiting the ammount of options you could possibly have. Plus, you were at a straight up dissadvantage if you weren't using it; even if you didn't play with a silencer, it protected you from so many other things that it was always usefull. It didn't just keep UAV's balanced, It made it, plus the advanced UAV unreliable, and stopped 90% of the support package.
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pachiderm
True Bro
Chewing some serious leaves
Posts: 647
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Post by pachiderm on Jul 2, 2013 17:26:35 GMT -5
UAV's shouldn't be reliable. They should be helpful, but you shouldn't be able to rely on them to tell you where everyone on the enemy team is. Also, it only affects about 25% of the support package since UAV/CUAV/AdvancedUAV/EMP are only 4 out of the 12 options in the support package.
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Lexapro
True Bro
PSN: Lexa_pro
Posts: 1,066
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Post by Lexapro on Jul 2, 2013 21:36:41 GMT -5
The perfect Red Tier: - Assassin - Complete protection from UAVs and other forms of detection. No BS movement requirement.
- Flak Jacket - Strong protection from explosives and tacticals. Make explosives otherwise pretty strong. BO2 does it pretty well.
- Hardline - Scaling bonus points towards pointstreaks. Pointstreaks are good because they reward objective/team play as well as straight up kills. High Risk, High Reward.
- Overkill - Allow 2 fully customized primary weapons and extra lethal and tactical grenades. Ka-BOOM.
- Sleight of Hand - Faster ADS, reloads, weapon swaps, and equipment usage.
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Post by APOCALYPSE on Jul 3, 2013 13:19:44 GMT -5
/\ So, MW3 except Overkill is even more crap. A more practical blast shield is nice ,though. UAV's shouldn't be reliable. They should be helpful, but you shouldn't be able to rely on them to tell you where everyone on the enemy team is. I can agree with that. But UAV only showing at most like 2 people isn't very helpful. Admittedly, this wouldn't be an issue if UAV and Stealth perks in general were better balanced against each other and everything else.
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